three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '115dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  184. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  185. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  186. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  187. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  188. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  189. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  190. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  191. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  192. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  193. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  194. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  195. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  196. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  197. var LoopOnce = 2200;
  198. var LoopRepeat = 2201;
  199. var LoopPingPong = 2202;
  200. var InterpolateDiscrete = 2300;
  201. var InterpolateLinear = 2301;
  202. var InterpolateSmooth = 2302;
  203. var ZeroCurvatureEnding = 2400;
  204. var ZeroSlopeEnding = 2401;
  205. var WrapAroundEnding = 2402;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. var array = listenerArray.slice( 0 );
  284. for ( var i = 0, l = array.length; i < l; i ++ ) {
  285. array[ i ].call( this, event );
  286. }
  287. }
  288. }
  289. } );
  290. /**
  291. * @author alteredq / http://alteredqualia.com/
  292. * @author mrdoob / http://mrdoob.com/
  293. * @author WestLangley / http://github.com/WestLangley
  294. * @author thezwap
  295. */
  296. var _lut = [];
  297. for ( var i = 0; i < 256; i ++ ) {
  298. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  299. }
  300. var MathUtils = {
  301. DEG2RAD: Math.PI / 180,
  302. RAD2DEG: 180 / Math.PI,
  303. generateUUID: function () {
  304. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  305. var d0 = Math.random() * 0xffffffff | 0;
  306. var d1 = Math.random() * 0xffffffff | 0;
  307. var d2 = Math.random() * 0xffffffff | 0;
  308. var d3 = Math.random() * 0xffffffff | 0;
  309. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  310. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  311. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  312. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  313. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  314. return uuid.toUpperCase();
  315. },
  316. clamp: function ( value, min, max ) {
  317. return Math.max( min, Math.min( max, value ) );
  318. },
  319. // compute euclidian modulo of m % n
  320. // https://en.wikipedia.org/wiki/Modulo_operation
  321. euclideanModulo: function ( n, m ) {
  322. return ( ( n % m ) + m ) % m;
  323. },
  324. // Linear mapping from range <a1, a2> to range <b1, b2>
  325. mapLinear: function ( x, a1, a2, b1, b2 ) {
  326. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  327. },
  328. // https://en.wikipedia.org/wiki/Linear_interpolation
  329. lerp: function ( x, y, t ) {
  330. return ( 1 - t ) * x + t * y;
  331. },
  332. // http://en.wikipedia.org/wiki/Smoothstep
  333. smoothstep: function ( x, min, max ) {
  334. if ( x <= min ) { return 0; }
  335. if ( x >= max ) { return 1; }
  336. x = ( x - min ) / ( max - min );
  337. return x * x * ( 3 - 2 * x );
  338. },
  339. smootherstep: function ( x, min, max ) {
  340. if ( x <= min ) { return 0; }
  341. if ( x >= max ) { return 1; }
  342. x = ( x - min ) / ( max - min );
  343. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  344. },
  345. // Random integer from <low, high> interval
  346. randInt: function ( low, high ) {
  347. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  348. },
  349. // Random float from <low, high> interval
  350. randFloat: function ( low, high ) {
  351. return low + Math.random() * ( high - low );
  352. },
  353. // Random float from <-range/2, range/2> interval
  354. randFloatSpread: function ( range ) {
  355. return range * ( 0.5 - Math.random() );
  356. },
  357. degToRad: function ( degrees ) {
  358. return degrees * MathUtils.DEG2RAD;
  359. },
  360. radToDeg: function ( radians ) {
  361. return radians * MathUtils.RAD2DEG;
  362. },
  363. isPowerOfTwo: function ( value ) {
  364. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  365. },
  366. ceilPowerOfTwo: function ( value ) {
  367. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  368. },
  369. floorPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  371. },
  372. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  373. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  374. // rotations are applied to the axes in the order specified by 'order'
  375. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  376. // angles are in radians
  377. var cos = Math.cos;
  378. var sin = Math.sin;
  379. var c2 = cos( b / 2 );
  380. var s2 = sin( b / 2 );
  381. var c13 = cos( ( a + c ) / 2 );
  382. var s13 = sin( ( a + c ) / 2 );
  383. var c1_3 = cos( ( a - c ) / 2 );
  384. var s1_3 = sin( ( a - c ) / 2 );
  385. var c3_1 = cos( ( c - a ) / 2 );
  386. var s3_1 = sin( ( c - a ) / 2 );
  387. if ( order === 'XYX' ) {
  388. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  389. } else if ( order === 'YZY' ) {
  390. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  391. } else if ( order === 'ZXZ' ) {
  392. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  393. } else if ( order === 'XZX' ) {
  394. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  395. } else if ( order === 'YXY' ) {
  396. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  397. } else if ( order === 'ZYZ' ) {
  398. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  399. } else {
  400. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  401. }
  402. }
  403. };
  404. /**
  405. * @author mrdoob / http://mrdoob.com/
  406. * @author philogb / http://blog.thejit.org/
  407. * @author egraether / http://egraether.com/
  408. * @author zz85 / http://www.lab4games.net/zz85/blog
  409. */
  410. function Vector2( x, y ) {
  411. this.x = x || 0;
  412. this.y = y || 0;
  413. }
  414. Object.defineProperties( Vector2.prototype, {
  415. "width": {
  416. get: function () {
  417. return this.x;
  418. },
  419. set: function ( value ) {
  420. this.x = value;
  421. }
  422. },
  423. "height": {
  424. get: function () {
  425. return this.y;
  426. },
  427. set: function ( value ) {
  428. this.y = value;
  429. }
  430. }
  431. } );
  432. Object.assign( Vector2.prototype, {
  433. isVector2: true,
  434. set: function ( x, y ) {
  435. this.x = x;
  436. this.y = y;
  437. return this;
  438. },
  439. setScalar: function ( scalar ) {
  440. this.x = scalar;
  441. this.y = scalar;
  442. return this;
  443. },
  444. setX: function ( x ) {
  445. this.x = x;
  446. return this;
  447. },
  448. setY: function ( y ) {
  449. this.y = y;
  450. return this;
  451. },
  452. setComponent: function ( index, value ) {
  453. switch ( index ) {
  454. case 0: this.x = value; break;
  455. case 1: this.y = value; break;
  456. default: throw new Error( 'index is out of range: ' + index );
  457. }
  458. return this;
  459. },
  460. getComponent: function ( index ) {
  461. switch ( index ) {
  462. case 0: return this.x;
  463. case 1: return this.y;
  464. default: throw new Error( 'index is out of range: ' + index );
  465. }
  466. },
  467. clone: function () {
  468. return new this.constructor( this.x, this.y );
  469. },
  470. copy: function ( v ) {
  471. this.x = v.x;
  472. this.y = v.y;
  473. return this;
  474. },
  475. add: function ( v, w ) {
  476. if ( w !== undefined ) {
  477. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  478. return this.addVectors( v, w );
  479. }
  480. this.x += v.x;
  481. this.y += v.y;
  482. return this;
  483. },
  484. addScalar: function ( s ) {
  485. this.x += s;
  486. this.y += s;
  487. return this;
  488. },
  489. addVectors: function ( a, b ) {
  490. this.x = a.x + b.x;
  491. this.y = a.y + b.y;
  492. return this;
  493. },
  494. addScaledVector: function ( v, s ) {
  495. this.x += v.x * s;
  496. this.y += v.y * s;
  497. return this;
  498. },
  499. sub: function ( v, w ) {
  500. if ( w !== undefined ) {
  501. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  502. return this.subVectors( v, w );
  503. }
  504. this.x -= v.x;
  505. this.y -= v.y;
  506. return this;
  507. },
  508. subScalar: function ( s ) {
  509. this.x -= s;
  510. this.y -= s;
  511. return this;
  512. },
  513. subVectors: function ( a, b ) {
  514. this.x = a.x - b.x;
  515. this.y = a.y - b.y;
  516. return this;
  517. },
  518. multiply: function ( v ) {
  519. this.x *= v.x;
  520. this.y *= v.y;
  521. return this;
  522. },
  523. multiplyScalar: function ( scalar ) {
  524. this.x *= scalar;
  525. this.y *= scalar;
  526. return this;
  527. },
  528. divide: function ( v ) {
  529. this.x /= v.x;
  530. this.y /= v.y;
  531. return this;
  532. },
  533. divideScalar: function ( scalar ) {
  534. return this.multiplyScalar( 1 / scalar );
  535. },
  536. applyMatrix3: function ( m ) {
  537. var x = this.x, y = this.y;
  538. var e = m.elements;
  539. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  540. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  541. return this;
  542. },
  543. min: function ( v ) {
  544. this.x = Math.min( this.x, v.x );
  545. this.y = Math.min( this.y, v.y );
  546. return this;
  547. },
  548. max: function ( v ) {
  549. this.x = Math.max( this.x, v.x );
  550. this.y = Math.max( this.y, v.y );
  551. return this;
  552. },
  553. clamp: function ( min, max ) {
  554. // assumes min < max, componentwise
  555. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  556. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  557. return this;
  558. },
  559. clampScalar: function ( minVal, maxVal ) {
  560. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  561. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  562. return this;
  563. },
  564. clampLength: function ( min, max ) {
  565. var length = this.length();
  566. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  567. },
  568. floor: function () {
  569. this.x = Math.floor( this.x );
  570. this.y = Math.floor( this.y );
  571. return this;
  572. },
  573. ceil: function () {
  574. this.x = Math.ceil( this.x );
  575. this.y = Math.ceil( this.y );
  576. return this;
  577. },
  578. round: function () {
  579. this.x = Math.round( this.x );
  580. this.y = Math.round( this.y );
  581. return this;
  582. },
  583. roundToZero: function () {
  584. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  585. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  586. return this;
  587. },
  588. negate: function () {
  589. this.x = - this.x;
  590. this.y = - this.y;
  591. return this;
  592. },
  593. dot: function ( v ) {
  594. return this.x * v.x + this.y * v.y;
  595. },
  596. cross: function ( v ) {
  597. return this.x * v.y - this.y * v.x;
  598. },
  599. lengthSq: function () {
  600. return this.x * this.x + this.y * this.y;
  601. },
  602. length: function () {
  603. return Math.sqrt( this.x * this.x + this.y * this.y );
  604. },
  605. manhattanLength: function () {
  606. return Math.abs( this.x ) + Math.abs( this.y );
  607. },
  608. normalize: function () {
  609. return this.divideScalar( this.length() || 1 );
  610. },
  611. angle: function () {
  612. // computes the angle in radians with respect to the positive x-axis
  613. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  614. return angle;
  615. },
  616. distanceTo: function ( v ) {
  617. return Math.sqrt( this.distanceToSquared( v ) );
  618. },
  619. distanceToSquared: function ( v ) {
  620. var dx = this.x - v.x, dy = this.y - v.y;
  621. return dx * dx + dy * dy;
  622. },
  623. manhattanDistanceTo: function ( v ) {
  624. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  625. },
  626. setLength: function ( length ) {
  627. return this.normalize().multiplyScalar( length );
  628. },
  629. lerp: function ( v, alpha ) {
  630. this.x += ( v.x - this.x ) * alpha;
  631. this.y += ( v.y - this.y ) * alpha;
  632. return this;
  633. },
  634. lerpVectors: function ( v1, v2, alpha ) {
  635. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  636. },
  637. equals: function ( v ) {
  638. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  639. },
  640. fromArray: function ( array, offset ) {
  641. if ( offset === undefined ) { offset = 0; }
  642. this.x = array[ offset ];
  643. this.y = array[ offset + 1 ];
  644. return this;
  645. },
  646. toArray: function ( array, offset ) {
  647. if ( array === undefined ) { array = []; }
  648. if ( offset === undefined ) { offset = 0; }
  649. array[ offset ] = this.x;
  650. array[ offset + 1 ] = this.y;
  651. return array;
  652. },
  653. fromBufferAttribute: function ( attribute, index, offset ) {
  654. if ( offset !== undefined ) {
  655. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  656. }
  657. this.x = attribute.getX( index );
  658. this.y = attribute.getY( index );
  659. return this;
  660. },
  661. rotateAround: function ( center, angle ) {
  662. var c = Math.cos( angle ), s = Math.sin( angle );
  663. var x = this.x - center.x;
  664. var y = this.y - center.y;
  665. this.x = x * c - y * s + center.x;
  666. this.y = x * s + y * c + center.y;
  667. return this;
  668. }
  669. } );
  670. /**
  671. * @author alteredq / http://alteredqualia.com/
  672. * @author WestLangley / http://github.com/WestLangley
  673. * @author bhouston / http://clara.io
  674. * @author tschw
  675. */
  676. function Matrix3() {
  677. this.elements = [
  678. 1, 0, 0,
  679. 0, 1, 0,
  680. 0, 0, 1
  681. ];
  682. if ( arguments.length > 0 ) {
  683. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  684. }
  685. }
  686. Object.assign( Matrix3.prototype, {
  687. isMatrix3: true,
  688. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  689. var te = this.elements;
  690. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  691. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  692. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  693. return this;
  694. },
  695. identity: function () {
  696. this.set(
  697. 1, 0, 0,
  698. 0, 1, 0,
  699. 0, 0, 1
  700. );
  701. return this;
  702. },
  703. clone: function () {
  704. return new this.constructor().fromArray( this.elements );
  705. },
  706. copy: function ( m ) {
  707. var te = this.elements;
  708. var me = m.elements;
  709. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  710. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  711. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  712. return this;
  713. },
  714. extractBasis: function ( xAxis, yAxis, zAxis ) {
  715. xAxis.setFromMatrix3Column( this, 0 );
  716. yAxis.setFromMatrix3Column( this, 1 );
  717. zAxis.setFromMatrix3Column( this, 2 );
  718. return this;
  719. },
  720. setFromMatrix4: function ( m ) {
  721. var me = m.elements;
  722. this.set(
  723. me[ 0 ], me[ 4 ], me[ 8 ],
  724. me[ 1 ], me[ 5 ], me[ 9 ],
  725. me[ 2 ], me[ 6 ], me[ 10 ]
  726. );
  727. return this;
  728. },
  729. multiply: function ( m ) {
  730. return this.multiplyMatrices( this, m );
  731. },
  732. premultiply: function ( m ) {
  733. return this.multiplyMatrices( m, this );
  734. },
  735. multiplyMatrices: function ( a, b ) {
  736. var ae = a.elements;
  737. var be = b.elements;
  738. var te = this.elements;
  739. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  740. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  741. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  742. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  743. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  744. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  745. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  746. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  747. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  748. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  749. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  750. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  751. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  752. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  753. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  754. return this;
  755. },
  756. multiplyScalar: function ( s ) {
  757. var te = this.elements;
  758. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  759. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  760. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  761. return this;
  762. },
  763. determinant: function () {
  764. var te = this.elements;
  765. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  766. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  767. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  768. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  769. },
  770. getInverse: function ( matrix, throwOnDegenerate ) {
  771. if ( matrix && matrix.isMatrix4 ) {
  772. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  773. }
  774. var me = matrix.elements,
  775. te = this.elements,
  776. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  777. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  778. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  779. t11 = n33 * n22 - n32 * n23,
  780. t12 = n32 * n13 - n33 * n12,
  781. t13 = n23 * n12 - n22 * n13,
  782. det = n11 * t11 + n21 * t12 + n31 * t13;
  783. if ( det === 0 ) {
  784. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  785. if ( throwOnDegenerate === true ) {
  786. throw new Error( msg );
  787. } else {
  788. console.warn( msg );
  789. }
  790. return this.identity();
  791. }
  792. var detInv = 1 / det;
  793. te[ 0 ] = t11 * detInv;
  794. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  795. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  796. te[ 3 ] = t12 * detInv;
  797. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  798. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  799. te[ 6 ] = t13 * detInv;
  800. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  801. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  802. return this;
  803. },
  804. transpose: function () {
  805. var tmp, m = this.elements;
  806. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  807. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  808. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  809. return this;
  810. },
  811. getNormalMatrix: function ( matrix4 ) {
  812. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  813. },
  814. transposeIntoArray: function ( r ) {
  815. var m = this.elements;
  816. r[ 0 ] = m[ 0 ];
  817. r[ 1 ] = m[ 3 ];
  818. r[ 2 ] = m[ 6 ];
  819. r[ 3 ] = m[ 1 ];
  820. r[ 4 ] = m[ 4 ];
  821. r[ 5 ] = m[ 7 ];
  822. r[ 6 ] = m[ 2 ];
  823. r[ 7 ] = m[ 5 ];
  824. r[ 8 ] = m[ 8 ];
  825. return this;
  826. },
  827. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  828. var c = Math.cos( rotation );
  829. var s = Math.sin( rotation );
  830. this.set(
  831. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  832. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  833. 0, 0, 1
  834. );
  835. },
  836. scale: function ( sx, sy ) {
  837. var te = this.elements;
  838. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  839. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  840. return this;
  841. },
  842. rotate: function ( theta ) {
  843. var c = Math.cos( theta );
  844. var s = Math.sin( theta );
  845. var te = this.elements;
  846. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  847. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  848. te[ 0 ] = c * a11 + s * a21;
  849. te[ 3 ] = c * a12 + s * a22;
  850. te[ 6 ] = c * a13 + s * a23;
  851. te[ 1 ] = - s * a11 + c * a21;
  852. te[ 4 ] = - s * a12 + c * a22;
  853. te[ 7 ] = - s * a13 + c * a23;
  854. return this;
  855. },
  856. translate: function ( tx, ty ) {
  857. var te = this.elements;
  858. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  859. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  860. return this;
  861. },
  862. equals: function ( matrix ) {
  863. var te = this.elements;
  864. var me = matrix.elements;
  865. for ( var i = 0; i < 9; i ++ ) {
  866. if ( te[ i ] !== me[ i ] ) { return false; }
  867. }
  868. return true;
  869. },
  870. fromArray: function ( array, offset ) {
  871. if ( offset === undefined ) { offset = 0; }
  872. for ( var i = 0; i < 9; i ++ ) {
  873. this.elements[ i ] = array[ i + offset ];
  874. }
  875. return this;
  876. },
  877. toArray: function ( array, offset ) {
  878. if ( array === undefined ) { array = []; }
  879. if ( offset === undefined ) { offset = 0; }
  880. var te = this.elements;
  881. array[ offset ] = te[ 0 ];
  882. array[ offset + 1 ] = te[ 1 ];
  883. array[ offset + 2 ] = te[ 2 ];
  884. array[ offset + 3 ] = te[ 3 ];
  885. array[ offset + 4 ] = te[ 4 ];
  886. array[ offset + 5 ] = te[ 5 ];
  887. array[ offset + 6 ] = te[ 6 ];
  888. array[ offset + 7 ] = te[ 7 ];
  889. array[ offset + 8 ] = te[ 8 ];
  890. return array;
  891. }
  892. } );
  893. /**
  894. * @author mrdoob / http://mrdoob.com/
  895. * @author alteredq / http://alteredqualia.com/
  896. * @author szimek / https://github.com/szimek/
  897. */
  898. var _canvas;
  899. var ImageUtils = {
  900. getDataURL: function ( image ) {
  901. var canvas;
  902. if ( typeof HTMLCanvasElement == 'undefined' ) {
  903. return image.src;
  904. } else if ( image instanceof HTMLCanvasElement ) {
  905. canvas = image;
  906. } else {
  907. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  908. _canvas.width = image.width;
  909. _canvas.height = image.height;
  910. var context = _canvas.getContext( '2d' );
  911. if ( image instanceof ImageData ) {
  912. context.putImageData( image, 0, 0 );
  913. } else {
  914. context.drawImage( image, 0, 0, image.width, image.height );
  915. }
  916. canvas = _canvas;
  917. }
  918. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  919. return canvas.toDataURL( 'image/jpeg', 0.6 );
  920. } else {
  921. return canvas.toDataURL( 'image/png' );
  922. }
  923. }
  924. };
  925. /**
  926. * @author mrdoob / http://mrdoob.com/
  927. * @author alteredq / http://alteredqualia.com/
  928. * @author szimek / https://github.com/szimek/
  929. */
  930. var textureId = 0;
  931. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  932. Object.defineProperty( this, 'id', { value: textureId ++ } );
  933. this.uuid = MathUtils.generateUUID();
  934. this.name = '';
  935. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  936. this.mipmaps = [];
  937. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  938. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  939. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  940. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  941. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  942. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  943. this.format = format !== undefined ? format : RGBAFormat;
  944. this.internalFormat = null;
  945. this.type = type !== undefined ? type : UnsignedByteType;
  946. this.offset = new Vector2( 0, 0 );
  947. this.repeat = new Vector2( 1, 1 );
  948. this.center = new Vector2( 0, 0 );
  949. this.rotation = 0;
  950. this.matrixAutoUpdate = true;
  951. this.matrix = new Matrix3();
  952. this.generateMipmaps = true;
  953. this.premultiplyAlpha = false;
  954. this.flipY = true;
  955. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  956. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  957. //
  958. // Also changing the encoding after already used by a Material will not automatically make the Material
  959. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  960. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  961. this.version = 0;
  962. this.onUpdate = null;
  963. }
  964. Texture.DEFAULT_IMAGE = undefined;
  965. Texture.DEFAULT_MAPPING = UVMapping;
  966. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  967. constructor: Texture,
  968. isTexture: true,
  969. updateMatrix: function () {
  970. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  971. },
  972. clone: function () {
  973. return new this.constructor().copy( this );
  974. },
  975. copy: function ( source ) {
  976. this.name = source.name;
  977. this.image = source.image;
  978. this.mipmaps = source.mipmaps.slice( 0 );
  979. this.mapping = source.mapping;
  980. this.wrapS = source.wrapS;
  981. this.wrapT = source.wrapT;
  982. this.magFilter = source.magFilter;
  983. this.minFilter = source.minFilter;
  984. this.anisotropy = source.anisotropy;
  985. this.format = source.format;
  986. this.internalFormat = source.internalFormat;
  987. this.type = source.type;
  988. this.offset.copy( source.offset );
  989. this.repeat.copy( source.repeat );
  990. this.center.copy( source.center );
  991. this.rotation = source.rotation;
  992. this.matrixAutoUpdate = source.matrixAutoUpdate;
  993. this.matrix.copy( source.matrix );
  994. this.generateMipmaps = source.generateMipmaps;
  995. this.premultiplyAlpha = source.premultiplyAlpha;
  996. this.flipY = source.flipY;
  997. this.unpackAlignment = source.unpackAlignment;
  998. this.encoding = source.encoding;
  999. return this;
  1000. },
  1001. toJSON: function ( meta ) {
  1002. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1003. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1004. return meta.textures[ this.uuid ];
  1005. }
  1006. var output = {
  1007. metadata: {
  1008. version: 4.5,
  1009. type: 'Texture',
  1010. generator: 'Texture.toJSON'
  1011. },
  1012. uuid: this.uuid,
  1013. name: this.name,
  1014. mapping: this.mapping,
  1015. repeat: [ this.repeat.x, this.repeat.y ],
  1016. offset: [ this.offset.x, this.offset.y ],
  1017. center: [ this.center.x, this.center.y ],
  1018. rotation: this.rotation,
  1019. wrap: [ this.wrapS, this.wrapT ],
  1020. format: this.format,
  1021. type: this.type,
  1022. encoding: this.encoding,
  1023. minFilter: this.minFilter,
  1024. magFilter: this.magFilter,
  1025. anisotropy: this.anisotropy,
  1026. flipY: this.flipY,
  1027. premultiplyAlpha: this.premultiplyAlpha,
  1028. unpackAlignment: this.unpackAlignment
  1029. };
  1030. if ( this.image !== undefined ) {
  1031. // TODO: Move to THREE.Image
  1032. var image = this.image;
  1033. if ( image.uuid === undefined ) {
  1034. image.uuid = MathUtils.generateUUID(); // UGH
  1035. }
  1036. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1037. var url;
  1038. if ( Array.isArray( image ) ) {
  1039. // process array of images e.g. CubeTexture
  1040. url = [];
  1041. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1042. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1043. }
  1044. } else {
  1045. // process single image
  1046. url = ImageUtils.getDataURL( image );
  1047. }
  1048. meta.images[ image.uuid ] = {
  1049. uuid: image.uuid,
  1050. url: url
  1051. };
  1052. }
  1053. output.image = image.uuid;
  1054. }
  1055. if ( ! isRootObject ) {
  1056. meta.textures[ this.uuid ] = output;
  1057. }
  1058. return output;
  1059. },
  1060. dispose: function () {
  1061. this.dispatchEvent( { type: 'dispose' } );
  1062. },
  1063. transformUv: function ( uv ) {
  1064. if ( this.mapping !== UVMapping ) { return uv; }
  1065. uv.applyMatrix3( this.matrix );
  1066. if ( uv.x < 0 || uv.x > 1 ) {
  1067. switch ( this.wrapS ) {
  1068. case RepeatWrapping:
  1069. uv.x = uv.x - Math.floor( uv.x );
  1070. break;
  1071. case ClampToEdgeWrapping:
  1072. uv.x = uv.x < 0 ? 0 : 1;
  1073. break;
  1074. case MirroredRepeatWrapping:
  1075. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1076. uv.x = Math.ceil( uv.x ) - uv.x;
  1077. } else {
  1078. uv.x = uv.x - Math.floor( uv.x );
  1079. }
  1080. break;
  1081. }
  1082. }
  1083. if ( uv.y < 0 || uv.y > 1 ) {
  1084. switch ( this.wrapT ) {
  1085. case RepeatWrapping:
  1086. uv.y = uv.y - Math.floor( uv.y );
  1087. break;
  1088. case ClampToEdgeWrapping:
  1089. uv.y = uv.y < 0 ? 0 : 1;
  1090. break;
  1091. case MirroredRepeatWrapping:
  1092. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1093. uv.y = Math.ceil( uv.y ) - uv.y;
  1094. } else {
  1095. uv.y = uv.y - Math.floor( uv.y );
  1096. }
  1097. break;
  1098. }
  1099. }
  1100. if ( this.flipY ) {
  1101. uv.y = 1 - uv.y;
  1102. }
  1103. return uv;
  1104. }
  1105. } );
  1106. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1107. set: function ( value ) {
  1108. if ( value === true ) { this.version ++; }
  1109. }
  1110. } );
  1111. /**
  1112. * @author supereggbert / http://www.paulbrunt.co.uk/
  1113. * @author philogb / http://blog.thejit.org/
  1114. * @author mikael emtinger / http://gomo.se/
  1115. * @author egraether / http://egraether.com/
  1116. * @author WestLangley / http://github.com/WestLangley
  1117. */
  1118. function Vector4( x, y, z, w ) {
  1119. this.x = x || 0;
  1120. this.y = y || 0;
  1121. this.z = z || 0;
  1122. this.w = ( w !== undefined ) ? w : 1;
  1123. }
  1124. Object.defineProperties( Vector4.prototype, {
  1125. "width": {
  1126. get: function () {
  1127. return this.z;
  1128. },
  1129. set: function ( value ) {
  1130. this.z = value;
  1131. }
  1132. },
  1133. "height": {
  1134. get: function () {
  1135. return this.w;
  1136. },
  1137. set: function ( value ) {
  1138. this.w = value;
  1139. }
  1140. }
  1141. } );
  1142. Object.assign( Vector4.prototype, {
  1143. isVector4: true,
  1144. set: function ( x, y, z, w ) {
  1145. this.x = x;
  1146. this.y = y;
  1147. this.z = z;
  1148. this.w = w;
  1149. return this;
  1150. },
  1151. setScalar: function ( scalar ) {
  1152. this.x = scalar;
  1153. this.y = scalar;
  1154. this.z = scalar;
  1155. this.w = scalar;
  1156. return this;
  1157. },
  1158. setX: function ( x ) {
  1159. this.x = x;
  1160. return this;
  1161. },
  1162. setY: function ( y ) {
  1163. this.y = y;
  1164. return this;
  1165. },
  1166. setZ: function ( z ) {
  1167. this.z = z;
  1168. return this;
  1169. },
  1170. setW: function ( w ) {
  1171. this.w = w;
  1172. return this;
  1173. },
  1174. setComponent: function ( index, value ) {
  1175. switch ( index ) {
  1176. case 0: this.x = value; break;
  1177. case 1: this.y = value; break;
  1178. case 2: this.z = value; break;
  1179. case 3: this.w = value; break;
  1180. default: throw new Error( 'index is out of range: ' + index );
  1181. }
  1182. return this;
  1183. },
  1184. getComponent: function ( index ) {
  1185. switch ( index ) {
  1186. case 0: return this.x;
  1187. case 1: return this.y;
  1188. case 2: return this.z;
  1189. case 3: return this.w;
  1190. default: throw new Error( 'index is out of range: ' + index );
  1191. }
  1192. },
  1193. clone: function () {
  1194. return new this.constructor( this.x, this.y, this.z, this.w );
  1195. },
  1196. copy: function ( v ) {
  1197. this.x = v.x;
  1198. this.y = v.y;
  1199. this.z = v.z;
  1200. this.w = ( v.w !== undefined ) ? v.w : 1;
  1201. return this;
  1202. },
  1203. add: function ( v, w ) {
  1204. if ( w !== undefined ) {
  1205. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1206. return this.addVectors( v, w );
  1207. }
  1208. this.x += v.x;
  1209. this.y += v.y;
  1210. this.z += v.z;
  1211. this.w += v.w;
  1212. return this;
  1213. },
  1214. addScalar: function ( s ) {
  1215. this.x += s;
  1216. this.y += s;
  1217. this.z += s;
  1218. this.w += s;
  1219. return this;
  1220. },
  1221. addVectors: function ( a, b ) {
  1222. this.x = a.x + b.x;
  1223. this.y = a.y + b.y;
  1224. this.z = a.z + b.z;
  1225. this.w = a.w + b.w;
  1226. return this;
  1227. },
  1228. addScaledVector: function ( v, s ) {
  1229. this.x += v.x * s;
  1230. this.y += v.y * s;
  1231. this.z += v.z * s;
  1232. this.w += v.w * s;
  1233. return this;
  1234. },
  1235. sub: function ( v, w ) {
  1236. if ( w !== undefined ) {
  1237. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1238. return this.subVectors( v, w );
  1239. }
  1240. this.x -= v.x;
  1241. this.y -= v.y;
  1242. this.z -= v.z;
  1243. this.w -= v.w;
  1244. return this;
  1245. },
  1246. subScalar: function ( s ) {
  1247. this.x -= s;
  1248. this.y -= s;
  1249. this.z -= s;
  1250. this.w -= s;
  1251. return this;
  1252. },
  1253. subVectors: function ( a, b ) {
  1254. this.x = a.x - b.x;
  1255. this.y = a.y - b.y;
  1256. this.z = a.z - b.z;
  1257. this.w = a.w - b.w;
  1258. return this;
  1259. },
  1260. multiplyScalar: function ( scalar ) {
  1261. this.x *= scalar;
  1262. this.y *= scalar;
  1263. this.z *= scalar;
  1264. this.w *= scalar;
  1265. return this;
  1266. },
  1267. applyMatrix4: function ( m ) {
  1268. var x = this.x, y = this.y, z = this.z, w = this.w;
  1269. var e = m.elements;
  1270. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1271. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1272. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1273. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1274. return this;
  1275. },
  1276. divideScalar: function ( scalar ) {
  1277. return this.multiplyScalar( 1 / scalar );
  1278. },
  1279. setAxisAngleFromQuaternion: function ( q ) {
  1280. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1281. // q is assumed to be normalized
  1282. this.w = 2 * Math.acos( q.w );
  1283. var s = Math.sqrt( 1 - q.w * q.w );
  1284. if ( s < 0.0001 ) {
  1285. this.x = 1;
  1286. this.y = 0;
  1287. this.z = 0;
  1288. } else {
  1289. this.x = q.x / s;
  1290. this.y = q.y / s;
  1291. this.z = q.z / s;
  1292. }
  1293. return this;
  1294. },
  1295. setAxisAngleFromRotationMatrix: function ( m ) {
  1296. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1297. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1298. var angle, x, y, z, // variables for result
  1299. epsilon = 0.01, // margin to allow for rounding errors
  1300. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1301. te = m.elements,
  1302. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1303. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1304. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1305. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1306. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1307. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1308. // singularity found
  1309. // first check for identity matrix which must have +1 for all terms
  1310. // in leading diagonal and zero in other terms
  1311. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1312. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1313. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1314. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1315. // this singularity is identity matrix so angle = 0
  1316. this.set( 1, 0, 0, 0 );
  1317. return this; // zero angle, arbitrary axis
  1318. }
  1319. // otherwise this singularity is angle = 180
  1320. angle = Math.PI;
  1321. var xx = ( m11 + 1 ) / 2;
  1322. var yy = ( m22 + 1 ) / 2;
  1323. var zz = ( m33 + 1 ) / 2;
  1324. var xy = ( m12 + m21 ) / 4;
  1325. var xz = ( m13 + m31 ) / 4;
  1326. var yz = ( m23 + m32 ) / 4;
  1327. if ( ( xx > yy ) && ( xx > zz ) ) {
  1328. // m11 is the largest diagonal term
  1329. if ( xx < epsilon ) {
  1330. x = 0;
  1331. y = 0.707106781;
  1332. z = 0.707106781;
  1333. } else {
  1334. x = Math.sqrt( xx );
  1335. y = xy / x;
  1336. z = xz / x;
  1337. }
  1338. } else if ( yy > zz ) {
  1339. // m22 is the largest diagonal term
  1340. if ( yy < epsilon ) {
  1341. x = 0.707106781;
  1342. y = 0;
  1343. z = 0.707106781;
  1344. } else {
  1345. y = Math.sqrt( yy );
  1346. x = xy / y;
  1347. z = yz / y;
  1348. }
  1349. } else {
  1350. // m33 is the largest diagonal term so base result on this
  1351. if ( zz < epsilon ) {
  1352. x = 0.707106781;
  1353. y = 0.707106781;
  1354. z = 0;
  1355. } else {
  1356. z = Math.sqrt( zz );
  1357. x = xz / z;
  1358. y = yz / z;
  1359. }
  1360. }
  1361. this.set( x, y, z, angle );
  1362. return this; // return 180 deg rotation
  1363. }
  1364. // as we have reached here there are no singularities so we can handle normally
  1365. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1366. ( m13 - m31 ) * ( m13 - m31 ) +
  1367. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1368. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1369. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1370. // caught by singularity test above, but I've left it in just in case
  1371. this.x = ( m32 - m23 ) / s;
  1372. this.y = ( m13 - m31 ) / s;
  1373. this.z = ( m21 - m12 ) / s;
  1374. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1375. return this;
  1376. },
  1377. min: function ( v ) {
  1378. this.x = Math.min( this.x, v.x );
  1379. this.y = Math.min( this.y, v.y );
  1380. this.z = Math.min( this.z, v.z );
  1381. this.w = Math.min( this.w, v.w );
  1382. return this;
  1383. },
  1384. max: function ( v ) {
  1385. this.x = Math.max( this.x, v.x );
  1386. this.y = Math.max( this.y, v.y );
  1387. this.z = Math.max( this.z, v.z );
  1388. this.w = Math.max( this.w, v.w );
  1389. return this;
  1390. },
  1391. clamp: function ( min, max ) {
  1392. // assumes min < max, componentwise
  1393. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1394. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1395. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1396. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1397. return this;
  1398. },
  1399. clampScalar: function ( minVal, maxVal ) {
  1400. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1401. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1402. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1403. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1404. return this;
  1405. },
  1406. clampLength: function ( min, max ) {
  1407. var length = this.length();
  1408. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1409. },
  1410. floor: function () {
  1411. this.x = Math.floor( this.x );
  1412. this.y = Math.floor( this.y );
  1413. this.z = Math.floor( this.z );
  1414. this.w = Math.floor( this.w );
  1415. return this;
  1416. },
  1417. ceil: function () {
  1418. this.x = Math.ceil( this.x );
  1419. this.y = Math.ceil( this.y );
  1420. this.z = Math.ceil( this.z );
  1421. this.w = Math.ceil( this.w );
  1422. return this;
  1423. },
  1424. round: function () {
  1425. this.x = Math.round( this.x );
  1426. this.y = Math.round( this.y );
  1427. this.z = Math.round( this.z );
  1428. this.w = Math.round( this.w );
  1429. return this;
  1430. },
  1431. roundToZero: function () {
  1432. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1433. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1434. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1435. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1436. return this;
  1437. },
  1438. negate: function () {
  1439. this.x = - this.x;
  1440. this.y = - this.y;
  1441. this.z = - this.z;
  1442. this.w = - this.w;
  1443. return this;
  1444. },
  1445. dot: function ( v ) {
  1446. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1447. },
  1448. lengthSq: function () {
  1449. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1450. },
  1451. length: function () {
  1452. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1453. },
  1454. manhattanLength: function () {
  1455. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1456. },
  1457. normalize: function () {
  1458. return this.divideScalar( this.length() || 1 );
  1459. },
  1460. setLength: function ( length ) {
  1461. return this.normalize().multiplyScalar( length );
  1462. },
  1463. lerp: function ( v, alpha ) {
  1464. this.x += ( v.x - this.x ) * alpha;
  1465. this.y += ( v.y - this.y ) * alpha;
  1466. this.z += ( v.z - this.z ) * alpha;
  1467. this.w += ( v.w - this.w ) * alpha;
  1468. return this;
  1469. },
  1470. lerpVectors: function ( v1, v2, alpha ) {
  1471. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1472. },
  1473. equals: function ( v ) {
  1474. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1475. },
  1476. fromArray: function ( array, offset ) {
  1477. if ( offset === undefined ) { offset = 0; }
  1478. this.x = array[ offset ];
  1479. this.y = array[ offset + 1 ];
  1480. this.z = array[ offset + 2 ];
  1481. this.w = array[ offset + 3 ];
  1482. return this;
  1483. },
  1484. toArray: function ( array, offset ) {
  1485. if ( array === undefined ) { array = []; }
  1486. if ( offset === undefined ) { offset = 0; }
  1487. array[ offset ] = this.x;
  1488. array[ offset + 1 ] = this.y;
  1489. array[ offset + 2 ] = this.z;
  1490. array[ offset + 3 ] = this.w;
  1491. return array;
  1492. },
  1493. fromBufferAttribute: function ( attribute, index, offset ) {
  1494. if ( offset !== undefined ) {
  1495. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1496. }
  1497. this.x = attribute.getX( index );
  1498. this.y = attribute.getY( index );
  1499. this.z = attribute.getZ( index );
  1500. this.w = attribute.getW( index );
  1501. return this;
  1502. }
  1503. } );
  1504. /**
  1505. * @author szimek / https://github.com/szimek/
  1506. * @author alteredq / http://alteredqualia.com/
  1507. * @author Marius Kintel / https://github.com/kintel
  1508. */
  1509. /*
  1510. In options, we can specify:
  1511. * Texture parameters for an auto-generated target texture
  1512. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1513. */
  1514. function WebGLRenderTarget( width, height, options ) {
  1515. this.width = width;
  1516. this.height = height;
  1517. this.scissor = new Vector4( 0, 0, width, height );
  1518. this.scissorTest = false;
  1519. this.viewport = new Vector4( 0, 0, width, height );
  1520. options = options || {};
  1521. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1522. this.texture.image = {};
  1523. this.texture.image.width = width;
  1524. this.texture.image.height = height;
  1525. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1526. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1527. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1528. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1529. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1530. }
  1531. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1532. constructor: WebGLRenderTarget,
  1533. isWebGLRenderTarget: true,
  1534. setSize: function ( width, height ) {
  1535. if ( this.width !== width || this.height !== height ) {
  1536. this.width = width;
  1537. this.height = height;
  1538. this.texture.image.width = width;
  1539. this.texture.image.height = height;
  1540. this.dispose();
  1541. }
  1542. this.viewport.set( 0, 0, width, height );
  1543. this.scissor.set( 0, 0, width, height );
  1544. },
  1545. clone: function () {
  1546. return new this.constructor().copy( this );
  1547. },
  1548. copy: function ( source ) {
  1549. this.width = source.width;
  1550. this.height = source.height;
  1551. this.viewport.copy( source.viewport );
  1552. this.texture = source.texture.clone();
  1553. this.depthBuffer = source.depthBuffer;
  1554. this.stencilBuffer = source.stencilBuffer;
  1555. this.depthTexture = source.depthTexture;
  1556. return this;
  1557. },
  1558. dispose: function () {
  1559. this.dispatchEvent( { type: 'dispose' } );
  1560. }
  1561. } );
  1562. /**
  1563. * @author Mugen87 / https://github.com/Mugen87
  1564. * @author Matt DesLauriers / @mattdesl
  1565. */
  1566. function WebGLMultisampleRenderTarget( width, height, options ) {
  1567. WebGLRenderTarget.call( this, width, height, options );
  1568. this.samples = 4;
  1569. }
  1570. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1571. constructor: WebGLMultisampleRenderTarget,
  1572. isWebGLMultisampleRenderTarget: true,
  1573. copy: function ( source ) {
  1574. WebGLRenderTarget.prototype.copy.call( this, source );
  1575. this.samples = source.samples;
  1576. return this;
  1577. }
  1578. } );
  1579. /**
  1580. * @author mikael emtinger / http://gomo.se/
  1581. * @author alteredq / http://alteredqualia.com/
  1582. * @author WestLangley / http://github.com/WestLangley
  1583. * @author bhouston / http://clara.io
  1584. */
  1585. function Quaternion( x, y, z, w ) {
  1586. this._x = x || 0;
  1587. this._y = y || 0;
  1588. this._z = z || 0;
  1589. this._w = ( w !== undefined ) ? w : 1;
  1590. }
  1591. Object.assign( Quaternion, {
  1592. slerp: function ( qa, qb, qm, t ) {
  1593. return qm.copy( qa ).slerp( qb, t );
  1594. },
  1595. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1596. // fuzz-free, array-based Quaternion SLERP operation
  1597. var x0 = src0[ srcOffset0 + 0 ],
  1598. y0 = src0[ srcOffset0 + 1 ],
  1599. z0 = src0[ srcOffset0 + 2 ],
  1600. w0 = src0[ srcOffset0 + 3 ],
  1601. x1 = src1[ srcOffset1 + 0 ],
  1602. y1 = src1[ srcOffset1 + 1 ],
  1603. z1 = src1[ srcOffset1 + 2 ],
  1604. w1 = src1[ srcOffset1 + 3 ];
  1605. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1606. var s = 1 - t,
  1607. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1608. dir = ( cos >= 0 ? 1 : - 1 ),
  1609. sqrSin = 1 - cos * cos;
  1610. // Skip the Slerp for tiny steps to avoid numeric problems:
  1611. if ( sqrSin > Number.EPSILON ) {
  1612. var sin = Math.sqrt( sqrSin ),
  1613. len = Math.atan2( sin, cos * dir );
  1614. s = Math.sin( s * len ) / sin;
  1615. t = Math.sin( t * len ) / sin;
  1616. }
  1617. var tDir = t * dir;
  1618. x0 = x0 * s + x1 * tDir;
  1619. y0 = y0 * s + y1 * tDir;
  1620. z0 = z0 * s + z1 * tDir;
  1621. w0 = w0 * s + w1 * tDir;
  1622. // Normalize in case we just did a lerp:
  1623. if ( s === 1 - t ) {
  1624. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1625. x0 *= f;
  1626. y0 *= f;
  1627. z0 *= f;
  1628. w0 *= f;
  1629. }
  1630. }
  1631. dst[ dstOffset ] = x0;
  1632. dst[ dstOffset + 1 ] = y0;
  1633. dst[ dstOffset + 2 ] = z0;
  1634. dst[ dstOffset + 3 ] = w0;
  1635. }
  1636. } );
  1637. Object.defineProperties( Quaternion.prototype, {
  1638. x: {
  1639. get: function () {
  1640. return this._x;
  1641. },
  1642. set: function ( value ) {
  1643. this._x = value;
  1644. this._onChangeCallback();
  1645. }
  1646. },
  1647. y: {
  1648. get: function () {
  1649. return this._y;
  1650. },
  1651. set: function ( value ) {
  1652. this._y = value;
  1653. this._onChangeCallback();
  1654. }
  1655. },
  1656. z: {
  1657. get: function () {
  1658. return this._z;
  1659. },
  1660. set: function ( value ) {
  1661. this._z = value;
  1662. this._onChangeCallback();
  1663. }
  1664. },
  1665. w: {
  1666. get: function () {
  1667. return this._w;
  1668. },
  1669. set: function ( value ) {
  1670. this._w = value;
  1671. this._onChangeCallback();
  1672. }
  1673. }
  1674. } );
  1675. Object.assign( Quaternion.prototype, {
  1676. isQuaternion: true,
  1677. set: function ( x, y, z, w ) {
  1678. this._x = x;
  1679. this._y = y;
  1680. this._z = z;
  1681. this._w = w;
  1682. this._onChangeCallback();
  1683. return this;
  1684. },
  1685. clone: function () {
  1686. return new this.constructor( this._x, this._y, this._z, this._w );
  1687. },
  1688. copy: function ( quaternion ) {
  1689. this._x = quaternion.x;
  1690. this._y = quaternion.y;
  1691. this._z = quaternion.z;
  1692. this._w = quaternion.w;
  1693. this._onChangeCallback();
  1694. return this;
  1695. },
  1696. setFromEuler: function ( euler, update ) {
  1697. if ( ! ( euler && euler.isEuler ) ) {
  1698. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1699. }
  1700. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1701. // http://www.mathworks.com/matlabcentral/fileexchange/
  1702. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1703. // content/SpinCalc.m
  1704. var cos = Math.cos;
  1705. var sin = Math.sin;
  1706. var c1 = cos( x / 2 );
  1707. var c2 = cos( y / 2 );
  1708. var c3 = cos( z / 2 );
  1709. var s1 = sin( x / 2 );
  1710. var s2 = sin( y / 2 );
  1711. var s3 = sin( z / 2 );
  1712. if ( order === 'XYZ' ) {
  1713. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1714. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1715. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1716. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1717. } else if ( order === 'YXZ' ) {
  1718. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1719. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1720. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1721. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1722. } else if ( order === 'ZXY' ) {
  1723. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1724. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1725. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1726. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1727. } else if ( order === 'ZYX' ) {
  1728. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1729. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1730. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1731. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1732. } else if ( order === 'YZX' ) {
  1733. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1734. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1735. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1736. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1737. } else if ( order === 'XZY' ) {
  1738. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1739. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1740. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1741. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1742. }
  1743. if ( update !== false ) { this._onChangeCallback(); }
  1744. return this;
  1745. },
  1746. setFromAxisAngle: function ( axis, angle ) {
  1747. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1748. // assumes axis is normalized
  1749. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1750. this._x = axis.x * s;
  1751. this._y = axis.y * s;
  1752. this._z = axis.z * s;
  1753. this._w = Math.cos( halfAngle );
  1754. this._onChangeCallback();
  1755. return this;
  1756. },
  1757. setFromRotationMatrix: function ( m ) {
  1758. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1759. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1760. var te = m.elements,
  1761. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1762. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1763. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1764. trace = m11 + m22 + m33,
  1765. s;
  1766. if ( trace > 0 ) {
  1767. s = 0.5 / Math.sqrt( trace + 1.0 );
  1768. this._w = 0.25 / s;
  1769. this._x = ( m32 - m23 ) * s;
  1770. this._y = ( m13 - m31 ) * s;
  1771. this._z = ( m21 - m12 ) * s;
  1772. } else if ( m11 > m22 && m11 > m33 ) {
  1773. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1774. this._w = ( m32 - m23 ) / s;
  1775. this._x = 0.25 * s;
  1776. this._y = ( m12 + m21 ) / s;
  1777. this._z = ( m13 + m31 ) / s;
  1778. } else if ( m22 > m33 ) {
  1779. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1780. this._w = ( m13 - m31 ) / s;
  1781. this._x = ( m12 + m21 ) / s;
  1782. this._y = 0.25 * s;
  1783. this._z = ( m23 + m32 ) / s;
  1784. } else {
  1785. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1786. this._w = ( m21 - m12 ) / s;
  1787. this._x = ( m13 + m31 ) / s;
  1788. this._y = ( m23 + m32 ) / s;
  1789. this._z = 0.25 * s;
  1790. }
  1791. this._onChangeCallback();
  1792. return this;
  1793. },
  1794. setFromUnitVectors: function ( vFrom, vTo ) {
  1795. // assumes direction vectors vFrom and vTo are normalized
  1796. var EPS = 0.000001;
  1797. var r = vFrom.dot( vTo ) + 1;
  1798. if ( r < EPS ) {
  1799. r = 0;
  1800. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1801. this._x = - vFrom.y;
  1802. this._y = vFrom.x;
  1803. this._z = 0;
  1804. this._w = r;
  1805. } else {
  1806. this._x = 0;
  1807. this._y = - vFrom.z;
  1808. this._z = vFrom.y;
  1809. this._w = r;
  1810. }
  1811. } else {
  1812. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1813. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1814. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1815. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1816. this._w = r;
  1817. }
  1818. return this.normalize();
  1819. },
  1820. angleTo: function ( q ) {
  1821. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1822. },
  1823. rotateTowards: function ( q, step ) {
  1824. var angle = this.angleTo( q );
  1825. if ( angle === 0 ) { return this; }
  1826. var t = Math.min( 1, step / angle );
  1827. this.slerp( q, t );
  1828. return this;
  1829. },
  1830. inverse: function () {
  1831. // quaternion is assumed to have unit length
  1832. return this.conjugate();
  1833. },
  1834. conjugate: function () {
  1835. this._x *= - 1;
  1836. this._y *= - 1;
  1837. this._z *= - 1;
  1838. this._onChangeCallback();
  1839. return this;
  1840. },
  1841. dot: function ( v ) {
  1842. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1843. },
  1844. lengthSq: function () {
  1845. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1846. },
  1847. length: function () {
  1848. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1849. },
  1850. normalize: function () {
  1851. var l = this.length();
  1852. if ( l === 0 ) {
  1853. this._x = 0;
  1854. this._y = 0;
  1855. this._z = 0;
  1856. this._w = 1;
  1857. } else {
  1858. l = 1 / l;
  1859. this._x = this._x * l;
  1860. this._y = this._y * l;
  1861. this._z = this._z * l;
  1862. this._w = this._w * l;
  1863. }
  1864. this._onChangeCallback();
  1865. return this;
  1866. },
  1867. multiply: function ( q, p ) {
  1868. if ( p !== undefined ) {
  1869. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1870. return this.multiplyQuaternions( q, p );
  1871. }
  1872. return this.multiplyQuaternions( this, q );
  1873. },
  1874. premultiply: function ( q ) {
  1875. return this.multiplyQuaternions( q, this );
  1876. },
  1877. multiplyQuaternions: function ( a, b ) {
  1878. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1879. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1880. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1881. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1882. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1883. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1884. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1885. this._onChangeCallback();
  1886. return this;
  1887. },
  1888. slerp: function ( qb, t ) {
  1889. if ( t === 0 ) { return this; }
  1890. if ( t === 1 ) { return this.copy( qb ); }
  1891. var x = this._x, y = this._y, z = this._z, w = this._w;
  1892. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1893. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1894. if ( cosHalfTheta < 0 ) {
  1895. this._w = - qb._w;
  1896. this._x = - qb._x;
  1897. this._y = - qb._y;
  1898. this._z = - qb._z;
  1899. cosHalfTheta = - cosHalfTheta;
  1900. } else {
  1901. this.copy( qb );
  1902. }
  1903. if ( cosHalfTheta >= 1.0 ) {
  1904. this._w = w;
  1905. this._x = x;
  1906. this._y = y;
  1907. this._z = z;
  1908. return this;
  1909. }
  1910. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1911. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1912. var s = 1 - t;
  1913. this._w = s * w + t * this._w;
  1914. this._x = s * x + t * this._x;
  1915. this._y = s * y + t * this._y;
  1916. this._z = s * z + t * this._z;
  1917. this.normalize();
  1918. this._onChangeCallback();
  1919. return this;
  1920. }
  1921. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1922. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1923. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1924. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1925. this._w = ( w * ratioA + this._w * ratioB );
  1926. this._x = ( x * ratioA + this._x * ratioB );
  1927. this._y = ( y * ratioA + this._y * ratioB );
  1928. this._z = ( z * ratioA + this._z * ratioB );
  1929. this._onChangeCallback();
  1930. return this;
  1931. },
  1932. equals: function ( quaternion ) {
  1933. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1934. },
  1935. fromArray: function ( array, offset ) {
  1936. if ( offset === undefined ) { offset = 0; }
  1937. this._x = array[ offset ];
  1938. this._y = array[ offset + 1 ];
  1939. this._z = array[ offset + 2 ];
  1940. this._w = array[ offset + 3 ];
  1941. this._onChangeCallback();
  1942. return this;
  1943. },
  1944. toArray: function ( array, offset ) {
  1945. if ( array === undefined ) { array = []; }
  1946. if ( offset === undefined ) { offset = 0; }
  1947. array[ offset ] = this._x;
  1948. array[ offset + 1 ] = this._y;
  1949. array[ offset + 2 ] = this._z;
  1950. array[ offset + 3 ] = this._w;
  1951. return array;
  1952. },
  1953. _onChange: function ( callback ) {
  1954. this._onChangeCallback = callback;
  1955. return this;
  1956. },
  1957. _onChangeCallback: function () {}
  1958. } );
  1959. /**
  1960. * @author mrdoob / http://mrdoob.com/
  1961. * @author kile / http://kile.stravaganza.org/
  1962. * @author philogb / http://blog.thejit.org/
  1963. * @author mikael emtinger / http://gomo.se/
  1964. * @author egraether / http://egraether.com/
  1965. * @author WestLangley / http://github.com/WestLangley
  1966. */
  1967. var _vector = new Vector3();
  1968. var _quaternion = new Quaternion();
  1969. function Vector3( x, y, z ) {
  1970. this.x = x || 0;
  1971. this.y = y || 0;
  1972. this.z = z || 0;
  1973. }
  1974. Object.assign( Vector3.prototype, {
  1975. isVector3: true,
  1976. set: function ( x, y, z ) {
  1977. this.x = x;
  1978. this.y = y;
  1979. this.z = z;
  1980. return this;
  1981. },
  1982. setScalar: function ( scalar ) {
  1983. this.x = scalar;
  1984. this.y = scalar;
  1985. this.z = scalar;
  1986. return this;
  1987. },
  1988. setX: function ( x ) {
  1989. this.x = x;
  1990. return this;
  1991. },
  1992. setY: function ( y ) {
  1993. this.y = y;
  1994. return this;
  1995. },
  1996. setZ: function ( z ) {
  1997. this.z = z;
  1998. return this;
  1999. },
  2000. setComponent: function ( index, value ) {
  2001. switch ( index ) {
  2002. case 0: this.x = value; break;
  2003. case 1: this.y = value; break;
  2004. case 2: this.z = value; break;
  2005. default: throw new Error( 'index is out of range: ' + index );
  2006. }
  2007. return this;
  2008. },
  2009. getComponent: function ( index ) {
  2010. switch ( index ) {
  2011. case 0: return this.x;
  2012. case 1: return this.y;
  2013. case 2: return this.z;
  2014. default: throw new Error( 'index is out of range: ' + index );
  2015. }
  2016. },
  2017. clone: function () {
  2018. return new this.constructor( this.x, this.y, this.z );
  2019. },
  2020. copy: function ( v ) {
  2021. this.x = v.x;
  2022. this.y = v.y;
  2023. this.z = v.z;
  2024. return this;
  2025. },
  2026. add: function ( v, w ) {
  2027. if ( w !== undefined ) {
  2028. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2029. return this.addVectors( v, w );
  2030. }
  2031. this.x += v.x;
  2032. this.y += v.y;
  2033. this.z += v.z;
  2034. return this;
  2035. },
  2036. addScalar: function ( s ) {
  2037. this.x += s;
  2038. this.y += s;
  2039. this.z += s;
  2040. return this;
  2041. },
  2042. addVectors: function ( a, b ) {
  2043. this.x = a.x + b.x;
  2044. this.y = a.y + b.y;
  2045. this.z = a.z + b.z;
  2046. return this;
  2047. },
  2048. addScaledVector: function ( v, s ) {
  2049. this.x += v.x * s;
  2050. this.y += v.y * s;
  2051. this.z += v.z * s;
  2052. return this;
  2053. },
  2054. sub: function ( v, w ) {
  2055. if ( w !== undefined ) {
  2056. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2057. return this.subVectors( v, w );
  2058. }
  2059. this.x -= v.x;
  2060. this.y -= v.y;
  2061. this.z -= v.z;
  2062. return this;
  2063. },
  2064. subScalar: function ( s ) {
  2065. this.x -= s;
  2066. this.y -= s;
  2067. this.z -= s;
  2068. return this;
  2069. },
  2070. subVectors: function ( a, b ) {
  2071. this.x = a.x - b.x;
  2072. this.y = a.y - b.y;
  2073. this.z = a.z - b.z;
  2074. return this;
  2075. },
  2076. multiply: function ( v, w ) {
  2077. if ( w !== undefined ) {
  2078. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2079. return this.multiplyVectors( v, w );
  2080. }
  2081. this.x *= v.x;
  2082. this.y *= v.y;
  2083. this.z *= v.z;
  2084. return this;
  2085. },
  2086. multiplyScalar: function ( scalar ) {
  2087. this.x *= scalar;
  2088. this.y *= scalar;
  2089. this.z *= scalar;
  2090. return this;
  2091. },
  2092. multiplyVectors: function ( a, b ) {
  2093. this.x = a.x * b.x;
  2094. this.y = a.y * b.y;
  2095. this.z = a.z * b.z;
  2096. return this;
  2097. },
  2098. applyEuler: function ( euler ) {
  2099. if ( ! ( euler && euler.isEuler ) ) {
  2100. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2101. }
  2102. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2103. },
  2104. applyAxisAngle: function ( axis, angle ) {
  2105. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2106. },
  2107. applyMatrix3: function ( m ) {
  2108. var x = this.x, y = this.y, z = this.z;
  2109. var e = m.elements;
  2110. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2111. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2112. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2113. return this;
  2114. },
  2115. applyNormalMatrix: function ( m ) {
  2116. return this.applyMatrix3( m ).normalize();
  2117. },
  2118. applyMatrix4: function ( m ) {
  2119. var x = this.x, y = this.y, z = this.z;
  2120. var e = m.elements;
  2121. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2122. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2123. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2124. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2125. return this;
  2126. },
  2127. applyQuaternion: function ( q ) {
  2128. var x = this.x, y = this.y, z = this.z;
  2129. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2130. // calculate quat * vector
  2131. var ix = qw * x + qy * z - qz * y;
  2132. var iy = qw * y + qz * x - qx * z;
  2133. var iz = qw * z + qx * y - qy * x;
  2134. var iw = - qx * x - qy * y - qz * z;
  2135. // calculate result * inverse quat
  2136. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2137. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2138. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2139. return this;
  2140. },
  2141. project: function ( camera ) {
  2142. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2143. },
  2144. unproject: function ( camera ) {
  2145. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2146. },
  2147. transformDirection: function ( m ) {
  2148. // input: THREE.Matrix4 affine matrix
  2149. // vector interpreted as a direction
  2150. var x = this.x, y = this.y, z = this.z;
  2151. var e = m.elements;
  2152. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2153. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2154. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2155. return this.normalize();
  2156. },
  2157. divide: function ( v ) {
  2158. this.x /= v.x;
  2159. this.y /= v.y;
  2160. this.z /= v.z;
  2161. return this;
  2162. },
  2163. divideScalar: function ( scalar ) {
  2164. return this.multiplyScalar( 1 / scalar );
  2165. },
  2166. min: function ( v ) {
  2167. this.x = Math.min( this.x, v.x );
  2168. this.y = Math.min( this.y, v.y );
  2169. this.z = Math.min( this.z, v.z );
  2170. return this;
  2171. },
  2172. max: function ( v ) {
  2173. this.x = Math.max( this.x, v.x );
  2174. this.y = Math.max( this.y, v.y );
  2175. this.z = Math.max( this.z, v.z );
  2176. return this;
  2177. },
  2178. clamp: function ( min, max ) {
  2179. // assumes min < max, componentwise
  2180. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2181. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2182. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2183. return this;
  2184. },
  2185. clampScalar: function ( minVal, maxVal ) {
  2186. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2187. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2188. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2189. return this;
  2190. },
  2191. clampLength: function ( min, max ) {
  2192. var length = this.length();
  2193. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2194. },
  2195. floor: function () {
  2196. this.x = Math.floor( this.x );
  2197. this.y = Math.floor( this.y );
  2198. this.z = Math.floor( this.z );
  2199. return this;
  2200. },
  2201. ceil: function () {
  2202. this.x = Math.ceil( this.x );
  2203. this.y = Math.ceil( this.y );
  2204. this.z = Math.ceil( this.z );
  2205. return this;
  2206. },
  2207. round: function () {
  2208. this.x = Math.round( this.x );
  2209. this.y = Math.round( this.y );
  2210. this.z = Math.round( this.z );
  2211. return this;
  2212. },
  2213. roundToZero: function () {
  2214. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2215. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2216. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2217. return this;
  2218. },
  2219. negate: function () {
  2220. this.x = - this.x;
  2221. this.y = - this.y;
  2222. this.z = - this.z;
  2223. return this;
  2224. },
  2225. dot: function ( v ) {
  2226. return this.x * v.x + this.y * v.y + this.z * v.z;
  2227. },
  2228. // TODO lengthSquared?
  2229. lengthSq: function () {
  2230. return this.x * this.x + this.y * this.y + this.z * this.z;
  2231. },
  2232. length: function () {
  2233. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2234. },
  2235. manhattanLength: function () {
  2236. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2237. },
  2238. normalize: function () {
  2239. return this.divideScalar( this.length() || 1 );
  2240. },
  2241. setLength: function ( length ) {
  2242. return this.normalize().multiplyScalar( length );
  2243. },
  2244. lerp: function ( v, alpha ) {
  2245. this.x += ( v.x - this.x ) * alpha;
  2246. this.y += ( v.y - this.y ) * alpha;
  2247. this.z += ( v.z - this.z ) * alpha;
  2248. return this;
  2249. },
  2250. lerpVectors: function ( v1, v2, alpha ) {
  2251. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2252. },
  2253. cross: function ( v, w ) {
  2254. if ( w !== undefined ) {
  2255. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2256. return this.crossVectors( v, w );
  2257. }
  2258. return this.crossVectors( this, v );
  2259. },
  2260. crossVectors: function ( a, b ) {
  2261. var ax = a.x, ay = a.y, az = a.z;
  2262. var bx = b.x, by = b.y, bz = b.z;
  2263. this.x = ay * bz - az * by;
  2264. this.y = az * bx - ax * bz;
  2265. this.z = ax * by - ay * bx;
  2266. return this;
  2267. },
  2268. projectOnVector: function ( v ) {
  2269. var denominator = v.lengthSq();
  2270. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2271. var scalar = v.dot( this ) / denominator;
  2272. return this.copy( v ).multiplyScalar( scalar );
  2273. },
  2274. projectOnPlane: function ( planeNormal ) {
  2275. _vector.copy( this ).projectOnVector( planeNormal );
  2276. return this.sub( _vector );
  2277. },
  2278. reflect: function ( normal ) {
  2279. // reflect incident vector off plane orthogonal to normal
  2280. // normal is assumed to have unit length
  2281. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2282. },
  2283. angleTo: function ( v ) {
  2284. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2285. if ( denominator === 0 ) { return Math.PI / 2; }
  2286. var theta = this.dot( v ) / denominator;
  2287. // clamp, to handle numerical problems
  2288. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2289. },
  2290. distanceTo: function ( v ) {
  2291. return Math.sqrt( this.distanceToSquared( v ) );
  2292. },
  2293. distanceToSquared: function ( v ) {
  2294. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2295. return dx * dx + dy * dy + dz * dz;
  2296. },
  2297. manhattanDistanceTo: function ( v ) {
  2298. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2299. },
  2300. setFromSpherical: function ( s ) {
  2301. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2302. },
  2303. setFromSphericalCoords: function ( radius, phi, theta ) {
  2304. var sinPhiRadius = Math.sin( phi ) * radius;
  2305. this.x = sinPhiRadius * Math.sin( theta );
  2306. this.y = Math.cos( phi ) * radius;
  2307. this.z = sinPhiRadius * Math.cos( theta );
  2308. return this;
  2309. },
  2310. setFromCylindrical: function ( c ) {
  2311. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2312. },
  2313. setFromCylindricalCoords: function ( radius, theta, y ) {
  2314. this.x = radius * Math.sin( theta );
  2315. this.y = y;
  2316. this.z = radius * Math.cos( theta );
  2317. return this;
  2318. },
  2319. setFromMatrixPosition: function ( m ) {
  2320. var e = m.elements;
  2321. this.x = e[ 12 ];
  2322. this.y = e[ 13 ];
  2323. this.z = e[ 14 ];
  2324. return this;
  2325. },
  2326. setFromMatrixScale: function ( m ) {
  2327. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2328. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2329. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2330. this.x = sx;
  2331. this.y = sy;
  2332. this.z = sz;
  2333. return this;
  2334. },
  2335. setFromMatrixColumn: function ( m, index ) {
  2336. return this.fromArray( m.elements, index * 4 );
  2337. },
  2338. setFromMatrix3Column: function ( m, index ) {
  2339. return this.fromArray( m.elements, index * 3 );
  2340. },
  2341. equals: function ( v ) {
  2342. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2343. },
  2344. fromArray: function ( array, offset ) {
  2345. if ( offset === undefined ) { offset = 0; }
  2346. this.x = array[ offset ];
  2347. this.y = array[ offset + 1 ];
  2348. this.z = array[ offset + 2 ];
  2349. return this;
  2350. },
  2351. toArray: function ( array, offset ) {
  2352. if ( array === undefined ) { array = []; }
  2353. if ( offset === undefined ) { offset = 0; }
  2354. array[ offset ] = this.x;
  2355. array[ offset + 1 ] = this.y;
  2356. array[ offset + 2 ] = this.z;
  2357. return array;
  2358. },
  2359. fromBufferAttribute: function ( attribute, index, offset ) {
  2360. if ( offset !== undefined ) {
  2361. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2362. }
  2363. this.x = attribute.getX( index );
  2364. this.y = attribute.getY( index );
  2365. this.z = attribute.getZ( index );
  2366. return this;
  2367. }
  2368. } );
  2369. var _v1 = new Vector3();
  2370. var _m1 = new Matrix4();
  2371. var _zero = new Vector3( 0, 0, 0 );
  2372. var _one = new Vector3( 1, 1, 1 );
  2373. var _x = new Vector3();
  2374. var _y = new Vector3();
  2375. var _z = new Vector3();
  2376. /**
  2377. * @author mrdoob / http://mrdoob.com/
  2378. * @author supereggbert / http://www.paulbrunt.co.uk/
  2379. * @author philogb / http://blog.thejit.org/
  2380. * @author jordi_ros / http://plattsoft.com
  2381. * @author D1plo1d / http://github.com/D1plo1d
  2382. * @author alteredq / http://alteredqualia.com/
  2383. * @author mikael emtinger / http://gomo.se/
  2384. * @author timknip / http://www.floorplanner.com/
  2385. * @author bhouston / http://clara.io
  2386. * @author WestLangley / http://github.com/WestLangley
  2387. */
  2388. function Matrix4() {
  2389. this.elements = [
  2390. 1, 0, 0, 0,
  2391. 0, 1, 0, 0,
  2392. 0, 0, 1, 0,
  2393. 0, 0, 0, 1
  2394. ];
  2395. if ( arguments.length > 0 ) {
  2396. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2397. }
  2398. }
  2399. Object.assign( Matrix4.prototype, {
  2400. isMatrix4: true,
  2401. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2402. var te = this.elements;
  2403. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2404. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2405. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2406. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2407. return this;
  2408. },
  2409. identity: function () {
  2410. this.set(
  2411. 1, 0, 0, 0,
  2412. 0, 1, 0, 0,
  2413. 0, 0, 1, 0,
  2414. 0, 0, 0, 1
  2415. );
  2416. return this;
  2417. },
  2418. clone: function () {
  2419. return new Matrix4().fromArray( this.elements );
  2420. },
  2421. copy: function ( m ) {
  2422. var te = this.elements;
  2423. var me = m.elements;
  2424. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2425. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2426. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2427. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2428. return this;
  2429. },
  2430. copyPosition: function ( m ) {
  2431. var te = this.elements, me = m.elements;
  2432. te[ 12 ] = me[ 12 ];
  2433. te[ 13 ] = me[ 13 ];
  2434. te[ 14 ] = me[ 14 ];
  2435. return this;
  2436. },
  2437. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2438. xAxis.setFromMatrixColumn( this, 0 );
  2439. yAxis.setFromMatrixColumn( this, 1 );
  2440. zAxis.setFromMatrixColumn( this, 2 );
  2441. return this;
  2442. },
  2443. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2444. this.set(
  2445. xAxis.x, yAxis.x, zAxis.x, 0,
  2446. xAxis.y, yAxis.y, zAxis.y, 0,
  2447. xAxis.z, yAxis.z, zAxis.z, 0,
  2448. 0, 0, 0, 1
  2449. );
  2450. return this;
  2451. },
  2452. extractRotation: function ( m ) {
  2453. // this method does not support reflection matrices
  2454. var te = this.elements;
  2455. var me = m.elements;
  2456. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2457. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2458. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2459. te[ 0 ] = me[ 0 ] * scaleX;
  2460. te[ 1 ] = me[ 1 ] * scaleX;
  2461. te[ 2 ] = me[ 2 ] * scaleX;
  2462. te[ 3 ] = 0;
  2463. te[ 4 ] = me[ 4 ] * scaleY;
  2464. te[ 5 ] = me[ 5 ] * scaleY;
  2465. te[ 6 ] = me[ 6 ] * scaleY;
  2466. te[ 7 ] = 0;
  2467. te[ 8 ] = me[ 8 ] * scaleZ;
  2468. te[ 9 ] = me[ 9 ] * scaleZ;
  2469. te[ 10 ] = me[ 10 ] * scaleZ;
  2470. te[ 11 ] = 0;
  2471. te[ 12 ] = 0;
  2472. te[ 13 ] = 0;
  2473. te[ 14 ] = 0;
  2474. te[ 15 ] = 1;
  2475. return this;
  2476. },
  2477. makeRotationFromEuler: function ( euler ) {
  2478. if ( ! ( euler && euler.isEuler ) ) {
  2479. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2480. }
  2481. var te = this.elements;
  2482. var x = euler.x, y = euler.y, z = euler.z;
  2483. var a = Math.cos( x ), b = Math.sin( x );
  2484. var c = Math.cos( y ), d = Math.sin( y );
  2485. var e = Math.cos( z ), f = Math.sin( z );
  2486. if ( euler.order === 'XYZ' ) {
  2487. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2488. te[ 0 ] = c * e;
  2489. te[ 4 ] = - c * f;
  2490. te[ 8 ] = d;
  2491. te[ 1 ] = af + be * d;
  2492. te[ 5 ] = ae - bf * d;
  2493. te[ 9 ] = - b * c;
  2494. te[ 2 ] = bf - ae * d;
  2495. te[ 6 ] = be + af * d;
  2496. te[ 10 ] = a * c;
  2497. } else if ( euler.order === 'YXZ' ) {
  2498. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2499. te[ 0 ] = ce + df * b;
  2500. te[ 4 ] = de * b - cf;
  2501. te[ 8 ] = a * d;
  2502. te[ 1 ] = a * f;
  2503. te[ 5 ] = a * e;
  2504. te[ 9 ] = - b;
  2505. te[ 2 ] = cf * b - de;
  2506. te[ 6 ] = df + ce * b;
  2507. te[ 10 ] = a * c;
  2508. } else if ( euler.order === 'ZXY' ) {
  2509. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2510. te[ 0 ] = ce - df * b;
  2511. te[ 4 ] = - a * f;
  2512. te[ 8 ] = de + cf * b;
  2513. te[ 1 ] = cf + de * b;
  2514. te[ 5 ] = a * e;
  2515. te[ 9 ] = df - ce * b;
  2516. te[ 2 ] = - a * d;
  2517. te[ 6 ] = b;
  2518. te[ 10 ] = a * c;
  2519. } else if ( euler.order === 'ZYX' ) {
  2520. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2521. te[ 0 ] = c * e;
  2522. te[ 4 ] = be * d - af;
  2523. te[ 8 ] = ae * d + bf;
  2524. te[ 1 ] = c * f;
  2525. te[ 5 ] = bf * d + ae;
  2526. te[ 9 ] = af * d - be;
  2527. te[ 2 ] = - d;
  2528. te[ 6 ] = b * c;
  2529. te[ 10 ] = a * c;
  2530. } else if ( euler.order === 'YZX' ) {
  2531. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2532. te[ 0 ] = c * e;
  2533. te[ 4 ] = bd - ac * f;
  2534. te[ 8 ] = bc * f + ad;
  2535. te[ 1 ] = f;
  2536. te[ 5 ] = a * e;
  2537. te[ 9 ] = - b * e;
  2538. te[ 2 ] = - d * e;
  2539. te[ 6 ] = ad * f + bc;
  2540. te[ 10 ] = ac - bd * f;
  2541. } else if ( euler.order === 'XZY' ) {
  2542. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2543. te[ 0 ] = c * e;
  2544. te[ 4 ] = - f;
  2545. te[ 8 ] = d * e;
  2546. te[ 1 ] = ac * f + bd;
  2547. te[ 5 ] = a * e;
  2548. te[ 9 ] = ad * f - bc;
  2549. te[ 2 ] = bc * f - ad;
  2550. te[ 6 ] = b * e;
  2551. te[ 10 ] = bd * f + ac;
  2552. }
  2553. // bottom row
  2554. te[ 3 ] = 0;
  2555. te[ 7 ] = 0;
  2556. te[ 11 ] = 0;
  2557. // last column
  2558. te[ 12 ] = 0;
  2559. te[ 13 ] = 0;
  2560. te[ 14 ] = 0;
  2561. te[ 15 ] = 1;
  2562. return this;
  2563. },
  2564. makeRotationFromQuaternion: function ( q ) {
  2565. return this.compose( _zero, q, _one );
  2566. },
  2567. lookAt: function ( eye, target, up ) {
  2568. var te = this.elements;
  2569. _z.subVectors( eye, target );
  2570. if ( _z.lengthSq() === 0 ) {
  2571. // eye and target are in the same position
  2572. _z.z = 1;
  2573. }
  2574. _z.normalize();
  2575. _x.crossVectors( up, _z );
  2576. if ( _x.lengthSq() === 0 ) {
  2577. // up and z are parallel
  2578. if ( Math.abs( up.z ) === 1 ) {
  2579. _z.x += 0.0001;
  2580. } else {
  2581. _z.z += 0.0001;
  2582. }
  2583. _z.normalize();
  2584. _x.crossVectors( up, _z );
  2585. }
  2586. _x.normalize();
  2587. _y.crossVectors( _z, _x );
  2588. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2589. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2590. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2591. return this;
  2592. },
  2593. multiply: function ( m, n ) {
  2594. if ( n !== undefined ) {
  2595. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2596. return this.multiplyMatrices( m, n );
  2597. }
  2598. return this.multiplyMatrices( this, m );
  2599. },
  2600. premultiply: function ( m ) {
  2601. return this.multiplyMatrices( m, this );
  2602. },
  2603. multiplyMatrices: function ( a, b ) {
  2604. var ae = a.elements;
  2605. var be = b.elements;
  2606. var te = this.elements;
  2607. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2608. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2609. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2610. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2611. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2612. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2613. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2614. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2615. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2616. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2617. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2618. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2619. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2620. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2621. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2622. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2623. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2624. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2625. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2626. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2627. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2628. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2629. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2630. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2631. return this;
  2632. },
  2633. multiplyScalar: function ( s ) {
  2634. var te = this.elements;
  2635. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2636. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2637. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2638. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2639. return this;
  2640. },
  2641. determinant: function () {
  2642. var te = this.elements;
  2643. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2644. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2645. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2646. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2647. //TODO: make this more efficient
  2648. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2649. return (
  2650. n41 * (
  2651. + n14 * n23 * n32
  2652. - n13 * n24 * n32
  2653. - n14 * n22 * n33
  2654. + n12 * n24 * n33
  2655. + n13 * n22 * n34
  2656. - n12 * n23 * n34
  2657. ) +
  2658. n42 * (
  2659. + n11 * n23 * n34
  2660. - n11 * n24 * n33
  2661. + n14 * n21 * n33
  2662. - n13 * n21 * n34
  2663. + n13 * n24 * n31
  2664. - n14 * n23 * n31
  2665. ) +
  2666. n43 * (
  2667. + n11 * n24 * n32
  2668. - n11 * n22 * n34
  2669. - n14 * n21 * n32
  2670. + n12 * n21 * n34
  2671. + n14 * n22 * n31
  2672. - n12 * n24 * n31
  2673. ) +
  2674. n44 * (
  2675. - n13 * n22 * n31
  2676. - n11 * n23 * n32
  2677. + n11 * n22 * n33
  2678. + n13 * n21 * n32
  2679. - n12 * n21 * n33
  2680. + n12 * n23 * n31
  2681. )
  2682. );
  2683. },
  2684. transpose: function () {
  2685. var te = this.elements;
  2686. var tmp;
  2687. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2688. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2689. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2690. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2691. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2692. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2693. return this;
  2694. },
  2695. setPosition: function ( x, y, z ) {
  2696. var te = this.elements;
  2697. if ( x.isVector3 ) {
  2698. te[ 12 ] = x.x;
  2699. te[ 13 ] = x.y;
  2700. te[ 14 ] = x.z;
  2701. } else {
  2702. te[ 12 ] = x;
  2703. te[ 13 ] = y;
  2704. te[ 14 ] = z;
  2705. }
  2706. return this;
  2707. },
  2708. getInverse: function ( m, throwOnDegenerate ) {
  2709. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2710. var te = this.elements,
  2711. me = m.elements,
  2712. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2713. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2714. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2715. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2716. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2717. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2718. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2719. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2720. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2721. if ( det === 0 ) {
  2722. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2723. if ( throwOnDegenerate === true ) {
  2724. throw new Error( msg );
  2725. } else {
  2726. console.warn( msg );
  2727. }
  2728. return this.identity();
  2729. }
  2730. var detInv = 1 / det;
  2731. te[ 0 ] = t11 * detInv;
  2732. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2733. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2734. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2735. te[ 4 ] = t12 * detInv;
  2736. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2737. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2738. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2739. te[ 8 ] = t13 * detInv;
  2740. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2741. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2742. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2743. te[ 12 ] = t14 * detInv;
  2744. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2745. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2746. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2747. return this;
  2748. },
  2749. scale: function ( v ) {
  2750. var te = this.elements;
  2751. var x = v.x, y = v.y, z = v.z;
  2752. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2753. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2754. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2755. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2756. return this;
  2757. },
  2758. getMaxScaleOnAxis: function () {
  2759. var te = this.elements;
  2760. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2761. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2762. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2763. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2764. },
  2765. makeTranslation: function ( x, y, z ) {
  2766. this.set(
  2767. 1, 0, 0, x,
  2768. 0, 1, 0, y,
  2769. 0, 0, 1, z,
  2770. 0, 0, 0, 1
  2771. );
  2772. return this;
  2773. },
  2774. makeRotationX: function ( theta ) {
  2775. var c = Math.cos( theta ), s = Math.sin( theta );
  2776. this.set(
  2777. 1, 0, 0, 0,
  2778. 0, c, - s, 0,
  2779. 0, s, c, 0,
  2780. 0, 0, 0, 1
  2781. );
  2782. return this;
  2783. },
  2784. makeRotationY: function ( theta ) {
  2785. var c = Math.cos( theta ), s = Math.sin( theta );
  2786. this.set(
  2787. c, 0, s, 0,
  2788. 0, 1, 0, 0,
  2789. - s, 0, c, 0,
  2790. 0, 0, 0, 1
  2791. );
  2792. return this;
  2793. },
  2794. makeRotationZ: function ( theta ) {
  2795. var c = Math.cos( theta ), s = Math.sin( theta );
  2796. this.set(
  2797. c, - s, 0, 0,
  2798. s, c, 0, 0,
  2799. 0, 0, 1, 0,
  2800. 0, 0, 0, 1
  2801. );
  2802. return this;
  2803. },
  2804. makeRotationAxis: function ( axis, angle ) {
  2805. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2806. var c = Math.cos( angle );
  2807. var s = Math.sin( angle );
  2808. var t = 1 - c;
  2809. var x = axis.x, y = axis.y, z = axis.z;
  2810. var tx = t * x, ty = t * y;
  2811. this.set(
  2812. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2813. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2814. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2815. 0, 0, 0, 1
  2816. );
  2817. return this;
  2818. },
  2819. makeScale: function ( x, y, z ) {
  2820. this.set(
  2821. x, 0, 0, 0,
  2822. 0, y, 0, 0,
  2823. 0, 0, z, 0,
  2824. 0, 0, 0, 1
  2825. );
  2826. return this;
  2827. },
  2828. makeShear: function ( x, y, z ) {
  2829. this.set(
  2830. 1, y, z, 0,
  2831. x, 1, z, 0,
  2832. x, y, 1, 0,
  2833. 0, 0, 0, 1
  2834. );
  2835. return this;
  2836. },
  2837. compose: function ( position, quaternion, scale ) {
  2838. var te = this.elements;
  2839. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2840. var x2 = x + x, y2 = y + y, z2 = z + z;
  2841. var xx = x * x2, xy = x * y2, xz = x * z2;
  2842. var yy = y * y2, yz = y * z2, zz = z * z2;
  2843. var wx = w * x2, wy = w * y2, wz = w * z2;
  2844. var sx = scale.x, sy = scale.y, sz = scale.z;
  2845. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2846. te[ 1 ] = ( xy + wz ) * sx;
  2847. te[ 2 ] = ( xz - wy ) * sx;
  2848. te[ 3 ] = 0;
  2849. te[ 4 ] = ( xy - wz ) * sy;
  2850. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2851. te[ 6 ] = ( yz + wx ) * sy;
  2852. te[ 7 ] = 0;
  2853. te[ 8 ] = ( xz + wy ) * sz;
  2854. te[ 9 ] = ( yz - wx ) * sz;
  2855. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2856. te[ 11 ] = 0;
  2857. te[ 12 ] = position.x;
  2858. te[ 13 ] = position.y;
  2859. te[ 14 ] = position.z;
  2860. te[ 15 ] = 1;
  2861. return this;
  2862. },
  2863. decompose: function ( position, quaternion, scale ) {
  2864. var te = this.elements;
  2865. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2866. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2867. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2868. // if determine is negative, we need to invert one scale
  2869. var det = this.determinant();
  2870. if ( det < 0 ) { sx = - sx; }
  2871. position.x = te[ 12 ];
  2872. position.y = te[ 13 ];
  2873. position.z = te[ 14 ];
  2874. // scale the rotation part
  2875. _m1.copy( this );
  2876. var invSX = 1 / sx;
  2877. var invSY = 1 / sy;
  2878. var invSZ = 1 / sz;
  2879. _m1.elements[ 0 ] *= invSX;
  2880. _m1.elements[ 1 ] *= invSX;
  2881. _m1.elements[ 2 ] *= invSX;
  2882. _m1.elements[ 4 ] *= invSY;
  2883. _m1.elements[ 5 ] *= invSY;
  2884. _m1.elements[ 6 ] *= invSY;
  2885. _m1.elements[ 8 ] *= invSZ;
  2886. _m1.elements[ 9 ] *= invSZ;
  2887. _m1.elements[ 10 ] *= invSZ;
  2888. quaternion.setFromRotationMatrix( _m1 );
  2889. scale.x = sx;
  2890. scale.y = sy;
  2891. scale.z = sz;
  2892. return this;
  2893. },
  2894. makePerspective: function ( left, right, top, bottom, near, far ) {
  2895. if ( far === undefined ) {
  2896. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2897. }
  2898. var te = this.elements;
  2899. var x = 2 * near / ( right - left );
  2900. var y = 2 * near / ( top - bottom );
  2901. var a = ( right + left ) / ( right - left );
  2902. var b = ( top + bottom ) / ( top - bottom );
  2903. var c = - ( far + near ) / ( far - near );
  2904. var d = - 2 * far * near / ( far - near );
  2905. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2906. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2907. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2908. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2909. return this;
  2910. },
  2911. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2912. var te = this.elements;
  2913. var w = 1.0 / ( right - left );
  2914. var h = 1.0 / ( top - bottom );
  2915. var p = 1.0 / ( far - near );
  2916. var x = ( right + left ) * w;
  2917. var y = ( top + bottom ) * h;
  2918. var z = ( far + near ) * p;
  2919. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2920. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2921. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2922. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2923. return this;
  2924. },
  2925. equals: function ( matrix ) {
  2926. var te = this.elements;
  2927. var me = matrix.elements;
  2928. for ( var i = 0; i < 16; i ++ ) {
  2929. if ( te[ i ] !== me[ i ] ) { return false; }
  2930. }
  2931. return true;
  2932. },
  2933. fromArray: function ( array, offset ) {
  2934. if ( offset === undefined ) { offset = 0; }
  2935. for ( var i = 0; i < 16; i ++ ) {
  2936. this.elements[ i ] = array[ i + offset ];
  2937. }
  2938. return this;
  2939. },
  2940. toArray: function ( array, offset ) {
  2941. if ( array === undefined ) { array = []; }
  2942. if ( offset === undefined ) { offset = 0; }
  2943. var te = this.elements;
  2944. array[ offset ] = te[ 0 ];
  2945. array[ offset + 1 ] = te[ 1 ];
  2946. array[ offset + 2 ] = te[ 2 ];
  2947. array[ offset + 3 ] = te[ 3 ];
  2948. array[ offset + 4 ] = te[ 4 ];
  2949. array[ offset + 5 ] = te[ 5 ];
  2950. array[ offset + 6 ] = te[ 6 ];
  2951. array[ offset + 7 ] = te[ 7 ];
  2952. array[ offset + 8 ] = te[ 8 ];
  2953. array[ offset + 9 ] = te[ 9 ];
  2954. array[ offset + 10 ] = te[ 10 ];
  2955. array[ offset + 11 ] = te[ 11 ];
  2956. array[ offset + 12 ] = te[ 12 ];
  2957. array[ offset + 13 ] = te[ 13 ];
  2958. array[ offset + 14 ] = te[ 14 ];
  2959. array[ offset + 15 ] = te[ 15 ];
  2960. return array;
  2961. }
  2962. } );
  2963. /**
  2964. * @author mrdoob / http://mrdoob.com/
  2965. * @author WestLangley / http://github.com/WestLangley
  2966. * @author bhouston / http://clara.io
  2967. */
  2968. var _matrix = new Matrix4();
  2969. var _quaternion$1 = new Quaternion();
  2970. function Euler( x, y, z, order ) {
  2971. this._x = x || 0;
  2972. this._y = y || 0;
  2973. this._z = z || 0;
  2974. this._order = order || Euler.DefaultOrder;
  2975. }
  2976. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2977. Euler.DefaultOrder = 'XYZ';
  2978. Object.defineProperties( Euler.prototype, {
  2979. x: {
  2980. get: function () {
  2981. return this._x;
  2982. },
  2983. set: function ( value ) {
  2984. this._x = value;
  2985. this._onChangeCallback();
  2986. }
  2987. },
  2988. y: {
  2989. get: function () {
  2990. return this._y;
  2991. },
  2992. set: function ( value ) {
  2993. this._y = value;
  2994. this._onChangeCallback();
  2995. }
  2996. },
  2997. z: {
  2998. get: function () {
  2999. return this._z;
  3000. },
  3001. set: function ( value ) {
  3002. this._z = value;
  3003. this._onChangeCallback();
  3004. }
  3005. },
  3006. order: {
  3007. get: function () {
  3008. return this._order;
  3009. },
  3010. set: function ( value ) {
  3011. this._order = value;
  3012. this._onChangeCallback();
  3013. }
  3014. }
  3015. } );
  3016. Object.assign( Euler.prototype, {
  3017. isEuler: true,
  3018. set: function ( x, y, z, order ) {
  3019. this._x = x;
  3020. this._y = y;
  3021. this._z = z;
  3022. this._order = order || this._order;
  3023. this._onChangeCallback();
  3024. return this;
  3025. },
  3026. clone: function () {
  3027. return new this.constructor( this._x, this._y, this._z, this._order );
  3028. },
  3029. copy: function ( euler ) {
  3030. this._x = euler._x;
  3031. this._y = euler._y;
  3032. this._z = euler._z;
  3033. this._order = euler._order;
  3034. this._onChangeCallback();
  3035. return this;
  3036. },
  3037. setFromRotationMatrix: function ( m, order, update ) {
  3038. var clamp = MathUtils.clamp;
  3039. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3040. var te = m.elements;
  3041. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3042. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3043. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3044. order = order || this._order;
  3045. if ( order === 'XYZ' ) {
  3046. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3047. if ( Math.abs( m13 ) < 0.9999999 ) {
  3048. this._x = Math.atan2( - m23, m33 );
  3049. this._z = Math.atan2( - m12, m11 );
  3050. } else {
  3051. this._x = Math.atan2( m32, m22 );
  3052. this._z = 0;
  3053. }
  3054. } else if ( order === 'YXZ' ) {
  3055. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3056. if ( Math.abs( m23 ) < 0.9999999 ) {
  3057. this._y = Math.atan2( m13, m33 );
  3058. this._z = Math.atan2( m21, m22 );
  3059. } else {
  3060. this._y = Math.atan2( - m31, m11 );
  3061. this._z = 0;
  3062. }
  3063. } else if ( order === 'ZXY' ) {
  3064. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3065. if ( Math.abs( m32 ) < 0.9999999 ) {
  3066. this._y = Math.atan2( - m31, m33 );
  3067. this._z = Math.atan2( - m12, m22 );
  3068. } else {
  3069. this._y = 0;
  3070. this._z = Math.atan2( m21, m11 );
  3071. }
  3072. } else if ( order === 'ZYX' ) {
  3073. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3074. if ( Math.abs( m31 ) < 0.9999999 ) {
  3075. this._x = Math.atan2( m32, m33 );
  3076. this._z = Math.atan2( m21, m11 );
  3077. } else {
  3078. this._x = 0;
  3079. this._z = Math.atan2( - m12, m22 );
  3080. }
  3081. } else if ( order === 'YZX' ) {
  3082. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3083. if ( Math.abs( m21 ) < 0.9999999 ) {
  3084. this._x = Math.atan2( - m23, m22 );
  3085. this._y = Math.atan2( - m31, m11 );
  3086. } else {
  3087. this._x = 0;
  3088. this._y = Math.atan2( m13, m33 );
  3089. }
  3090. } else if ( order === 'XZY' ) {
  3091. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3092. if ( Math.abs( m12 ) < 0.9999999 ) {
  3093. this._x = Math.atan2( m32, m22 );
  3094. this._y = Math.atan2( m13, m11 );
  3095. } else {
  3096. this._x = Math.atan2( - m23, m33 );
  3097. this._y = 0;
  3098. }
  3099. } else {
  3100. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3101. }
  3102. this._order = order;
  3103. if ( update !== false ) { this._onChangeCallback(); }
  3104. return this;
  3105. },
  3106. setFromQuaternion: function ( q, order, update ) {
  3107. _matrix.makeRotationFromQuaternion( q );
  3108. return this.setFromRotationMatrix( _matrix, order, update );
  3109. },
  3110. setFromVector3: function ( v, order ) {
  3111. return this.set( v.x, v.y, v.z, order || this._order );
  3112. },
  3113. reorder: function ( newOrder ) {
  3114. // WARNING: this discards revolution information -bhouston
  3115. _quaternion$1.setFromEuler( this );
  3116. return this.setFromQuaternion( _quaternion$1, newOrder );
  3117. },
  3118. equals: function ( euler ) {
  3119. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3120. },
  3121. fromArray: function ( array ) {
  3122. this._x = array[ 0 ];
  3123. this._y = array[ 1 ];
  3124. this._z = array[ 2 ];
  3125. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3126. this._onChangeCallback();
  3127. return this;
  3128. },
  3129. toArray: function ( array, offset ) {
  3130. if ( array === undefined ) { array = []; }
  3131. if ( offset === undefined ) { offset = 0; }
  3132. array[ offset ] = this._x;
  3133. array[ offset + 1 ] = this._y;
  3134. array[ offset + 2 ] = this._z;
  3135. array[ offset + 3 ] = this._order;
  3136. return array;
  3137. },
  3138. toVector3: function ( optionalResult ) {
  3139. if ( optionalResult ) {
  3140. return optionalResult.set( this._x, this._y, this._z );
  3141. } else {
  3142. return new Vector3( this._x, this._y, this._z );
  3143. }
  3144. },
  3145. _onChange: function ( callback ) {
  3146. this._onChangeCallback = callback;
  3147. return this;
  3148. },
  3149. _onChangeCallback: function () {}
  3150. } );
  3151. /**
  3152. * @author mrdoob / http://mrdoob.com/
  3153. */
  3154. function Layers() {
  3155. this.mask = 1 | 0;
  3156. }
  3157. Object.assign( Layers.prototype, {
  3158. set: function ( channel ) {
  3159. this.mask = 1 << channel | 0;
  3160. },
  3161. enable: function ( channel ) {
  3162. this.mask |= 1 << channel | 0;
  3163. },
  3164. enableAll: function () {
  3165. this.mask = 0xffffffff | 0;
  3166. },
  3167. toggle: function ( channel ) {
  3168. this.mask ^= 1 << channel | 0;
  3169. },
  3170. disable: function ( channel ) {
  3171. this.mask &= ~ ( 1 << channel | 0 );
  3172. },
  3173. disableAll: function () {
  3174. this.mask = 0;
  3175. },
  3176. test: function ( layers ) {
  3177. return ( this.mask & layers.mask ) !== 0;
  3178. }
  3179. } );
  3180. var _object3DId = 0;
  3181. var _v1$1 = new Vector3();
  3182. var _q1 = new Quaternion();
  3183. var _m1$1 = new Matrix4();
  3184. var _target = new Vector3();
  3185. var _position = new Vector3();
  3186. var _scale = new Vector3();
  3187. var _quaternion$2 = new Quaternion();
  3188. var _xAxis = new Vector3( 1, 0, 0 );
  3189. var _yAxis = new Vector3( 0, 1, 0 );
  3190. var _zAxis = new Vector3( 0, 0, 1 );
  3191. var _addedEvent = { type: 'added' };
  3192. var _removedEvent = { type: 'removed' };
  3193. /**
  3194. * @author mrdoob / http://mrdoob.com/
  3195. * @author mikael emtinger / http://gomo.se/
  3196. * @author alteredq / http://alteredqualia.com/
  3197. * @author WestLangley / http://github.com/WestLangley
  3198. * @author elephantatwork / www.elephantatwork.ch
  3199. */
  3200. function Object3D() {
  3201. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3202. this.uuid = MathUtils.generateUUID();
  3203. this.name = '';
  3204. this.type = 'Object3D';
  3205. this.parent = null;
  3206. this.children = [];
  3207. this.up = Object3D.DefaultUp.clone();
  3208. var position = new Vector3();
  3209. var rotation = new Euler();
  3210. var quaternion = new Quaternion();
  3211. var scale = new Vector3( 1, 1, 1 );
  3212. function onRotationChange() {
  3213. quaternion.setFromEuler( rotation, false );
  3214. }
  3215. function onQuaternionChange() {
  3216. rotation.setFromQuaternion( quaternion, undefined, false );
  3217. }
  3218. rotation._onChange( onRotationChange );
  3219. quaternion._onChange( onQuaternionChange );
  3220. Object.defineProperties( this, {
  3221. position: {
  3222. configurable: true,
  3223. enumerable: true,
  3224. value: position
  3225. },
  3226. rotation: {
  3227. configurable: true,
  3228. enumerable: true,
  3229. value: rotation
  3230. },
  3231. quaternion: {
  3232. configurable: true,
  3233. enumerable: true,
  3234. value: quaternion
  3235. },
  3236. scale: {
  3237. configurable: true,
  3238. enumerable: true,
  3239. value: scale
  3240. },
  3241. modelViewMatrix: {
  3242. value: new Matrix4()
  3243. },
  3244. normalMatrix: {
  3245. value: new Matrix3()
  3246. }
  3247. } );
  3248. this.matrix = new Matrix4();
  3249. this.matrixWorld = new Matrix4();
  3250. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3251. this.matrixWorldNeedsUpdate = false;
  3252. this.layers = new Layers();
  3253. this.visible = true;
  3254. this.castShadow = false;
  3255. this.receiveShadow = false;
  3256. this.frustumCulled = true;
  3257. this.renderOrder = 0;
  3258. this.userData = {};
  3259. }
  3260. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3261. Object3D.DefaultMatrixAutoUpdate = true;
  3262. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3263. constructor: Object3D,
  3264. isObject3D: true,
  3265. onBeforeRender: function () {},
  3266. onAfterRender: function () {},
  3267. applyMatrix4: function ( matrix ) {
  3268. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3269. this.matrix.premultiply( matrix );
  3270. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3271. },
  3272. applyQuaternion: function ( q ) {
  3273. this.quaternion.premultiply( q );
  3274. return this;
  3275. },
  3276. setRotationFromAxisAngle: function ( axis, angle ) {
  3277. // assumes axis is normalized
  3278. this.quaternion.setFromAxisAngle( axis, angle );
  3279. },
  3280. setRotationFromEuler: function ( euler ) {
  3281. this.quaternion.setFromEuler( euler, true );
  3282. },
  3283. setRotationFromMatrix: function ( m ) {
  3284. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3285. this.quaternion.setFromRotationMatrix( m );
  3286. },
  3287. setRotationFromQuaternion: function ( q ) {
  3288. // assumes q is normalized
  3289. this.quaternion.copy( q );
  3290. },
  3291. rotateOnAxis: function ( axis, angle ) {
  3292. // rotate object on axis in object space
  3293. // axis is assumed to be normalized
  3294. _q1.setFromAxisAngle( axis, angle );
  3295. this.quaternion.multiply( _q1 );
  3296. return this;
  3297. },
  3298. rotateOnWorldAxis: function ( axis, angle ) {
  3299. // rotate object on axis in world space
  3300. // axis is assumed to be normalized
  3301. // method assumes no rotated parent
  3302. _q1.setFromAxisAngle( axis, angle );
  3303. this.quaternion.premultiply( _q1 );
  3304. return this;
  3305. },
  3306. rotateX: function ( angle ) {
  3307. return this.rotateOnAxis( _xAxis, angle );
  3308. },
  3309. rotateY: function ( angle ) {
  3310. return this.rotateOnAxis( _yAxis, angle );
  3311. },
  3312. rotateZ: function ( angle ) {
  3313. return this.rotateOnAxis( _zAxis, angle );
  3314. },
  3315. translateOnAxis: function ( axis, distance ) {
  3316. // translate object by distance along axis in object space
  3317. // axis is assumed to be normalized
  3318. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3319. this.position.add( _v1$1.multiplyScalar( distance ) );
  3320. return this;
  3321. },
  3322. translateX: function ( distance ) {
  3323. return this.translateOnAxis( _xAxis, distance );
  3324. },
  3325. translateY: function ( distance ) {
  3326. return this.translateOnAxis( _yAxis, distance );
  3327. },
  3328. translateZ: function ( distance ) {
  3329. return this.translateOnAxis( _zAxis, distance );
  3330. },
  3331. localToWorld: function ( vector ) {
  3332. return vector.applyMatrix4( this.matrixWorld );
  3333. },
  3334. worldToLocal: function ( vector ) {
  3335. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3336. },
  3337. lookAt: function ( x, y, z ) {
  3338. // This method does not support objects having non-uniformly-scaled parent(s)
  3339. if ( x.isVector3 ) {
  3340. _target.copy( x );
  3341. } else {
  3342. _target.set( x, y, z );
  3343. }
  3344. var parent = this.parent;
  3345. this.updateWorldMatrix( true, false );
  3346. _position.setFromMatrixPosition( this.matrixWorld );
  3347. if ( this.isCamera || this.isLight ) {
  3348. _m1$1.lookAt( _position, _target, this.up );
  3349. } else {
  3350. _m1$1.lookAt( _target, _position, this.up );
  3351. }
  3352. this.quaternion.setFromRotationMatrix( _m1$1 );
  3353. if ( parent ) {
  3354. _m1$1.extractRotation( parent.matrixWorld );
  3355. _q1.setFromRotationMatrix( _m1$1 );
  3356. this.quaternion.premultiply( _q1.inverse() );
  3357. }
  3358. },
  3359. add: function ( object ) {
  3360. if ( arguments.length > 1 ) {
  3361. for ( var i = 0; i < arguments.length; i ++ ) {
  3362. this.add( arguments[ i ] );
  3363. }
  3364. return this;
  3365. }
  3366. if ( object === this ) {
  3367. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3368. return this;
  3369. }
  3370. if ( ( object && object.isObject3D ) ) {
  3371. if ( object.parent !== null ) {
  3372. object.parent.remove( object );
  3373. }
  3374. object.parent = this;
  3375. this.children.push( object );
  3376. object.dispatchEvent( _addedEvent );
  3377. } else {
  3378. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3379. }
  3380. return this;
  3381. },
  3382. remove: function ( object ) {
  3383. if ( arguments.length > 1 ) {
  3384. for ( var i = 0; i < arguments.length; i ++ ) {
  3385. this.remove( arguments[ i ] );
  3386. }
  3387. return this;
  3388. }
  3389. var index = this.children.indexOf( object );
  3390. if ( index !== - 1 ) {
  3391. object.parent = null;
  3392. this.children.splice( index, 1 );
  3393. object.dispatchEvent( _removedEvent );
  3394. }
  3395. return this;
  3396. },
  3397. attach: function ( object ) {
  3398. // adds object as a child of this, while maintaining the object's world transform
  3399. this.updateWorldMatrix( true, false );
  3400. _m1$1.getInverse( this.matrixWorld );
  3401. if ( object.parent !== null ) {
  3402. object.parent.updateWorldMatrix( true, false );
  3403. _m1$1.multiply( object.parent.matrixWorld );
  3404. }
  3405. object.applyMatrix4( _m1$1 );
  3406. object.updateWorldMatrix( false, false );
  3407. this.add( object );
  3408. return this;
  3409. },
  3410. getObjectById: function ( id ) {
  3411. return this.getObjectByProperty( 'id', id );
  3412. },
  3413. getObjectByName: function ( name ) {
  3414. return this.getObjectByProperty( 'name', name );
  3415. },
  3416. getObjectByProperty: function ( name, value ) {
  3417. if ( this[ name ] === value ) { return this; }
  3418. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3419. var child = this.children[ i ];
  3420. var object = child.getObjectByProperty( name, value );
  3421. if ( object !== undefined ) {
  3422. return object;
  3423. }
  3424. }
  3425. return undefined;
  3426. },
  3427. getWorldPosition: function ( target ) {
  3428. if ( target === undefined ) {
  3429. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3430. target = new Vector3();
  3431. }
  3432. this.updateMatrixWorld( true );
  3433. return target.setFromMatrixPosition( this.matrixWorld );
  3434. },
  3435. getWorldQuaternion: function ( target ) {
  3436. if ( target === undefined ) {
  3437. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3438. target = new Quaternion();
  3439. }
  3440. this.updateMatrixWorld( true );
  3441. this.matrixWorld.decompose( _position, target, _scale );
  3442. return target;
  3443. },
  3444. getWorldScale: function ( target ) {
  3445. if ( target === undefined ) {
  3446. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3447. target = new Vector3();
  3448. }
  3449. this.updateMatrixWorld( true );
  3450. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3451. return target;
  3452. },
  3453. getWorldDirection: function ( target ) {
  3454. if ( target === undefined ) {
  3455. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3456. target = new Vector3();
  3457. }
  3458. this.updateMatrixWorld( true );
  3459. var e = this.matrixWorld.elements;
  3460. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3461. },
  3462. raycast: function () {},
  3463. traverse: function ( callback ) {
  3464. callback( this );
  3465. var children = this.children;
  3466. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3467. children[ i ].traverse( callback );
  3468. }
  3469. },
  3470. traverseVisible: function ( callback ) {
  3471. if ( this.visible === false ) { return; }
  3472. callback( this );
  3473. var children = this.children;
  3474. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3475. children[ i ].traverseVisible( callback );
  3476. }
  3477. },
  3478. traverseAncestors: function ( callback ) {
  3479. var parent = this.parent;
  3480. if ( parent !== null ) {
  3481. callback( parent );
  3482. parent.traverseAncestors( callback );
  3483. }
  3484. },
  3485. updateMatrix: function () {
  3486. this.matrix.compose( this.position, this.quaternion, this.scale );
  3487. this.matrixWorldNeedsUpdate = true;
  3488. },
  3489. updateMatrixWorld: function ( force ) {
  3490. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3491. if ( this.matrixWorldNeedsUpdate || force ) {
  3492. if ( this.parent === null ) {
  3493. this.matrixWorld.copy( this.matrix );
  3494. } else {
  3495. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3496. }
  3497. this.matrixWorldNeedsUpdate = false;
  3498. force = true;
  3499. }
  3500. // update children
  3501. var children = this.children;
  3502. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3503. children[ i ].updateMatrixWorld( force );
  3504. }
  3505. },
  3506. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3507. var parent = this.parent;
  3508. if ( updateParents === true && parent !== null ) {
  3509. parent.updateWorldMatrix( true, false );
  3510. }
  3511. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3512. if ( this.parent === null ) {
  3513. this.matrixWorld.copy( this.matrix );
  3514. } else {
  3515. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3516. }
  3517. // update children
  3518. if ( updateChildren === true ) {
  3519. var children = this.children;
  3520. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3521. children[ i ].updateWorldMatrix( false, true );
  3522. }
  3523. }
  3524. },
  3525. toJSON: function ( meta ) {
  3526. // meta is a string when called from JSON.stringify
  3527. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3528. var output = {};
  3529. // meta is a hash used to collect geometries, materials.
  3530. // not providing it implies that this is the root object
  3531. // being serialized.
  3532. if ( isRootObject ) {
  3533. // initialize meta obj
  3534. meta = {
  3535. geometries: {},
  3536. materials: {},
  3537. textures: {},
  3538. images: {},
  3539. shapes: {}
  3540. };
  3541. output.metadata = {
  3542. version: 4.5,
  3543. type: 'Object',
  3544. generator: 'Object3D.toJSON'
  3545. };
  3546. }
  3547. // standard Object3D serialization
  3548. var object = {};
  3549. object.uuid = this.uuid;
  3550. object.type = this.type;
  3551. if ( this.name !== '' ) { object.name = this.name; }
  3552. if ( this.castShadow === true ) { object.castShadow = true; }
  3553. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3554. if ( this.visible === false ) { object.visible = false; }
  3555. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3556. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3557. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3558. object.layers = this.layers.mask;
  3559. object.matrix = this.matrix.toArray();
  3560. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3561. // object specific properties
  3562. if ( this.isInstancedMesh ) {
  3563. object.type = 'InstancedMesh';
  3564. object.count = this.count;
  3565. object.instanceMatrix = this.instanceMatrix.toJSON();
  3566. }
  3567. //
  3568. function serialize( library, element ) {
  3569. if ( library[ element.uuid ] === undefined ) {
  3570. library[ element.uuid ] = element.toJSON( meta );
  3571. }
  3572. return element.uuid;
  3573. }
  3574. if ( this.isMesh || this.isLine || this.isPoints ) {
  3575. object.geometry = serialize( meta.geometries, this.geometry );
  3576. var parameters = this.geometry.parameters;
  3577. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3578. var shapes = parameters.shapes;
  3579. if ( Array.isArray( shapes ) ) {
  3580. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3581. var shape = shapes[ i ];
  3582. serialize( meta.shapes, shape );
  3583. }
  3584. } else {
  3585. serialize( meta.shapes, shapes );
  3586. }
  3587. }
  3588. }
  3589. if ( this.material !== undefined ) {
  3590. if ( Array.isArray( this.material ) ) {
  3591. var uuids = [];
  3592. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3593. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3594. }
  3595. object.material = uuids;
  3596. } else {
  3597. object.material = serialize( meta.materials, this.material );
  3598. }
  3599. }
  3600. //
  3601. if ( this.children.length > 0 ) {
  3602. object.children = [];
  3603. for ( var i = 0; i < this.children.length; i ++ ) {
  3604. object.children.push( this.children[ i ].toJSON( meta ).object );
  3605. }
  3606. }
  3607. if ( isRootObject ) {
  3608. var geometries = extractFromCache( meta.geometries );
  3609. var materials = extractFromCache( meta.materials );
  3610. var textures = extractFromCache( meta.textures );
  3611. var images = extractFromCache( meta.images );
  3612. var shapes = extractFromCache( meta.shapes );
  3613. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3614. if ( materials.length > 0 ) { output.materials = materials; }
  3615. if ( textures.length > 0 ) { output.textures = textures; }
  3616. if ( images.length > 0 ) { output.images = images; }
  3617. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3618. }
  3619. output.object = object;
  3620. return output;
  3621. // extract data from the cache hash
  3622. // remove metadata on each item
  3623. // and return as array
  3624. function extractFromCache( cache ) {
  3625. var values = [];
  3626. for ( var key in cache ) {
  3627. var data = cache[ key ];
  3628. delete data.metadata;
  3629. values.push( data );
  3630. }
  3631. return values;
  3632. }
  3633. },
  3634. clone: function ( recursive ) {
  3635. return new this.constructor().copy( this, recursive );
  3636. },
  3637. copy: function ( source, recursive ) {
  3638. if ( recursive === undefined ) { recursive = true; }
  3639. this.name = source.name;
  3640. this.up.copy( source.up );
  3641. this.position.copy( source.position );
  3642. this.quaternion.copy( source.quaternion );
  3643. this.scale.copy( source.scale );
  3644. this.matrix.copy( source.matrix );
  3645. this.matrixWorld.copy( source.matrixWorld );
  3646. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3647. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3648. this.layers.mask = source.layers.mask;
  3649. this.visible = source.visible;
  3650. this.castShadow = source.castShadow;
  3651. this.receiveShadow = source.receiveShadow;
  3652. this.frustumCulled = source.frustumCulled;
  3653. this.renderOrder = source.renderOrder;
  3654. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3655. if ( recursive === true ) {
  3656. for ( var i = 0; i < source.children.length; i ++ ) {
  3657. var child = source.children[ i ];
  3658. this.add( child.clone() );
  3659. }
  3660. }
  3661. return this;
  3662. }
  3663. } );
  3664. /**
  3665. * @author mrdoob / http://mrdoob.com/
  3666. */
  3667. function Scene() {
  3668. Object3D.call( this );
  3669. this.type = 'Scene';
  3670. this.background = null;
  3671. this.environment = null;
  3672. this.fog = null;
  3673. this.overrideMaterial = null;
  3674. this.autoUpdate = true; // checked by the renderer
  3675. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3676. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3677. }
  3678. }
  3679. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3680. constructor: Scene,
  3681. isScene: true,
  3682. copy: function ( source, recursive ) {
  3683. Object3D.prototype.copy.call( this, source, recursive );
  3684. if ( source.background !== null ) { this.background = source.background.clone(); }
  3685. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3686. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3687. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3688. this.autoUpdate = source.autoUpdate;
  3689. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3690. return this;
  3691. },
  3692. toJSON: function ( meta ) {
  3693. var data = Object3D.prototype.toJSON.call( this, meta );
  3694. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3695. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3696. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3697. return data;
  3698. },
  3699. dispose: function () {
  3700. this.dispatchEvent( { type: 'dispose' } );
  3701. }
  3702. } );
  3703. var _points = [
  3704. new Vector3(),
  3705. new Vector3(),
  3706. new Vector3(),
  3707. new Vector3(),
  3708. new Vector3(),
  3709. new Vector3(),
  3710. new Vector3(),
  3711. new Vector3()
  3712. ];
  3713. var _vector$1 = new Vector3();
  3714. var _box = new Box3();
  3715. // triangle centered vertices
  3716. var _v0 = new Vector3();
  3717. var _v1$2 = new Vector3();
  3718. var _v2 = new Vector3();
  3719. // triangle edge vectors
  3720. var _f0 = new Vector3();
  3721. var _f1 = new Vector3();
  3722. var _f2 = new Vector3();
  3723. var _center = new Vector3();
  3724. var _extents = new Vector3();
  3725. var _triangleNormal = new Vector3();
  3726. var _testAxis = new Vector3();
  3727. /**
  3728. * @author bhouston / http://clara.io
  3729. * @author WestLangley / http://github.com/WestLangley
  3730. */
  3731. function Box3( min, max ) {
  3732. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3733. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3734. }
  3735. Object.assign( Box3.prototype, {
  3736. isBox3: true,
  3737. set: function ( min, max ) {
  3738. this.min.copy( min );
  3739. this.max.copy( max );
  3740. return this;
  3741. },
  3742. setFromArray: function ( array ) {
  3743. var minX = + Infinity;
  3744. var minY = + Infinity;
  3745. var minZ = + Infinity;
  3746. var maxX = - Infinity;
  3747. var maxY = - Infinity;
  3748. var maxZ = - Infinity;
  3749. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3750. var x = array[ i ];
  3751. var y = array[ i + 1 ];
  3752. var z = array[ i + 2 ];
  3753. if ( x < minX ) { minX = x; }
  3754. if ( y < minY ) { minY = y; }
  3755. if ( z < minZ ) { minZ = z; }
  3756. if ( x > maxX ) { maxX = x; }
  3757. if ( y > maxY ) { maxY = y; }
  3758. if ( z > maxZ ) { maxZ = z; }
  3759. }
  3760. this.min.set( minX, minY, minZ );
  3761. this.max.set( maxX, maxY, maxZ );
  3762. return this;
  3763. },
  3764. setFromBufferAttribute: function ( attribute ) {
  3765. var minX = + Infinity;
  3766. var minY = + Infinity;
  3767. var minZ = + Infinity;
  3768. var maxX = - Infinity;
  3769. var maxY = - Infinity;
  3770. var maxZ = - Infinity;
  3771. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3772. var x = attribute.getX( i );
  3773. var y = attribute.getY( i );
  3774. var z = attribute.getZ( i );
  3775. if ( x < minX ) { minX = x; }
  3776. if ( y < minY ) { minY = y; }
  3777. if ( z < minZ ) { minZ = z; }
  3778. if ( x > maxX ) { maxX = x; }
  3779. if ( y > maxY ) { maxY = y; }
  3780. if ( z > maxZ ) { maxZ = z; }
  3781. }
  3782. this.min.set( minX, minY, minZ );
  3783. this.max.set( maxX, maxY, maxZ );
  3784. return this;
  3785. },
  3786. setFromPoints: function ( points ) {
  3787. this.makeEmpty();
  3788. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3789. this.expandByPoint( points[ i ] );
  3790. }
  3791. return this;
  3792. },
  3793. setFromCenterAndSize: function ( center, size ) {
  3794. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3795. this.min.copy( center ).sub( halfSize );
  3796. this.max.copy( center ).add( halfSize );
  3797. return this;
  3798. },
  3799. setFromObject: function ( object ) {
  3800. this.makeEmpty();
  3801. return this.expandByObject( object );
  3802. },
  3803. clone: function () {
  3804. return new this.constructor().copy( this );
  3805. },
  3806. copy: function ( box ) {
  3807. this.min.copy( box.min );
  3808. this.max.copy( box.max );
  3809. return this;
  3810. },
  3811. makeEmpty: function () {
  3812. this.min.x = this.min.y = this.min.z = + Infinity;
  3813. this.max.x = this.max.y = this.max.z = - Infinity;
  3814. return this;
  3815. },
  3816. isEmpty: function () {
  3817. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3818. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3819. },
  3820. getCenter: function ( target ) {
  3821. if ( target === undefined ) {
  3822. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3823. target = new Vector3();
  3824. }
  3825. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3826. },
  3827. getSize: function ( target ) {
  3828. if ( target === undefined ) {
  3829. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3830. target = new Vector3();
  3831. }
  3832. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3833. },
  3834. expandByPoint: function ( point ) {
  3835. this.min.min( point );
  3836. this.max.max( point );
  3837. return this;
  3838. },
  3839. expandByVector: function ( vector ) {
  3840. this.min.sub( vector );
  3841. this.max.add( vector );
  3842. return this;
  3843. },
  3844. expandByScalar: function ( scalar ) {
  3845. this.min.addScalar( - scalar );
  3846. this.max.addScalar( scalar );
  3847. return this;
  3848. },
  3849. expandByObject: function ( object ) {
  3850. // Computes the world-axis-aligned bounding box of an object (including its children),
  3851. // accounting for both the object's, and children's, world transforms
  3852. object.updateWorldMatrix( false, false );
  3853. var geometry = object.geometry;
  3854. if ( geometry !== undefined ) {
  3855. if ( geometry.boundingBox === null ) {
  3856. geometry.computeBoundingBox();
  3857. }
  3858. _box.copy( geometry.boundingBox );
  3859. _box.applyMatrix4( object.matrixWorld );
  3860. this.union( _box );
  3861. }
  3862. var children = object.children;
  3863. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3864. this.expandByObject( children[ i ] );
  3865. }
  3866. return this;
  3867. },
  3868. containsPoint: function ( point ) {
  3869. return point.x < this.min.x || point.x > this.max.x ||
  3870. point.y < this.min.y || point.y > this.max.y ||
  3871. point.z < this.min.z || point.z > this.max.z ? false : true;
  3872. },
  3873. containsBox: function ( box ) {
  3874. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3875. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3876. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3877. },
  3878. getParameter: function ( point, target ) {
  3879. // This can potentially have a divide by zero if the box
  3880. // has a size dimension of 0.
  3881. if ( target === undefined ) {
  3882. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3883. target = new Vector3();
  3884. }
  3885. return target.set(
  3886. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3887. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3888. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3889. );
  3890. },
  3891. intersectsBox: function ( box ) {
  3892. // using 6 splitting planes to rule out intersections.
  3893. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3894. box.max.y < this.min.y || box.min.y > this.max.y ||
  3895. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3896. },
  3897. intersectsSphere: function ( sphere ) {
  3898. // Find the point on the AABB closest to the sphere center.
  3899. this.clampPoint( sphere.center, _vector$1 );
  3900. // If that point is inside the sphere, the AABB and sphere intersect.
  3901. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3902. },
  3903. intersectsPlane: function ( plane ) {
  3904. // We compute the minimum and maximum dot product values. If those values
  3905. // are on the same side (back or front) of the plane, then there is no intersection.
  3906. var min, max;
  3907. if ( plane.normal.x > 0 ) {
  3908. min = plane.normal.x * this.min.x;
  3909. max = plane.normal.x * this.max.x;
  3910. } else {
  3911. min = plane.normal.x * this.max.x;
  3912. max = plane.normal.x * this.min.x;
  3913. }
  3914. if ( plane.normal.y > 0 ) {
  3915. min += plane.normal.y * this.min.y;
  3916. max += plane.normal.y * this.max.y;
  3917. } else {
  3918. min += plane.normal.y * this.max.y;
  3919. max += plane.normal.y * this.min.y;
  3920. }
  3921. if ( plane.normal.z > 0 ) {
  3922. min += plane.normal.z * this.min.z;
  3923. max += plane.normal.z * this.max.z;
  3924. } else {
  3925. min += plane.normal.z * this.max.z;
  3926. max += plane.normal.z * this.min.z;
  3927. }
  3928. return ( min <= - plane.constant && max >= - plane.constant );
  3929. },
  3930. intersectsTriangle: function ( triangle ) {
  3931. if ( this.isEmpty() ) {
  3932. return false;
  3933. }
  3934. // compute box center and extents
  3935. this.getCenter( _center );
  3936. _extents.subVectors( this.max, _center );
  3937. // translate triangle to aabb origin
  3938. _v0.subVectors( triangle.a, _center );
  3939. _v1$2.subVectors( triangle.b, _center );
  3940. _v2.subVectors( triangle.c, _center );
  3941. // compute edge vectors for triangle
  3942. _f0.subVectors( _v1$2, _v0 );
  3943. _f1.subVectors( _v2, _v1$2 );
  3944. _f2.subVectors( _v0, _v2 );
  3945. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3946. // 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
  3947. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3948. var axes = [
  3949. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3950. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3951. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3952. ];
  3953. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3954. return false;
  3955. }
  3956. // test 3 face normals from the aabb
  3957. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3958. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3959. return false;
  3960. }
  3961. // finally testing the face normal of the triangle
  3962. // use already existing triangle edge vectors here
  3963. _triangleNormal.crossVectors( _f0, _f1 );
  3964. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3965. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3966. },
  3967. clampPoint: function ( point, target ) {
  3968. if ( target === undefined ) {
  3969. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3970. target = new Vector3();
  3971. }
  3972. return target.copy( point ).clamp( this.min, this.max );
  3973. },
  3974. distanceToPoint: function ( point ) {
  3975. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3976. return clampedPoint.sub( point ).length();
  3977. },
  3978. getBoundingSphere: function ( target ) {
  3979. if ( target === undefined ) {
  3980. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3981. //target = new Sphere(); // removed to avoid cyclic dependency
  3982. }
  3983. this.getCenter( target.center );
  3984. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3985. return target;
  3986. },
  3987. intersect: function ( box ) {
  3988. this.min.max( box.min );
  3989. this.max.min( box.max );
  3990. // 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.
  3991. if ( this.isEmpty() ) { this.makeEmpty(); }
  3992. return this;
  3993. },
  3994. union: function ( box ) {
  3995. this.min.min( box.min );
  3996. this.max.max( box.max );
  3997. return this;
  3998. },
  3999. applyMatrix4: function ( matrix ) {
  4000. // transform of empty box is an empty box.
  4001. if ( this.isEmpty() ) { return this; }
  4002. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4003. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4004. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4005. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4006. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4007. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4008. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4009. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4010. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4011. this.setFromPoints( _points );
  4012. return this;
  4013. },
  4014. translate: function ( offset ) {
  4015. this.min.add( offset );
  4016. this.max.add( offset );
  4017. return this;
  4018. },
  4019. equals: function ( box ) {
  4020. return box.min.equals( this.min ) && box.max.equals( this.max );
  4021. }
  4022. } );
  4023. function satForAxes( axes, v0, v1, v2, extents ) {
  4024. var i, j;
  4025. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4026. _testAxis.fromArray( axes, i );
  4027. // project the aabb onto the seperating axis
  4028. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4029. // project all 3 vertices of the triangle onto the seperating axis
  4030. var p0 = v0.dot( _testAxis );
  4031. var p1 = v1.dot( _testAxis );
  4032. var p2 = v2.dot( _testAxis );
  4033. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4034. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4035. // points of the projected triangle are outside the projected half-length of the aabb
  4036. // the axis is seperating and we can exit
  4037. return false;
  4038. }
  4039. }
  4040. return true;
  4041. }
  4042. var _box$1 = new Box3();
  4043. /**
  4044. * @author bhouston / http://clara.io
  4045. * @author mrdoob / http://mrdoob.com/
  4046. */
  4047. function Sphere( center, radius ) {
  4048. this.center = ( center !== undefined ) ? center : new Vector3();
  4049. this.radius = ( radius !== undefined ) ? radius : 0;
  4050. }
  4051. Object.assign( Sphere.prototype, {
  4052. set: function ( center, radius ) {
  4053. this.center.copy( center );
  4054. this.radius = radius;
  4055. return this;
  4056. },
  4057. setFromPoints: function ( points, optionalCenter ) {
  4058. var center = this.center;
  4059. if ( optionalCenter !== undefined ) {
  4060. center.copy( optionalCenter );
  4061. } else {
  4062. _box$1.setFromPoints( points ).getCenter( center );
  4063. }
  4064. var maxRadiusSq = 0;
  4065. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4066. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4067. }
  4068. this.radius = Math.sqrt( maxRadiusSq );
  4069. return this;
  4070. },
  4071. clone: function () {
  4072. return new this.constructor().copy( this );
  4073. },
  4074. copy: function ( sphere ) {
  4075. this.center.copy( sphere.center );
  4076. this.radius = sphere.radius;
  4077. return this;
  4078. },
  4079. empty: function () {
  4080. return ( this.radius <= 0 );
  4081. },
  4082. containsPoint: function ( point ) {
  4083. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4084. },
  4085. distanceToPoint: function ( point ) {
  4086. return ( point.distanceTo( this.center ) - this.radius );
  4087. },
  4088. intersectsSphere: function ( sphere ) {
  4089. var radiusSum = this.radius + sphere.radius;
  4090. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4091. },
  4092. intersectsBox: function ( box ) {
  4093. return box.intersectsSphere( this );
  4094. },
  4095. intersectsPlane: function ( plane ) {
  4096. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4097. },
  4098. clampPoint: function ( point, target ) {
  4099. var deltaLengthSq = this.center.distanceToSquared( point );
  4100. if ( target === undefined ) {
  4101. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4102. target = new Vector3();
  4103. }
  4104. target.copy( point );
  4105. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4106. target.sub( this.center ).normalize();
  4107. target.multiplyScalar( this.radius ).add( this.center );
  4108. }
  4109. return target;
  4110. },
  4111. getBoundingBox: function ( target ) {
  4112. if ( target === undefined ) {
  4113. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4114. target = new Box3();
  4115. }
  4116. target.set( this.center, this.center );
  4117. target.expandByScalar( this.radius );
  4118. return target;
  4119. },
  4120. applyMatrix4: function ( matrix ) {
  4121. this.center.applyMatrix4( matrix );
  4122. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4123. return this;
  4124. },
  4125. translate: function ( offset ) {
  4126. this.center.add( offset );
  4127. return this;
  4128. },
  4129. equals: function ( sphere ) {
  4130. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4131. }
  4132. } );
  4133. var _vector$2 = new Vector3();
  4134. var _segCenter = new Vector3();
  4135. var _segDir = new Vector3();
  4136. var _diff = new Vector3();
  4137. var _edge1 = new Vector3();
  4138. var _edge2 = new Vector3();
  4139. var _normal = new Vector3();
  4140. /**
  4141. * @author bhouston / http://clara.io
  4142. */
  4143. function Ray( origin, direction ) {
  4144. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4145. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4146. }
  4147. Object.assign( Ray.prototype, {
  4148. set: function ( origin, direction ) {
  4149. this.origin.copy( origin );
  4150. this.direction.copy( direction );
  4151. return this;
  4152. },
  4153. clone: function () {
  4154. return new this.constructor().copy( this );
  4155. },
  4156. copy: function ( ray ) {
  4157. this.origin.copy( ray.origin );
  4158. this.direction.copy( ray.direction );
  4159. return this;
  4160. },
  4161. at: function ( t, target ) {
  4162. if ( target === undefined ) {
  4163. console.warn( 'THREE.Ray: .at() target is now required' );
  4164. target = new Vector3();
  4165. }
  4166. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4167. },
  4168. lookAt: function ( v ) {
  4169. this.direction.copy( v ).sub( this.origin ).normalize();
  4170. return this;
  4171. },
  4172. recast: function ( t ) {
  4173. this.origin.copy( this.at( t, _vector$2 ) );
  4174. return this;
  4175. },
  4176. closestPointToPoint: function ( point, target ) {
  4177. if ( target === undefined ) {
  4178. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4179. target = new Vector3();
  4180. }
  4181. target.subVectors( point, this.origin );
  4182. var directionDistance = target.dot( this.direction );
  4183. if ( directionDistance < 0 ) {
  4184. return target.copy( this.origin );
  4185. }
  4186. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4187. },
  4188. distanceToPoint: function ( point ) {
  4189. return Math.sqrt( this.distanceSqToPoint( point ) );
  4190. },
  4191. distanceSqToPoint: function ( point ) {
  4192. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4193. // point behind the ray
  4194. if ( directionDistance < 0 ) {
  4195. return this.origin.distanceToSquared( point );
  4196. }
  4197. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4198. return _vector$2.distanceToSquared( point );
  4199. },
  4200. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4201. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4202. // It returns the min distance between the ray and the segment
  4203. // defined by v0 and v1
  4204. // It can also set two optional targets :
  4205. // - The closest point on the ray
  4206. // - The closest point on the segment
  4207. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4208. _segDir.copy( v1 ).sub( v0 ).normalize();
  4209. _diff.copy( this.origin ).sub( _segCenter );
  4210. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4211. var a01 = - this.direction.dot( _segDir );
  4212. var b0 = _diff.dot( this.direction );
  4213. var b1 = - _diff.dot( _segDir );
  4214. var c = _diff.lengthSq();
  4215. var det = Math.abs( 1 - a01 * a01 );
  4216. var s0, s1, sqrDist, extDet;
  4217. if ( det > 0 ) {
  4218. // The ray and segment are not parallel.
  4219. s0 = a01 * b1 - b0;
  4220. s1 = a01 * b0 - b1;
  4221. extDet = segExtent * det;
  4222. if ( s0 >= 0 ) {
  4223. if ( s1 >= - extDet ) {
  4224. if ( s1 <= extDet ) {
  4225. // region 0
  4226. // Minimum at interior points of ray and segment.
  4227. var invDet = 1 / det;
  4228. s0 *= invDet;
  4229. s1 *= invDet;
  4230. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4231. } else {
  4232. // region 1
  4233. s1 = segExtent;
  4234. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4235. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4236. }
  4237. } else {
  4238. // region 5
  4239. s1 = - segExtent;
  4240. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4241. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4242. }
  4243. } else {
  4244. if ( s1 <= - extDet ) {
  4245. // region 4
  4246. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4247. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4248. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4249. } else if ( s1 <= extDet ) {
  4250. // region 3
  4251. s0 = 0;
  4252. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4253. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4254. } else {
  4255. // region 2
  4256. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4257. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4258. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4259. }
  4260. }
  4261. } else {
  4262. // Ray and segment are parallel.
  4263. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4264. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4265. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4266. }
  4267. if ( optionalPointOnRay ) {
  4268. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4269. }
  4270. if ( optionalPointOnSegment ) {
  4271. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4272. }
  4273. return sqrDist;
  4274. },
  4275. intersectSphere: function ( sphere, target ) {
  4276. _vector$2.subVectors( sphere.center, this.origin );
  4277. var tca = _vector$2.dot( this.direction );
  4278. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4279. var radius2 = sphere.radius * sphere.radius;
  4280. if ( d2 > radius2 ) { return null; }
  4281. var thc = Math.sqrt( radius2 - d2 );
  4282. // t0 = first intersect point - entrance on front of sphere
  4283. var t0 = tca - thc;
  4284. // t1 = second intersect point - exit point on back of sphere
  4285. var t1 = tca + thc;
  4286. // test to see if both t0 and t1 are behind the ray - if so, return null
  4287. if ( t0 < 0 && t1 < 0 ) { return null; }
  4288. // test to see if t0 is behind the ray:
  4289. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4290. // in order to always return an intersect point that is in front of the ray.
  4291. if ( t0 < 0 ) { return this.at( t1, target ); }
  4292. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4293. return this.at( t0, target );
  4294. },
  4295. intersectsSphere: function ( sphere ) {
  4296. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4297. },
  4298. distanceToPlane: function ( plane ) {
  4299. var denominator = plane.normal.dot( this.direction );
  4300. if ( denominator === 0 ) {
  4301. // line is coplanar, return origin
  4302. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4303. return 0;
  4304. }
  4305. // Null is preferable to undefined since undefined means.... it is undefined
  4306. return null;
  4307. }
  4308. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4309. // Return if the ray never intersects the plane
  4310. return t >= 0 ? t : null;
  4311. },
  4312. intersectPlane: function ( plane, target ) {
  4313. var t = this.distanceToPlane( plane );
  4314. if ( t === null ) {
  4315. return null;
  4316. }
  4317. return this.at( t, target );
  4318. },
  4319. intersectsPlane: function ( plane ) {
  4320. // check if the ray lies on the plane first
  4321. var distToPoint = plane.distanceToPoint( this.origin );
  4322. if ( distToPoint === 0 ) {
  4323. return true;
  4324. }
  4325. var denominator = plane.normal.dot( this.direction );
  4326. if ( denominator * distToPoint < 0 ) {
  4327. return true;
  4328. }
  4329. // ray origin is behind the plane (and is pointing behind it)
  4330. return false;
  4331. },
  4332. intersectBox: function ( box, target ) {
  4333. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4334. var invdirx = 1 / this.direction.x,
  4335. invdiry = 1 / this.direction.y,
  4336. invdirz = 1 / this.direction.z;
  4337. var origin = this.origin;
  4338. if ( invdirx >= 0 ) {
  4339. tmin = ( box.min.x - origin.x ) * invdirx;
  4340. tmax = ( box.max.x - origin.x ) * invdirx;
  4341. } else {
  4342. tmin = ( box.max.x - origin.x ) * invdirx;
  4343. tmax = ( box.min.x - origin.x ) * invdirx;
  4344. }
  4345. if ( invdiry >= 0 ) {
  4346. tymin = ( box.min.y - origin.y ) * invdiry;
  4347. tymax = ( box.max.y - origin.y ) * invdiry;
  4348. } else {
  4349. tymin = ( box.max.y - origin.y ) * invdiry;
  4350. tymax = ( box.min.y - origin.y ) * invdiry;
  4351. }
  4352. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4353. // These lines also handle the case where tmin or tmax is NaN
  4354. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4355. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4356. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4357. if ( invdirz >= 0 ) {
  4358. tzmin = ( box.min.z - origin.z ) * invdirz;
  4359. tzmax = ( box.max.z - origin.z ) * invdirz;
  4360. } else {
  4361. tzmin = ( box.max.z - origin.z ) * invdirz;
  4362. tzmax = ( box.min.z - origin.z ) * invdirz;
  4363. }
  4364. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4365. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4366. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4367. //return point closest to the ray (positive side)
  4368. if ( tmax < 0 ) { return null; }
  4369. return this.at( tmin >= 0 ? tmin : tmax, target );
  4370. },
  4371. intersectsBox: function ( box ) {
  4372. return this.intersectBox( box, _vector$2 ) !== null;
  4373. },
  4374. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4375. // Compute the offset origin, edges, and normal.
  4376. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4377. _edge1.subVectors( b, a );
  4378. _edge2.subVectors( c, a );
  4379. _normal.crossVectors( _edge1, _edge2 );
  4380. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4381. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4382. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4383. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4384. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4385. var DdN = this.direction.dot( _normal );
  4386. var sign;
  4387. if ( DdN > 0 ) {
  4388. if ( backfaceCulling ) { return null; }
  4389. sign = 1;
  4390. } else if ( DdN < 0 ) {
  4391. sign = - 1;
  4392. DdN = - DdN;
  4393. } else {
  4394. return null;
  4395. }
  4396. _diff.subVectors( this.origin, a );
  4397. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4398. // b1 < 0, no intersection
  4399. if ( DdQxE2 < 0 ) {
  4400. return null;
  4401. }
  4402. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4403. // b2 < 0, no intersection
  4404. if ( DdE1xQ < 0 ) {
  4405. return null;
  4406. }
  4407. // b1+b2 > 1, no intersection
  4408. if ( DdQxE2 + DdE1xQ > DdN ) {
  4409. return null;
  4410. }
  4411. // Line intersects triangle, check if ray does.
  4412. var QdN = - sign * _diff.dot( _normal );
  4413. // t < 0, no intersection
  4414. if ( QdN < 0 ) {
  4415. return null;
  4416. }
  4417. // Ray intersects triangle.
  4418. return this.at( QdN / DdN, target );
  4419. },
  4420. applyMatrix4: function ( matrix4 ) {
  4421. this.origin.applyMatrix4( matrix4 );
  4422. this.direction.transformDirection( matrix4 );
  4423. return this;
  4424. },
  4425. equals: function ( ray ) {
  4426. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4427. }
  4428. } );
  4429. /**
  4430. * @author bhouston / http://clara.io
  4431. */
  4432. var _vector1 = new Vector3();
  4433. var _vector2 = new Vector3();
  4434. var _normalMatrix = new Matrix3();
  4435. function Plane( normal, constant ) {
  4436. // normal is assumed to be normalized
  4437. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4438. this.constant = ( constant !== undefined ) ? constant : 0;
  4439. }
  4440. Object.assign( Plane.prototype, {
  4441. isPlane: true,
  4442. set: function ( normal, constant ) {
  4443. this.normal.copy( normal );
  4444. this.constant = constant;
  4445. return this;
  4446. },
  4447. setComponents: function ( x, y, z, w ) {
  4448. this.normal.set( x, y, z );
  4449. this.constant = w;
  4450. return this;
  4451. },
  4452. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4453. this.normal.copy( normal );
  4454. this.constant = - point.dot( this.normal );
  4455. return this;
  4456. },
  4457. setFromCoplanarPoints: function ( a, b, c ) {
  4458. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4459. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4460. this.setFromNormalAndCoplanarPoint( normal, a );
  4461. return this;
  4462. },
  4463. clone: function () {
  4464. return new this.constructor().copy( this );
  4465. },
  4466. copy: function ( plane ) {
  4467. this.normal.copy( plane.normal );
  4468. this.constant = plane.constant;
  4469. return this;
  4470. },
  4471. normalize: function () {
  4472. // Note: will lead to a divide by zero if the plane is invalid.
  4473. var inverseNormalLength = 1.0 / this.normal.length();
  4474. this.normal.multiplyScalar( inverseNormalLength );
  4475. this.constant *= inverseNormalLength;
  4476. return this;
  4477. },
  4478. negate: function () {
  4479. this.constant *= - 1;
  4480. this.normal.negate();
  4481. return this;
  4482. },
  4483. distanceToPoint: function ( point ) {
  4484. return this.normal.dot( point ) + this.constant;
  4485. },
  4486. distanceToSphere: function ( sphere ) {
  4487. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4488. },
  4489. projectPoint: function ( point, target ) {
  4490. if ( target === undefined ) {
  4491. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4492. target = new Vector3();
  4493. }
  4494. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4495. },
  4496. intersectLine: function ( line, target ) {
  4497. if ( target === undefined ) {
  4498. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4499. target = new Vector3();
  4500. }
  4501. var direction = line.delta( _vector1 );
  4502. var denominator = this.normal.dot( direction );
  4503. if ( denominator === 0 ) {
  4504. // line is coplanar, return origin
  4505. if ( this.distanceToPoint( line.start ) === 0 ) {
  4506. return target.copy( line.start );
  4507. }
  4508. // Unsure if this is the correct method to handle this case.
  4509. return undefined;
  4510. }
  4511. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4512. if ( t < 0 || t > 1 ) {
  4513. return undefined;
  4514. }
  4515. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4516. },
  4517. intersectsLine: function ( line ) {
  4518. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4519. var startSign = this.distanceToPoint( line.start );
  4520. var endSign = this.distanceToPoint( line.end );
  4521. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4522. },
  4523. intersectsBox: function ( box ) {
  4524. return box.intersectsPlane( this );
  4525. },
  4526. intersectsSphere: function ( sphere ) {
  4527. return sphere.intersectsPlane( this );
  4528. },
  4529. coplanarPoint: function ( target ) {
  4530. if ( target === undefined ) {
  4531. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4532. target = new Vector3();
  4533. }
  4534. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4535. },
  4536. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4537. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4538. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4539. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4540. this.constant = - referencePoint.dot( normal );
  4541. return this;
  4542. },
  4543. translate: function ( offset ) {
  4544. this.constant -= offset.dot( this.normal );
  4545. return this;
  4546. },
  4547. equals: function ( plane ) {
  4548. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4549. }
  4550. } );
  4551. /**
  4552. * @author bhouston / http://clara.io
  4553. * @author mrdoob / http://mrdoob.com/
  4554. */
  4555. var _v0$1 = new Vector3();
  4556. var _v1$3 = new Vector3();
  4557. var _v2$1 = new Vector3();
  4558. var _v3 = new Vector3();
  4559. var _vab = new Vector3();
  4560. var _vac = new Vector3();
  4561. var _vbc = new Vector3();
  4562. var _vap = new Vector3();
  4563. var _vbp = new Vector3();
  4564. var _vcp = new Vector3();
  4565. function Triangle( a, b, c ) {
  4566. this.a = ( a !== undefined ) ? a : new Vector3();
  4567. this.b = ( b !== undefined ) ? b : new Vector3();
  4568. this.c = ( c !== undefined ) ? c : new Vector3();
  4569. }
  4570. Object.assign( Triangle, {
  4571. getNormal: function ( a, b, c, target ) {
  4572. if ( target === undefined ) {
  4573. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4574. target = new Vector3();
  4575. }
  4576. target.subVectors( c, b );
  4577. _v0$1.subVectors( a, b );
  4578. target.cross( _v0$1 );
  4579. var targetLengthSq = target.lengthSq();
  4580. if ( targetLengthSq > 0 ) {
  4581. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4582. }
  4583. return target.set( 0, 0, 0 );
  4584. },
  4585. // static/instance method to calculate barycentric coordinates
  4586. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4587. getBarycoord: function ( point, a, b, c, target ) {
  4588. _v0$1.subVectors( c, a );
  4589. _v1$3.subVectors( b, a );
  4590. _v2$1.subVectors( point, a );
  4591. var dot00 = _v0$1.dot( _v0$1 );
  4592. var dot01 = _v0$1.dot( _v1$3 );
  4593. var dot02 = _v0$1.dot( _v2$1 );
  4594. var dot11 = _v1$3.dot( _v1$3 );
  4595. var dot12 = _v1$3.dot( _v2$1 );
  4596. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4597. if ( target === undefined ) {
  4598. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4599. target = new Vector3();
  4600. }
  4601. // collinear or singular triangle
  4602. if ( denom === 0 ) {
  4603. // arbitrary location outside of triangle?
  4604. // not sure if this is the best idea, maybe should be returning undefined
  4605. return target.set( - 2, - 1, - 1 );
  4606. }
  4607. var invDenom = 1 / denom;
  4608. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4609. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4610. // barycentric coordinates must always sum to 1
  4611. return target.set( 1 - u - v, v, u );
  4612. },
  4613. containsPoint: function ( point, a, b, c ) {
  4614. Triangle.getBarycoord( point, a, b, c, _v3 );
  4615. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4616. },
  4617. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4618. this.getBarycoord( point, p1, p2, p3, _v3 );
  4619. target.set( 0, 0 );
  4620. target.addScaledVector( uv1, _v3.x );
  4621. target.addScaledVector( uv2, _v3.y );
  4622. target.addScaledVector( uv3, _v3.z );
  4623. return target;
  4624. },
  4625. isFrontFacing: function ( a, b, c, direction ) {
  4626. _v0$1.subVectors( c, b );
  4627. _v1$3.subVectors( a, b );
  4628. // strictly front facing
  4629. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4630. }
  4631. } );
  4632. Object.assign( Triangle.prototype, {
  4633. set: function ( a, b, c ) {
  4634. this.a.copy( a );
  4635. this.b.copy( b );
  4636. this.c.copy( c );
  4637. return this;
  4638. },
  4639. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4640. this.a.copy( points[ i0 ] );
  4641. this.b.copy( points[ i1 ] );
  4642. this.c.copy( points[ i2 ] );
  4643. return this;
  4644. },
  4645. clone: function () {
  4646. return new this.constructor().copy( this );
  4647. },
  4648. copy: function ( triangle ) {
  4649. this.a.copy( triangle.a );
  4650. this.b.copy( triangle.b );
  4651. this.c.copy( triangle.c );
  4652. return this;
  4653. },
  4654. getArea: function () {
  4655. _v0$1.subVectors( this.c, this.b );
  4656. _v1$3.subVectors( this.a, this.b );
  4657. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4658. },
  4659. getMidpoint: function ( target ) {
  4660. if ( target === undefined ) {
  4661. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4662. target = new Vector3();
  4663. }
  4664. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4665. },
  4666. getNormal: function ( target ) {
  4667. return Triangle.getNormal( this.a, this.b, this.c, target );
  4668. },
  4669. getPlane: function ( target ) {
  4670. if ( target === undefined ) {
  4671. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4672. target = new Plane();
  4673. }
  4674. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4675. },
  4676. getBarycoord: function ( point, target ) {
  4677. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4678. },
  4679. getUV: function ( point, uv1, uv2, uv3, target ) {
  4680. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4681. },
  4682. containsPoint: function ( point ) {
  4683. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4684. },
  4685. isFrontFacing: function ( direction ) {
  4686. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4687. },
  4688. intersectsBox: function ( box ) {
  4689. return box.intersectsTriangle( this );
  4690. },
  4691. closestPointToPoint: function ( p, target ) {
  4692. if ( target === undefined ) {
  4693. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4694. target = new Vector3();
  4695. }
  4696. var a = this.a, b = this.b, c = this.c;
  4697. var v, w;
  4698. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4699. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4700. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4701. // basically, we're distinguishing which of the voronoi regions of the triangle
  4702. // the point lies in with the minimum amount of redundant computation.
  4703. _vab.subVectors( b, a );
  4704. _vac.subVectors( c, a );
  4705. _vap.subVectors( p, a );
  4706. var d1 = _vab.dot( _vap );
  4707. var d2 = _vac.dot( _vap );
  4708. if ( d1 <= 0 && d2 <= 0 ) {
  4709. // vertex region of A; barycentric coords (1, 0, 0)
  4710. return target.copy( a );
  4711. }
  4712. _vbp.subVectors( p, b );
  4713. var d3 = _vab.dot( _vbp );
  4714. var d4 = _vac.dot( _vbp );
  4715. if ( d3 >= 0 && d4 <= d3 ) {
  4716. // vertex region of B; barycentric coords (0, 1, 0)
  4717. return target.copy( b );
  4718. }
  4719. var vc = d1 * d4 - d3 * d2;
  4720. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4721. v = d1 / ( d1 - d3 );
  4722. // edge region of AB; barycentric coords (1-v, v, 0)
  4723. return target.copy( a ).addScaledVector( _vab, v );
  4724. }
  4725. _vcp.subVectors( p, c );
  4726. var d5 = _vab.dot( _vcp );
  4727. var d6 = _vac.dot( _vcp );
  4728. if ( d6 >= 0 && d5 <= d6 ) {
  4729. // vertex region of C; barycentric coords (0, 0, 1)
  4730. return target.copy( c );
  4731. }
  4732. var vb = d5 * d2 - d1 * d6;
  4733. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4734. w = d2 / ( d2 - d6 );
  4735. // edge region of AC; barycentric coords (1-w, 0, w)
  4736. return target.copy( a ).addScaledVector( _vac, w );
  4737. }
  4738. var va = d3 * d6 - d5 * d4;
  4739. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4740. _vbc.subVectors( c, b );
  4741. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4742. // edge region of BC; barycentric coords (0, 1-w, w)
  4743. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4744. }
  4745. // face region
  4746. var denom = 1 / ( va + vb + vc );
  4747. // u = va * denom
  4748. v = vb * denom;
  4749. w = vc * denom;
  4750. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4751. },
  4752. equals: function ( triangle ) {
  4753. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4754. }
  4755. } );
  4756. /**
  4757. * @author mrdoob / http://mrdoob.com/
  4758. */
  4759. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4760. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4761. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4762. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4763. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4764. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4765. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4766. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4767. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4768. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4769. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4770. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4771. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4772. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4773. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4774. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4775. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4776. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4777. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4778. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4779. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4780. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4781. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4782. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4783. var _hslA = { h: 0, s: 0, l: 0 };
  4784. var _hslB = { h: 0, s: 0, l: 0 };
  4785. function Color( r, g, b ) {
  4786. if ( g === undefined && b === undefined ) {
  4787. // r is THREE.Color, hex or string
  4788. return this.set( r );
  4789. }
  4790. return this.setRGB( r, g, b );
  4791. }
  4792. function hue2rgb( p, q, t ) {
  4793. if ( t < 0 ) { t += 1; }
  4794. if ( t > 1 ) { t -= 1; }
  4795. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4796. if ( t < 1 / 2 ) { return q; }
  4797. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4798. return p;
  4799. }
  4800. function SRGBToLinear( c ) {
  4801. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4802. }
  4803. function LinearToSRGB( c ) {
  4804. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4805. }
  4806. Object.assign( Color.prototype, {
  4807. isColor: true,
  4808. r: 1, g: 1, b: 1,
  4809. set: function ( value ) {
  4810. if ( value && value.isColor ) {
  4811. this.copy( value );
  4812. } else if ( typeof value === 'number' ) {
  4813. this.setHex( value );
  4814. } else if ( typeof value === 'string' ) {
  4815. this.setStyle( value );
  4816. }
  4817. return this;
  4818. },
  4819. setScalar: function ( scalar ) {
  4820. this.r = scalar;
  4821. this.g = scalar;
  4822. this.b = scalar;
  4823. return this;
  4824. },
  4825. setHex: function ( hex ) {
  4826. hex = Math.floor( hex );
  4827. this.r = ( hex >> 16 & 255 ) / 255;
  4828. this.g = ( hex >> 8 & 255 ) / 255;
  4829. this.b = ( hex & 255 ) / 255;
  4830. return this;
  4831. },
  4832. setRGB: function ( r, g, b ) {
  4833. this.r = r;
  4834. this.g = g;
  4835. this.b = b;
  4836. return this;
  4837. },
  4838. setHSL: function ( h, s, l ) {
  4839. // h,s,l ranges are in 0.0 - 1.0
  4840. h = MathUtils.euclideanModulo( h, 1 );
  4841. s = MathUtils.clamp( s, 0, 1 );
  4842. l = MathUtils.clamp( l, 0, 1 );
  4843. if ( s === 0 ) {
  4844. this.r = this.g = this.b = l;
  4845. } else {
  4846. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4847. var q = ( 2 * l ) - p;
  4848. this.r = hue2rgb( q, p, h + 1 / 3 );
  4849. this.g = hue2rgb( q, p, h );
  4850. this.b = hue2rgb( q, p, h - 1 / 3 );
  4851. }
  4852. return this;
  4853. },
  4854. setStyle: function ( style ) {
  4855. function handleAlpha( string ) {
  4856. if ( string === undefined ) { return; }
  4857. if ( parseFloat( string ) < 1 ) {
  4858. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4859. }
  4860. }
  4861. var m;
  4862. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4863. // rgb / hsl
  4864. var color;
  4865. var name = m[ 1 ];
  4866. var components = m[ 2 ];
  4867. switch ( name ) {
  4868. case 'rgb':
  4869. case 'rgba':
  4870. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4871. // rgb(255,0,0) rgba(255,0,0,0.5)
  4872. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4873. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4874. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4875. handleAlpha( color[ 5 ] );
  4876. return this;
  4877. }
  4878. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4879. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4880. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4881. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4882. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4883. handleAlpha( color[ 5 ] );
  4884. return this;
  4885. }
  4886. break;
  4887. case 'hsl':
  4888. case 'hsla':
  4889. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4890. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4891. var h = parseFloat( color[ 1 ] ) / 360;
  4892. var s = parseInt( color[ 2 ], 10 ) / 100;
  4893. var l = parseInt( color[ 3 ], 10 ) / 100;
  4894. handleAlpha( color[ 5 ] );
  4895. return this.setHSL( h, s, l );
  4896. }
  4897. break;
  4898. }
  4899. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4900. // hex color
  4901. var hex = m[ 1 ];
  4902. var size = hex.length;
  4903. if ( size === 3 ) {
  4904. // #ff0
  4905. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4906. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4907. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4908. return this;
  4909. } else if ( size === 6 ) {
  4910. // #ff0000
  4911. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4912. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4913. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4914. return this;
  4915. }
  4916. }
  4917. if ( style && style.length > 0 ) {
  4918. return this.setColorName( style );
  4919. }
  4920. return this;
  4921. },
  4922. setColorName: function ( style ) {
  4923. // color keywords
  4924. var hex = _colorKeywords[ style ];
  4925. if ( hex !== undefined ) {
  4926. // red
  4927. this.setHex( hex );
  4928. } else {
  4929. // unknown color
  4930. console.warn( 'THREE.Color: Unknown color ' + style );
  4931. }
  4932. return this;
  4933. },
  4934. clone: function () {
  4935. return new this.constructor( this.r, this.g, this.b );
  4936. },
  4937. copy: function ( color ) {
  4938. this.r = color.r;
  4939. this.g = color.g;
  4940. this.b = color.b;
  4941. return this;
  4942. },
  4943. copyGammaToLinear: function ( color, gammaFactor ) {
  4944. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4945. this.r = Math.pow( color.r, gammaFactor );
  4946. this.g = Math.pow( color.g, gammaFactor );
  4947. this.b = Math.pow( color.b, gammaFactor );
  4948. return this;
  4949. },
  4950. copyLinearToGamma: function ( color, gammaFactor ) {
  4951. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4952. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4953. this.r = Math.pow( color.r, safeInverse );
  4954. this.g = Math.pow( color.g, safeInverse );
  4955. this.b = Math.pow( color.b, safeInverse );
  4956. return this;
  4957. },
  4958. convertGammaToLinear: function ( gammaFactor ) {
  4959. this.copyGammaToLinear( this, gammaFactor );
  4960. return this;
  4961. },
  4962. convertLinearToGamma: function ( gammaFactor ) {
  4963. this.copyLinearToGamma( this, gammaFactor );
  4964. return this;
  4965. },
  4966. copySRGBToLinear: function ( color ) {
  4967. this.r = SRGBToLinear( color.r );
  4968. this.g = SRGBToLinear( color.g );
  4969. this.b = SRGBToLinear( color.b );
  4970. return this;
  4971. },
  4972. copyLinearToSRGB: function ( color ) {
  4973. this.r = LinearToSRGB( color.r );
  4974. this.g = LinearToSRGB( color.g );
  4975. this.b = LinearToSRGB( color.b );
  4976. return this;
  4977. },
  4978. convertSRGBToLinear: function () {
  4979. this.copySRGBToLinear( this );
  4980. return this;
  4981. },
  4982. convertLinearToSRGB: function () {
  4983. this.copyLinearToSRGB( this );
  4984. return this;
  4985. },
  4986. getHex: function () {
  4987. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4988. },
  4989. getHexString: function () {
  4990. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4991. },
  4992. getHSL: function ( target ) {
  4993. // h,s,l ranges are in 0.0 - 1.0
  4994. if ( target === undefined ) {
  4995. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4996. target = { h: 0, s: 0, l: 0 };
  4997. }
  4998. var r = this.r, g = this.g, b = this.b;
  4999. var max = Math.max( r, g, b );
  5000. var min = Math.min( r, g, b );
  5001. var hue, saturation;
  5002. var lightness = ( min + max ) / 2.0;
  5003. if ( min === max ) {
  5004. hue = 0;
  5005. saturation = 0;
  5006. } else {
  5007. var delta = max - min;
  5008. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5009. switch ( max ) {
  5010. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5011. case g: hue = ( b - r ) / delta + 2; break;
  5012. case b: hue = ( r - g ) / delta + 4; break;
  5013. }
  5014. hue /= 6;
  5015. }
  5016. target.h = hue;
  5017. target.s = saturation;
  5018. target.l = lightness;
  5019. return target;
  5020. },
  5021. getStyle: function () {
  5022. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5023. },
  5024. offsetHSL: function ( h, s, l ) {
  5025. this.getHSL( _hslA );
  5026. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5027. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5028. return this;
  5029. },
  5030. add: function ( color ) {
  5031. this.r += color.r;
  5032. this.g += color.g;
  5033. this.b += color.b;
  5034. return this;
  5035. },
  5036. addColors: function ( color1, color2 ) {
  5037. this.r = color1.r + color2.r;
  5038. this.g = color1.g + color2.g;
  5039. this.b = color1.b + color2.b;
  5040. return this;
  5041. },
  5042. addScalar: function ( s ) {
  5043. this.r += s;
  5044. this.g += s;
  5045. this.b += s;
  5046. return this;
  5047. },
  5048. sub: function ( color ) {
  5049. this.r = Math.max( 0, this.r - color.r );
  5050. this.g = Math.max( 0, this.g - color.g );
  5051. this.b = Math.max( 0, this.b - color.b );
  5052. return this;
  5053. },
  5054. multiply: function ( color ) {
  5055. this.r *= color.r;
  5056. this.g *= color.g;
  5057. this.b *= color.b;
  5058. return this;
  5059. },
  5060. multiplyScalar: function ( s ) {
  5061. this.r *= s;
  5062. this.g *= s;
  5063. this.b *= s;
  5064. return this;
  5065. },
  5066. lerp: function ( color, alpha ) {
  5067. this.r += ( color.r - this.r ) * alpha;
  5068. this.g += ( color.g - this.g ) * alpha;
  5069. this.b += ( color.b - this.b ) * alpha;
  5070. return this;
  5071. },
  5072. lerpHSL: function ( color, alpha ) {
  5073. this.getHSL( _hslA );
  5074. color.getHSL( _hslB );
  5075. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5076. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5077. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5078. this.setHSL( h, s, l );
  5079. return this;
  5080. },
  5081. equals: function ( c ) {
  5082. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5083. },
  5084. fromArray: function ( array, offset ) {
  5085. if ( offset === undefined ) { offset = 0; }
  5086. this.r = array[ offset ];
  5087. this.g = array[ offset + 1 ];
  5088. this.b = array[ offset + 2 ];
  5089. return this;
  5090. },
  5091. toArray: function ( array, offset ) {
  5092. if ( array === undefined ) { array = []; }
  5093. if ( offset === undefined ) { offset = 0; }
  5094. array[ offset ] = this.r;
  5095. array[ offset + 1 ] = this.g;
  5096. array[ offset + 2 ] = this.b;
  5097. return array;
  5098. },
  5099. toJSON: function () {
  5100. return this.getHex();
  5101. }
  5102. } );
  5103. Color.NAMES = _colorKeywords;
  5104. /**
  5105. * @author mrdoob / http://mrdoob.com/
  5106. * @author alteredq / http://alteredqualia.com/
  5107. */
  5108. function Face3( a, b, c, normal, color, materialIndex ) {
  5109. this.a = a;
  5110. this.b = b;
  5111. this.c = c;
  5112. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5113. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5114. this.color = ( color && color.isColor ) ? color : new Color();
  5115. this.vertexColors = Array.isArray( color ) ? color : [];
  5116. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5117. }
  5118. Object.assign( Face3.prototype, {
  5119. clone: function () {
  5120. return new this.constructor().copy( this );
  5121. },
  5122. copy: function ( source ) {
  5123. this.a = source.a;
  5124. this.b = source.b;
  5125. this.c = source.c;
  5126. this.normal.copy( source.normal );
  5127. this.color.copy( source.color );
  5128. this.materialIndex = source.materialIndex;
  5129. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5130. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5131. }
  5132. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5133. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5134. }
  5135. return this;
  5136. }
  5137. } );
  5138. /**
  5139. * @author mrdoob / http://mrdoob.com/
  5140. * @author alteredq / http://alteredqualia.com/
  5141. */
  5142. var materialId = 0;
  5143. function Material() {
  5144. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5145. this.uuid = MathUtils.generateUUID();
  5146. this.name = '';
  5147. this.type = 'Material';
  5148. this.fog = true;
  5149. this.blending = NormalBlending;
  5150. this.side = FrontSide;
  5151. this.flatShading = false;
  5152. this.vertexColors = false;
  5153. this.opacity = 1;
  5154. this.transparent = false;
  5155. this.blendSrc = SrcAlphaFactor;
  5156. this.blendDst = OneMinusSrcAlphaFactor;
  5157. this.blendEquation = AddEquation;
  5158. this.blendSrcAlpha = null;
  5159. this.blendDstAlpha = null;
  5160. this.blendEquationAlpha = null;
  5161. this.depthFunc = LessEqualDepth;
  5162. this.depthTest = true;
  5163. this.depthWrite = true;
  5164. this.stencilWriteMask = 0xff;
  5165. this.stencilFunc = AlwaysStencilFunc;
  5166. this.stencilRef = 0;
  5167. this.stencilFuncMask = 0xff;
  5168. this.stencilFail = KeepStencilOp;
  5169. this.stencilZFail = KeepStencilOp;
  5170. this.stencilZPass = KeepStencilOp;
  5171. this.stencilWrite = false;
  5172. this.clippingPlanes = null;
  5173. this.clipIntersection = false;
  5174. this.clipShadows = false;
  5175. this.shadowSide = null;
  5176. this.colorWrite = true;
  5177. this.precision = null; // override the renderer's default precision for this material
  5178. this.polygonOffset = false;
  5179. this.polygonOffsetFactor = 0;
  5180. this.polygonOffsetUnits = 0;
  5181. this.dithering = false;
  5182. this.alphaTest = 0;
  5183. this.premultipliedAlpha = false;
  5184. this.visible = true;
  5185. this.toneMapped = true;
  5186. this.userData = {};
  5187. this.version = 0;
  5188. }
  5189. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5190. constructor: Material,
  5191. isMaterial: true,
  5192. onBeforeCompile: function () {},
  5193. setValues: function ( values ) {
  5194. if ( values === undefined ) { return; }
  5195. for ( var key in values ) {
  5196. var newValue = values[ key ];
  5197. if ( newValue === undefined ) {
  5198. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5199. continue;
  5200. }
  5201. // for backward compatability if shading is set in the constructor
  5202. if ( key === 'shading' ) {
  5203. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5204. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5205. continue;
  5206. }
  5207. var currentValue = this[ key ];
  5208. if ( currentValue === undefined ) {
  5209. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5210. continue;
  5211. }
  5212. if ( currentValue && currentValue.isColor ) {
  5213. currentValue.set( newValue );
  5214. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5215. currentValue.copy( newValue );
  5216. } else {
  5217. this[ key ] = newValue;
  5218. }
  5219. }
  5220. },
  5221. toJSON: function ( meta ) {
  5222. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5223. if ( isRoot ) {
  5224. meta = {
  5225. textures: {},
  5226. images: {}
  5227. };
  5228. }
  5229. var data = {
  5230. metadata: {
  5231. version: 4.5,
  5232. type: 'Material',
  5233. generator: 'Material.toJSON'
  5234. }
  5235. };
  5236. // standard Material serialization
  5237. data.uuid = this.uuid;
  5238. data.type = this.type;
  5239. if ( this.name !== '' ) { data.name = this.name; }
  5240. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5241. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5242. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5243. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5244. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5245. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5246. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5247. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5248. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5249. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5250. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5251. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5252. }
  5253. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5254. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5255. }
  5256. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5257. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5258. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5259. }
  5260. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5261. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5262. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5263. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5264. if ( this.aoMap && this.aoMap.isTexture ) {
  5265. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5266. data.aoMapIntensity = this.aoMapIntensity;
  5267. }
  5268. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5269. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5270. data.bumpScale = this.bumpScale;
  5271. }
  5272. if ( this.normalMap && this.normalMap.isTexture ) {
  5273. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5274. data.normalMapType = this.normalMapType;
  5275. data.normalScale = this.normalScale.toArray();
  5276. }
  5277. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5278. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5279. data.displacementScale = this.displacementScale;
  5280. data.displacementBias = this.displacementBias;
  5281. }
  5282. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5283. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5284. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5285. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5286. if ( this.envMap && this.envMap.isTexture ) {
  5287. data.envMap = this.envMap.toJSON( meta ).uuid;
  5288. data.reflectivity = this.reflectivity; // Scale behind envMap
  5289. data.refractionRatio = this.refractionRatio;
  5290. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5291. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5292. }
  5293. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5294. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5295. }
  5296. if ( this.size !== undefined ) { data.size = this.size; }
  5297. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5298. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5299. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5300. if ( this.side !== FrontSide ) { data.side = this.side; }
  5301. if ( this.vertexColors ) { data.vertexColors = true; }
  5302. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5303. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5304. data.depthFunc = this.depthFunc;
  5305. data.depthTest = this.depthTest;
  5306. data.depthWrite = this.depthWrite;
  5307. data.stencilWrite = this.stencilWrite;
  5308. data.stencilWriteMask = this.stencilWriteMask;
  5309. data.stencilFunc = this.stencilFunc;
  5310. data.stencilRef = this.stencilRef;
  5311. data.stencilFuncMask = this.stencilFuncMask;
  5312. data.stencilFail = this.stencilFail;
  5313. data.stencilZFail = this.stencilZFail;
  5314. data.stencilZPass = this.stencilZPass;
  5315. // rotation (SpriteMaterial)
  5316. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5317. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5318. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5319. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5320. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5321. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5322. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5323. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5324. if ( this.dithering === true ) { data.dithering = true; }
  5325. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5326. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5327. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5328. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5329. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5330. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5331. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5332. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5333. if ( this.skinning === true ) { data.skinning = true; }
  5334. if ( this.visible === false ) { data.visible = false; }
  5335. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5336. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5337. // TODO: Copied from Object3D.toJSON
  5338. function extractFromCache( cache ) {
  5339. var values = [];
  5340. for ( var key in cache ) {
  5341. var data = cache[ key ];
  5342. delete data.metadata;
  5343. values.push( data );
  5344. }
  5345. return values;
  5346. }
  5347. if ( isRoot ) {
  5348. var textures = extractFromCache( meta.textures );
  5349. var images = extractFromCache( meta.images );
  5350. if ( textures.length > 0 ) { data.textures = textures; }
  5351. if ( images.length > 0 ) { data.images = images; }
  5352. }
  5353. return data;
  5354. },
  5355. clone: function () {
  5356. return new this.constructor().copy( this );
  5357. },
  5358. copy: function ( source ) {
  5359. this.name = source.name;
  5360. this.fog = source.fog;
  5361. this.blending = source.blending;
  5362. this.side = source.side;
  5363. this.flatShading = source.flatShading;
  5364. this.vertexColors = source.vertexColors;
  5365. this.opacity = source.opacity;
  5366. this.transparent = source.transparent;
  5367. this.blendSrc = source.blendSrc;
  5368. this.blendDst = source.blendDst;
  5369. this.blendEquation = source.blendEquation;
  5370. this.blendSrcAlpha = source.blendSrcAlpha;
  5371. this.blendDstAlpha = source.blendDstAlpha;
  5372. this.blendEquationAlpha = source.blendEquationAlpha;
  5373. this.depthFunc = source.depthFunc;
  5374. this.depthTest = source.depthTest;
  5375. this.depthWrite = source.depthWrite;
  5376. this.stencilWriteMask = source.stencilWriteMask;
  5377. this.stencilFunc = source.stencilFunc;
  5378. this.stencilRef = source.stencilRef;
  5379. this.stencilFuncMask = source.stencilFuncMask;
  5380. this.stencilFail = source.stencilFail;
  5381. this.stencilZFail = source.stencilZFail;
  5382. this.stencilZPass = source.stencilZPass;
  5383. this.stencilWrite = source.stencilWrite;
  5384. var srcPlanes = source.clippingPlanes,
  5385. dstPlanes = null;
  5386. if ( srcPlanes !== null ) {
  5387. var n = srcPlanes.length;
  5388. dstPlanes = new Array( n );
  5389. for ( var i = 0; i !== n; ++ i )
  5390. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5391. }
  5392. this.clippingPlanes = dstPlanes;
  5393. this.clipIntersection = source.clipIntersection;
  5394. this.clipShadows = source.clipShadows;
  5395. this.shadowSide = source.shadowSide;
  5396. this.colorWrite = source.colorWrite;
  5397. this.precision = source.precision;
  5398. this.polygonOffset = source.polygonOffset;
  5399. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5400. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5401. this.dithering = source.dithering;
  5402. this.alphaTest = source.alphaTest;
  5403. this.premultipliedAlpha = source.premultipliedAlpha;
  5404. this.visible = source.visible;
  5405. this.toneMapped = source.toneMapped;
  5406. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5407. return this;
  5408. },
  5409. dispose: function () {
  5410. this.dispatchEvent( { type: 'dispose' } );
  5411. }
  5412. } );
  5413. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5414. set: function ( value ) {
  5415. if ( value === true ) { this.version ++; }
  5416. }
  5417. } );
  5418. /**
  5419. * @author mrdoob / http://mrdoob.com/
  5420. * @author alteredq / http://alteredqualia.com/
  5421. *
  5422. * parameters = {
  5423. * color: <hex>,
  5424. * opacity: <float>,
  5425. * map: new THREE.Texture( <Image> ),
  5426. *
  5427. * lightMap: new THREE.Texture( <Image> ),
  5428. * lightMapIntensity: <float>
  5429. *
  5430. * aoMap: new THREE.Texture( <Image> ),
  5431. * aoMapIntensity: <float>
  5432. *
  5433. * specularMap: new THREE.Texture( <Image> ),
  5434. *
  5435. * alphaMap: new THREE.Texture( <Image> ),
  5436. *
  5437. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5438. * combine: THREE.Multiply,
  5439. * reflectivity: <float>,
  5440. * refractionRatio: <float>,
  5441. *
  5442. * depthTest: <bool>,
  5443. * depthWrite: <bool>,
  5444. *
  5445. * wireframe: <boolean>,
  5446. * wireframeLinewidth: <float>,
  5447. *
  5448. * skinning: <bool>,
  5449. * morphTargets: <bool>
  5450. * }
  5451. */
  5452. function MeshBasicMaterial( parameters ) {
  5453. Material.call( this );
  5454. this.type = 'MeshBasicMaterial';
  5455. this.color = new Color( 0xffffff ); // emissive
  5456. this.map = null;
  5457. this.lightMap = null;
  5458. this.lightMapIntensity = 1.0;
  5459. this.aoMap = null;
  5460. this.aoMapIntensity = 1.0;
  5461. this.specularMap = null;
  5462. this.alphaMap = null;
  5463. this.envMap = null;
  5464. this.combine = MultiplyOperation;
  5465. this.reflectivity = 1;
  5466. this.refractionRatio = 0.98;
  5467. this.wireframe = false;
  5468. this.wireframeLinewidth = 1;
  5469. this.wireframeLinecap = 'round';
  5470. this.wireframeLinejoin = 'round';
  5471. this.skinning = false;
  5472. this.morphTargets = false;
  5473. this.setValues( parameters );
  5474. }
  5475. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5476. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5477. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5478. MeshBasicMaterial.prototype.copy = function ( source ) {
  5479. Material.prototype.copy.call( this, source );
  5480. this.color.copy( source.color );
  5481. this.map = source.map;
  5482. this.lightMap = source.lightMap;
  5483. this.lightMapIntensity = source.lightMapIntensity;
  5484. this.aoMap = source.aoMap;
  5485. this.aoMapIntensity = source.aoMapIntensity;
  5486. this.specularMap = source.specularMap;
  5487. this.alphaMap = source.alphaMap;
  5488. this.envMap = source.envMap;
  5489. this.combine = source.combine;
  5490. this.reflectivity = source.reflectivity;
  5491. this.refractionRatio = source.refractionRatio;
  5492. this.wireframe = source.wireframe;
  5493. this.wireframeLinewidth = source.wireframeLinewidth;
  5494. this.wireframeLinecap = source.wireframeLinecap;
  5495. this.wireframeLinejoin = source.wireframeLinejoin;
  5496. this.skinning = source.skinning;
  5497. this.morphTargets = source.morphTargets;
  5498. return this;
  5499. };
  5500. /**
  5501. * @author mrdoob / http://mrdoob.com/
  5502. */
  5503. var _vector$3 = new Vector3();
  5504. function BufferAttribute( array, itemSize, normalized ) {
  5505. if ( Array.isArray( array ) ) {
  5506. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5507. }
  5508. this.name = '';
  5509. this.array = array;
  5510. this.itemSize = itemSize;
  5511. this.count = array !== undefined ? array.length / itemSize : 0;
  5512. this.normalized = normalized === true;
  5513. this.usage = StaticDrawUsage;
  5514. this.updateRange = { offset: 0, count: - 1 };
  5515. this.version = 0;
  5516. }
  5517. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5518. set: function ( value ) {
  5519. if ( value === true ) { this.version ++; }
  5520. }
  5521. } );
  5522. Object.assign( BufferAttribute.prototype, {
  5523. isBufferAttribute: true,
  5524. onUploadCallback: function () {},
  5525. setUsage: function ( value ) {
  5526. this.usage = value;
  5527. return this;
  5528. },
  5529. copy: function ( source ) {
  5530. this.name = source.name;
  5531. this.array = new source.array.constructor( source.array );
  5532. this.itemSize = source.itemSize;
  5533. this.count = source.count;
  5534. this.normalized = source.normalized;
  5535. this.usage = source.usage;
  5536. return this;
  5537. },
  5538. copyAt: function ( index1, attribute, index2 ) {
  5539. index1 *= this.itemSize;
  5540. index2 *= attribute.itemSize;
  5541. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5542. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5543. }
  5544. return this;
  5545. },
  5546. copyArray: function ( array ) {
  5547. this.array.set( array );
  5548. return this;
  5549. },
  5550. copyColorsArray: function ( colors ) {
  5551. var array = this.array, offset = 0;
  5552. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5553. var color = colors[ i ];
  5554. if ( color === undefined ) {
  5555. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5556. color = new Color();
  5557. }
  5558. array[ offset ++ ] = color.r;
  5559. array[ offset ++ ] = color.g;
  5560. array[ offset ++ ] = color.b;
  5561. }
  5562. return this;
  5563. },
  5564. copyVector2sArray: function ( vectors ) {
  5565. var array = this.array, offset = 0;
  5566. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5567. var vector = vectors[ i ];
  5568. if ( vector === undefined ) {
  5569. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5570. vector = new Vector2();
  5571. }
  5572. array[ offset ++ ] = vector.x;
  5573. array[ offset ++ ] = vector.y;
  5574. }
  5575. return this;
  5576. },
  5577. copyVector3sArray: function ( vectors ) {
  5578. var array = this.array, offset = 0;
  5579. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5580. var vector = vectors[ i ];
  5581. if ( vector === undefined ) {
  5582. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5583. vector = new Vector3();
  5584. }
  5585. array[ offset ++ ] = vector.x;
  5586. array[ offset ++ ] = vector.y;
  5587. array[ offset ++ ] = vector.z;
  5588. }
  5589. return this;
  5590. },
  5591. copyVector4sArray: function ( vectors ) {
  5592. var array = this.array, offset = 0;
  5593. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5594. var vector = vectors[ i ];
  5595. if ( vector === undefined ) {
  5596. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5597. vector = new Vector4();
  5598. }
  5599. array[ offset ++ ] = vector.x;
  5600. array[ offset ++ ] = vector.y;
  5601. array[ offset ++ ] = vector.z;
  5602. array[ offset ++ ] = vector.w;
  5603. }
  5604. return this;
  5605. },
  5606. applyMatrix3: function ( m ) {
  5607. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5608. _vector$3.x = this.getX( i );
  5609. _vector$3.y = this.getY( i );
  5610. _vector$3.z = this.getZ( i );
  5611. _vector$3.applyMatrix3( m );
  5612. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5613. }
  5614. return this;
  5615. },
  5616. applyMatrix4: function ( m ) {
  5617. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5618. _vector$3.x = this.getX( i );
  5619. _vector$3.y = this.getY( i );
  5620. _vector$3.z = this.getZ( i );
  5621. _vector$3.applyMatrix4( m );
  5622. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5623. }
  5624. return this;
  5625. },
  5626. applyNormalMatrix: function ( m ) {
  5627. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5628. _vector$3.x = this.getX( i );
  5629. _vector$3.y = this.getY( i );
  5630. _vector$3.z = this.getZ( i );
  5631. _vector$3.applyNormalMatrix( m );
  5632. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5633. }
  5634. return this;
  5635. },
  5636. transformDirection: function ( m ) {
  5637. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5638. _vector$3.x = this.getX( i );
  5639. _vector$3.y = this.getY( i );
  5640. _vector$3.z = this.getZ( i );
  5641. _vector$3.transformDirection( m );
  5642. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5643. }
  5644. return this;
  5645. },
  5646. set: function ( value, offset ) {
  5647. if ( offset === undefined ) { offset = 0; }
  5648. this.array.set( value, offset );
  5649. return this;
  5650. },
  5651. getX: function ( index ) {
  5652. return this.array[ index * this.itemSize ];
  5653. },
  5654. setX: function ( index, x ) {
  5655. this.array[ index * this.itemSize ] = x;
  5656. return this;
  5657. },
  5658. getY: function ( index ) {
  5659. return this.array[ index * this.itemSize + 1 ];
  5660. },
  5661. setY: function ( index, y ) {
  5662. this.array[ index * this.itemSize + 1 ] = y;
  5663. return this;
  5664. },
  5665. getZ: function ( index ) {
  5666. return this.array[ index * this.itemSize + 2 ];
  5667. },
  5668. setZ: function ( index, z ) {
  5669. this.array[ index * this.itemSize + 2 ] = z;
  5670. return this;
  5671. },
  5672. getW: function ( index ) {
  5673. return this.array[ index * this.itemSize + 3 ];
  5674. },
  5675. setW: function ( index, w ) {
  5676. this.array[ index * this.itemSize + 3 ] = w;
  5677. return this;
  5678. },
  5679. setXY: function ( index, x, y ) {
  5680. index *= this.itemSize;
  5681. this.array[ index + 0 ] = x;
  5682. this.array[ index + 1 ] = y;
  5683. return this;
  5684. },
  5685. setXYZ: function ( index, x, y, z ) {
  5686. index *= this.itemSize;
  5687. this.array[ index + 0 ] = x;
  5688. this.array[ index + 1 ] = y;
  5689. this.array[ index + 2 ] = z;
  5690. return this;
  5691. },
  5692. setXYZW: function ( index, x, y, z, w ) {
  5693. index *= this.itemSize;
  5694. this.array[ index + 0 ] = x;
  5695. this.array[ index + 1 ] = y;
  5696. this.array[ index + 2 ] = z;
  5697. this.array[ index + 3 ] = w;
  5698. return this;
  5699. },
  5700. onUpload: function ( callback ) {
  5701. this.onUploadCallback = callback;
  5702. return this;
  5703. },
  5704. clone: function () {
  5705. return new this.constructor( this.array, this.itemSize ).copy( this );
  5706. },
  5707. toJSON: function () {
  5708. return {
  5709. itemSize: this.itemSize,
  5710. type: this.array.constructor.name,
  5711. array: Array.prototype.slice.call( this.array ),
  5712. normalized: this.normalized
  5713. };
  5714. }
  5715. } );
  5716. //
  5717. function Int8BufferAttribute( array, itemSize, normalized ) {
  5718. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5719. }
  5720. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5721. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5722. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5723. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5724. }
  5725. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5726. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5727. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5728. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5729. }
  5730. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5731. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5732. function Int16BufferAttribute( array, itemSize, normalized ) {
  5733. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5734. }
  5735. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5736. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5737. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5738. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5739. }
  5740. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5741. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5742. function Int32BufferAttribute( array, itemSize, normalized ) {
  5743. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5744. }
  5745. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5746. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5747. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5748. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5749. }
  5750. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5751. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5752. function Float32BufferAttribute( array, itemSize, normalized ) {
  5753. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5754. }
  5755. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5756. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5757. function Float64BufferAttribute( array, itemSize, normalized ) {
  5758. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5759. }
  5760. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5761. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5762. /**
  5763. * @author mrdoob / http://mrdoob.com/
  5764. */
  5765. function DirectGeometry() {
  5766. this.vertices = [];
  5767. this.normals = [];
  5768. this.colors = [];
  5769. this.uvs = [];
  5770. this.uvs2 = [];
  5771. this.groups = [];
  5772. this.morphTargets = {};
  5773. this.skinWeights = [];
  5774. this.skinIndices = [];
  5775. // this.lineDistances = [];
  5776. this.boundingBox = null;
  5777. this.boundingSphere = null;
  5778. // update flags
  5779. this.verticesNeedUpdate = false;
  5780. this.normalsNeedUpdate = false;
  5781. this.colorsNeedUpdate = false;
  5782. this.uvsNeedUpdate = false;
  5783. this.groupsNeedUpdate = false;
  5784. }
  5785. Object.assign( DirectGeometry.prototype, {
  5786. computeGroups: function ( geometry ) {
  5787. var group;
  5788. var groups = [];
  5789. var materialIndex = undefined;
  5790. var faces = geometry.faces;
  5791. for ( var i = 0; i < faces.length; i ++ ) {
  5792. var face = faces[ i ];
  5793. // materials
  5794. if ( face.materialIndex !== materialIndex ) {
  5795. materialIndex = face.materialIndex;
  5796. if ( group !== undefined ) {
  5797. group.count = ( i * 3 ) - group.start;
  5798. groups.push( group );
  5799. }
  5800. group = {
  5801. start: i * 3,
  5802. materialIndex: materialIndex
  5803. };
  5804. }
  5805. }
  5806. if ( group !== undefined ) {
  5807. group.count = ( i * 3 ) - group.start;
  5808. groups.push( group );
  5809. }
  5810. this.groups = groups;
  5811. },
  5812. fromGeometry: function ( geometry ) {
  5813. var faces = geometry.faces;
  5814. var vertices = geometry.vertices;
  5815. var faceVertexUvs = geometry.faceVertexUvs;
  5816. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5817. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5818. // morphs
  5819. var morphTargets = geometry.morphTargets;
  5820. var morphTargetsLength = morphTargets.length;
  5821. var morphTargetsPosition;
  5822. if ( morphTargetsLength > 0 ) {
  5823. morphTargetsPosition = [];
  5824. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5825. morphTargetsPosition[ i ] = {
  5826. name: morphTargets[ i ].name,
  5827. data: []
  5828. };
  5829. }
  5830. this.morphTargets.position = morphTargetsPosition;
  5831. }
  5832. var morphNormals = geometry.morphNormals;
  5833. var morphNormalsLength = morphNormals.length;
  5834. var morphTargetsNormal;
  5835. if ( morphNormalsLength > 0 ) {
  5836. morphTargetsNormal = [];
  5837. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5838. morphTargetsNormal[ i ] = {
  5839. name: morphNormals[ i ].name,
  5840. data: []
  5841. };
  5842. }
  5843. this.morphTargets.normal = morphTargetsNormal;
  5844. }
  5845. // skins
  5846. var skinIndices = geometry.skinIndices;
  5847. var skinWeights = geometry.skinWeights;
  5848. var hasSkinIndices = skinIndices.length === vertices.length;
  5849. var hasSkinWeights = skinWeights.length === vertices.length;
  5850. //
  5851. if ( vertices.length > 0 && faces.length === 0 ) {
  5852. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5853. }
  5854. for ( var i = 0; i < faces.length; i ++ ) {
  5855. var face = faces[ i ];
  5856. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5857. var vertexNormals = face.vertexNormals;
  5858. if ( vertexNormals.length === 3 ) {
  5859. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5860. } else {
  5861. var normal = face.normal;
  5862. this.normals.push( normal, normal, normal );
  5863. }
  5864. var vertexColors = face.vertexColors;
  5865. if ( vertexColors.length === 3 ) {
  5866. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5867. } else {
  5868. var color = face.color;
  5869. this.colors.push( color, color, color );
  5870. }
  5871. if ( hasFaceVertexUv === true ) {
  5872. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5873. if ( vertexUvs !== undefined ) {
  5874. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5875. } else {
  5876. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5877. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5878. }
  5879. }
  5880. if ( hasFaceVertexUv2 === true ) {
  5881. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5882. if ( vertexUvs !== undefined ) {
  5883. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5884. } else {
  5885. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5886. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5887. }
  5888. }
  5889. // morphs
  5890. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5891. var morphTarget = morphTargets[ j ].vertices;
  5892. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5893. }
  5894. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5895. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5896. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5897. }
  5898. // skins
  5899. if ( hasSkinIndices ) {
  5900. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5901. }
  5902. if ( hasSkinWeights ) {
  5903. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5904. }
  5905. }
  5906. this.computeGroups( geometry );
  5907. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5908. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5909. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5910. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5911. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5912. if ( geometry.boundingSphere !== null ) {
  5913. this.boundingSphere = geometry.boundingSphere.clone();
  5914. }
  5915. if ( geometry.boundingBox !== null ) {
  5916. this.boundingBox = geometry.boundingBox.clone();
  5917. }
  5918. return this;
  5919. }
  5920. } );
  5921. /**
  5922. * @author mrdoob / http://mrdoob.com/
  5923. */
  5924. function arrayMax( array ) {
  5925. if ( array.length === 0 ) { return - Infinity; }
  5926. var max = array[ 0 ];
  5927. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5928. if ( array[ i ] > max ) { max = array[ i ]; }
  5929. }
  5930. return max;
  5931. }
  5932. /**
  5933. * @author alteredq / http://alteredqualia.com/
  5934. * @author mrdoob / http://mrdoob.com/
  5935. */
  5936. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5937. var _m1$2 = new Matrix4();
  5938. var _obj = new Object3D();
  5939. var _offset = new Vector3();
  5940. var _box$2 = new Box3();
  5941. var _boxMorphTargets = new Box3();
  5942. var _vector$4 = new Vector3();
  5943. function BufferGeometry() {
  5944. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5945. this.uuid = MathUtils.generateUUID();
  5946. this.name = '';
  5947. this.type = 'BufferGeometry';
  5948. this.index = null;
  5949. this.attributes = {};
  5950. this.morphAttributes = {};
  5951. this.morphTargetsRelative = false;
  5952. this.groups = [];
  5953. this.boundingBox = null;
  5954. this.boundingSphere = null;
  5955. this.drawRange = { start: 0, count: Infinity };
  5956. this.userData = {};
  5957. }
  5958. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5959. constructor: BufferGeometry,
  5960. isBufferGeometry: true,
  5961. getIndex: function () {
  5962. return this.index;
  5963. },
  5964. setIndex: function ( index ) {
  5965. if ( Array.isArray( index ) ) {
  5966. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5967. } else {
  5968. this.index = index;
  5969. }
  5970. },
  5971. getAttribute: function ( name ) {
  5972. return this.attributes[ name ];
  5973. },
  5974. setAttribute: function ( name, attribute ) {
  5975. this.attributes[ name ] = attribute;
  5976. return this;
  5977. },
  5978. deleteAttribute: function ( name ) {
  5979. delete this.attributes[ name ];
  5980. return this;
  5981. },
  5982. addGroup: function ( start, count, materialIndex ) {
  5983. this.groups.push( {
  5984. start: start,
  5985. count: count,
  5986. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5987. } );
  5988. },
  5989. clearGroups: function () {
  5990. this.groups = [];
  5991. },
  5992. setDrawRange: function ( start, count ) {
  5993. this.drawRange.start = start;
  5994. this.drawRange.count = count;
  5995. },
  5996. applyMatrix4: function ( matrix ) {
  5997. var position = this.attributes.position;
  5998. if ( position !== undefined ) {
  5999. position.applyMatrix4( matrix );
  6000. position.needsUpdate = true;
  6001. }
  6002. var normal = this.attributes.normal;
  6003. if ( normal !== undefined ) {
  6004. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6005. normal.applyNormalMatrix( normalMatrix );
  6006. normal.needsUpdate = true;
  6007. }
  6008. var tangent = this.attributes.tangent;
  6009. if ( tangent !== undefined ) {
  6010. tangent.transformDirection( matrix );
  6011. tangent.needsUpdate = true;
  6012. }
  6013. if ( this.boundingBox !== null ) {
  6014. this.computeBoundingBox();
  6015. }
  6016. if ( this.boundingSphere !== null ) {
  6017. this.computeBoundingSphere();
  6018. }
  6019. return this;
  6020. },
  6021. rotateX: function ( angle ) {
  6022. // rotate geometry around world x-axis
  6023. _m1$2.makeRotationX( angle );
  6024. this.applyMatrix4( _m1$2 );
  6025. return this;
  6026. },
  6027. rotateY: function ( angle ) {
  6028. // rotate geometry around world y-axis
  6029. _m1$2.makeRotationY( angle );
  6030. this.applyMatrix4( _m1$2 );
  6031. return this;
  6032. },
  6033. rotateZ: function ( angle ) {
  6034. // rotate geometry around world z-axis
  6035. _m1$2.makeRotationZ( angle );
  6036. this.applyMatrix4( _m1$2 );
  6037. return this;
  6038. },
  6039. translate: function ( x, y, z ) {
  6040. // translate geometry
  6041. _m1$2.makeTranslation( x, y, z );
  6042. this.applyMatrix4( _m1$2 );
  6043. return this;
  6044. },
  6045. scale: function ( x, y, z ) {
  6046. // scale geometry
  6047. _m1$2.makeScale( x, y, z );
  6048. this.applyMatrix4( _m1$2 );
  6049. return this;
  6050. },
  6051. lookAt: function ( vector ) {
  6052. _obj.lookAt( vector );
  6053. _obj.updateMatrix();
  6054. this.applyMatrix4( _obj.matrix );
  6055. return this;
  6056. },
  6057. center: function () {
  6058. this.computeBoundingBox();
  6059. this.boundingBox.getCenter( _offset ).negate();
  6060. this.translate( _offset.x, _offset.y, _offset.z );
  6061. return this;
  6062. },
  6063. setFromObject: function ( object ) {
  6064. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6065. var geometry = object.geometry;
  6066. if ( object.isPoints || object.isLine ) {
  6067. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6068. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6069. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6070. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6071. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6072. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6073. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6074. }
  6075. if ( geometry.boundingSphere !== null ) {
  6076. this.boundingSphere = geometry.boundingSphere.clone();
  6077. }
  6078. if ( geometry.boundingBox !== null ) {
  6079. this.boundingBox = geometry.boundingBox.clone();
  6080. }
  6081. } else if ( object.isMesh ) {
  6082. if ( geometry && geometry.isGeometry ) {
  6083. this.fromGeometry( geometry );
  6084. }
  6085. }
  6086. return this;
  6087. },
  6088. setFromPoints: function ( points ) {
  6089. var position = [];
  6090. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6091. var point = points[ i ];
  6092. position.push( point.x, point.y, point.z || 0 );
  6093. }
  6094. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6095. return this;
  6096. },
  6097. updateFromObject: function ( object ) {
  6098. var geometry = object.geometry;
  6099. if ( object.isMesh ) {
  6100. var direct = geometry.__directGeometry;
  6101. if ( geometry.elementsNeedUpdate === true ) {
  6102. direct = undefined;
  6103. geometry.elementsNeedUpdate = false;
  6104. }
  6105. if ( direct === undefined ) {
  6106. return this.fromGeometry( geometry );
  6107. }
  6108. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6109. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6110. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6111. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6112. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6113. geometry.verticesNeedUpdate = false;
  6114. geometry.normalsNeedUpdate = false;
  6115. geometry.colorsNeedUpdate = false;
  6116. geometry.uvsNeedUpdate = false;
  6117. geometry.groupsNeedUpdate = false;
  6118. geometry = direct;
  6119. }
  6120. var attribute;
  6121. if ( geometry.verticesNeedUpdate === true ) {
  6122. attribute = this.attributes.position;
  6123. if ( attribute !== undefined ) {
  6124. attribute.copyVector3sArray( geometry.vertices );
  6125. attribute.needsUpdate = true;
  6126. }
  6127. geometry.verticesNeedUpdate = false;
  6128. }
  6129. if ( geometry.normalsNeedUpdate === true ) {
  6130. attribute = this.attributes.normal;
  6131. if ( attribute !== undefined ) {
  6132. attribute.copyVector3sArray( geometry.normals );
  6133. attribute.needsUpdate = true;
  6134. }
  6135. geometry.normalsNeedUpdate = false;
  6136. }
  6137. if ( geometry.colorsNeedUpdate === true ) {
  6138. attribute = this.attributes.color;
  6139. if ( attribute !== undefined ) {
  6140. attribute.copyColorsArray( geometry.colors );
  6141. attribute.needsUpdate = true;
  6142. }
  6143. geometry.colorsNeedUpdate = false;
  6144. }
  6145. if ( geometry.uvsNeedUpdate ) {
  6146. attribute = this.attributes.uv;
  6147. if ( attribute !== undefined ) {
  6148. attribute.copyVector2sArray( geometry.uvs );
  6149. attribute.needsUpdate = true;
  6150. }
  6151. geometry.uvsNeedUpdate = false;
  6152. }
  6153. if ( geometry.lineDistancesNeedUpdate ) {
  6154. attribute = this.attributes.lineDistance;
  6155. if ( attribute !== undefined ) {
  6156. attribute.copyArray( geometry.lineDistances );
  6157. attribute.needsUpdate = true;
  6158. }
  6159. geometry.lineDistancesNeedUpdate = false;
  6160. }
  6161. if ( geometry.groupsNeedUpdate ) {
  6162. geometry.computeGroups( object.geometry );
  6163. this.groups = geometry.groups;
  6164. geometry.groupsNeedUpdate = false;
  6165. }
  6166. return this;
  6167. },
  6168. fromGeometry: function ( geometry ) {
  6169. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6170. return this.fromDirectGeometry( geometry.__directGeometry );
  6171. },
  6172. fromDirectGeometry: function ( geometry ) {
  6173. var positions = new Float32Array( geometry.vertices.length * 3 );
  6174. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6175. if ( geometry.normals.length > 0 ) {
  6176. var normals = new Float32Array( geometry.normals.length * 3 );
  6177. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6178. }
  6179. if ( geometry.colors.length > 0 ) {
  6180. var colors = new Float32Array( geometry.colors.length * 3 );
  6181. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6182. }
  6183. if ( geometry.uvs.length > 0 ) {
  6184. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6185. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6186. }
  6187. if ( geometry.uvs2.length > 0 ) {
  6188. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6189. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6190. }
  6191. // groups
  6192. this.groups = geometry.groups;
  6193. // morphs
  6194. for ( var name in geometry.morphTargets ) {
  6195. var array = [];
  6196. var morphTargets = geometry.morphTargets[ name ];
  6197. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6198. var morphTarget = morphTargets[ i ];
  6199. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6200. attribute.name = morphTarget.name;
  6201. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6202. }
  6203. this.morphAttributes[ name ] = array;
  6204. }
  6205. // skinning
  6206. if ( geometry.skinIndices.length > 0 ) {
  6207. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6208. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6209. }
  6210. if ( geometry.skinWeights.length > 0 ) {
  6211. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6212. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6213. }
  6214. //
  6215. if ( geometry.boundingSphere !== null ) {
  6216. this.boundingSphere = geometry.boundingSphere.clone();
  6217. }
  6218. if ( geometry.boundingBox !== null ) {
  6219. this.boundingBox = geometry.boundingBox.clone();
  6220. }
  6221. return this;
  6222. },
  6223. computeBoundingBox: function () {
  6224. if ( this.boundingBox === null ) {
  6225. this.boundingBox = new Box3();
  6226. }
  6227. var position = this.attributes.position;
  6228. var morphAttributesPosition = this.morphAttributes.position;
  6229. if ( position !== undefined ) {
  6230. this.boundingBox.setFromBufferAttribute( position );
  6231. // process morph attributes if present
  6232. if ( morphAttributesPosition ) {
  6233. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6234. var morphAttribute = morphAttributesPosition[ i ];
  6235. _box$2.setFromBufferAttribute( morphAttribute );
  6236. if ( this.morphTargetsRelative ) {
  6237. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6238. this.boundingBox.expandByPoint( _vector$4 );
  6239. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6240. this.boundingBox.expandByPoint( _vector$4 );
  6241. } else {
  6242. this.boundingBox.expandByPoint( _box$2.min );
  6243. this.boundingBox.expandByPoint( _box$2.max );
  6244. }
  6245. }
  6246. }
  6247. } else {
  6248. this.boundingBox.makeEmpty();
  6249. }
  6250. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6251. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6252. }
  6253. },
  6254. computeBoundingSphere: function () {
  6255. if ( this.boundingSphere === null ) {
  6256. this.boundingSphere = new Sphere();
  6257. }
  6258. var position = this.attributes.position;
  6259. var morphAttributesPosition = this.morphAttributes.position;
  6260. if ( position ) {
  6261. // first, find the center of the bounding sphere
  6262. var center = this.boundingSphere.center;
  6263. _box$2.setFromBufferAttribute( position );
  6264. // process morph attributes if present
  6265. if ( morphAttributesPosition ) {
  6266. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6267. var morphAttribute = morphAttributesPosition[ i ];
  6268. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6269. if ( this.morphTargetsRelative ) {
  6270. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6271. _box$2.expandByPoint( _vector$4 );
  6272. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6273. _box$2.expandByPoint( _vector$4 );
  6274. } else {
  6275. _box$2.expandByPoint( _boxMorphTargets.min );
  6276. _box$2.expandByPoint( _boxMorphTargets.max );
  6277. }
  6278. }
  6279. }
  6280. _box$2.getCenter( center );
  6281. // second, try to find a boundingSphere with a radius smaller than the
  6282. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6283. var maxRadiusSq = 0;
  6284. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6285. _vector$4.fromBufferAttribute( position, i );
  6286. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6287. }
  6288. // process morph attributes if present
  6289. if ( morphAttributesPosition ) {
  6290. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6291. var morphAttribute = morphAttributesPosition[ i ];
  6292. var morphTargetsRelative = this.morphTargetsRelative;
  6293. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6294. _vector$4.fromBufferAttribute( morphAttribute, j );
  6295. if ( morphTargetsRelative ) {
  6296. _offset.fromBufferAttribute( position, j );
  6297. _vector$4.add( _offset );
  6298. }
  6299. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6300. }
  6301. }
  6302. }
  6303. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6304. if ( isNaN( this.boundingSphere.radius ) ) {
  6305. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6306. }
  6307. }
  6308. },
  6309. computeFaceNormals: function () {
  6310. // backwards compatibility
  6311. },
  6312. computeVertexNormals: function () {
  6313. var index = this.index;
  6314. var attributes = this.attributes;
  6315. if ( attributes.position ) {
  6316. var positions = attributes.position.array;
  6317. if ( attributes.normal === undefined ) {
  6318. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6319. } else {
  6320. // reset existing normals to zero
  6321. var array = attributes.normal.array;
  6322. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6323. array[ i ] = 0;
  6324. }
  6325. }
  6326. var normals = attributes.normal.array;
  6327. var vA, vB, vC;
  6328. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6329. var cb = new Vector3(), ab = new Vector3();
  6330. // indexed elements
  6331. if ( index ) {
  6332. var indices = index.array;
  6333. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6334. vA = indices[ i + 0 ] * 3;
  6335. vB = indices[ i + 1 ] * 3;
  6336. vC = indices[ i + 2 ] * 3;
  6337. pA.fromArray( positions, vA );
  6338. pB.fromArray( positions, vB );
  6339. pC.fromArray( positions, vC );
  6340. cb.subVectors( pC, pB );
  6341. ab.subVectors( pA, pB );
  6342. cb.cross( ab );
  6343. normals[ vA ] += cb.x;
  6344. normals[ vA + 1 ] += cb.y;
  6345. normals[ vA + 2 ] += cb.z;
  6346. normals[ vB ] += cb.x;
  6347. normals[ vB + 1 ] += cb.y;
  6348. normals[ vB + 2 ] += cb.z;
  6349. normals[ vC ] += cb.x;
  6350. normals[ vC + 1 ] += cb.y;
  6351. normals[ vC + 2 ] += cb.z;
  6352. }
  6353. } else {
  6354. // non-indexed elements (unconnected triangle soup)
  6355. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6356. pA.fromArray( positions, i );
  6357. pB.fromArray( positions, i + 3 );
  6358. pC.fromArray( positions, i + 6 );
  6359. cb.subVectors( pC, pB );
  6360. ab.subVectors( pA, pB );
  6361. cb.cross( ab );
  6362. normals[ i ] = cb.x;
  6363. normals[ i + 1 ] = cb.y;
  6364. normals[ i + 2 ] = cb.z;
  6365. normals[ i + 3 ] = cb.x;
  6366. normals[ i + 4 ] = cb.y;
  6367. normals[ i + 5 ] = cb.z;
  6368. normals[ i + 6 ] = cb.x;
  6369. normals[ i + 7 ] = cb.y;
  6370. normals[ i + 8 ] = cb.z;
  6371. }
  6372. }
  6373. this.normalizeNormals();
  6374. attributes.normal.needsUpdate = true;
  6375. }
  6376. },
  6377. merge: function ( geometry, offset ) {
  6378. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6379. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6380. return;
  6381. }
  6382. if ( offset === undefined ) {
  6383. offset = 0;
  6384. console.warn(
  6385. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6386. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6387. );
  6388. }
  6389. var attributes = this.attributes;
  6390. for ( var key in attributes ) {
  6391. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6392. var attribute1 = attributes[ key ];
  6393. var attributeArray1 = attribute1.array;
  6394. var attribute2 = geometry.attributes[ key ];
  6395. var attributeArray2 = attribute2.array;
  6396. var attributeOffset = attribute2.itemSize * offset;
  6397. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6398. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6399. attributeArray1[ j ] = attributeArray2[ i ];
  6400. }
  6401. }
  6402. return this;
  6403. },
  6404. normalizeNormals: function () {
  6405. var normals = this.attributes.normal;
  6406. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6407. _vector$4.x = normals.getX( i );
  6408. _vector$4.y = normals.getY( i );
  6409. _vector$4.z = normals.getZ( i );
  6410. _vector$4.normalize();
  6411. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6412. }
  6413. },
  6414. toNonIndexed: function () {
  6415. function convertBufferAttribute( attribute, indices ) {
  6416. var array = attribute.array;
  6417. var itemSize = attribute.itemSize;
  6418. var array2 = new array.constructor( indices.length * itemSize );
  6419. var index = 0, index2 = 0;
  6420. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6421. index = indices[ i ] * itemSize;
  6422. for ( var j = 0; j < itemSize; j ++ ) {
  6423. array2[ index2 ++ ] = array[ index ++ ];
  6424. }
  6425. }
  6426. return new BufferAttribute( array2, itemSize );
  6427. }
  6428. //
  6429. if ( this.index === null ) {
  6430. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6431. return this;
  6432. }
  6433. var geometry2 = new BufferGeometry();
  6434. var indices = this.index.array;
  6435. var attributes = this.attributes;
  6436. // attributes
  6437. for ( var name in attributes ) {
  6438. var attribute = attributes[ name ];
  6439. var newAttribute = convertBufferAttribute( attribute, indices );
  6440. geometry2.setAttribute( name, newAttribute );
  6441. }
  6442. // morph attributes
  6443. var morphAttributes = this.morphAttributes;
  6444. for ( name in morphAttributes ) {
  6445. var morphArray = [];
  6446. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6447. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6448. var attribute = morphAttribute[ i ];
  6449. var newAttribute = convertBufferAttribute( attribute, indices );
  6450. morphArray.push( newAttribute );
  6451. }
  6452. geometry2.morphAttributes[ name ] = morphArray;
  6453. }
  6454. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6455. // groups
  6456. var groups = this.groups;
  6457. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6458. var group = groups[ i ];
  6459. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6460. }
  6461. return geometry2;
  6462. },
  6463. toJSON: function () {
  6464. var data = {
  6465. metadata: {
  6466. version: 4.5,
  6467. type: 'BufferGeometry',
  6468. generator: 'BufferGeometry.toJSON'
  6469. }
  6470. };
  6471. // standard BufferGeometry serialization
  6472. data.uuid = this.uuid;
  6473. data.type = this.type;
  6474. if ( this.name !== '' ) { data.name = this.name; }
  6475. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6476. if ( this.parameters !== undefined ) {
  6477. var parameters = this.parameters;
  6478. for ( var key in parameters ) {
  6479. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6480. }
  6481. return data;
  6482. }
  6483. data.data = { attributes: {} };
  6484. var index = this.index;
  6485. if ( index !== null ) {
  6486. data.data.index = {
  6487. type: index.array.constructor.name,
  6488. array: Array.prototype.slice.call( index.array )
  6489. };
  6490. }
  6491. var attributes = this.attributes;
  6492. for ( var key in attributes ) {
  6493. var attribute = attributes[ key ];
  6494. var attributeData = attribute.toJSON();
  6495. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6496. data.data.attributes[ key ] = attributeData;
  6497. }
  6498. var morphAttributes = {};
  6499. var hasMorphAttributes = false;
  6500. for ( var key in this.morphAttributes ) {
  6501. var attributeArray = this.morphAttributes[ key ];
  6502. var array = [];
  6503. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6504. var attribute = attributeArray[ i ];
  6505. var attributeData = attribute.toJSON();
  6506. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6507. array.push( attributeData );
  6508. }
  6509. if ( array.length > 0 ) {
  6510. morphAttributes[ key ] = array;
  6511. hasMorphAttributes = true;
  6512. }
  6513. }
  6514. if ( hasMorphAttributes ) {
  6515. data.data.morphAttributes = morphAttributes;
  6516. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6517. }
  6518. var groups = this.groups;
  6519. if ( groups.length > 0 ) {
  6520. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6521. }
  6522. var boundingSphere = this.boundingSphere;
  6523. if ( boundingSphere !== null ) {
  6524. data.data.boundingSphere = {
  6525. center: boundingSphere.center.toArray(),
  6526. radius: boundingSphere.radius
  6527. };
  6528. }
  6529. return data;
  6530. },
  6531. clone: function () {
  6532. /*
  6533. // Handle primitives
  6534. var parameters = this.parameters;
  6535. if ( parameters !== undefined ) {
  6536. var values = [];
  6537. for ( var key in parameters ) {
  6538. values.push( parameters[ key ] );
  6539. }
  6540. var geometry = Object.create( this.constructor.prototype );
  6541. this.constructor.apply( geometry, values );
  6542. return geometry;
  6543. }
  6544. return new this.constructor().copy( this );
  6545. */
  6546. return new BufferGeometry().copy( this );
  6547. },
  6548. copy: function ( source ) {
  6549. var name, i, l;
  6550. // reset
  6551. this.index = null;
  6552. this.attributes = {};
  6553. this.morphAttributes = {};
  6554. this.groups = [];
  6555. this.boundingBox = null;
  6556. this.boundingSphere = null;
  6557. // name
  6558. this.name = source.name;
  6559. // index
  6560. var index = source.index;
  6561. if ( index !== null ) {
  6562. this.setIndex( index.clone() );
  6563. }
  6564. // attributes
  6565. var attributes = source.attributes;
  6566. for ( name in attributes ) {
  6567. var attribute = attributes[ name ];
  6568. this.setAttribute( name, attribute.clone() );
  6569. }
  6570. // morph attributes
  6571. var morphAttributes = source.morphAttributes;
  6572. for ( name in morphAttributes ) {
  6573. var array = [];
  6574. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6575. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6576. array.push( morphAttribute[ i ].clone() );
  6577. }
  6578. this.morphAttributes[ name ] = array;
  6579. }
  6580. this.morphTargetsRelative = source.morphTargetsRelative;
  6581. // groups
  6582. var groups = source.groups;
  6583. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6584. var group = groups[ i ];
  6585. this.addGroup( group.start, group.count, group.materialIndex );
  6586. }
  6587. // bounding box
  6588. var boundingBox = source.boundingBox;
  6589. if ( boundingBox !== null ) {
  6590. this.boundingBox = boundingBox.clone();
  6591. }
  6592. // bounding sphere
  6593. var boundingSphere = source.boundingSphere;
  6594. if ( boundingSphere !== null ) {
  6595. this.boundingSphere = boundingSphere.clone();
  6596. }
  6597. // draw range
  6598. this.drawRange.start = source.drawRange.start;
  6599. this.drawRange.count = source.drawRange.count;
  6600. // user data
  6601. this.userData = source.userData;
  6602. return this;
  6603. },
  6604. dispose: function () {
  6605. this.dispatchEvent( { type: 'dispose' } );
  6606. }
  6607. } );
  6608. /**
  6609. * @author mrdoob / http://mrdoob.com/
  6610. * @author alteredq / http://alteredqualia.com/
  6611. * @author mikael emtinger / http://gomo.se/
  6612. * @author jonobr1 / http://jonobr1.com/
  6613. */
  6614. var _inverseMatrix = new Matrix4();
  6615. var _ray = new Ray();
  6616. var _sphere = new Sphere();
  6617. var _vA = new Vector3();
  6618. var _vB = new Vector3();
  6619. var _vC = new Vector3();
  6620. var _tempA = new Vector3();
  6621. var _tempB = new Vector3();
  6622. var _tempC = new Vector3();
  6623. var _morphA = new Vector3();
  6624. var _morphB = new Vector3();
  6625. var _morphC = new Vector3();
  6626. var _uvA = new Vector2();
  6627. var _uvB = new Vector2();
  6628. var _uvC = new Vector2();
  6629. var _intersectionPoint = new Vector3();
  6630. var _intersectionPointWorld = new Vector3();
  6631. function Mesh( geometry, material ) {
  6632. Object3D.call( this );
  6633. this.type = 'Mesh';
  6634. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6635. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6636. this.updateMorphTargets();
  6637. }
  6638. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6639. constructor: Mesh,
  6640. isMesh: true,
  6641. copy: function ( source ) {
  6642. Object3D.prototype.copy.call( this, source );
  6643. if ( source.morphTargetInfluences !== undefined ) {
  6644. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6645. }
  6646. if ( source.morphTargetDictionary !== undefined ) {
  6647. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6648. }
  6649. return this;
  6650. },
  6651. updateMorphTargets: function () {
  6652. var geometry = this.geometry;
  6653. var m, ml, name;
  6654. if ( geometry.isBufferGeometry ) {
  6655. var morphAttributes = geometry.morphAttributes;
  6656. var keys = Object.keys( morphAttributes );
  6657. if ( keys.length > 0 ) {
  6658. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6659. if ( morphAttribute !== undefined ) {
  6660. this.morphTargetInfluences = [];
  6661. this.morphTargetDictionary = {};
  6662. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6663. name = morphAttribute[ m ].name || String( m );
  6664. this.morphTargetInfluences.push( 0 );
  6665. this.morphTargetDictionary[ name ] = m;
  6666. }
  6667. }
  6668. }
  6669. } else {
  6670. var morphTargets = geometry.morphTargets;
  6671. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6672. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6673. }
  6674. }
  6675. },
  6676. raycast: function ( raycaster, intersects ) {
  6677. var geometry = this.geometry;
  6678. var material = this.material;
  6679. var matrixWorld = this.matrixWorld;
  6680. if ( material === undefined ) { return; }
  6681. // Checking boundingSphere distance to ray
  6682. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6683. _sphere.copy( geometry.boundingSphere );
  6684. _sphere.applyMatrix4( matrixWorld );
  6685. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6686. //
  6687. _inverseMatrix.getInverse( matrixWorld );
  6688. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6689. // Check boundingBox before continuing
  6690. if ( geometry.boundingBox !== null ) {
  6691. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6692. }
  6693. var intersection;
  6694. if ( geometry.isBufferGeometry ) {
  6695. var a, b, c;
  6696. var index = geometry.index;
  6697. var position = geometry.attributes.position;
  6698. var morphPosition = geometry.morphAttributes.position;
  6699. var morphTargetsRelative = geometry.morphTargetsRelative;
  6700. var uv = geometry.attributes.uv;
  6701. var uv2 = geometry.attributes.uv2;
  6702. var groups = geometry.groups;
  6703. var drawRange = geometry.drawRange;
  6704. var i, j, il, jl;
  6705. var group, groupMaterial;
  6706. var start, end;
  6707. if ( index !== null ) {
  6708. // indexed buffer geometry
  6709. if ( Array.isArray( material ) ) {
  6710. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6711. group = groups[ i ];
  6712. groupMaterial = material[ group.materialIndex ];
  6713. start = Math.max( group.start, drawRange.start );
  6714. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6715. for ( j = start, jl = end; j < jl; j += 3 ) {
  6716. a = index.getX( j );
  6717. b = index.getX( j + 1 );
  6718. c = index.getX( j + 2 );
  6719. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6720. if ( intersection ) {
  6721. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6722. intersection.face.materialIndex = group.materialIndex;
  6723. intersects.push( intersection );
  6724. }
  6725. }
  6726. }
  6727. } else {
  6728. start = Math.max( 0, drawRange.start );
  6729. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6730. for ( i = start, il = end; i < il; i += 3 ) {
  6731. a = index.getX( i );
  6732. b = index.getX( i + 1 );
  6733. c = index.getX( i + 2 );
  6734. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6735. if ( intersection ) {
  6736. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6737. intersects.push( intersection );
  6738. }
  6739. }
  6740. }
  6741. } else if ( position !== undefined ) {
  6742. // non-indexed buffer geometry
  6743. if ( Array.isArray( material ) ) {
  6744. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6745. group = groups[ i ];
  6746. groupMaterial = material[ group.materialIndex ];
  6747. start = Math.max( group.start, drawRange.start );
  6748. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6749. for ( j = start, jl = end; j < jl; j += 3 ) {
  6750. a = j;
  6751. b = j + 1;
  6752. c = j + 2;
  6753. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6754. if ( intersection ) {
  6755. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6756. intersection.face.materialIndex = group.materialIndex;
  6757. intersects.push( intersection );
  6758. }
  6759. }
  6760. }
  6761. } else {
  6762. start = Math.max( 0, drawRange.start );
  6763. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6764. for ( i = start, il = end; i < il; i += 3 ) {
  6765. a = i;
  6766. b = i + 1;
  6767. c = i + 2;
  6768. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6769. if ( intersection ) {
  6770. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6771. intersects.push( intersection );
  6772. }
  6773. }
  6774. }
  6775. }
  6776. } else if ( geometry.isGeometry ) {
  6777. var fvA, fvB, fvC;
  6778. var isMultiMaterial = Array.isArray( material );
  6779. var vertices = geometry.vertices;
  6780. var faces = geometry.faces;
  6781. var uvs;
  6782. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6783. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6784. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6785. var face = faces[ f ];
  6786. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6787. if ( faceMaterial === undefined ) { continue; }
  6788. fvA = vertices[ face.a ];
  6789. fvB = vertices[ face.b ];
  6790. fvC = vertices[ face.c ];
  6791. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6792. if ( intersection ) {
  6793. if ( uvs && uvs[ f ] ) {
  6794. var uvs_f = uvs[ f ];
  6795. _uvA.copy( uvs_f[ 0 ] );
  6796. _uvB.copy( uvs_f[ 1 ] );
  6797. _uvC.copy( uvs_f[ 2 ] );
  6798. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6799. }
  6800. intersection.face = face;
  6801. intersection.faceIndex = f;
  6802. intersects.push( intersection );
  6803. }
  6804. }
  6805. }
  6806. },
  6807. clone: function () {
  6808. return new this.constructor( this.geometry, this.material ).copy( this );
  6809. }
  6810. } );
  6811. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6812. var intersect;
  6813. if ( material.side === BackSide ) {
  6814. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6815. } else {
  6816. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6817. }
  6818. if ( intersect === null ) { return null; }
  6819. _intersectionPointWorld.copy( point );
  6820. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6821. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6822. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6823. return {
  6824. distance: distance,
  6825. point: _intersectionPointWorld.clone(),
  6826. object: object
  6827. };
  6828. }
  6829. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6830. _vA.fromBufferAttribute( position, a );
  6831. _vB.fromBufferAttribute( position, b );
  6832. _vC.fromBufferAttribute( position, c );
  6833. var morphInfluences = object.morphTargetInfluences;
  6834. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6835. _morphA.set( 0, 0, 0 );
  6836. _morphB.set( 0, 0, 0 );
  6837. _morphC.set( 0, 0, 0 );
  6838. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6839. var influence = morphInfluences[ i ];
  6840. var morphAttribute = morphPosition[ i ];
  6841. if ( influence === 0 ) { continue; }
  6842. _tempA.fromBufferAttribute( morphAttribute, a );
  6843. _tempB.fromBufferAttribute( morphAttribute, b );
  6844. _tempC.fromBufferAttribute( morphAttribute, c );
  6845. if ( morphTargetsRelative ) {
  6846. _morphA.addScaledVector( _tempA, influence );
  6847. _morphB.addScaledVector( _tempB, influence );
  6848. _morphC.addScaledVector( _tempC, influence );
  6849. } else {
  6850. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6851. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6852. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6853. }
  6854. }
  6855. _vA.add( _morphA );
  6856. _vB.add( _morphB );
  6857. _vC.add( _morphC );
  6858. }
  6859. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6860. if ( intersection ) {
  6861. if ( uv ) {
  6862. _uvA.fromBufferAttribute( uv, a );
  6863. _uvB.fromBufferAttribute( uv, b );
  6864. _uvC.fromBufferAttribute( uv, c );
  6865. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6866. }
  6867. if ( uv2 ) {
  6868. _uvA.fromBufferAttribute( uv2, a );
  6869. _uvB.fromBufferAttribute( uv2, b );
  6870. _uvC.fromBufferAttribute( uv2, c );
  6871. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6872. }
  6873. var face = new Face3( a, b, c );
  6874. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6875. intersection.face = face;
  6876. }
  6877. return intersection;
  6878. }
  6879. /**
  6880. * @author mrdoob / http://mrdoob.com/
  6881. * @author kile / http://kile.stravaganza.org/
  6882. * @author alteredq / http://alteredqualia.com/
  6883. * @author mikael emtinger / http://gomo.se/
  6884. * @author zz85 / http://www.lab4games.net/zz85/blog
  6885. * @author bhouston / http://clara.io
  6886. */
  6887. var _geometryId = 0; // Geometry uses even numbers as Id
  6888. var _m1$3 = new Matrix4();
  6889. var _obj$1 = new Object3D();
  6890. var _offset$1 = new Vector3();
  6891. function Geometry() {
  6892. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6893. this.uuid = MathUtils.generateUUID();
  6894. this.name = '';
  6895. this.type = 'Geometry';
  6896. this.vertices = [];
  6897. this.colors = [];
  6898. this.faces = [];
  6899. this.faceVertexUvs = [[]];
  6900. this.morphTargets = [];
  6901. this.morphNormals = [];
  6902. this.skinWeights = [];
  6903. this.skinIndices = [];
  6904. this.lineDistances = [];
  6905. this.boundingBox = null;
  6906. this.boundingSphere = null;
  6907. // update flags
  6908. this.elementsNeedUpdate = false;
  6909. this.verticesNeedUpdate = false;
  6910. this.uvsNeedUpdate = false;
  6911. this.normalsNeedUpdate = false;
  6912. this.colorsNeedUpdate = false;
  6913. this.lineDistancesNeedUpdate = false;
  6914. this.groupsNeedUpdate = false;
  6915. }
  6916. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6917. constructor: Geometry,
  6918. isGeometry: true,
  6919. applyMatrix4: function ( matrix ) {
  6920. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6921. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6922. var vertex = this.vertices[ i ];
  6923. vertex.applyMatrix4( matrix );
  6924. }
  6925. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6926. var face = this.faces[ i ];
  6927. face.normal.applyMatrix3( normalMatrix ).normalize();
  6928. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6929. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6930. }
  6931. }
  6932. if ( this.boundingBox !== null ) {
  6933. this.computeBoundingBox();
  6934. }
  6935. if ( this.boundingSphere !== null ) {
  6936. this.computeBoundingSphere();
  6937. }
  6938. this.verticesNeedUpdate = true;
  6939. this.normalsNeedUpdate = true;
  6940. return this;
  6941. },
  6942. rotateX: function ( angle ) {
  6943. // rotate geometry around world x-axis
  6944. _m1$3.makeRotationX( angle );
  6945. this.applyMatrix4( _m1$3 );
  6946. return this;
  6947. },
  6948. rotateY: function ( angle ) {
  6949. // rotate geometry around world y-axis
  6950. _m1$3.makeRotationY( angle );
  6951. this.applyMatrix4( _m1$3 );
  6952. return this;
  6953. },
  6954. rotateZ: function ( angle ) {
  6955. // rotate geometry around world z-axis
  6956. _m1$3.makeRotationZ( angle );
  6957. this.applyMatrix4( _m1$3 );
  6958. return this;
  6959. },
  6960. translate: function ( x, y, z ) {
  6961. // translate geometry
  6962. _m1$3.makeTranslation( x, y, z );
  6963. this.applyMatrix4( _m1$3 );
  6964. return this;
  6965. },
  6966. scale: function ( x, y, z ) {
  6967. // scale geometry
  6968. _m1$3.makeScale( x, y, z );
  6969. this.applyMatrix4( _m1$3 );
  6970. return this;
  6971. },
  6972. lookAt: function ( vector ) {
  6973. _obj$1.lookAt( vector );
  6974. _obj$1.updateMatrix();
  6975. this.applyMatrix4( _obj$1.matrix );
  6976. return this;
  6977. },
  6978. fromBufferGeometry: function ( geometry ) {
  6979. var scope = this;
  6980. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6981. var attributes = geometry.attributes;
  6982. if ( attributes.position === undefined ) {
  6983. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6984. return this;
  6985. }
  6986. var positions = attributes.position.array;
  6987. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6988. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6989. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6990. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6991. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6992. for ( var i = 0; i < positions.length; i += 3 ) {
  6993. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6994. if ( colors !== undefined ) {
  6995. scope.colors.push( new Color().fromArray( colors, i ) );
  6996. }
  6997. }
  6998. function addFace( a, b, c, materialIndex ) {
  6999. var vertexColors = ( colors === undefined ) ? [] : [
  7000. scope.colors[ a ].clone(),
  7001. scope.colors[ b ].clone(),
  7002. scope.colors[ c ].clone() ];
  7003. var vertexNormals = ( normals === undefined ) ? [] : [
  7004. new Vector3().fromArray( normals, a * 3 ),
  7005. new Vector3().fromArray( normals, b * 3 ),
  7006. new Vector3().fromArray( normals, c * 3 )
  7007. ];
  7008. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7009. scope.faces.push( face );
  7010. if ( uvs !== undefined ) {
  7011. scope.faceVertexUvs[ 0 ].push( [
  7012. new Vector2().fromArray( uvs, a * 2 ),
  7013. new Vector2().fromArray( uvs, b * 2 ),
  7014. new Vector2().fromArray( uvs, c * 2 )
  7015. ] );
  7016. }
  7017. if ( uvs2 !== undefined ) {
  7018. scope.faceVertexUvs[ 1 ].push( [
  7019. new Vector2().fromArray( uvs2, a * 2 ),
  7020. new Vector2().fromArray( uvs2, b * 2 ),
  7021. new Vector2().fromArray( uvs2, c * 2 )
  7022. ] );
  7023. }
  7024. }
  7025. var groups = geometry.groups;
  7026. if ( groups.length > 0 ) {
  7027. for ( var i = 0; i < groups.length; i ++ ) {
  7028. var group = groups[ i ];
  7029. var start = group.start;
  7030. var count = group.count;
  7031. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7032. if ( indices !== undefined ) {
  7033. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7034. } else {
  7035. addFace( j, j + 1, j + 2, group.materialIndex );
  7036. }
  7037. }
  7038. }
  7039. } else {
  7040. if ( indices !== undefined ) {
  7041. for ( var i = 0; i < indices.length; i += 3 ) {
  7042. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7043. }
  7044. } else {
  7045. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7046. addFace( i, i + 1, i + 2 );
  7047. }
  7048. }
  7049. }
  7050. this.computeFaceNormals();
  7051. if ( geometry.boundingBox !== null ) {
  7052. this.boundingBox = geometry.boundingBox.clone();
  7053. }
  7054. if ( geometry.boundingSphere !== null ) {
  7055. this.boundingSphere = geometry.boundingSphere.clone();
  7056. }
  7057. return this;
  7058. },
  7059. center: function () {
  7060. this.computeBoundingBox();
  7061. this.boundingBox.getCenter( _offset$1 ).negate();
  7062. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7063. return this;
  7064. },
  7065. normalize: function () {
  7066. this.computeBoundingSphere();
  7067. var center = this.boundingSphere.center;
  7068. var radius = this.boundingSphere.radius;
  7069. var s = radius === 0 ? 1 : 1.0 / radius;
  7070. var matrix = new Matrix4();
  7071. matrix.set(
  7072. s, 0, 0, - s * center.x,
  7073. 0, s, 0, - s * center.y,
  7074. 0, 0, s, - s * center.z,
  7075. 0, 0, 0, 1
  7076. );
  7077. this.applyMatrix4( matrix );
  7078. return this;
  7079. },
  7080. computeFaceNormals: function () {
  7081. var cb = new Vector3(), ab = new Vector3();
  7082. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7083. var face = this.faces[ f ];
  7084. var vA = this.vertices[ face.a ];
  7085. var vB = this.vertices[ face.b ];
  7086. var vC = this.vertices[ face.c ];
  7087. cb.subVectors( vC, vB );
  7088. ab.subVectors( vA, vB );
  7089. cb.cross( ab );
  7090. cb.normalize();
  7091. face.normal.copy( cb );
  7092. }
  7093. },
  7094. computeVertexNormals: function ( areaWeighted ) {
  7095. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7096. var v, vl, f, fl, face, vertices;
  7097. vertices = new Array( this.vertices.length );
  7098. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7099. vertices[ v ] = new Vector3();
  7100. }
  7101. if ( areaWeighted ) {
  7102. // vertex normals weighted by triangle areas
  7103. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7104. var vA, vB, vC;
  7105. var cb = new Vector3(), ab = new Vector3();
  7106. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7107. face = this.faces[ f ];
  7108. vA = this.vertices[ face.a ];
  7109. vB = this.vertices[ face.b ];
  7110. vC = this.vertices[ face.c ];
  7111. cb.subVectors( vC, vB );
  7112. ab.subVectors( vA, vB );
  7113. cb.cross( ab );
  7114. vertices[ face.a ].add( cb );
  7115. vertices[ face.b ].add( cb );
  7116. vertices[ face.c ].add( cb );
  7117. }
  7118. } else {
  7119. this.computeFaceNormals();
  7120. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7121. face = this.faces[ f ];
  7122. vertices[ face.a ].add( face.normal );
  7123. vertices[ face.b ].add( face.normal );
  7124. vertices[ face.c ].add( face.normal );
  7125. }
  7126. }
  7127. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7128. vertices[ v ].normalize();
  7129. }
  7130. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7131. face = this.faces[ f ];
  7132. var vertexNormals = face.vertexNormals;
  7133. if ( vertexNormals.length === 3 ) {
  7134. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7135. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7136. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7137. } else {
  7138. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7139. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7140. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7141. }
  7142. }
  7143. if ( this.faces.length > 0 ) {
  7144. this.normalsNeedUpdate = true;
  7145. }
  7146. },
  7147. computeFlatVertexNormals: function () {
  7148. var f, fl, face;
  7149. this.computeFaceNormals();
  7150. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7151. face = this.faces[ f ];
  7152. var vertexNormals = face.vertexNormals;
  7153. if ( vertexNormals.length === 3 ) {
  7154. vertexNormals[ 0 ].copy( face.normal );
  7155. vertexNormals[ 1 ].copy( face.normal );
  7156. vertexNormals[ 2 ].copy( face.normal );
  7157. } else {
  7158. vertexNormals[ 0 ] = face.normal.clone();
  7159. vertexNormals[ 1 ] = face.normal.clone();
  7160. vertexNormals[ 2 ] = face.normal.clone();
  7161. }
  7162. }
  7163. if ( this.faces.length > 0 ) {
  7164. this.normalsNeedUpdate = true;
  7165. }
  7166. },
  7167. computeMorphNormals: function () {
  7168. var i, il, f, fl, face;
  7169. // save original normals
  7170. // - create temp variables on first access
  7171. // otherwise just copy (for faster repeated calls)
  7172. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7173. face = this.faces[ f ];
  7174. if ( ! face.__originalFaceNormal ) {
  7175. face.__originalFaceNormal = face.normal.clone();
  7176. } else {
  7177. face.__originalFaceNormal.copy( face.normal );
  7178. }
  7179. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7180. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7181. if ( ! face.__originalVertexNormals[ i ] ) {
  7182. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7183. } else {
  7184. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7185. }
  7186. }
  7187. }
  7188. // use temp geometry to compute face and vertex normals for each morph
  7189. var tmpGeo = new Geometry();
  7190. tmpGeo.faces = this.faces;
  7191. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7192. // create on first access
  7193. if ( ! this.morphNormals[ i ] ) {
  7194. this.morphNormals[ i ] = {};
  7195. this.morphNormals[ i ].faceNormals = [];
  7196. this.morphNormals[ i ].vertexNormals = [];
  7197. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7198. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7199. var faceNormal, vertexNormals;
  7200. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7201. faceNormal = new Vector3();
  7202. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7203. dstNormalsFace.push( faceNormal );
  7204. dstNormalsVertex.push( vertexNormals );
  7205. }
  7206. }
  7207. var morphNormals = this.morphNormals[ i ];
  7208. // set vertices to morph target
  7209. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7210. // compute morph normals
  7211. tmpGeo.computeFaceNormals();
  7212. tmpGeo.computeVertexNormals();
  7213. // store morph normals
  7214. var faceNormal, vertexNormals;
  7215. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7216. face = this.faces[ f ];
  7217. faceNormal = morphNormals.faceNormals[ f ];
  7218. vertexNormals = morphNormals.vertexNormals[ f ];
  7219. faceNormal.copy( face.normal );
  7220. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7221. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7222. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7223. }
  7224. }
  7225. // restore original normals
  7226. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7227. face = this.faces[ f ];
  7228. face.normal = face.__originalFaceNormal;
  7229. face.vertexNormals = face.__originalVertexNormals;
  7230. }
  7231. },
  7232. computeBoundingBox: function () {
  7233. if ( this.boundingBox === null ) {
  7234. this.boundingBox = new Box3();
  7235. }
  7236. this.boundingBox.setFromPoints( this.vertices );
  7237. },
  7238. computeBoundingSphere: function () {
  7239. if ( this.boundingSphere === null ) {
  7240. this.boundingSphere = new Sphere();
  7241. }
  7242. this.boundingSphere.setFromPoints( this.vertices );
  7243. },
  7244. merge: function ( geometry, matrix, materialIndexOffset ) {
  7245. if ( ! ( geometry && geometry.isGeometry ) ) {
  7246. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7247. return;
  7248. }
  7249. var normalMatrix,
  7250. vertexOffset = this.vertices.length,
  7251. vertices1 = this.vertices,
  7252. vertices2 = geometry.vertices,
  7253. faces1 = this.faces,
  7254. faces2 = geometry.faces,
  7255. colors1 = this.colors,
  7256. colors2 = geometry.colors;
  7257. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7258. if ( matrix !== undefined ) {
  7259. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7260. }
  7261. // vertices
  7262. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7263. var vertex = vertices2[ i ];
  7264. var vertexCopy = vertex.clone();
  7265. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7266. vertices1.push( vertexCopy );
  7267. }
  7268. // colors
  7269. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7270. colors1.push( colors2[ i ].clone() );
  7271. }
  7272. // faces
  7273. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7274. var face = faces2[ i ], faceCopy, normal, color,
  7275. faceVertexNormals = face.vertexNormals,
  7276. faceVertexColors = face.vertexColors;
  7277. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7278. faceCopy.normal.copy( face.normal );
  7279. if ( normalMatrix !== undefined ) {
  7280. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7281. }
  7282. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7283. normal = faceVertexNormals[ j ].clone();
  7284. if ( normalMatrix !== undefined ) {
  7285. normal.applyMatrix3( normalMatrix ).normalize();
  7286. }
  7287. faceCopy.vertexNormals.push( normal );
  7288. }
  7289. faceCopy.color.copy( face.color );
  7290. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7291. color = faceVertexColors[ j ];
  7292. faceCopy.vertexColors.push( color.clone() );
  7293. }
  7294. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7295. faces1.push( faceCopy );
  7296. }
  7297. // uvs
  7298. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7299. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7300. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7301. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7302. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7303. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7304. uvsCopy.push( uvs2[ k ].clone() );
  7305. }
  7306. this.faceVertexUvs[ i ].push( uvsCopy );
  7307. }
  7308. }
  7309. },
  7310. mergeMesh: function ( mesh ) {
  7311. if ( ! ( mesh && mesh.isMesh ) ) {
  7312. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7313. return;
  7314. }
  7315. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7316. this.merge( mesh.geometry, mesh.matrix );
  7317. },
  7318. /*
  7319. * Checks for duplicate vertices with hashmap.
  7320. * Duplicated vertices are removed
  7321. * and faces' vertices are updated.
  7322. */
  7323. mergeVertices: function () {
  7324. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7325. var unique = [], changes = [];
  7326. var v, key;
  7327. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7328. var precision = Math.pow( 10, precisionPoints );
  7329. var i, il, face;
  7330. var indices, j, jl;
  7331. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7332. v = this.vertices[ i ];
  7333. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7334. if ( verticesMap[ key ] === undefined ) {
  7335. verticesMap[ key ] = i;
  7336. unique.push( this.vertices[ i ] );
  7337. changes[ i ] = unique.length - 1;
  7338. } else {
  7339. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7340. changes[ i ] = changes[ verticesMap[ key ] ];
  7341. }
  7342. }
  7343. // if faces are completely degenerate after merging vertices, we
  7344. // have to remove them from the geometry.
  7345. var faceIndicesToRemove = [];
  7346. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7347. face = this.faces[ i ];
  7348. face.a = changes[ face.a ];
  7349. face.b = changes[ face.b ];
  7350. face.c = changes[ face.c ];
  7351. indices = [ face.a, face.b, face.c ];
  7352. // if any duplicate vertices are found in a Face3
  7353. // we have to remove the face as nothing can be saved
  7354. for ( var n = 0; n < 3; n ++ ) {
  7355. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7356. faceIndicesToRemove.push( i );
  7357. break;
  7358. }
  7359. }
  7360. }
  7361. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7362. var idx = faceIndicesToRemove[ i ];
  7363. this.faces.splice( idx, 1 );
  7364. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7365. this.faceVertexUvs[ j ].splice( idx, 1 );
  7366. }
  7367. }
  7368. // Use unique set of vertices
  7369. var diff = this.vertices.length - unique.length;
  7370. this.vertices = unique;
  7371. return diff;
  7372. },
  7373. setFromPoints: function ( points ) {
  7374. this.vertices = [];
  7375. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7376. var point = points[ i ];
  7377. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7378. }
  7379. return this;
  7380. },
  7381. sortFacesByMaterialIndex: function () {
  7382. var faces = this.faces;
  7383. var length = faces.length;
  7384. // tag faces
  7385. for ( var i = 0; i < length; i ++ ) {
  7386. faces[ i ]._id = i;
  7387. }
  7388. // sort faces
  7389. function materialIndexSort( a, b ) {
  7390. return a.materialIndex - b.materialIndex;
  7391. }
  7392. faces.sort( materialIndexSort );
  7393. // sort uvs
  7394. var uvs1 = this.faceVertexUvs[ 0 ];
  7395. var uvs2 = this.faceVertexUvs[ 1 ];
  7396. var newUvs1, newUvs2;
  7397. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7398. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7399. for ( var i = 0; i < length; i ++ ) {
  7400. var id = faces[ i ]._id;
  7401. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7402. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7403. }
  7404. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7405. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7406. },
  7407. toJSON: function () {
  7408. var data = {
  7409. metadata: {
  7410. version: 4.5,
  7411. type: 'Geometry',
  7412. generator: 'Geometry.toJSON'
  7413. }
  7414. };
  7415. // standard Geometry serialization
  7416. data.uuid = this.uuid;
  7417. data.type = this.type;
  7418. if ( this.name !== '' ) { data.name = this.name; }
  7419. if ( this.parameters !== undefined ) {
  7420. var parameters = this.parameters;
  7421. for ( var key in parameters ) {
  7422. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7423. }
  7424. return data;
  7425. }
  7426. var vertices = [];
  7427. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7428. var vertex = this.vertices[ i ];
  7429. vertices.push( vertex.x, vertex.y, vertex.z );
  7430. }
  7431. var faces = [];
  7432. var normals = [];
  7433. var normalsHash = {};
  7434. var colors = [];
  7435. var colorsHash = {};
  7436. var uvs = [];
  7437. var uvsHash = {};
  7438. for ( var i = 0; i < this.faces.length; i ++ ) {
  7439. var face = this.faces[ i ];
  7440. var hasMaterial = true;
  7441. var hasFaceUv = false; // deprecated
  7442. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7443. var hasFaceNormal = face.normal.length() > 0;
  7444. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7445. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7446. var hasFaceVertexColor = face.vertexColors.length > 0;
  7447. var faceType = 0;
  7448. faceType = setBit( faceType, 0, 0 ); // isQuad
  7449. faceType = setBit( faceType, 1, hasMaterial );
  7450. faceType = setBit( faceType, 2, hasFaceUv );
  7451. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7452. faceType = setBit( faceType, 4, hasFaceNormal );
  7453. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7454. faceType = setBit( faceType, 6, hasFaceColor );
  7455. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7456. faces.push( faceType );
  7457. faces.push( face.a, face.b, face.c );
  7458. faces.push( face.materialIndex );
  7459. if ( hasFaceVertexUv ) {
  7460. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7461. faces.push(
  7462. getUvIndex( faceVertexUvs[ 0 ] ),
  7463. getUvIndex( faceVertexUvs[ 1 ] ),
  7464. getUvIndex( faceVertexUvs[ 2 ] )
  7465. );
  7466. }
  7467. if ( hasFaceNormal ) {
  7468. faces.push( getNormalIndex( face.normal ) );
  7469. }
  7470. if ( hasFaceVertexNormal ) {
  7471. var vertexNormals = face.vertexNormals;
  7472. faces.push(
  7473. getNormalIndex( vertexNormals[ 0 ] ),
  7474. getNormalIndex( vertexNormals[ 1 ] ),
  7475. getNormalIndex( vertexNormals[ 2 ] )
  7476. );
  7477. }
  7478. if ( hasFaceColor ) {
  7479. faces.push( getColorIndex( face.color ) );
  7480. }
  7481. if ( hasFaceVertexColor ) {
  7482. var vertexColors = face.vertexColors;
  7483. faces.push(
  7484. getColorIndex( vertexColors[ 0 ] ),
  7485. getColorIndex( vertexColors[ 1 ] ),
  7486. getColorIndex( vertexColors[ 2 ] )
  7487. );
  7488. }
  7489. }
  7490. function setBit( value, position, enabled ) {
  7491. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7492. }
  7493. function getNormalIndex( normal ) {
  7494. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7495. if ( normalsHash[ hash ] !== undefined ) {
  7496. return normalsHash[ hash ];
  7497. }
  7498. normalsHash[ hash ] = normals.length / 3;
  7499. normals.push( normal.x, normal.y, normal.z );
  7500. return normalsHash[ hash ];
  7501. }
  7502. function getColorIndex( color ) {
  7503. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7504. if ( colorsHash[ hash ] !== undefined ) {
  7505. return colorsHash[ hash ];
  7506. }
  7507. colorsHash[ hash ] = colors.length;
  7508. colors.push( color.getHex() );
  7509. return colorsHash[ hash ];
  7510. }
  7511. function getUvIndex( uv ) {
  7512. var hash = uv.x.toString() + uv.y.toString();
  7513. if ( uvsHash[ hash ] !== undefined ) {
  7514. return uvsHash[ hash ];
  7515. }
  7516. uvsHash[ hash ] = uvs.length / 2;
  7517. uvs.push( uv.x, uv.y );
  7518. return uvsHash[ hash ];
  7519. }
  7520. data.data = {};
  7521. data.data.vertices = vertices;
  7522. data.data.normals = normals;
  7523. if ( colors.length > 0 ) { data.data.colors = colors; }
  7524. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7525. data.data.faces = faces;
  7526. return data;
  7527. },
  7528. clone: function () {
  7529. /*
  7530. // Handle primitives
  7531. var parameters = this.parameters;
  7532. if ( parameters !== undefined ) {
  7533. var values = [];
  7534. for ( var key in parameters ) {
  7535. values.push( parameters[ key ] );
  7536. }
  7537. var geometry = Object.create( this.constructor.prototype );
  7538. this.constructor.apply( geometry, values );
  7539. return geometry;
  7540. }
  7541. return new this.constructor().copy( this );
  7542. */
  7543. return new Geometry().copy( this );
  7544. },
  7545. copy: function ( source ) {
  7546. var i, il, j, jl, k, kl;
  7547. // reset
  7548. this.vertices = [];
  7549. this.colors = [];
  7550. this.faces = [];
  7551. this.faceVertexUvs = [[]];
  7552. this.morphTargets = [];
  7553. this.morphNormals = [];
  7554. this.skinWeights = [];
  7555. this.skinIndices = [];
  7556. this.lineDistances = [];
  7557. this.boundingBox = null;
  7558. this.boundingSphere = null;
  7559. // name
  7560. this.name = source.name;
  7561. // vertices
  7562. var vertices = source.vertices;
  7563. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7564. this.vertices.push( vertices[ i ].clone() );
  7565. }
  7566. // colors
  7567. var colors = source.colors;
  7568. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7569. this.colors.push( colors[ i ].clone() );
  7570. }
  7571. // faces
  7572. var faces = source.faces;
  7573. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7574. this.faces.push( faces[ i ].clone() );
  7575. }
  7576. // face vertex uvs
  7577. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7578. var faceVertexUvs = source.faceVertexUvs[ i ];
  7579. if ( this.faceVertexUvs[ i ] === undefined ) {
  7580. this.faceVertexUvs[ i ] = [];
  7581. }
  7582. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7583. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7584. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7585. var uv = uvs[ k ];
  7586. uvsCopy.push( uv.clone() );
  7587. }
  7588. this.faceVertexUvs[ i ].push( uvsCopy );
  7589. }
  7590. }
  7591. // morph targets
  7592. var morphTargets = source.morphTargets;
  7593. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7594. var morphTarget = {};
  7595. morphTarget.name = morphTargets[ i ].name;
  7596. // vertices
  7597. if ( morphTargets[ i ].vertices !== undefined ) {
  7598. morphTarget.vertices = [];
  7599. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7600. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7601. }
  7602. }
  7603. // normals
  7604. if ( morphTargets[ i ].normals !== undefined ) {
  7605. morphTarget.normals = [];
  7606. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7607. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7608. }
  7609. }
  7610. this.morphTargets.push( morphTarget );
  7611. }
  7612. // morph normals
  7613. var morphNormals = source.morphNormals;
  7614. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7615. var morphNormal = {};
  7616. // vertex normals
  7617. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7618. morphNormal.vertexNormals = [];
  7619. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7620. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7621. var destVertexNormal = {};
  7622. destVertexNormal.a = srcVertexNormal.a.clone();
  7623. destVertexNormal.b = srcVertexNormal.b.clone();
  7624. destVertexNormal.c = srcVertexNormal.c.clone();
  7625. morphNormal.vertexNormals.push( destVertexNormal );
  7626. }
  7627. }
  7628. // face normals
  7629. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7630. morphNormal.faceNormals = [];
  7631. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7632. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7633. }
  7634. }
  7635. this.morphNormals.push( morphNormal );
  7636. }
  7637. // skin weights
  7638. var skinWeights = source.skinWeights;
  7639. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7640. this.skinWeights.push( skinWeights[ i ].clone() );
  7641. }
  7642. // skin indices
  7643. var skinIndices = source.skinIndices;
  7644. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7645. this.skinIndices.push( skinIndices[ i ].clone() );
  7646. }
  7647. // line distances
  7648. var lineDistances = source.lineDistances;
  7649. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7650. this.lineDistances.push( lineDistances[ i ] );
  7651. }
  7652. // bounding box
  7653. var boundingBox = source.boundingBox;
  7654. if ( boundingBox !== null ) {
  7655. this.boundingBox = boundingBox.clone();
  7656. }
  7657. // bounding sphere
  7658. var boundingSphere = source.boundingSphere;
  7659. if ( boundingSphere !== null ) {
  7660. this.boundingSphere = boundingSphere.clone();
  7661. }
  7662. // update flags
  7663. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7664. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7665. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7666. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7667. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7668. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7669. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7670. return this;
  7671. },
  7672. dispose: function () {
  7673. this.dispatchEvent( { type: 'dispose' } );
  7674. }
  7675. } );
  7676. /**
  7677. * @author mrdoob / http://mrdoob.com/
  7678. * @author Mugen87 / https://github.com/Mugen87
  7679. */
  7680. // BoxGeometry
  7681. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7682. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7683. Geometry.call(this);
  7684. this.type = 'BoxGeometry';
  7685. this.parameters = {
  7686. width: width,
  7687. height: height,
  7688. depth: depth,
  7689. widthSegments: widthSegments,
  7690. heightSegments: heightSegments,
  7691. depthSegments: depthSegments
  7692. };
  7693. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7694. this.mergeVertices();
  7695. }
  7696. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7697. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7698. BoxGeometry.prototype.constructor = BoxGeometry;
  7699. return BoxGeometry;
  7700. }(Geometry));
  7701. // BoxBufferGeometry
  7702. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7703. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7704. BufferGeometry.call(this);
  7705. this.type = 'BoxBufferGeometry';
  7706. this.parameters = {
  7707. width: width,
  7708. height: height,
  7709. depth: depth,
  7710. widthSegments: widthSegments,
  7711. heightSegments: heightSegments,
  7712. depthSegments: depthSegments
  7713. };
  7714. var scope = this;
  7715. width = width || 1;
  7716. height = height || 1;
  7717. depth = depth || 1;
  7718. // segments
  7719. widthSegments = Math.floor( widthSegments ) || 1;
  7720. heightSegments = Math.floor( heightSegments ) || 1;
  7721. depthSegments = Math.floor( depthSegments ) || 1;
  7722. // buffers
  7723. var indices = [];
  7724. var vertices = [];
  7725. var normals = [];
  7726. var uvs = [];
  7727. // helper variables
  7728. var numberOfVertices = 0;
  7729. var groupStart = 0;
  7730. // build each side of the box geometry
  7731. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7732. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7733. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7734. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7735. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7736. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7737. // build geometry
  7738. this.setIndex( indices );
  7739. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7740. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7741. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7742. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7743. var segmentWidth = width / gridX;
  7744. var segmentHeight = height / gridY;
  7745. var widthHalf = width / 2;
  7746. var heightHalf = height / 2;
  7747. var depthHalf = depth / 2;
  7748. var gridX1 = gridX + 1;
  7749. var gridY1 = gridY + 1;
  7750. var vertexCounter = 0;
  7751. var groupCount = 0;
  7752. var ix, iy;
  7753. var vector = new Vector3();
  7754. // generate vertices, normals and uvs
  7755. for ( iy = 0; iy < gridY1; iy ++ ) {
  7756. var y = iy * segmentHeight - heightHalf;
  7757. for ( ix = 0; ix < gridX1; ix ++ ) {
  7758. var x = ix * segmentWidth - widthHalf;
  7759. // set values to correct vector component
  7760. vector[ u ] = x * udir;
  7761. vector[ v ] = y * vdir;
  7762. vector[ w ] = depthHalf;
  7763. // now apply vector to vertex buffer
  7764. vertices.push( vector.x, vector.y, vector.z );
  7765. // set values to correct vector component
  7766. vector[ u ] = 0;
  7767. vector[ v ] = 0;
  7768. vector[ w ] = depth > 0 ? 1 : - 1;
  7769. // now apply vector to normal buffer
  7770. normals.push( vector.x, vector.y, vector.z );
  7771. // uvs
  7772. uvs.push( ix / gridX );
  7773. uvs.push( 1 - ( iy / gridY ) );
  7774. // counters
  7775. vertexCounter += 1;
  7776. }
  7777. }
  7778. // indices
  7779. // 1. you need three indices to draw a single face
  7780. // 2. a single segment consists of two faces
  7781. // 3. so we need to generate six (2*3) indices per segment
  7782. for ( iy = 0; iy < gridY; iy ++ ) {
  7783. for ( ix = 0; ix < gridX; ix ++ ) {
  7784. var a = numberOfVertices + ix + gridX1 * iy;
  7785. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7786. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7787. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7788. // faces
  7789. indices.push( a, b, d );
  7790. indices.push( b, c, d );
  7791. // increase counter
  7792. groupCount += 6;
  7793. }
  7794. }
  7795. // add a group to the geometry. this will ensure multi material support
  7796. scope.addGroup( groupStart, groupCount, materialIndex );
  7797. // calculate new start value for groups
  7798. groupStart += groupCount;
  7799. // update total number of vertices
  7800. numberOfVertices += vertexCounter;
  7801. }
  7802. }
  7803. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7804. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7805. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7806. return BoxBufferGeometry;
  7807. }(BufferGeometry));
  7808. /**
  7809. * Uniform Utilities
  7810. */
  7811. function cloneUniforms( src ) {
  7812. var dst = {};
  7813. for ( var u in src ) {
  7814. dst[ u ] = {};
  7815. for ( var p in src[ u ] ) {
  7816. var property = src[ u ][ p ];
  7817. if ( property && ( property.isColor ||
  7818. property.isMatrix3 || property.isMatrix4 ||
  7819. property.isVector2 || property.isVector3 || property.isVector4 ||
  7820. property.isTexture ) ) {
  7821. dst[ u ][ p ] = property.clone();
  7822. } else if ( Array.isArray( property ) ) {
  7823. dst[ u ][ p ] = property.slice();
  7824. } else {
  7825. dst[ u ][ p ] = property;
  7826. }
  7827. }
  7828. }
  7829. return dst;
  7830. }
  7831. function mergeUniforms( uniforms ) {
  7832. var merged = {};
  7833. for ( var u = 0; u < uniforms.length; u ++ ) {
  7834. var tmp = cloneUniforms( uniforms[ u ] );
  7835. for ( var p in tmp ) {
  7836. merged[ p ] = tmp[ p ];
  7837. }
  7838. }
  7839. return merged;
  7840. }
  7841. // Legacy
  7842. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7843. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7844. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7845. /**
  7846. * @author alteredq / http://alteredqualia.com/
  7847. *
  7848. * parameters = {
  7849. * defines: { "label" : "value" },
  7850. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7851. *
  7852. * fragmentShader: <string>,
  7853. * vertexShader: <string>,
  7854. *
  7855. * wireframe: <boolean>,
  7856. * wireframeLinewidth: <float>,
  7857. *
  7858. * lights: <bool>,
  7859. *
  7860. * skinning: <bool>,
  7861. * morphTargets: <bool>,
  7862. * morphNormals: <bool>
  7863. * }
  7864. */
  7865. function ShaderMaterial( parameters ) {
  7866. Material.call( this );
  7867. this.type = 'ShaderMaterial';
  7868. this.defines = {};
  7869. this.uniforms = {};
  7870. this.vertexShader = default_vertex;
  7871. this.fragmentShader = default_fragment;
  7872. this.linewidth = 1;
  7873. this.wireframe = false;
  7874. this.wireframeLinewidth = 1;
  7875. this.fog = false; // set to use scene fog
  7876. this.lights = false; // set to use scene lights
  7877. this.clipping = false; // set to use user-defined clipping planes
  7878. this.skinning = false; // set to use skinning attribute streams
  7879. this.morphTargets = false; // set to use morph targets
  7880. this.morphNormals = false; // set to use morph normals
  7881. this.extensions = {
  7882. derivatives: false, // set to use derivatives
  7883. fragDepth: false, // set to use fragment depth values
  7884. drawBuffers: false, // set to use draw buffers
  7885. shaderTextureLOD: false // set to use shader texture LOD
  7886. };
  7887. // When rendered geometry doesn't include these attributes but the material does,
  7888. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7889. this.defaultAttributeValues = {
  7890. 'color': [ 1, 1, 1 ],
  7891. 'uv': [ 0, 0 ],
  7892. 'uv2': [ 0, 0 ]
  7893. };
  7894. this.index0AttributeName = undefined;
  7895. this.uniformsNeedUpdate = false;
  7896. if ( parameters !== undefined ) {
  7897. if ( parameters.attributes !== undefined ) {
  7898. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7899. }
  7900. this.setValues( parameters );
  7901. }
  7902. }
  7903. ShaderMaterial.prototype = Object.create( Material.prototype );
  7904. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7905. ShaderMaterial.prototype.isShaderMaterial = true;
  7906. ShaderMaterial.prototype.copy = function ( source ) {
  7907. Material.prototype.copy.call( this, source );
  7908. this.fragmentShader = source.fragmentShader;
  7909. this.vertexShader = source.vertexShader;
  7910. this.uniforms = cloneUniforms( source.uniforms );
  7911. this.defines = Object.assign( {}, source.defines );
  7912. this.wireframe = source.wireframe;
  7913. this.wireframeLinewidth = source.wireframeLinewidth;
  7914. this.lights = source.lights;
  7915. this.clipping = source.clipping;
  7916. this.skinning = source.skinning;
  7917. this.morphTargets = source.morphTargets;
  7918. this.morphNormals = source.morphNormals;
  7919. this.extensions = source.extensions;
  7920. return this;
  7921. };
  7922. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7923. var data = Material.prototype.toJSON.call( this, meta );
  7924. data.uniforms = {};
  7925. for ( var name in this.uniforms ) {
  7926. var uniform = this.uniforms[ name ];
  7927. var value = uniform.value;
  7928. if ( value && value.isTexture ) {
  7929. data.uniforms[ name ] = {
  7930. type: 't',
  7931. value: value.toJSON( meta ).uuid
  7932. };
  7933. } else if ( value && value.isColor ) {
  7934. data.uniforms[ name ] = {
  7935. type: 'c',
  7936. value: value.getHex()
  7937. };
  7938. } else if ( value && value.isVector2 ) {
  7939. data.uniforms[ name ] = {
  7940. type: 'v2',
  7941. value: value.toArray()
  7942. };
  7943. } else if ( value && value.isVector3 ) {
  7944. data.uniforms[ name ] = {
  7945. type: 'v3',
  7946. value: value.toArray()
  7947. };
  7948. } else if ( value && value.isVector4 ) {
  7949. data.uniforms[ name ] = {
  7950. type: 'v4',
  7951. value: value.toArray()
  7952. };
  7953. } else if ( value && value.isMatrix3 ) {
  7954. data.uniforms[ name ] = {
  7955. type: 'm3',
  7956. value: value.toArray()
  7957. };
  7958. } else if ( value && value.isMatrix4 ) {
  7959. data.uniforms[ name ] = {
  7960. type: 'm4',
  7961. value: value.toArray()
  7962. };
  7963. } else {
  7964. data.uniforms[ name ] = {
  7965. value: value
  7966. };
  7967. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7968. }
  7969. }
  7970. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7971. data.vertexShader = this.vertexShader;
  7972. data.fragmentShader = this.fragmentShader;
  7973. var extensions = {};
  7974. for ( var key in this.extensions ) {
  7975. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7976. }
  7977. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7978. return data;
  7979. };
  7980. /**
  7981. * @author mrdoob / http://mrdoob.com/
  7982. * @author mikael emtinger / http://gomo.se/
  7983. * @author WestLangley / http://github.com/WestLangley
  7984. */
  7985. function Camera() {
  7986. Object3D.call( this );
  7987. this.type = 'Camera';
  7988. this.matrixWorldInverse = new Matrix4();
  7989. this.projectionMatrix = new Matrix4();
  7990. this.projectionMatrixInverse = new Matrix4();
  7991. }
  7992. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7993. constructor: Camera,
  7994. isCamera: true,
  7995. copy: function ( source, recursive ) {
  7996. Object3D.prototype.copy.call( this, source, recursive );
  7997. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7998. this.projectionMatrix.copy( source.projectionMatrix );
  7999. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8000. return this;
  8001. },
  8002. getWorldDirection: function ( target ) {
  8003. if ( target === undefined ) {
  8004. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8005. target = new Vector3();
  8006. }
  8007. this.updateMatrixWorld( true );
  8008. var e = this.matrixWorld.elements;
  8009. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8010. },
  8011. updateMatrixWorld: function ( force ) {
  8012. Object3D.prototype.updateMatrixWorld.call( this, force );
  8013. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8014. },
  8015. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8016. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8017. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8018. },
  8019. clone: function () {
  8020. return new this.constructor().copy( this );
  8021. }
  8022. } );
  8023. /**
  8024. * @author mrdoob / http://mrdoob.com/
  8025. * @author greggman / http://games.greggman.com/
  8026. * @author zz85 / http://www.lab4games.net/zz85/blog
  8027. * @author tschw
  8028. */
  8029. function PerspectiveCamera( fov, aspect, near, far ) {
  8030. Camera.call( this );
  8031. this.type = 'PerspectiveCamera';
  8032. this.fov = fov !== undefined ? fov : 50;
  8033. this.zoom = 1;
  8034. this.near = near !== undefined ? near : 0.1;
  8035. this.far = far !== undefined ? far : 2000;
  8036. this.focus = 10;
  8037. this.aspect = aspect !== undefined ? aspect : 1;
  8038. this.view = null;
  8039. this.filmGauge = 35; // width of the film (default in millimeters)
  8040. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8041. this.updateProjectionMatrix();
  8042. }
  8043. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8044. constructor: PerspectiveCamera,
  8045. isPerspectiveCamera: true,
  8046. copy: function ( source, recursive ) {
  8047. Camera.prototype.copy.call( this, source, recursive );
  8048. this.fov = source.fov;
  8049. this.zoom = source.zoom;
  8050. this.near = source.near;
  8051. this.far = source.far;
  8052. this.focus = source.focus;
  8053. this.aspect = source.aspect;
  8054. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8055. this.filmGauge = source.filmGauge;
  8056. this.filmOffset = source.filmOffset;
  8057. return this;
  8058. },
  8059. /**
  8060. * Sets the FOV by focal length in respect to the current .filmGauge.
  8061. *
  8062. * The default film gauge is 35, so that the focal length can be specified for
  8063. * a 35mm (full frame) camera.
  8064. *
  8065. * Values for focal length and film gauge must have the same unit.
  8066. */
  8067. setFocalLength: function ( focalLength ) {
  8068. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8069. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8070. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8071. this.updateProjectionMatrix();
  8072. },
  8073. /**
  8074. * Calculates the focal length from the current .fov and .filmGauge.
  8075. */
  8076. getFocalLength: function () {
  8077. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8078. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8079. },
  8080. getEffectiveFOV: function () {
  8081. return MathUtils.RAD2DEG * 2 * Math.atan(
  8082. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8083. },
  8084. getFilmWidth: function () {
  8085. // film not completely covered in portrait format (aspect < 1)
  8086. return this.filmGauge * Math.min( this.aspect, 1 );
  8087. },
  8088. getFilmHeight: function () {
  8089. // film not completely covered in landscape format (aspect > 1)
  8090. return this.filmGauge / Math.max( this.aspect, 1 );
  8091. },
  8092. /**
  8093. * Sets an offset in a larger frustum. This is useful for multi-window or
  8094. * multi-monitor/multi-machine setups.
  8095. *
  8096. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8097. * the monitors are in grid like this
  8098. *
  8099. * +---+---+---+
  8100. * | A | B | C |
  8101. * +---+---+---+
  8102. * | D | E | F |
  8103. * +---+---+---+
  8104. *
  8105. * then for each monitor you would call it like this
  8106. *
  8107. * var w = 1920;
  8108. * var h = 1080;
  8109. * var fullWidth = w * 3;
  8110. * var fullHeight = h * 2;
  8111. *
  8112. * --A--
  8113. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8114. * --B--
  8115. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8116. * --C--
  8117. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8118. * --D--
  8119. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8120. * --E--
  8121. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8122. * --F--
  8123. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8124. *
  8125. * Note there is no reason monitors have to be the same size or in a grid.
  8126. */
  8127. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8128. this.aspect = fullWidth / fullHeight;
  8129. if ( this.view === null ) {
  8130. this.view = {
  8131. enabled: true,
  8132. fullWidth: 1,
  8133. fullHeight: 1,
  8134. offsetX: 0,
  8135. offsetY: 0,
  8136. width: 1,
  8137. height: 1
  8138. };
  8139. }
  8140. this.view.enabled = true;
  8141. this.view.fullWidth = fullWidth;
  8142. this.view.fullHeight = fullHeight;
  8143. this.view.offsetX = x;
  8144. this.view.offsetY = y;
  8145. this.view.width = width;
  8146. this.view.height = height;
  8147. this.updateProjectionMatrix();
  8148. },
  8149. clearViewOffset: function () {
  8150. if ( this.view !== null ) {
  8151. this.view.enabled = false;
  8152. }
  8153. this.updateProjectionMatrix();
  8154. },
  8155. updateProjectionMatrix: function () {
  8156. var near = this.near,
  8157. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8158. height = 2 * top,
  8159. width = this.aspect * height,
  8160. left = - 0.5 * width,
  8161. view = this.view;
  8162. if ( this.view !== null && this.view.enabled ) {
  8163. var fullWidth = view.fullWidth,
  8164. fullHeight = view.fullHeight;
  8165. left += view.offsetX * width / fullWidth;
  8166. top -= view.offsetY * height / fullHeight;
  8167. width *= view.width / fullWidth;
  8168. height *= view.height / fullHeight;
  8169. }
  8170. var skew = this.filmOffset;
  8171. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8172. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8173. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8174. },
  8175. toJSON: function ( meta ) {
  8176. var data = Object3D.prototype.toJSON.call( this, meta );
  8177. data.object.fov = this.fov;
  8178. data.object.zoom = this.zoom;
  8179. data.object.near = this.near;
  8180. data.object.far = this.far;
  8181. data.object.focus = this.focus;
  8182. data.object.aspect = this.aspect;
  8183. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8184. data.object.filmGauge = this.filmGauge;
  8185. data.object.filmOffset = this.filmOffset;
  8186. return data;
  8187. }
  8188. } );
  8189. /**
  8190. * Camera for rendering cube maps
  8191. * - renders scene into axis-aligned cube
  8192. *
  8193. * @author alteredq / http://alteredqualia.com/
  8194. */
  8195. var fov = 90, aspect = 1;
  8196. function CubeCamera( near, far, cubeResolution, options ) {
  8197. Object3D.call( this );
  8198. this.type = 'CubeCamera';
  8199. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8200. cameraPX.up.set( 0, - 1, 0 );
  8201. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8202. this.add( cameraPX );
  8203. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8204. cameraNX.up.set( 0, - 1, 0 );
  8205. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8206. this.add( cameraNX );
  8207. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8208. cameraPY.up.set( 0, 0, 1 );
  8209. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8210. this.add( cameraPY );
  8211. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8212. cameraNY.up.set( 0, 0, - 1 );
  8213. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8214. this.add( cameraNY );
  8215. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8216. cameraPZ.up.set( 0, - 1, 0 );
  8217. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8218. this.add( cameraPZ );
  8219. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8220. cameraNZ.up.set( 0, - 1, 0 );
  8221. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8222. this.add( cameraNZ );
  8223. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8224. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8225. this.renderTarget.texture.name = "CubeCamera";
  8226. this.update = function ( renderer, scene ) {
  8227. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8228. var currentRenderTarget = renderer.getRenderTarget();
  8229. var renderTarget = this.renderTarget;
  8230. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8231. renderTarget.texture.generateMipmaps = false;
  8232. renderer.setRenderTarget( renderTarget, 0 );
  8233. renderer.render( scene, cameraPX );
  8234. renderer.setRenderTarget( renderTarget, 1 );
  8235. renderer.render( scene, cameraNX );
  8236. renderer.setRenderTarget( renderTarget, 2 );
  8237. renderer.render( scene, cameraPY );
  8238. renderer.setRenderTarget( renderTarget, 3 );
  8239. renderer.render( scene, cameraNY );
  8240. renderer.setRenderTarget( renderTarget, 4 );
  8241. renderer.render( scene, cameraPZ );
  8242. renderTarget.texture.generateMipmaps = generateMipmaps;
  8243. renderer.setRenderTarget( renderTarget, 5 );
  8244. renderer.render( scene, cameraNZ );
  8245. renderer.setRenderTarget( currentRenderTarget );
  8246. };
  8247. this.clear = function ( renderer, color, depth, stencil ) {
  8248. var currentRenderTarget = renderer.getRenderTarget();
  8249. var renderTarget = this.renderTarget;
  8250. for ( var i = 0; i < 6; i ++ ) {
  8251. renderer.setRenderTarget( renderTarget, i );
  8252. renderer.clear( color, depth, stencil );
  8253. }
  8254. renderer.setRenderTarget( currentRenderTarget );
  8255. };
  8256. }
  8257. CubeCamera.prototype = Object.create( Object3D.prototype );
  8258. CubeCamera.prototype.constructor = CubeCamera;
  8259. /**
  8260. * @author alteredq / http://alteredqualia.com
  8261. * @author WestLangley / http://github.com/WestLangley
  8262. */
  8263. function WebGLCubeRenderTarget( size, options, dummy ) {
  8264. if ( Number.isInteger( options ) ) {
  8265. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8266. options = dummy;
  8267. }
  8268. WebGLRenderTarget.call( this, size, size, options );
  8269. }
  8270. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8271. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8272. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8273. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8274. this.texture.type = texture.type;
  8275. this.texture.format = texture.format;
  8276. this.texture.encoding = texture.encoding;
  8277. var scene = new Scene();
  8278. var shader = {
  8279. uniforms: {
  8280. tEquirect: { value: null },
  8281. },
  8282. vertexShader: [
  8283. "varying vec3 vWorldDirection;",
  8284. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8285. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8286. "}",
  8287. "void main() {",
  8288. " vWorldDirection = transformDirection( position, modelMatrix );",
  8289. " #include <begin_vertex>",
  8290. " #include <project_vertex>",
  8291. "}"
  8292. ].join( '\n' ),
  8293. fragmentShader: [
  8294. "uniform sampler2D tEquirect;",
  8295. "varying vec3 vWorldDirection;",
  8296. "#define RECIPROCAL_PI 0.31830988618",
  8297. "#define RECIPROCAL_PI2 0.15915494",
  8298. "void main() {",
  8299. " vec3 direction = normalize( vWorldDirection );",
  8300. " vec2 sampleUV;",
  8301. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8302. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8303. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8304. "}"
  8305. ].join( '\n' ),
  8306. };
  8307. var material = new ShaderMaterial( {
  8308. type: 'CubemapFromEquirect',
  8309. uniforms: cloneUniforms( shader.uniforms ),
  8310. vertexShader: shader.vertexShader,
  8311. fragmentShader: shader.fragmentShader,
  8312. side: BackSide,
  8313. blending: NoBlending
  8314. } );
  8315. material.uniforms.tEquirect.value = texture;
  8316. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8317. scene.add( mesh );
  8318. var camera = new CubeCamera( 1, 10, 1 );
  8319. camera.renderTarget = this;
  8320. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8321. camera.update( renderer, scene );
  8322. mesh.geometry.dispose();
  8323. mesh.material.dispose();
  8324. return this;
  8325. };
  8326. /**
  8327. * @author alteredq / http://alteredqualia.com/
  8328. */
  8329. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8330. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8331. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8332. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8333. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8334. this.generateMipmaps = false;
  8335. this.flipY = false;
  8336. this.unpackAlignment = 1;
  8337. this.needsUpdate = true;
  8338. }
  8339. DataTexture.prototype = Object.create( Texture.prototype );
  8340. DataTexture.prototype.constructor = DataTexture;
  8341. DataTexture.prototype.isDataTexture = true;
  8342. /**
  8343. * @author mrdoob / http://mrdoob.com/
  8344. * @author alteredq / http://alteredqualia.com/
  8345. * @author bhouston / http://clara.io
  8346. */
  8347. var _sphere$1 = new Sphere();
  8348. var _vector$5 = new Vector3();
  8349. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8350. this.planes = [
  8351. ( p0 !== undefined ) ? p0 : new Plane(),
  8352. ( p1 !== undefined ) ? p1 : new Plane(),
  8353. ( p2 !== undefined ) ? p2 : new Plane(),
  8354. ( p3 !== undefined ) ? p3 : new Plane(),
  8355. ( p4 !== undefined ) ? p4 : new Plane(),
  8356. ( p5 !== undefined ) ? p5 : new Plane()
  8357. ];
  8358. }
  8359. Object.assign( Frustum.prototype, {
  8360. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8361. var planes = this.planes;
  8362. planes[ 0 ].copy( p0 );
  8363. planes[ 1 ].copy( p1 );
  8364. planes[ 2 ].copy( p2 );
  8365. planes[ 3 ].copy( p3 );
  8366. planes[ 4 ].copy( p4 );
  8367. planes[ 5 ].copy( p5 );
  8368. return this;
  8369. },
  8370. clone: function () {
  8371. return new this.constructor().copy( this );
  8372. },
  8373. copy: function ( frustum ) {
  8374. var planes = this.planes;
  8375. for ( var i = 0; i < 6; i ++ ) {
  8376. planes[ i ].copy( frustum.planes[ i ] );
  8377. }
  8378. return this;
  8379. },
  8380. setFromProjectionMatrix: function ( m ) {
  8381. var planes = this.planes;
  8382. var me = m.elements;
  8383. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8384. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8385. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8386. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8387. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8388. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8389. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8390. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8391. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8392. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8393. return this;
  8394. },
  8395. intersectsObject: function ( object ) {
  8396. var geometry = object.geometry;
  8397. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8398. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8399. return this.intersectsSphere( _sphere$1 );
  8400. },
  8401. intersectsSprite: function ( sprite ) {
  8402. _sphere$1.center.set( 0, 0, 0 );
  8403. _sphere$1.radius = 0.7071067811865476;
  8404. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8405. return this.intersectsSphere( _sphere$1 );
  8406. },
  8407. intersectsSphere: function ( sphere ) {
  8408. var planes = this.planes;
  8409. var center = sphere.center;
  8410. var negRadius = - sphere.radius;
  8411. for ( var i = 0; i < 6; i ++ ) {
  8412. var distance = planes[ i ].distanceToPoint( center );
  8413. if ( distance < negRadius ) {
  8414. return false;
  8415. }
  8416. }
  8417. return true;
  8418. },
  8419. intersectsBox: function ( box ) {
  8420. var planes = this.planes;
  8421. for ( var i = 0; i < 6; i ++ ) {
  8422. var plane = planes[ i ];
  8423. // corner at max distance
  8424. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8425. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8426. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8427. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8428. return false;
  8429. }
  8430. }
  8431. return true;
  8432. },
  8433. containsPoint: function ( point ) {
  8434. var planes = this.planes;
  8435. for ( var i = 0; i < 6; i ++ ) {
  8436. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8437. return false;
  8438. }
  8439. }
  8440. return true;
  8441. }
  8442. } );
  8443. /**
  8444. * Uniforms library for shared webgl shaders
  8445. */
  8446. var UniformsLib = {
  8447. common: {
  8448. diffuse: { value: new Color( 0xeeeeee ) },
  8449. opacity: { value: 1.0 },
  8450. map: { value: null },
  8451. uvTransform: { value: new Matrix3() },
  8452. uv2Transform: { value: new Matrix3() },
  8453. alphaMap: { value: null },
  8454. },
  8455. specularmap: {
  8456. specularMap: { value: null },
  8457. },
  8458. envmap: {
  8459. envMap: { value: null },
  8460. flipEnvMap: { value: - 1 },
  8461. reflectivity: { value: 1.0 },
  8462. refractionRatio: { value: 0.98 },
  8463. maxMipLevel: { value: 0 }
  8464. },
  8465. aomap: {
  8466. aoMap: { value: null },
  8467. aoMapIntensity: { value: 1 }
  8468. },
  8469. lightmap: {
  8470. lightMap: { value: null },
  8471. lightMapIntensity: { value: 1 }
  8472. },
  8473. emissivemap: {
  8474. emissiveMap: { value: null }
  8475. },
  8476. bumpmap: {
  8477. bumpMap: { value: null },
  8478. bumpScale: { value: 1 }
  8479. },
  8480. normalmap: {
  8481. normalMap: { value: null },
  8482. normalScale: { value: new Vector2( 1, 1 ) }
  8483. },
  8484. displacementmap: {
  8485. displacementMap: { value: null },
  8486. displacementScale: { value: 1 },
  8487. displacementBias: { value: 0 }
  8488. },
  8489. roughnessmap: {
  8490. roughnessMap: { value: null }
  8491. },
  8492. metalnessmap: {
  8493. metalnessMap: { value: null }
  8494. },
  8495. gradientmap: {
  8496. gradientMap: { value: null }
  8497. },
  8498. fog: {
  8499. fogDensity: { value: 0.00025 },
  8500. fogNear: { value: 1 },
  8501. fogFar: { value: 2000 },
  8502. fogColor: { value: new Color( 0xffffff ) }
  8503. },
  8504. lights: {
  8505. ambientLightColor: { value: [] },
  8506. lightProbe: { value: [] },
  8507. directionalLights: { value: [], properties: {
  8508. direction: {},
  8509. color: {}
  8510. } },
  8511. directionalLightShadows: { value: [], properties: {
  8512. shadowBias: {},
  8513. shadowRadius: {},
  8514. shadowMapSize: {}
  8515. } },
  8516. directionalShadowMap: { value: [] },
  8517. directionalShadowMatrix: { value: [] },
  8518. spotLights: { value: [], properties: {
  8519. color: {},
  8520. position: {},
  8521. direction: {},
  8522. distance: {},
  8523. coneCos: {},
  8524. penumbraCos: {},
  8525. decay: {}
  8526. } },
  8527. spotLightShadows: { value: [], properties: {
  8528. shadowBias: {},
  8529. shadowRadius: {},
  8530. shadowMapSize: {}
  8531. } },
  8532. spotShadowMap: { value: [] },
  8533. spotShadowMatrix: { value: [] },
  8534. pointLights: { value: [], properties: {
  8535. color: {},
  8536. position: {},
  8537. decay: {},
  8538. distance: {}
  8539. } },
  8540. pointLightShadows: { value: [], properties: {
  8541. shadowBias: {},
  8542. shadowRadius: {},
  8543. shadowMapSize: {},
  8544. shadowCameraNear: {},
  8545. shadowCameraFar: {}
  8546. } },
  8547. pointShadowMap: { value: [] },
  8548. pointShadowMatrix: { value: [] },
  8549. hemisphereLights: { value: [], properties: {
  8550. direction: {},
  8551. skyColor: {},
  8552. groundColor: {}
  8553. } },
  8554. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8555. rectAreaLights: { value: [], properties: {
  8556. color: {},
  8557. position: {},
  8558. width: {},
  8559. height: {}
  8560. } }
  8561. },
  8562. points: {
  8563. diffuse: { value: new Color( 0xeeeeee ) },
  8564. opacity: { value: 1.0 },
  8565. size: { value: 1.0 },
  8566. scale: { value: 1.0 },
  8567. map: { value: null },
  8568. alphaMap: { value: null },
  8569. uvTransform: { value: new Matrix3() }
  8570. },
  8571. sprite: {
  8572. diffuse: { value: new Color( 0xeeeeee ) },
  8573. opacity: { value: 1.0 },
  8574. center: { value: new Vector2( 0.5, 0.5 ) },
  8575. rotation: { value: 0.0 },
  8576. map: { value: null },
  8577. alphaMap: { value: null },
  8578. uvTransform: { value: new Matrix3() }
  8579. }
  8580. };
  8581. /**
  8582. * @author mrdoob / http://mrdoob.com/
  8583. */
  8584. function WebGLAnimation() {
  8585. var context = null;
  8586. var isAnimating = false;
  8587. var animationLoop = null;
  8588. function onAnimationFrame( time, frame ) {
  8589. if ( isAnimating === false ) { return; }
  8590. animationLoop( time, frame );
  8591. context.requestAnimationFrame( onAnimationFrame );
  8592. }
  8593. return {
  8594. start: function () {
  8595. if ( isAnimating === true ) { return; }
  8596. if ( animationLoop === null ) { return; }
  8597. context.requestAnimationFrame( onAnimationFrame );
  8598. isAnimating = true;
  8599. },
  8600. stop: function () {
  8601. isAnimating = false;
  8602. },
  8603. setAnimationLoop: function ( callback ) {
  8604. animationLoop = callback;
  8605. },
  8606. setContext: function ( value ) {
  8607. context = value;
  8608. }
  8609. };
  8610. }
  8611. /**
  8612. * @author mrdoob / http://mrdoob.com/
  8613. */
  8614. function WebGLAttributes( gl, capabilities ) {
  8615. var isWebGL2 = capabilities.isWebGL2;
  8616. var buffers = new WeakMap();
  8617. function createBuffer( attribute, bufferType ) {
  8618. var array = attribute.array;
  8619. var usage = attribute.usage;
  8620. var buffer = gl.createBuffer();
  8621. gl.bindBuffer( bufferType, buffer );
  8622. gl.bufferData( bufferType, array, usage );
  8623. attribute.onUploadCallback();
  8624. var type = 5126;
  8625. if ( array instanceof Float32Array ) {
  8626. type = 5126;
  8627. } else if ( array instanceof Float64Array ) {
  8628. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8629. } else if ( array instanceof Uint16Array ) {
  8630. type = 5123;
  8631. } else if ( array instanceof Int16Array ) {
  8632. type = 5122;
  8633. } else if ( array instanceof Uint32Array ) {
  8634. type = 5125;
  8635. } else if ( array instanceof Int32Array ) {
  8636. type = 5124;
  8637. } else if ( array instanceof Int8Array ) {
  8638. type = 5120;
  8639. } else if ( array instanceof Uint8Array ) {
  8640. type = 5121;
  8641. }
  8642. return {
  8643. buffer: buffer,
  8644. type: type,
  8645. bytesPerElement: array.BYTES_PER_ELEMENT,
  8646. version: attribute.version
  8647. };
  8648. }
  8649. function updateBuffer( buffer, attribute, bufferType ) {
  8650. var array = attribute.array;
  8651. var updateRange = attribute.updateRange;
  8652. gl.bindBuffer( bufferType, buffer );
  8653. if ( updateRange.count === - 1 ) {
  8654. // Not using update ranges
  8655. gl.bufferSubData( bufferType, 0, array );
  8656. } else {
  8657. if ( isWebGL2 ) {
  8658. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8659. array, updateRange.offset, updateRange.count );
  8660. } else {
  8661. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8662. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8663. }
  8664. updateRange.count = - 1; // reset range
  8665. }
  8666. }
  8667. //
  8668. function get( attribute ) {
  8669. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8670. return buffers.get( attribute );
  8671. }
  8672. function remove( attribute ) {
  8673. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8674. var data = buffers.get( attribute );
  8675. if ( data ) {
  8676. gl.deleteBuffer( data.buffer );
  8677. buffers.delete( attribute );
  8678. }
  8679. }
  8680. function update( attribute, bufferType ) {
  8681. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8682. var data = buffers.get( attribute );
  8683. if ( data === undefined ) {
  8684. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8685. } else if ( data.version < attribute.version ) {
  8686. updateBuffer( data.buffer, attribute, bufferType );
  8687. data.version = attribute.version;
  8688. }
  8689. }
  8690. return {
  8691. get: get,
  8692. remove: remove,
  8693. update: update
  8694. };
  8695. }
  8696. /**
  8697. * @author mrdoob / http://mrdoob.com/
  8698. * @author Mugen87 / https://github.com/Mugen87
  8699. */
  8700. // PlaneGeometry
  8701. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8702. Geometry.call( this );
  8703. this.type = 'PlaneGeometry';
  8704. this.parameters = {
  8705. width: width,
  8706. height: height,
  8707. widthSegments: widthSegments,
  8708. heightSegments: heightSegments
  8709. };
  8710. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8711. this.mergeVertices();
  8712. }
  8713. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8714. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8715. // PlaneBufferGeometry
  8716. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8717. BufferGeometry.call( this );
  8718. this.type = 'PlaneBufferGeometry';
  8719. this.parameters = {
  8720. width: width,
  8721. height: height,
  8722. widthSegments: widthSegments,
  8723. heightSegments: heightSegments
  8724. };
  8725. width = width || 1;
  8726. height = height || 1;
  8727. var width_half = width / 2;
  8728. var height_half = height / 2;
  8729. var gridX = Math.floor( widthSegments ) || 1;
  8730. var gridY = Math.floor( heightSegments ) || 1;
  8731. var gridX1 = gridX + 1;
  8732. var gridY1 = gridY + 1;
  8733. var segment_width = width / gridX;
  8734. var segment_height = height / gridY;
  8735. var ix, iy;
  8736. // buffers
  8737. var indices = [];
  8738. var vertices = [];
  8739. var normals = [];
  8740. var uvs = [];
  8741. // generate vertices, normals and uvs
  8742. for ( iy = 0; iy < gridY1; iy ++ ) {
  8743. var y = iy * segment_height - height_half;
  8744. for ( ix = 0; ix < gridX1; ix ++ ) {
  8745. var x = ix * segment_width - width_half;
  8746. vertices.push( x, - y, 0 );
  8747. normals.push( 0, 0, 1 );
  8748. uvs.push( ix / gridX );
  8749. uvs.push( 1 - ( iy / gridY ) );
  8750. }
  8751. }
  8752. // indices
  8753. for ( iy = 0; iy < gridY; iy ++ ) {
  8754. for ( ix = 0; ix < gridX; ix ++ ) {
  8755. var a = ix + gridX1 * iy;
  8756. var b = ix + gridX1 * ( iy + 1 );
  8757. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8758. var d = ( ix + 1 ) + gridX1 * iy;
  8759. // faces
  8760. indices.push( a, b, d );
  8761. indices.push( b, c, d );
  8762. }
  8763. }
  8764. // build geometry
  8765. this.setIndex( indices );
  8766. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8767. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8768. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8769. }
  8770. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8771. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8772. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8773. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8774. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8775. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8776. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8777. var begin_vertex = "vec3 transformed = vec3( position );";
  8778. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8779. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8780. 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";
  8781. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\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#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8782. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8783. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\tvarying vec3 vViewPosition;\n#endif";
  8784. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8785. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8786. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8787. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8788. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8789. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8790. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8791. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8792. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8793. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8794. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8795. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8796. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8797. 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 = clamp( floor( D ) / 255.0, 0.0, 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}";
  8798. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8799. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8800. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8801. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8802. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8803. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8804. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8805. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8806. 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";
  8807. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8808. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8809. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8810. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif";
  8811. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\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};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\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};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\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";
  8812. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8813. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8814. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8815. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8816. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8817. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8818. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8819. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\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\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8820. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8821. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8822. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8823. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8824. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8825. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8826. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8827. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8828. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8829. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8830. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8831. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8832. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8833. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8834. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8835. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8836. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8837. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8838. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8839. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8840. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8841. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8842. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8843. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8844. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8845. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8846. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8847. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8848. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8849. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8850. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8851. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8852. 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";
  8853. 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";
  8854. 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";
  8855. 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";
  8856. 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";
  8857. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8858. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8859. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8860. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8861. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8862. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8863. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8864. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8865. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8866. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8867. 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}";
  8868. 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}";
  8869. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8870. 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}";
  8871. 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>\nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8872. 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>\nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}";
  8873. 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}";
  8874. 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}";
  8875. 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}";
  8876. 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}";
  8877. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8878. 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}";
  8879. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8880. 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}";
  8881. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8882. 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}";
  8883. 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 <color_pars_fragment>\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 <color_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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8884. 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 <color_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 <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#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}";
  8885. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8886. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8887. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8888. 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}";
  8889. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8890. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8891. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8892. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8893. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8894. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8895. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8896. 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}";
  8897. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8898. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8899. var ShaderChunk = {
  8900. alphamap_fragment: alphamap_fragment,
  8901. alphamap_pars_fragment: alphamap_pars_fragment,
  8902. alphatest_fragment: alphatest_fragment,
  8903. aomap_fragment: aomap_fragment,
  8904. aomap_pars_fragment: aomap_pars_fragment,
  8905. begin_vertex: begin_vertex,
  8906. beginnormal_vertex: beginnormal_vertex,
  8907. bsdfs: bsdfs,
  8908. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8909. clipping_planes_fragment: clipping_planes_fragment,
  8910. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8911. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8912. clipping_planes_vertex: clipping_planes_vertex,
  8913. color_fragment: color_fragment,
  8914. color_pars_fragment: color_pars_fragment,
  8915. color_pars_vertex: color_pars_vertex,
  8916. color_vertex: color_vertex,
  8917. common: common,
  8918. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8919. defaultnormal_vertex: defaultnormal_vertex,
  8920. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8921. displacementmap_vertex: displacementmap_vertex,
  8922. emissivemap_fragment: emissivemap_fragment,
  8923. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8924. encodings_fragment: encodings_fragment,
  8925. encodings_pars_fragment: encodings_pars_fragment,
  8926. envmap_fragment: envmap_fragment,
  8927. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8928. envmap_pars_fragment: envmap_pars_fragment,
  8929. envmap_pars_vertex: envmap_pars_vertex,
  8930. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8931. envmap_vertex: envmap_vertex,
  8932. fog_vertex: fog_vertex,
  8933. fog_pars_vertex: fog_pars_vertex,
  8934. fog_fragment: fog_fragment,
  8935. fog_pars_fragment: fog_pars_fragment,
  8936. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8937. lightmap_fragment: lightmap_fragment,
  8938. lightmap_pars_fragment: lightmap_pars_fragment,
  8939. lights_lambert_vertex: lights_lambert_vertex,
  8940. lights_pars_begin: lights_pars_begin,
  8941. lights_toon_fragment: lights_toon_fragment,
  8942. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8943. lights_phong_fragment: lights_phong_fragment,
  8944. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8945. lights_physical_fragment: lights_physical_fragment,
  8946. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8947. lights_fragment_begin: lights_fragment_begin,
  8948. lights_fragment_maps: lights_fragment_maps,
  8949. lights_fragment_end: lights_fragment_end,
  8950. logdepthbuf_fragment: logdepthbuf_fragment,
  8951. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8952. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8953. logdepthbuf_vertex: logdepthbuf_vertex,
  8954. map_fragment: map_fragment,
  8955. map_pars_fragment: map_pars_fragment,
  8956. map_particle_fragment: map_particle_fragment,
  8957. map_particle_pars_fragment: map_particle_pars_fragment,
  8958. metalnessmap_fragment: metalnessmap_fragment,
  8959. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8960. morphnormal_vertex: morphnormal_vertex,
  8961. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8962. morphtarget_vertex: morphtarget_vertex,
  8963. normal_fragment_begin: normal_fragment_begin,
  8964. normal_fragment_maps: normal_fragment_maps,
  8965. normalmap_pars_fragment: normalmap_pars_fragment,
  8966. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8967. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8968. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8969. packing: packing,
  8970. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8971. project_vertex: project_vertex,
  8972. dithering_fragment: dithering_fragment,
  8973. dithering_pars_fragment: dithering_pars_fragment,
  8974. roughnessmap_fragment: roughnessmap_fragment,
  8975. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8976. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8977. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8978. shadowmap_vertex: shadowmap_vertex,
  8979. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8980. skinbase_vertex: skinbase_vertex,
  8981. skinning_pars_vertex: skinning_pars_vertex,
  8982. skinning_vertex: skinning_vertex,
  8983. skinnormal_vertex: skinnormal_vertex,
  8984. specularmap_fragment: specularmap_fragment,
  8985. specularmap_pars_fragment: specularmap_pars_fragment,
  8986. tonemapping_fragment: tonemapping_fragment,
  8987. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8988. uv_pars_fragment: uv_pars_fragment,
  8989. uv_pars_vertex: uv_pars_vertex,
  8990. uv_vertex: uv_vertex,
  8991. uv2_pars_fragment: uv2_pars_fragment,
  8992. uv2_pars_vertex: uv2_pars_vertex,
  8993. uv2_vertex: uv2_vertex,
  8994. worldpos_vertex: worldpos_vertex,
  8995. background_frag: background_frag,
  8996. background_vert: background_vert,
  8997. cube_frag: cube_frag,
  8998. cube_vert: cube_vert,
  8999. depth_frag: depth_frag,
  9000. depth_vert: depth_vert,
  9001. distanceRGBA_frag: distanceRGBA_frag,
  9002. distanceRGBA_vert: distanceRGBA_vert,
  9003. equirect_frag: equirect_frag,
  9004. equirect_vert: equirect_vert,
  9005. linedashed_frag: linedashed_frag,
  9006. linedashed_vert: linedashed_vert,
  9007. meshbasic_frag: meshbasic_frag,
  9008. meshbasic_vert: meshbasic_vert,
  9009. meshlambert_frag: meshlambert_frag,
  9010. meshlambert_vert: meshlambert_vert,
  9011. meshmatcap_frag: meshmatcap_frag,
  9012. meshmatcap_vert: meshmatcap_vert,
  9013. meshtoon_frag: meshtoon_frag,
  9014. meshtoon_vert: meshtoon_vert,
  9015. meshphong_frag: meshphong_frag,
  9016. meshphong_vert: meshphong_vert,
  9017. meshphysical_frag: meshphysical_frag,
  9018. meshphysical_vert: meshphysical_vert,
  9019. normal_frag: normal_frag,
  9020. normal_vert: normal_vert,
  9021. points_frag: points_frag,
  9022. points_vert: points_vert,
  9023. shadow_frag: shadow_frag,
  9024. shadow_vert: shadow_vert,
  9025. sprite_frag: sprite_frag,
  9026. sprite_vert: sprite_vert
  9027. };
  9028. /**
  9029. * @author alteredq / http://alteredqualia.com/
  9030. * @author mrdoob / http://mrdoob.com/
  9031. * @author mikael emtinger / http://gomo.se/
  9032. */
  9033. var ShaderLib = {
  9034. basic: {
  9035. uniforms: mergeUniforms( [
  9036. UniformsLib.common,
  9037. UniformsLib.specularmap,
  9038. UniformsLib.envmap,
  9039. UniformsLib.aomap,
  9040. UniformsLib.lightmap,
  9041. UniformsLib.fog
  9042. ] ),
  9043. vertexShader: ShaderChunk.meshbasic_vert,
  9044. fragmentShader: ShaderChunk.meshbasic_frag
  9045. },
  9046. lambert: {
  9047. uniforms: mergeUniforms( [
  9048. UniformsLib.common,
  9049. UniformsLib.specularmap,
  9050. UniformsLib.envmap,
  9051. UniformsLib.aomap,
  9052. UniformsLib.lightmap,
  9053. UniformsLib.emissivemap,
  9054. UniformsLib.fog,
  9055. UniformsLib.lights,
  9056. {
  9057. emissive: { value: new Color( 0x000000 ) }
  9058. }
  9059. ] ),
  9060. vertexShader: ShaderChunk.meshlambert_vert,
  9061. fragmentShader: ShaderChunk.meshlambert_frag
  9062. },
  9063. phong: {
  9064. uniforms: mergeUniforms( [
  9065. UniformsLib.common,
  9066. UniformsLib.specularmap,
  9067. UniformsLib.envmap,
  9068. UniformsLib.aomap,
  9069. UniformsLib.lightmap,
  9070. UniformsLib.emissivemap,
  9071. UniformsLib.bumpmap,
  9072. UniformsLib.normalmap,
  9073. UniformsLib.displacementmap,
  9074. UniformsLib.fog,
  9075. UniformsLib.lights,
  9076. {
  9077. emissive: { value: new Color( 0x000000 ) },
  9078. specular: { value: new Color( 0x111111 ) },
  9079. shininess: { value: 30 }
  9080. }
  9081. ] ),
  9082. vertexShader: ShaderChunk.meshphong_vert,
  9083. fragmentShader: ShaderChunk.meshphong_frag
  9084. },
  9085. standard: {
  9086. uniforms: mergeUniforms( [
  9087. UniformsLib.common,
  9088. UniformsLib.envmap,
  9089. UniformsLib.aomap,
  9090. UniformsLib.lightmap,
  9091. UniformsLib.emissivemap,
  9092. UniformsLib.bumpmap,
  9093. UniformsLib.normalmap,
  9094. UniformsLib.displacementmap,
  9095. UniformsLib.roughnessmap,
  9096. UniformsLib.metalnessmap,
  9097. UniformsLib.fog,
  9098. UniformsLib.lights,
  9099. {
  9100. emissive: { value: new Color( 0x000000 ) },
  9101. roughness: { value: 0.5 },
  9102. metalness: { value: 0.5 },
  9103. envMapIntensity: { value: 1 } // temporary
  9104. }
  9105. ] ),
  9106. vertexShader: ShaderChunk.meshphysical_vert,
  9107. fragmentShader: ShaderChunk.meshphysical_frag
  9108. },
  9109. toon: {
  9110. uniforms: mergeUniforms( [
  9111. UniformsLib.common,
  9112. UniformsLib.specularmap,
  9113. UniformsLib.aomap,
  9114. UniformsLib.lightmap,
  9115. UniformsLib.emissivemap,
  9116. UniformsLib.bumpmap,
  9117. UniformsLib.normalmap,
  9118. UniformsLib.displacementmap,
  9119. UniformsLib.gradientmap,
  9120. UniformsLib.fog,
  9121. UniformsLib.lights,
  9122. {
  9123. emissive: { value: new Color( 0x000000 ) },
  9124. specular: { value: new Color( 0x111111 ) },
  9125. shininess: { value: 30 }
  9126. }
  9127. ] ),
  9128. vertexShader: ShaderChunk.meshtoon_vert,
  9129. fragmentShader: ShaderChunk.meshtoon_frag
  9130. },
  9131. matcap: {
  9132. uniforms: mergeUniforms( [
  9133. UniformsLib.common,
  9134. UniformsLib.bumpmap,
  9135. UniformsLib.normalmap,
  9136. UniformsLib.displacementmap,
  9137. UniformsLib.fog,
  9138. {
  9139. matcap: { value: null }
  9140. }
  9141. ] ),
  9142. vertexShader: ShaderChunk.meshmatcap_vert,
  9143. fragmentShader: ShaderChunk.meshmatcap_frag
  9144. },
  9145. points: {
  9146. uniforms: mergeUniforms( [
  9147. UniformsLib.points,
  9148. UniformsLib.fog
  9149. ] ),
  9150. vertexShader: ShaderChunk.points_vert,
  9151. fragmentShader: ShaderChunk.points_frag
  9152. },
  9153. dashed: {
  9154. uniforms: mergeUniforms( [
  9155. UniformsLib.common,
  9156. UniformsLib.fog,
  9157. {
  9158. scale: { value: 1 },
  9159. dashSize: { value: 1 },
  9160. totalSize: { value: 2 }
  9161. }
  9162. ] ),
  9163. vertexShader: ShaderChunk.linedashed_vert,
  9164. fragmentShader: ShaderChunk.linedashed_frag
  9165. },
  9166. depth: {
  9167. uniforms: mergeUniforms( [
  9168. UniformsLib.common,
  9169. UniformsLib.displacementmap
  9170. ] ),
  9171. vertexShader: ShaderChunk.depth_vert,
  9172. fragmentShader: ShaderChunk.depth_frag
  9173. },
  9174. normal: {
  9175. uniforms: mergeUniforms( [
  9176. UniformsLib.common,
  9177. UniformsLib.bumpmap,
  9178. UniformsLib.normalmap,
  9179. UniformsLib.displacementmap,
  9180. {
  9181. opacity: { value: 1.0 }
  9182. }
  9183. ] ),
  9184. vertexShader: ShaderChunk.normal_vert,
  9185. fragmentShader: ShaderChunk.normal_frag
  9186. },
  9187. sprite: {
  9188. uniforms: mergeUniforms( [
  9189. UniformsLib.sprite,
  9190. UniformsLib.fog
  9191. ] ),
  9192. vertexShader: ShaderChunk.sprite_vert,
  9193. fragmentShader: ShaderChunk.sprite_frag
  9194. },
  9195. background: {
  9196. uniforms: {
  9197. uvTransform: { value: new Matrix3() },
  9198. t2D: { value: null },
  9199. },
  9200. vertexShader: ShaderChunk.background_vert,
  9201. fragmentShader: ShaderChunk.background_frag
  9202. },
  9203. /* -------------------------------------------------------------------------
  9204. // Cube map shader
  9205. ------------------------------------------------------------------------- */
  9206. cube: {
  9207. uniforms: mergeUniforms( [
  9208. UniformsLib.envmap,
  9209. {
  9210. opacity: { value: 1.0 }
  9211. }
  9212. ] ),
  9213. vertexShader: ShaderChunk.cube_vert,
  9214. fragmentShader: ShaderChunk.cube_frag
  9215. },
  9216. equirect: {
  9217. uniforms: {
  9218. tEquirect: { value: null },
  9219. },
  9220. vertexShader: ShaderChunk.equirect_vert,
  9221. fragmentShader: ShaderChunk.equirect_frag
  9222. },
  9223. distanceRGBA: {
  9224. uniforms: mergeUniforms( [
  9225. UniformsLib.common,
  9226. UniformsLib.displacementmap,
  9227. {
  9228. referencePosition: { value: new Vector3() },
  9229. nearDistance: { value: 1 },
  9230. farDistance: { value: 1000 }
  9231. }
  9232. ] ),
  9233. vertexShader: ShaderChunk.distanceRGBA_vert,
  9234. fragmentShader: ShaderChunk.distanceRGBA_frag
  9235. },
  9236. shadow: {
  9237. uniforms: mergeUniforms( [
  9238. UniformsLib.lights,
  9239. UniformsLib.fog,
  9240. {
  9241. color: { value: new Color( 0x00000 ) },
  9242. opacity: { value: 1.0 }
  9243. } ] ),
  9244. vertexShader: ShaderChunk.shadow_vert,
  9245. fragmentShader: ShaderChunk.shadow_frag
  9246. }
  9247. };
  9248. ShaderLib.physical = {
  9249. uniforms: mergeUniforms( [
  9250. ShaderLib.standard.uniforms,
  9251. {
  9252. clearcoat: { value: 0 },
  9253. clearcoatMap: { value: null },
  9254. clearcoatRoughness: { value: 0 },
  9255. clearcoatRoughnessMap: { value: null },
  9256. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9257. clearcoatNormalMap: { value: null },
  9258. sheen: { value: new Color( 0x000000 ) },
  9259. transparency: { value: 0 },
  9260. }
  9261. ] ),
  9262. vertexShader: ShaderChunk.meshphysical_vert,
  9263. fragmentShader: ShaderChunk.meshphysical_frag
  9264. };
  9265. /**
  9266. * @author mrdoob / http://mrdoob.com/
  9267. */
  9268. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9269. var clearColor = new Color( 0x000000 );
  9270. var clearAlpha = 0;
  9271. var planeMesh;
  9272. var boxMesh;
  9273. var currentBackground = null;
  9274. var currentBackgroundVersion = 0;
  9275. var currentTonemapping = null;
  9276. function render( renderList, scene, camera, forceClear ) {
  9277. var background = scene.background;
  9278. // Ignore background in AR
  9279. // TODO: Reconsider this.
  9280. var xr = renderer.xr;
  9281. var session = xr.getSession && xr.getSession();
  9282. if ( session && session.environmentBlendMode === 'additive' ) {
  9283. background = null;
  9284. }
  9285. if ( background === null ) {
  9286. setClear( clearColor, clearAlpha );
  9287. } else if ( background && background.isColor ) {
  9288. setClear( background, 1 );
  9289. forceClear = true;
  9290. }
  9291. if ( renderer.autoClear || forceClear ) {
  9292. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9293. }
  9294. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9295. if ( boxMesh === undefined ) {
  9296. boxMesh = new Mesh(
  9297. new BoxBufferGeometry( 1, 1, 1 ),
  9298. new ShaderMaterial( {
  9299. type: 'BackgroundCubeMaterial',
  9300. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9301. vertexShader: ShaderLib.cube.vertexShader,
  9302. fragmentShader: ShaderLib.cube.fragmentShader,
  9303. side: BackSide,
  9304. depthTest: false,
  9305. depthWrite: false,
  9306. fog: false
  9307. } )
  9308. );
  9309. boxMesh.geometry.deleteAttribute( 'normal' );
  9310. boxMesh.geometry.deleteAttribute( 'uv' );
  9311. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9312. this.matrixWorld.copyPosition( camera.matrixWorld );
  9313. };
  9314. // enable code injection for non-built-in material
  9315. Object.defineProperty( boxMesh.material, 'envMap', {
  9316. get: function () {
  9317. return this.uniforms.envMap.value;
  9318. }
  9319. } );
  9320. objects.update( boxMesh );
  9321. }
  9322. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9323. boxMesh.material.uniforms.envMap.value = texture;
  9324. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9325. if ( currentBackground !== background ||
  9326. currentBackgroundVersion !== texture.version ||
  9327. currentTonemapping !== renderer.toneMapping ) {
  9328. boxMesh.material.needsUpdate = true;
  9329. currentBackground = background;
  9330. currentBackgroundVersion = texture.version;
  9331. currentTonemapping = renderer.toneMapping;
  9332. }
  9333. // push to the pre-sorted opaque render list
  9334. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9335. } else if ( background && background.isTexture ) {
  9336. if ( planeMesh === undefined ) {
  9337. planeMesh = new Mesh(
  9338. new PlaneBufferGeometry( 2, 2 ),
  9339. new ShaderMaterial( {
  9340. type: 'BackgroundMaterial',
  9341. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9342. vertexShader: ShaderLib.background.vertexShader,
  9343. fragmentShader: ShaderLib.background.fragmentShader,
  9344. side: FrontSide,
  9345. depthTest: false,
  9346. depthWrite: false,
  9347. fog: false
  9348. } )
  9349. );
  9350. planeMesh.geometry.deleteAttribute( 'normal' );
  9351. // enable code injection for non-built-in material
  9352. Object.defineProperty( planeMesh.material, 'map', {
  9353. get: function () {
  9354. return this.uniforms.t2D.value;
  9355. }
  9356. } );
  9357. objects.update( planeMesh );
  9358. }
  9359. planeMesh.material.uniforms.t2D.value = background;
  9360. if ( background.matrixAutoUpdate === true ) {
  9361. background.updateMatrix();
  9362. }
  9363. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9364. if ( currentBackground !== background ||
  9365. currentBackgroundVersion !== background.version ||
  9366. currentTonemapping !== renderer.toneMapping ) {
  9367. planeMesh.material.needsUpdate = true;
  9368. currentBackground = background;
  9369. currentBackgroundVersion = background.version;
  9370. currentTonemapping = renderer.toneMapping;
  9371. }
  9372. // push to the pre-sorted opaque render list
  9373. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9374. }
  9375. }
  9376. function setClear( color, alpha ) {
  9377. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9378. }
  9379. return {
  9380. getClearColor: function () {
  9381. return clearColor;
  9382. },
  9383. setClearColor: function ( color, alpha ) {
  9384. clearColor.set( color );
  9385. clearAlpha = alpha !== undefined ? alpha : 1;
  9386. setClear( clearColor, clearAlpha );
  9387. },
  9388. getClearAlpha: function () {
  9389. return clearAlpha;
  9390. },
  9391. setClearAlpha: function ( alpha ) {
  9392. clearAlpha = alpha;
  9393. setClear( clearColor, clearAlpha );
  9394. },
  9395. render: render
  9396. };
  9397. }
  9398. /**
  9399. * @author mrdoob / http://mrdoob.com/
  9400. */
  9401. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9402. var isWebGL2 = capabilities.isWebGL2;
  9403. var mode;
  9404. function setMode( value ) {
  9405. mode = value;
  9406. }
  9407. function render( start, count ) {
  9408. gl.drawArrays( mode, start, count );
  9409. info.update( count, mode );
  9410. }
  9411. function renderInstances( geometry, start, count, primcount ) {
  9412. if ( primcount === 0 ) { return; }
  9413. var extension, methodName;
  9414. if ( isWebGL2 ) {
  9415. extension = gl;
  9416. methodName = 'drawArraysInstanced';
  9417. } else {
  9418. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9419. methodName = 'drawArraysInstancedANGLE';
  9420. if ( extension === null ) {
  9421. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9422. return;
  9423. }
  9424. }
  9425. extension[ methodName ]( mode, start, count, primcount );
  9426. info.update( count, mode, primcount );
  9427. }
  9428. //
  9429. this.setMode = setMode;
  9430. this.render = render;
  9431. this.renderInstances = renderInstances;
  9432. }
  9433. /**
  9434. * @author mrdoob / http://mrdoob.com/
  9435. */
  9436. function WebGLCapabilities( gl, extensions, parameters ) {
  9437. var maxAnisotropy;
  9438. function getMaxAnisotropy() {
  9439. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9440. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9441. if ( extension !== null ) {
  9442. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9443. } else {
  9444. maxAnisotropy = 0;
  9445. }
  9446. return maxAnisotropy;
  9447. }
  9448. function getMaxPrecision( precision ) {
  9449. if ( precision === 'highp' ) {
  9450. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9451. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9452. return 'highp';
  9453. }
  9454. precision = 'mediump';
  9455. }
  9456. if ( precision === 'mediump' ) {
  9457. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9458. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9459. return 'mediump';
  9460. }
  9461. }
  9462. return 'lowp';
  9463. }
  9464. /* eslint-disable no-undef */
  9465. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9466. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9467. /* eslint-enable no-undef */
  9468. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9469. var maxPrecision = getMaxPrecision( precision );
  9470. if ( maxPrecision !== precision ) {
  9471. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9472. precision = maxPrecision;
  9473. }
  9474. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9475. var maxTextures = gl.getParameter( 34930 );
  9476. var maxVertexTextures = gl.getParameter( 35660 );
  9477. var maxTextureSize = gl.getParameter( 3379 );
  9478. var maxCubemapSize = gl.getParameter( 34076 );
  9479. var maxAttributes = gl.getParameter( 34921 );
  9480. var maxVertexUniforms = gl.getParameter( 36347 );
  9481. var maxVaryings = gl.getParameter( 36348 );
  9482. var maxFragmentUniforms = gl.getParameter( 36349 );
  9483. var vertexTextures = maxVertexTextures > 0;
  9484. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9485. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9486. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9487. return {
  9488. isWebGL2: isWebGL2,
  9489. getMaxAnisotropy: getMaxAnisotropy,
  9490. getMaxPrecision: getMaxPrecision,
  9491. precision: precision,
  9492. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9493. maxTextures: maxTextures,
  9494. maxVertexTextures: maxVertexTextures,
  9495. maxTextureSize: maxTextureSize,
  9496. maxCubemapSize: maxCubemapSize,
  9497. maxAttributes: maxAttributes,
  9498. maxVertexUniforms: maxVertexUniforms,
  9499. maxVaryings: maxVaryings,
  9500. maxFragmentUniforms: maxFragmentUniforms,
  9501. vertexTextures: vertexTextures,
  9502. floatFragmentTextures: floatFragmentTextures,
  9503. floatVertexTextures: floatVertexTextures,
  9504. maxSamples: maxSamples
  9505. };
  9506. }
  9507. /**
  9508. * @author tschw
  9509. */
  9510. function WebGLClipping() {
  9511. var scope = this,
  9512. globalState = null,
  9513. numGlobalPlanes = 0,
  9514. localClippingEnabled = false,
  9515. renderingShadows = false,
  9516. plane = new Plane(),
  9517. viewNormalMatrix = new Matrix3(),
  9518. uniform = { value: null, needsUpdate: false };
  9519. this.uniform = uniform;
  9520. this.numPlanes = 0;
  9521. this.numIntersection = 0;
  9522. this.init = function ( planes, enableLocalClipping, camera ) {
  9523. var enabled =
  9524. planes.length !== 0 ||
  9525. enableLocalClipping ||
  9526. // enable state of previous frame - the clipping code has to
  9527. // run another frame in order to reset the state:
  9528. numGlobalPlanes !== 0 ||
  9529. localClippingEnabled;
  9530. localClippingEnabled = enableLocalClipping;
  9531. globalState = projectPlanes( planes, camera, 0 );
  9532. numGlobalPlanes = planes.length;
  9533. return enabled;
  9534. };
  9535. this.beginShadows = function () {
  9536. renderingShadows = true;
  9537. projectPlanes( null );
  9538. };
  9539. this.endShadows = function () {
  9540. renderingShadows = false;
  9541. resetGlobalState();
  9542. };
  9543. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9544. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9545. // there's no local clipping
  9546. if ( renderingShadows ) {
  9547. // there's no global clipping
  9548. projectPlanes( null );
  9549. } else {
  9550. resetGlobalState();
  9551. }
  9552. } else {
  9553. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9554. lGlobal = nGlobal * 4,
  9555. dstArray = cache.clippingState || null;
  9556. uniform.value = dstArray; // ensure unique state
  9557. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9558. for ( var i = 0; i !== lGlobal; ++ i ) {
  9559. dstArray[ i ] = globalState[ i ];
  9560. }
  9561. cache.clippingState = dstArray;
  9562. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9563. this.numPlanes += nGlobal;
  9564. }
  9565. };
  9566. function resetGlobalState() {
  9567. if ( uniform.value !== globalState ) {
  9568. uniform.value = globalState;
  9569. uniform.needsUpdate = numGlobalPlanes > 0;
  9570. }
  9571. scope.numPlanes = numGlobalPlanes;
  9572. scope.numIntersection = 0;
  9573. }
  9574. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9575. var nPlanes = planes !== null ? planes.length : 0,
  9576. dstArray = null;
  9577. if ( nPlanes !== 0 ) {
  9578. dstArray = uniform.value;
  9579. if ( skipTransform !== true || dstArray === null ) {
  9580. var flatSize = dstOffset + nPlanes * 4,
  9581. viewMatrix = camera.matrixWorldInverse;
  9582. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9583. if ( dstArray === null || dstArray.length < flatSize ) {
  9584. dstArray = new Float32Array( flatSize );
  9585. }
  9586. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9587. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9588. plane.normal.toArray( dstArray, i4 );
  9589. dstArray[ i4 + 3 ] = plane.constant;
  9590. }
  9591. }
  9592. uniform.value = dstArray;
  9593. uniform.needsUpdate = true;
  9594. }
  9595. scope.numPlanes = nPlanes;
  9596. scope.numIntersection = 0;
  9597. return dstArray;
  9598. }
  9599. }
  9600. /**
  9601. * @author mrdoob / http://mrdoob.com/
  9602. */
  9603. function WebGLExtensions( gl ) {
  9604. var extensions = {};
  9605. return {
  9606. get: function ( name ) {
  9607. if ( extensions[ name ] !== undefined ) {
  9608. return extensions[ name ];
  9609. }
  9610. var extension;
  9611. switch ( name ) {
  9612. case 'WEBGL_depth_texture':
  9613. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9614. break;
  9615. case 'EXT_texture_filter_anisotropic':
  9616. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9617. break;
  9618. case 'WEBGL_compressed_texture_s3tc':
  9619. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9620. break;
  9621. case 'WEBGL_compressed_texture_pvrtc':
  9622. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9623. break;
  9624. default:
  9625. extension = gl.getExtension( name );
  9626. }
  9627. if ( extension === null ) {
  9628. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9629. }
  9630. extensions[ name ] = extension;
  9631. return extension;
  9632. }
  9633. };
  9634. }
  9635. /**
  9636. * @author mrdoob / http://mrdoob.com/
  9637. */
  9638. function WebGLGeometries( gl, attributes, info ) {
  9639. var geometries = new WeakMap();
  9640. var wireframeAttributes = new WeakMap();
  9641. function onGeometryDispose( event ) {
  9642. var geometry = event.target;
  9643. var buffergeometry = geometries.get( geometry );
  9644. if ( buffergeometry.index !== null ) {
  9645. attributes.remove( buffergeometry.index );
  9646. }
  9647. for ( var name in buffergeometry.attributes ) {
  9648. attributes.remove( buffergeometry.attributes[ name ] );
  9649. }
  9650. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9651. geometries.delete( geometry );
  9652. var attribute = wireframeAttributes.get( buffergeometry );
  9653. if ( attribute ) {
  9654. attributes.remove( attribute );
  9655. wireframeAttributes.delete( buffergeometry );
  9656. }
  9657. //
  9658. info.memory.geometries --;
  9659. }
  9660. function get( object, geometry ) {
  9661. var buffergeometry = geometries.get( geometry );
  9662. if ( buffergeometry ) { return buffergeometry; }
  9663. geometry.addEventListener( 'dispose', onGeometryDispose );
  9664. if ( geometry.isBufferGeometry ) {
  9665. buffergeometry = geometry;
  9666. } else if ( geometry.isGeometry ) {
  9667. if ( geometry._bufferGeometry === undefined ) {
  9668. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9669. }
  9670. buffergeometry = geometry._bufferGeometry;
  9671. }
  9672. geometries.set( geometry, buffergeometry );
  9673. info.memory.geometries ++;
  9674. return buffergeometry;
  9675. }
  9676. function update( geometry ) {
  9677. var index = geometry.index;
  9678. var geometryAttributes = geometry.attributes;
  9679. if ( index !== null ) {
  9680. attributes.update( index, 34963 );
  9681. }
  9682. for ( var name in geometryAttributes ) {
  9683. attributes.update( geometryAttributes[ name ], 34962 );
  9684. }
  9685. // morph targets
  9686. var morphAttributes = geometry.morphAttributes;
  9687. for ( var name in morphAttributes ) {
  9688. var array = morphAttributes[ name ];
  9689. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9690. attributes.update( array[ i ], 34962 );
  9691. }
  9692. }
  9693. }
  9694. function updateWireframeAttribute( geometry ) {
  9695. var indices = [];
  9696. var geometryIndex = geometry.index;
  9697. var geometryPosition = geometry.attributes.position;
  9698. var version = 0;
  9699. if ( geometryIndex !== null ) {
  9700. var array = geometryIndex.array;
  9701. version = geometryIndex.version;
  9702. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9703. var a = array[ i + 0 ];
  9704. var b = array[ i + 1 ];
  9705. var c = array[ i + 2 ];
  9706. indices.push( a, b, b, c, c, a );
  9707. }
  9708. } else {
  9709. var array = geometryPosition.array;
  9710. version = geometryPosition.version;
  9711. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9712. var a = i + 0;
  9713. var b = i + 1;
  9714. var c = i + 2;
  9715. indices.push( a, b, b, c, c, a );
  9716. }
  9717. }
  9718. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9719. attribute.version = version;
  9720. attributes.update( attribute, 34963 );
  9721. //
  9722. var previousAttribute = wireframeAttributes.get( geometry );
  9723. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9724. //
  9725. wireframeAttributes.set( geometry, attribute );
  9726. }
  9727. function getWireframeAttribute( geometry ) {
  9728. var currentAttribute = wireframeAttributes.get( geometry );
  9729. if ( currentAttribute ) {
  9730. var geometryIndex = geometry.index;
  9731. if ( geometryIndex !== null ) {
  9732. // if the attribute is obsolete, create a new one
  9733. if ( currentAttribute.version < geometryIndex.version ) {
  9734. updateWireframeAttribute( geometry );
  9735. }
  9736. }
  9737. } else {
  9738. updateWireframeAttribute( geometry );
  9739. }
  9740. return wireframeAttributes.get( geometry );
  9741. }
  9742. return {
  9743. get: get,
  9744. update: update,
  9745. getWireframeAttribute: getWireframeAttribute
  9746. };
  9747. }
  9748. /**
  9749. * @author mrdoob / http://mrdoob.com/
  9750. */
  9751. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9752. var isWebGL2 = capabilities.isWebGL2;
  9753. var mode;
  9754. function setMode( value ) {
  9755. mode = value;
  9756. }
  9757. var type, bytesPerElement;
  9758. function setIndex( value ) {
  9759. type = value.type;
  9760. bytesPerElement = value.bytesPerElement;
  9761. }
  9762. function render( start, count ) {
  9763. gl.drawElements( mode, count, type, start * bytesPerElement );
  9764. info.update( count, mode );
  9765. }
  9766. function renderInstances( geometry, start, count, primcount ) {
  9767. if ( primcount === 0 ) { return; }
  9768. var extension, methodName;
  9769. if ( isWebGL2 ) {
  9770. extension = gl;
  9771. methodName = 'drawElementsInstanced';
  9772. } else {
  9773. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9774. methodName = 'drawElementsInstancedANGLE';
  9775. if ( extension === null ) {
  9776. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9777. return;
  9778. }
  9779. }
  9780. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9781. info.update( count, mode, primcount );
  9782. }
  9783. //
  9784. this.setMode = setMode;
  9785. this.setIndex = setIndex;
  9786. this.render = render;
  9787. this.renderInstances = renderInstances;
  9788. }
  9789. /**
  9790. * @author Mugen87 / https://github.com/Mugen87
  9791. */
  9792. function WebGLInfo( gl ) {
  9793. var memory = {
  9794. geometries: 0,
  9795. textures: 0
  9796. };
  9797. var render = {
  9798. frame: 0,
  9799. calls: 0,
  9800. triangles: 0,
  9801. points: 0,
  9802. lines: 0
  9803. };
  9804. function update( count, mode, instanceCount ) {
  9805. instanceCount = instanceCount || 1;
  9806. render.calls ++;
  9807. switch ( mode ) {
  9808. case 4:
  9809. render.triangles += instanceCount * ( count / 3 );
  9810. break;
  9811. case 1:
  9812. render.lines += instanceCount * ( count / 2 );
  9813. break;
  9814. case 3:
  9815. render.lines += instanceCount * ( count - 1 );
  9816. break;
  9817. case 2:
  9818. render.lines += instanceCount * count;
  9819. break;
  9820. case 0:
  9821. render.points += instanceCount * count;
  9822. break;
  9823. default:
  9824. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9825. break;
  9826. }
  9827. }
  9828. function reset() {
  9829. render.frame ++;
  9830. render.calls = 0;
  9831. render.triangles = 0;
  9832. render.points = 0;
  9833. render.lines = 0;
  9834. }
  9835. return {
  9836. memory: memory,
  9837. render: render,
  9838. programs: null,
  9839. autoReset: true,
  9840. reset: reset,
  9841. update: update
  9842. };
  9843. }
  9844. /**
  9845. * @author mrdoob / http://mrdoob.com/
  9846. */
  9847. function absNumericalSort( a, b ) {
  9848. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9849. }
  9850. function WebGLMorphtargets( gl ) {
  9851. var influencesList = {};
  9852. var morphInfluences = new Float32Array( 8 );
  9853. function update( object, geometry, material, program ) {
  9854. var objectInfluences = object.morphTargetInfluences;
  9855. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9856. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9857. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9858. var influences = influencesList[ geometry.id ];
  9859. if ( influences === undefined ) {
  9860. // initialise list
  9861. influences = [];
  9862. for ( var i = 0; i < length; i ++ ) {
  9863. influences[ i ] = [ i, 0 ];
  9864. }
  9865. influencesList[ geometry.id ] = influences;
  9866. }
  9867. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9868. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9869. // Remove current morphAttributes
  9870. for ( var i = 0; i < length; i ++ ) {
  9871. var influence = influences[ i ];
  9872. if ( influence[ 1 ] !== 0 ) {
  9873. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9874. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9875. }
  9876. }
  9877. // Collect influences
  9878. for ( var i = 0; i < length; i ++ ) {
  9879. var influence = influences[ i ];
  9880. influence[ 0 ] = i;
  9881. influence[ 1 ] = objectInfluences[ i ];
  9882. }
  9883. influences.sort( absNumericalSort );
  9884. // Add morphAttributes
  9885. var morphInfluencesSum = 0;
  9886. for ( var i = 0; i < 8; i ++ ) {
  9887. var influence = influences[ i ];
  9888. if ( influence ) {
  9889. var index = influence[ 0 ];
  9890. var value = influence[ 1 ];
  9891. if ( value ) {
  9892. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9893. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9894. morphInfluences[ i ] = value;
  9895. morphInfluencesSum += value;
  9896. continue;
  9897. }
  9898. }
  9899. morphInfluences[ i ] = 0;
  9900. }
  9901. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9902. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9903. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9904. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9905. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9906. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9907. }
  9908. return {
  9909. update: update
  9910. };
  9911. }
  9912. /**
  9913. * @author mrdoob / http://mrdoob.com/
  9914. */
  9915. function WebGLObjects( gl, geometries, attributes, info ) {
  9916. var updateMap = new WeakMap();
  9917. function update( object ) {
  9918. var frame = info.render.frame;
  9919. var geometry = object.geometry;
  9920. var buffergeometry = geometries.get( object, geometry );
  9921. // Update once per frame
  9922. if ( updateMap.get( buffergeometry ) !== frame ) {
  9923. if ( geometry.isGeometry ) {
  9924. buffergeometry.updateFromObject( object );
  9925. }
  9926. geometries.update( buffergeometry );
  9927. updateMap.set( buffergeometry, frame );
  9928. }
  9929. if ( object.isInstancedMesh ) {
  9930. attributes.update( object.instanceMatrix, 34962 );
  9931. }
  9932. return buffergeometry;
  9933. }
  9934. function dispose() {
  9935. updateMap = new WeakMap();
  9936. }
  9937. return {
  9938. update: update,
  9939. dispose: dispose
  9940. };
  9941. }
  9942. /**
  9943. * @author mrdoob / http://mrdoob.com/
  9944. */
  9945. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9946. images = images !== undefined ? images : [];
  9947. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9948. format = format !== undefined ? format : RGBFormat;
  9949. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9950. this.flipY = false;
  9951. }
  9952. CubeTexture.prototype = Object.create( Texture.prototype );
  9953. CubeTexture.prototype.constructor = CubeTexture;
  9954. CubeTexture.prototype.isCubeTexture = true;
  9955. Object.defineProperty( CubeTexture.prototype, 'images', {
  9956. get: function () {
  9957. return this.image;
  9958. },
  9959. set: function ( value ) {
  9960. this.image = value;
  9961. }
  9962. } );
  9963. /**
  9964. * @author Takahiro https://github.com/takahirox
  9965. */
  9966. function DataTexture2DArray( data, width, height, depth ) {
  9967. Texture.call( this, null );
  9968. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9969. this.magFilter = NearestFilter;
  9970. this.minFilter = NearestFilter;
  9971. this.wrapR = ClampToEdgeWrapping;
  9972. this.generateMipmaps = false;
  9973. this.flipY = false;
  9974. this.needsUpdate = true;
  9975. }
  9976. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9977. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9978. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9979. /**
  9980. * @author Artur Trzesiok
  9981. */
  9982. function DataTexture3D( data, width, height, depth ) {
  9983. // We're going to add .setXXX() methods for setting properties later.
  9984. // Users can still set in DataTexture3D directly.
  9985. //
  9986. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9987. // texture.anisotropy = 16;
  9988. //
  9989. // See #14839
  9990. Texture.call( this, null );
  9991. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9992. this.magFilter = NearestFilter;
  9993. this.minFilter = NearestFilter;
  9994. this.wrapR = ClampToEdgeWrapping;
  9995. this.generateMipmaps = false;
  9996. this.flipY = false;
  9997. this.needsUpdate = true;
  9998. }
  9999. DataTexture3D.prototype = Object.create( Texture.prototype );
  10000. DataTexture3D.prototype.constructor = DataTexture3D;
  10001. DataTexture3D.prototype.isDataTexture3D = true;
  10002. /**
  10003. * @author tschw
  10004. * @author Mugen87 / https://github.com/Mugen87
  10005. * @author mrdoob / http://mrdoob.com/
  10006. *
  10007. * Uniforms of a program.
  10008. * Those form a tree structure with a special top-level container for the root,
  10009. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10010. *
  10011. *
  10012. * Properties of inner nodes including the top-level container:
  10013. *
  10014. * .seq - array of nested uniforms
  10015. * .map - nested uniforms by name
  10016. *
  10017. *
  10018. * Methods of all nodes except the top-level container:
  10019. *
  10020. * .setValue( gl, value, [textures] )
  10021. *
  10022. * uploads a uniform value(s)
  10023. * the 'textures' parameter is needed for sampler uniforms
  10024. *
  10025. *
  10026. * Static methods of the top-level container (textures factorizations):
  10027. *
  10028. * .upload( gl, seq, values, textures )
  10029. *
  10030. * sets uniforms in 'seq' to 'values[id].value'
  10031. *
  10032. * .seqWithValue( seq, values ) : filteredSeq
  10033. *
  10034. * filters 'seq' entries with corresponding entry in values
  10035. *
  10036. *
  10037. * Methods of the top-level container (textures factorizations):
  10038. *
  10039. * .setValue( gl, name, value, textures )
  10040. *
  10041. * sets uniform with name 'name' to 'value'
  10042. *
  10043. * .setOptional( gl, obj, prop )
  10044. *
  10045. * like .set for an optional property of the object
  10046. *
  10047. */
  10048. var emptyTexture = new Texture();
  10049. var emptyTexture2dArray = new DataTexture2DArray();
  10050. var emptyTexture3d = new DataTexture3D();
  10051. var emptyCubeTexture = new CubeTexture();
  10052. // --- Utilities ---
  10053. // Array Caches (provide typed arrays for temporary by size)
  10054. var arrayCacheF32 = [];
  10055. var arrayCacheI32 = [];
  10056. // Float32Array caches used for uploading Matrix uniforms
  10057. var mat4array = new Float32Array( 16 );
  10058. var mat3array = new Float32Array( 9 );
  10059. var mat2array = new Float32Array( 4 );
  10060. // Flattening for arrays of vectors and matrices
  10061. function flatten( array, nBlocks, blockSize ) {
  10062. var firstElem = array[ 0 ];
  10063. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10064. // unoptimized: ! isNaN( firstElem )
  10065. // see http://jacksondunstan.com/articles/983
  10066. var n = nBlocks * blockSize,
  10067. r = arrayCacheF32[ n ];
  10068. if ( r === undefined ) {
  10069. r = new Float32Array( n );
  10070. arrayCacheF32[ n ] = r;
  10071. }
  10072. if ( nBlocks !== 0 ) {
  10073. firstElem.toArray( r, 0 );
  10074. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10075. offset += blockSize;
  10076. array[ i ].toArray( r, offset );
  10077. }
  10078. }
  10079. return r;
  10080. }
  10081. function arraysEqual( a, b ) {
  10082. if ( a.length !== b.length ) { return false; }
  10083. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10084. if ( a[ i ] !== b[ i ] ) { return false; }
  10085. }
  10086. return true;
  10087. }
  10088. function copyArray( a, b ) {
  10089. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10090. a[ i ] = b[ i ];
  10091. }
  10092. }
  10093. // Texture unit allocation
  10094. function allocTexUnits( textures, n ) {
  10095. var r = arrayCacheI32[ n ];
  10096. if ( r === undefined ) {
  10097. r = new Int32Array( n );
  10098. arrayCacheI32[ n ] = r;
  10099. }
  10100. for ( var i = 0; i !== n; ++ i )
  10101. { r[ i ] = textures.allocateTextureUnit(); }
  10102. return r;
  10103. }
  10104. // --- Setters ---
  10105. // Note: Defining these methods externally, because they come in a bunch
  10106. // and this way their names minify.
  10107. // Single scalar
  10108. function setValueV1f( gl, v ) {
  10109. var cache = this.cache;
  10110. if ( cache[ 0 ] === v ) { return; }
  10111. gl.uniform1f( this.addr, v );
  10112. cache[ 0 ] = v;
  10113. }
  10114. // Single float vector (from flat array or THREE.VectorN)
  10115. function setValueV2f( gl, v ) {
  10116. var cache = this.cache;
  10117. if ( v.x !== undefined ) {
  10118. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10119. gl.uniform2f( this.addr, v.x, v.y );
  10120. cache[ 0 ] = v.x;
  10121. cache[ 1 ] = v.y;
  10122. }
  10123. } else {
  10124. if ( arraysEqual( cache, v ) ) { return; }
  10125. gl.uniform2fv( this.addr, v );
  10126. copyArray( cache, v );
  10127. }
  10128. }
  10129. function setValueV3f( gl, v ) {
  10130. var cache = this.cache;
  10131. if ( v.x !== undefined ) {
  10132. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10133. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10134. cache[ 0 ] = v.x;
  10135. cache[ 1 ] = v.y;
  10136. cache[ 2 ] = v.z;
  10137. }
  10138. } else if ( v.r !== undefined ) {
  10139. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10140. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10141. cache[ 0 ] = v.r;
  10142. cache[ 1 ] = v.g;
  10143. cache[ 2 ] = v.b;
  10144. }
  10145. } else {
  10146. if ( arraysEqual( cache, v ) ) { return; }
  10147. gl.uniform3fv( this.addr, v );
  10148. copyArray( cache, v );
  10149. }
  10150. }
  10151. function setValueV4f( gl, v ) {
  10152. var cache = this.cache;
  10153. if ( v.x !== undefined ) {
  10154. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10155. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10156. cache[ 0 ] = v.x;
  10157. cache[ 1 ] = v.y;
  10158. cache[ 2 ] = v.z;
  10159. cache[ 3 ] = v.w;
  10160. }
  10161. } else {
  10162. if ( arraysEqual( cache, v ) ) { return; }
  10163. gl.uniform4fv( this.addr, v );
  10164. copyArray( cache, v );
  10165. }
  10166. }
  10167. // Single matrix (from flat array or MatrixN)
  10168. function setValueM2( gl, v ) {
  10169. var cache = this.cache;
  10170. var elements = v.elements;
  10171. if ( elements === undefined ) {
  10172. if ( arraysEqual( cache, v ) ) { return; }
  10173. gl.uniformMatrix2fv( this.addr, false, v );
  10174. copyArray( cache, v );
  10175. } else {
  10176. if ( arraysEqual( cache, elements ) ) { return; }
  10177. mat2array.set( elements );
  10178. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10179. copyArray( cache, elements );
  10180. }
  10181. }
  10182. function setValueM3( gl, v ) {
  10183. var cache = this.cache;
  10184. var elements = v.elements;
  10185. if ( elements === undefined ) {
  10186. if ( arraysEqual( cache, v ) ) { return; }
  10187. gl.uniformMatrix3fv( this.addr, false, v );
  10188. copyArray( cache, v );
  10189. } else {
  10190. if ( arraysEqual( cache, elements ) ) { return; }
  10191. mat3array.set( elements );
  10192. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10193. copyArray( cache, elements );
  10194. }
  10195. }
  10196. function setValueM4( gl, v ) {
  10197. var cache = this.cache;
  10198. var elements = v.elements;
  10199. if ( elements === undefined ) {
  10200. if ( arraysEqual( cache, v ) ) { return; }
  10201. gl.uniformMatrix4fv( this.addr, false, v );
  10202. copyArray( cache, v );
  10203. } else {
  10204. if ( arraysEqual( cache, elements ) ) { return; }
  10205. mat4array.set( elements );
  10206. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10207. copyArray( cache, elements );
  10208. }
  10209. }
  10210. // Single texture (2D / Cube)
  10211. function setValueT1( gl, v, textures ) {
  10212. var cache = this.cache;
  10213. var unit = textures.allocateTextureUnit();
  10214. if ( cache[ 0 ] !== unit ) {
  10215. gl.uniform1i( this.addr, unit );
  10216. cache[ 0 ] = unit;
  10217. }
  10218. textures.safeSetTexture2D( v || emptyTexture, unit );
  10219. }
  10220. function setValueT2DArray1( gl, v, textures ) {
  10221. var cache = this.cache;
  10222. var unit = textures.allocateTextureUnit();
  10223. if ( cache[ 0 ] !== unit ) {
  10224. gl.uniform1i( this.addr, unit );
  10225. cache[ 0 ] = unit;
  10226. }
  10227. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10228. }
  10229. function setValueT3D1( gl, v, textures ) {
  10230. var cache = this.cache;
  10231. var unit = textures.allocateTextureUnit();
  10232. if ( cache[ 0 ] !== unit ) {
  10233. gl.uniform1i( this.addr, unit );
  10234. cache[ 0 ] = unit;
  10235. }
  10236. textures.setTexture3D( v || emptyTexture3d, unit );
  10237. }
  10238. function setValueT6( gl, v, textures ) {
  10239. var cache = this.cache;
  10240. var unit = textures.allocateTextureUnit();
  10241. if ( cache[ 0 ] !== unit ) {
  10242. gl.uniform1i( this.addr, unit );
  10243. cache[ 0 ] = unit;
  10244. }
  10245. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10246. }
  10247. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10248. function setValueV1i( gl, v ) {
  10249. var cache = this.cache;
  10250. if ( cache[ 0 ] === v ) { return; }
  10251. gl.uniform1i( this.addr, v );
  10252. cache[ 0 ] = v;
  10253. }
  10254. function setValueV2i( gl, v ) {
  10255. var cache = this.cache;
  10256. if ( arraysEqual( cache, v ) ) { return; }
  10257. gl.uniform2iv( this.addr, v );
  10258. copyArray( cache, v );
  10259. }
  10260. function setValueV3i( gl, v ) {
  10261. var cache = this.cache;
  10262. if ( arraysEqual( cache, v ) ) { return; }
  10263. gl.uniform3iv( this.addr, v );
  10264. copyArray( cache, v );
  10265. }
  10266. function setValueV4i( gl, v ) {
  10267. var cache = this.cache;
  10268. if ( arraysEqual( cache, v ) ) { return; }
  10269. gl.uniform4iv( this.addr, v );
  10270. copyArray( cache, v );
  10271. }
  10272. // uint
  10273. function setValueV1ui( gl, v ) {
  10274. var cache = this.cache;
  10275. if ( cache[ 0 ] === v ) { return; }
  10276. gl.uniform1ui( this.addr, v );
  10277. cache[ 0 ] = v;
  10278. }
  10279. // Helper to pick the right setter for the singular case
  10280. function getSingularSetter( type ) {
  10281. switch ( type ) {
  10282. case 0x1406: return setValueV1f; // FLOAT
  10283. case 0x8b50: return setValueV2f; // _VEC2
  10284. case 0x8b51: return setValueV3f; // _VEC3
  10285. case 0x8b52: return setValueV4f; // _VEC4
  10286. case 0x8b5a: return setValueM2; // _MAT2
  10287. case 0x8b5b: return setValueM3; // _MAT3
  10288. case 0x8b5c: return setValueM4; // _MAT4
  10289. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10290. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10291. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10292. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10293. case 0x1405: return setValueV1ui; // UINT
  10294. case 0x8b5e: // SAMPLER_2D
  10295. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10296. case 0x8dca: // INT_SAMPLER_2D
  10297. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10298. case 0x8b62: // SAMPLER_2D_SHADOW
  10299. return setValueT1;
  10300. case 0x8b5f: // SAMPLER_3D
  10301. case 0x8dcb: // INT_SAMPLER_3D
  10302. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10303. return setValueT3D1;
  10304. case 0x8b60: // SAMPLER_CUBE
  10305. case 0x8dcc: // INT_SAMPLER_CUBE
  10306. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10307. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10308. return setValueT6;
  10309. case 0x8dc1: // SAMPLER_2D_ARRAY
  10310. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10311. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10312. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10313. return setValueT2DArray1;
  10314. }
  10315. }
  10316. // Array of scalars
  10317. function setValueV1fArray( gl, v ) {
  10318. gl.uniform1fv( this.addr, v );
  10319. }
  10320. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10321. function setValueV1iArray( gl, v ) {
  10322. gl.uniform1iv( this.addr, v );
  10323. }
  10324. function setValueV2iArray( gl, v ) {
  10325. gl.uniform2iv( this.addr, v );
  10326. }
  10327. function setValueV3iArray( gl, v ) {
  10328. gl.uniform3iv( this.addr, v );
  10329. }
  10330. function setValueV4iArray( gl, v ) {
  10331. gl.uniform4iv( this.addr, v );
  10332. }
  10333. // Array of vectors (flat or from THREE classes)
  10334. function setValueV2fArray( gl, v ) {
  10335. var data = flatten( v, this.size, 2 );
  10336. gl.uniform2fv( this.addr, data );
  10337. }
  10338. function setValueV3fArray( gl, v ) {
  10339. var data = flatten( v, this.size, 3 );
  10340. gl.uniform3fv( this.addr, data );
  10341. }
  10342. function setValueV4fArray( gl, v ) {
  10343. var data = flatten( v, this.size, 4 );
  10344. gl.uniform4fv( this.addr, data );
  10345. }
  10346. // Array of matrices (flat or from THREE clases)
  10347. function setValueM2Array( gl, v ) {
  10348. var data = flatten( v, this.size, 4 );
  10349. gl.uniformMatrix2fv( this.addr, false, data );
  10350. }
  10351. function setValueM3Array( gl, v ) {
  10352. var data = flatten( v, this.size, 9 );
  10353. gl.uniformMatrix3fv( this.addr, false, data );
  10354. }
  10355. function setValueM4Array( gl, v ) {
  10356. var data = flatten( v, this.size, 16 );
  10357. gl.uniformMatrix4fv( this.addr, false, data );
  10358. }
  10359. // Array of textures (2D / Cube)
  10360. function setValueT1Array( gl, v, textures ) {
  10361. var n = v.length;
  10362. var units = allocTexUnits( textures, n );
  10363. gl.uniform1iv( this.addr, units );
  10364. for ( var i = 0; i !== n; ++ i ) {
  10365. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10366. }
  10367. }
  10368. function setValueT6Array( gl, v, textures ) {
  10369. var n = v.length;
  10370. var units = allocTexUnits( textures, n );
  10371. gl.uniform1iv( this.addr, units );
  10372. for ( var i = 0; i !== n; ++ i ) {
  10373. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10374. }
  10375. }
  10376. // Helper to pick the right setter for a pure (bottom-level) array
  10377. function getPureArraySetter( type ) {
  10378. switch ( type ) {
  10379. case 0x1406: return setValueV1fArray; // FLOAT
  10380. case 0x8b50: return setValueV2fArray; // _VEC2
  10381. case 0x8b51: return setValueV3fArray; // _VEC3
  10382. case 0x8b52: return setValueV4fArray; // _VEC4
  10383. case 0x8b5a: return setValueM2Array; // _MAT2
  10384. case 0x8b5b: return setValueM3Array; // _MAT3
  10385. case 0x8b5c: return setValueM4Array; // _MAT4
  10386. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10387. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10388. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10389. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10390. case 0x8b5e: // SAMPLER_2D
  10391. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10392. case 0x8dca: // INT_SAMPLER_2D
  10393. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10394. case 0x8b62: // SAMPLER_2D_SHADOW
  10395. return setValueT1Array;
  10396. case 0x8b60: // SAMPLER_CUBE
  10397. case 0x8dcc: // INT_SAMPLER_CUBE
  10398. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10399. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10400. return setValueT6Array;
  10401. }
  10402. }
  10403. // --- Uniform Classes ---
  10404. function SingleUniform( id, activeInfo, addr ) {
  10405. this.id = id;
  10406. this.addr = addr;
  10407. this.cache = [];
  10408. this.setValue = getSingularSetter( activeInfo.type );
  10409. // this.path = activeInfo.name; // DEBUG
  10410. }
  10411. function PureArrayUniform( id, activeInfo, addr ) {
  10412. this.id = id;
  10413. this.addr = addr;
  10414. this.cache = [];
  10415. this.size = activeInfo.size;
  10416. this.setValue = getPureArraySetter( activeInfo.type );
  10417. // this.path = activeInfo.name; // DEBUG
  10418. }
  10419. PureArrayUniform.prototype.updateCache = function ( data ) {
  10420. var cache = this.cache;
  10421. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10422. this.cache = new Float32Array( data.length );
  10423. }
  10424. copyArray( cache, data );
  10425. };
  10426. function StructuredUniform( id ) {
  10427. this.id = id;
  10428. this.seq = [];
  10429. this.map = {};
  10430. }
  10431. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10432. var seq = this.seq;
  10433. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10434. var u = seq[ i ];
  10435. u.setValue( gl, value[ u.id ], textures );
  10436. }
  10437. };
  10438. // --- Top-level ---
  10439. // Parser - builds up the property tree from the path strings
  10440. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10441. // extracts
  10442. // - the identifier (member name or array index)
  10443. // - followed by an optional right bracket (found when array index)
  10444. // - followed by an optional left bracket or dot (type of subscript)
  10445. //
  10446. // Note: These portions can be read in a non-overlapping fashion and
  10447. // allow straightforward parsing of the hierarchy that WebGL encodes
  10448. // in the uniform names.
  10449. function addUniform( container, uniformObject ) {
  10450. container.seq.push( uniformObject );
  10451. container.map[ uniformObject.id ] = uniformObject;
  10452. }
  10453. function parseUniform( activeInfo, addr, container ) {
  10454. var path = activeInfo.name,
  10455. pathLength = path.length;
  10456. // reset RegExp object, because of the early exit of a previous run
  10457. RePathPart.lastIndex = 0;
  10458. while ( true ) {
  10459. var match = RePathPart.exec( path ),
  10460. matchEnd = RePathPart.lastIndex,
  10461. id = match[ 1 ],
  10462. idIsIndex = match[ 2 ] === ']',
  10463. subscript = match[ 3 ];
  10464. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10465. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10466. // bare name or "pure" bottom-level array "[0]" suffix
  10467. addUniform( container, subscript === undefined ?
  10468. new SingleUniform( id, activeInfo, addr ) :
  10469. new PureArrayUniform( id, activeInfo, addr ) );
  10470. break;
  10471. } else {
  10472. // step into inner node / create it in case it doesn't exist
  10473. var map = container.map, next = map[ id ];
  10474. if ( next === undefined ) {
  10475. next = new StructuredUniform( id );
  10476. addUniform( container, next );
  10477. }
  10478. container = next;
  10479. }
  10480. }
  10481. }
  10482. // Root Container
  10483. function WebGLUniforms( gl, program ) {
  10484. this.seq = [];
  10485. this.map = {};
  10486. var n = gl.getProgramParameter( program, 35718 );
  10487. for ( var i = 0; i < n; ++ i ) {
  10488. var info = gl.getActiveUniform( program, i ),
  10489. addr = gl.getUniformLocation( program, info.name );
  10490. parseUniform( info, addr, this );
  10491. }
  10492. }
  10493. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10494. var u = this.map[ name ];
  10495. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10496. };
  10497. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10498. var v = object[ name ];
  10499. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10500. };
  10501. // Static interface
  10502. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10503. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10504. var u = seq[ i ],
  10505. v = values[ u.id ];
  10506. if ( v.needsUpdate !== false ) {
  10507. // note: always updating when .needsUpdate is undefined
  10508. u.setValue( gl, v.value, textures );
  10509. }
  10510. }
  10511. };
  10512. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10513. var r = [];
  10514. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10515. var u = seq[ i ];
  10516. if ( u.id in values ) { r.push( u ); }
  10517. }
  10518. return r;
  10519. };
  10520. /**
  10521. * @author mrdoob / http://mrdoob.com/
  10522. */
  10523. function WebGLShader( gl, type, string ) {
  10524. var shader = gl.createShader( type );
  10525. gl.shaderSource( shader, string );
  10526. gl.compileShader( shader );
  10527. return shader;
  10528. }
  10529. /**
  10530. * @author mrdoob / http://mrdoob.com/
  10531. */
  10532. var programIdCount = 0;
  10533. function addLineNumbers( string ) {
  10534. var lines = string.split( '\n' );
  10535. for ( var i = 0; i < lines.length; i ++ ) {
  10536. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10537. }
  10538. return lines.join( '\n' );
  10539. }
  10540. function getEncodingComponents( encoding ) {
  10541. switch ( encoding ) {
  10542. case LinearEncoding:
  10543. return [ 'Linear', '( value )' ];
  10544. case sRGBEncoding:
  10545. return [ 'sRGB', '( value )' ];
  10546. case RGBEEncoding:
  10547. return [ 'RGBE', '( value )' ];
  10548. case RGBM7Encoding:
  10549. return [ 'RGBM', '( value, 7.0 )' ];
  10550. case RGBM16Encoding:
  10551. return [ 'RGBM', '( value, 16.0 )' ];
  10552. case RGBDEncoding:
  10553. return [ 'RGBD', '( value, 256.0 )' ];
  10554. case GammaEncoding:
  10555. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10556. case LogLuvEncoding:
  10557. return [ 'LogLuv', '( value )' ];
  10558. default:
  10559. throw new Error( 'unsupported encoding: ' + encoding );
  10560. }
  10561. }
  10562. function getShaderErrors( gl, shader, type ) {
  10563. var status = gl.getShaderParameter( shader, 35713 );
  10564. var log = gl.getShaderInfoLog( shader ).trim();
  10565. if ( status && log === '' ) { return ''; }
  10566. // --enable-privileged-webgl-extension
  10567. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10568. var source = gl.getShaderSource( shader );
  10569. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10570. }
  10571. function getTexelDecodingFunction( functionName, encoding ) {
  10572. var components = getEncodingComponents( encoding );
  10573. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10574. }
  10575. function getTexelEncodingFunction( functionName, encoding ) {
  10576. var components = getEncodingComponents( encoding );
  10577. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10578. }
  10579. function getToneMappingFunction( functionName, toneMapping ) {
  10580. var toneMappingName;
  10581. switch ( toneMapping ) {
  10582. case LinearToneMapping:
  10583. toneMappingName = 'Linear';
  10584. break;
  10585. case ReinhardToneMapping:
  10586. toneMappingName = 'Reinhard';
  10587. break;
  10588. case Uncharted2ToneMapping:
  10589. toneMappingName = 'Uncharted2';
  10590. break;
  10591. case CineonToneMapping:
  10592. toneMappingName = 'OptimizedCineon';
  10593. break;
  10594. case ACESFilmicToneMapping:
  10595. toneMappingName = 'ACESFilmic';
  10596. break;
  10597. default:
  10598. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10599. }
  10600. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10601. }
  10602. function generateExtensions( parameters ) {
  10603. var chunks = [
  10604. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10605. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10606. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10607. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10608. ];
  10609. return chunks.filter( filterEmptyLine ).join( '\n' );
  10610. }
  10611. function generateDefines( defines ) {
  10612. var chunks = [];
  10613. for ( var name in defines ) {
  10614. var value = defines[ name ];
  10615. if ( value === false ) { continue; }
  10616. chunks.push( '#define ' + name + ' ' + value );
  10617. }
  10618. return chunks.join( '\n' );
  10619. }
  10620. function fetchAttributeLocations( gl, program ) {
  10621. var attributes = {};
  10622. var n = gl.getProgramParameter( program, 35721 );
  10623. for ( var i = 0; i < n; i ++ ) {
  10624. var info = gl.getActiveAttrib( program, i );
  10625. var name = info.name;
  10626. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10627. attributes[ name ] = gl.getAttribLocation( program, name );
  10628. }
  10629. return attributes;
  10630. }
  10631. function filterEmptyLine( string ) {
  10632. return string !== '';
  10633. }
  10634. function replaceLightNums( string, parameters ) {
  10635. return string
  10636. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10637. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10638. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10639. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10640. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10641. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10642. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10643. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10644. }
  10645. function replaceClippingPlaneNums( string, parameters ) {
  10646. return string
  10647. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10648. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10649. }
  10650. // Resolve Includes
  10651. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10652. function resolveIncludes( string ) {
  10653. return string.replace( includePattern, includeReplacer );
  10654. }
  10655. function includeReplacer( match, include ) {
  10656. var string = ShaderChunk[ include ];
  10657. if ( string === undefined ) {
  10658. throw new Error( 'Can not resolve #include <' + include + '>' );
  10659. }
  10660. return resolveIncludes( string );
  10661. }
  10662. // Unroll Loops
  10663. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10664. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10665. function unrollLoops( string ) {
  10666. return string
  10667. .replace( unrollLoopPattern, loopReplacer )
  10668. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10669. }
  10670. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10671. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10672. return loopReplacer( match, start, end, snippet );
  10673. }
  10674. function loopReplacer( match, start, end, snippet ) {
  10675. var string = '';
  10676. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10677. string += snippet
  10678. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10679. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10680. }
  10681. return string;
  10682. }
  10683. //
  10684. function generatePrecision( parameters ) {
  10685. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10686. if ( parameters.precision === "highp" ) {
  10687. precisionstring += "\n#define HIGH_PRECISION";
  10688. } else if ( parameters.precision === "mediump" ) {
  10689. precisionstring += "\n#define MEDIUM_PRECISION";
  10690. } else if ( parameters.precision === "lowp" ) {
  10691. precisionstring += "\n#define LOW_PRECISION";
  10692. }
  10693. return precisionstring;
  10694. }
  10695. function generateShadowMapTypeDefine( parameters ) {
  10696. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10697. if ( parameters.shadowMapType === PCFShadowMap ) {
  10698. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10699. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10700. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10701. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10702. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10703. }
  10704. return shadowMapTypeDefine;
  10705. }
  10706. function generateEnvMapTypeDefine( parameters ) {
  10707. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10708. if ( parameters.envMap ) {
  10709. switch ( parameters.envMapMode ) {
  10710. case CubeReflectionMapping:
  10711. case CubeRefractionMapping:
  10712. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10713. break;
  10714. case CubeUVReflectionMapping:
  10715. case CubeUVRefractionMapping:
  10716. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10717. break;
  10718. case EquirectangularReflectionMapping:
  10719. case EquirectangularRefractionMapping:
  10720. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10721. break;
  10722. case SphericalReflectionMapping:
  10723. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10724. break;
  10725. }
  10726. }
  10727. return envMapTypeDefine;
  10728. }
  10729. function generateEnvMapModeDefine( parameters ) {
  10730. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10731. if ( parameters.envMap ) {
  10732. switch ( parameters.envMapMode ) {
  10733. case CubeRefractionMapping:
  10734. case EquirectangularRefractionMapping:
  10735. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10736. break;
  10737. }
  10738. }
  10739. return envMapModeDefine;
  10740. }
  10741. function generateEnvMapBlendingDefine( parameters ) {
  10742. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10743. if ( parameters.envMap ) {
  10744. switch ( parameters.combine ) {
  10745. case MultiplyOperation:
  10746. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10747. break;
  10748. case MixOperation:
  10749. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10750. break;
  10751. case AddOperation:
  10752. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10753. break;
  10754. }
  10755. }
  10756. return envMapBlendingDefine;
  10757. }
  10758. function WebGLProgram( renderer, cacheKey, parameters ) {
  10759. var gl = renderer.getContext();
  10760. var defines = parameters.defines;
  10761. var vertexShader = parameters.vertexShader;
  10762. var fragmentShader = parameters.fragmentShader;
  10763. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10764. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10765. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10766. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10767. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10768. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10769. var customDefines = generateDefines( defines );
  10770. var program = gl.createProgram();
  10771. var prefixVertex, prefixFragment;
  10772. if ( parameters.isRawShaderMaterial ) {
  10773. prefixVertex = [
  10774. customDefines
  10775. ].filter( filterEmptyLine ).join( '\n' );
  10776. if ( prefixVertex.length > 0 ) {
  10777. prefixVertex += '\n';
  10778. }
  10779. prefixFragment = [
  10780. customExtensions,
  10781. customDefines
  10782. ].filter( filterEmptyLine ).join( '\n' );
  10783. if ( prefixFragment.length > 0 ) {
  10784. prefixFragment += '\n';
  10785. }
  10786. } else {
  10787. prefixVertex = [
  10788. generatePrecision( parameters ),
  10789. '#define SHADER_NAME ' + parameters.shaderName,
  10790. customDefines,
  10791. parameters.instancing ? '#define USE_INSTANCING' : '',
  10792. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10793. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10794. '#define MAX_BONES ' + parameters.maxBones,
  10795. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10796. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10797. parameters.map ? '#define USE_MAP' : '',
  10798. parameters.envMap ? '#define USE_ENVMAP' : '',
  10799. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10800. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10801. parameters.aoMap ? '#define USE_AOMAP' : '',
  10802. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10803. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10804. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10805. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10806. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10807. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10808. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10809. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10810. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10811. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10812. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10813. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10814. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10815. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10816. parameters.vertexColors ? '#define USE_COLOR' : '',
  10817. parameters.vertexUvs ? '#define USE_UV' : '',
  10818. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10819. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10820. parameters.skinning ? '#define USE_SKINNING' : '',
  10821. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10822. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10823. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10824. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10825. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10826. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10827. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10828. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10829. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10830. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10831. 'uniform mat4 modelMatrix;',
  10832. 'uniform mat4 modelViewMatrix;',
  10833. 'uniform mat4 projectionMatrix;',
  10834. 'uniform mat4 viewMatrix;',
  10835. 'uniform mat3 normalMatrix;',
  10836. 'uniform vec3 cameraPosition;',
  10837. 'uniform bool isOrthographic;',
  10838. '#ifdef USE_INSTANCING',
  10839. ' attribute mat4 instanceMatrix;',
  10840. '#endif',
  10841. 'attribute vec3 position;',
  10842. 'attribute vec3 normal;',
  10843. 'attribute vec2 uv;',
  10844. '#ifdef USE_TANGENT',
  10845. ' attribute vec4 tangent;',
  10846. '#endif',
  10847. '#ifdef USE_COLOR',
  10848. ' attribute vec3 color;',
  10849. '#endif',
  10850. '#ifdef USE_MORPHTARGETS',
  10851. ' attribute vec3 morphTarget0;',
  10852. ' attribute vec3 morphTarget1;',
  10853. ' attribute vec3 morphTarget2;',
  10854. ' attribute vec3 morphTarget3;',
  10855. ' #ifdef USE_MORPHNORMALS',
  10856. ' attribute vec3 morphNormal0;',
  10857. ' attribute vec3 morphNormal1;',
  10858. ' attribute vec3 morphNormal2;',
  10859. ' attribute vec3 morphNormal3;',
  10860. ' #else',
  10861. ' attribute vec3 morphTarget4;',
  10862. ' attribute vec3 morphTarget5;',
  10863. ' attribute vec3 morphTarget6;',
  10864. ' attribute vec3 morphTarget7;',
  10865. ' #endif',
  10866. '#endif',
  10867. '#ifdef USE_SKINNING',
  10868. ' attribute vec4 skinIndex;',
  10869. ' attribute vec4 skinWeight;',
  10870. '#endif',
  10871. '\n'
  10872. ].filter( filterEmptyLine ).join( '\n' );
  10873. prefixFragment = [
  10874. customExtensions,
  10875. generatePrecision( parameters ),
  10876. '#define SHADER_NAME ' + parameters.shaderName,
  10877. customDefines,
  10878. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10879. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10880. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10881. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10882. parameters.map ? '#define USE_MAP' : '',
  10883. parameters.matcap ? '#define USE_MATCAP' : '',
  10884. parameters.envMap ? '#define USE_ENVMAP' : '',
  10885. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10886. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10887. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10888. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10889. parameters.aoMap ? '#define USE_AOMAP' : '',
  10890. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10891. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10892. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10893. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10894. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10895. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10896. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10897. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10898. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10899. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10900. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10901. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10902. parameters.sheen ? '#define USE_SHEEN' : '',
  10903. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10904. parameters.vertexColors ? '#define USE_COLOR' : '',
  10905. parameters.vertexUvs ? '#define USE_UV' : '',
  10906. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10907. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10908. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10909. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10910. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10911. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10912. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10913. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10914. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10915. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10916. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10917. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10918. 'uniform mat4 viewMatrix;',
  10919. 'uniform vec3 cameraPosition;',
  10920. 'uniform bool isOrthographic;',
  10921. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10922. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10923. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10924. parameters.dithering ? '#define DITHERING' : '',
  10925. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10926. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10927. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10928. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10929. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10930. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10931. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10932. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10933. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10934. '\n'
  10935. ].filter( filterEmptyLine ).join( '\n' );
  10936. }
  10937. vertexShader = resolveIncludes( vertexShader );
  10938. vertexShader = replaceLightNums( vertexShader, parameters );
  10939. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10940. fragmentShader = resolveIncludes( fragmentShader );
  10941. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10942. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10943. vertexShader = unrollLoops( vertexShader );
  10944. fragmentShader = unrollLoops( fragmentShader );
  10945. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10946. var isGLSL3ShaderMaterial = false;
  10947. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10948. if ( parameters.isShaderMaterial &&
  10949. vertexShader.match( versionRegex ) !== null &&
  10950. fragmentShader.match( versionRegex ) !== null ) {
  10951. isGLSL3ShaderMaterial = true;
  10952. vertexShader = vertexShader.replace( versionRegex, '' );
  10953. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10954. }
  10955. // GLSL 3.0 conversion
  10956. prefixVertex = [
  10957. '#version 300 es\n',
  10958. '#define attribute in',
  10959. '#define varying out',
  10960. '#define texture2D texture'
  10961. ].join( '\n' ) + '\n' + prefixVertex;
  10962. prefixFragment = [
  10963. '#version 300 es\n',
  10964. '#define varying in',
  10965. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10966. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10967. '#define gl_FragDepthEXT gl_FragDepth',
  10968. '#define texture2D texture',
  10969. '#define textureCube texture',
  10970. '#define texture2DProj textureProj',
  10971. '#define texture2DLodEXT textureLod',
  10972. '#define texture2DProjLodEXT textureProjLod',
  10973. '#define textureCubeLodEXT textureLod',
  10974. '#define texture2DGradEXT textureGrad',
  10975. '#define texture2DProjGradEXT textureProjGrad',
  10976. '#define textureCubeGradEXT textureGrad'
  10977. ].join( '\n' ) + '\n' + prefixFragment;
  10978. }
  10979. var vertexGlsl = prefixVertex + vertexShader;
  10980. var fragmentGlsl = prefixFragment + fragmentShader;
  10981. // console.log( '*VERTEX*', vertexGlsl );
  10982. // console.log( '*FRAGMENT*', fragmentGlsl );
  10983. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10984. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10985. gl.attachShader( program, glVertexShader );
  10986. gl.attachShader( program, glFragmentShader );
  10987. // Force a particular attribute to index 0.
  10988. if ( parameters.index0AttributeName !== undefined ) {
  10989. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  10990. } else if ( parameters.morphTargets === true ) {
  10991. // programs with morphTargets displace position out of attribute 0
  10992. gl.bindAttribLocation( program, 0, 'position' );
  10993. }
  10994. gl.linkProgram( program );
  10995. // check for link errors
  10996. if ( renderer.debug.checkShaderErrors ) {
  10997. var programLog = gl.getProgramInfoLog( program ).trim();
  10998. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10999. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11000. var runnable = true;
  11001. var haveDiagnostics = true;
  11002. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11003. runnable = false;
  11004. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11005. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11006. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11007. } else if ( programLog !== '' ) {
  11008. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11009. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11010. haveDiagnostics = false;
  11011. }
  11012. if ( haveDiagnostics ) {
  11013. this.diagnostics = {
  11014. runnable: runnable,
  11015. programLog: programLog,
  11016. vertexShader: {
  11017. log: vertexLog,
  11018. prefix: prefixVertex
  11019. },
  11020. fragmentShader: {
  11021. log: fragmentLog,
  11022. prefix: prefixFragment
  11023. }
  11024. };
  11025. }
  11026. }
  11027. // clean up
  11028. gl.detachShader( program, glVertexShader );
  11029. gl.detachShader( program, glFragmentShader );
  11030. gl.deleteShader( glVertexShader );
  11031. gl.deleteShader( glFragmentShader );
  11032. // set up caching for uniform locations
  11033. var cachedUniforms;
  11034. this.getUniforms = function () {
  11035. if ( cachedUniforms === undefined ) {
  11036. cachedUniforms = new WebGLUniforms( gl, program );
  11037. }
  11038. return cachedUniforms;
  11039. };
  11040. // set up caching for attribute locations
  11041. var cachedAttributes;
  11042. this.getAttributes = function () {
  11043. if ( cachedAttributes === undefined ) {
  11044. cachedAttributes = fetchAttributeLocations( gl, program );
  11045. }
  11046. return cachedAttributes;
  11047. };
  11048. // free resource
  11049. this.destroy = function () {
  11050. gl.deleteProgram( program );
  11051. this.program = undefined;
  11052. };
  11053. //
  11054. this.name = parameters.shaderName;
  11055. this.id = programIdCount ++;
  11056. this.cacheKey = cacheKey;
  11057. this.usedTimes = 1;
  11058. this.program = program;
  11059. this.vertexShader = glVertexShader;
  11060. this.fragmentShader = glFragmentShader;
  11061. return this;
  11062. }
  11063. /**
  11064. * @author mrdoob / http://mrdoob.com/
  11065. */
  11066. function WebGLPrograms( renderer, extensions, capabilities ) {
  11067. var programs = [];
  11068. var isWebGL2 = capabilities.isWebGL2;
  11069. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11070. var floatVertexTextures = capabilities.floatVertexTextures;
  11071. var precision = capabilities.precision;
  11072. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11073. var vertexTextures = capabilities.vertexTextures;
  11074. var shaderIDs = {
  11075. MeshDepthMaterial: 'depth',
  11076. MeshDistanceMaterial: 'distanceRGBA',
  11077. MeshNormalMaterial: 'normal',
  11078. MeshBasicMaterial: 'basic',
  11079. MeshLambertMaterial: 'lambert',
  11080. MeshPhongMaterial: 'phong',
  11081. MeshToonMaterial: 'toon',
  11082. MeshStandardMaterial: 'physical',
  11083. MeshPhysicalMaterial: 'physical',
  11084. MeshMatcapMaterial: 'matcap',
  11085. LineBasicMaterial: 'basic',
  11086. LineDashedMaterial: 'dashed',
  11087. PointsMaterial: 'points',
  11088. ShadowMaterial: 'shadow',
  11089. SpriteMaterial: 'sprite'
  11090. };
  11091. var parameterNames = [
  11092. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11093. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11094. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11095. "roughnessMap", "metalnessMap", "gradientMap",
  11096. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11097. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11098. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11099. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11100. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11101. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11102. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11103. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11104. "sheen"
  11105. ];
  11106. function getShaderObject( material, shaderID ) {
  11107. var shaderobject;
  11108. if ( shaderID ) {
  11109. var shader = ShaderLib[ shaderID ];
  11110. shaderobject = {
  11111. name: material.type,
  11112. uniforms: UniformsUtils.clone( shader.uniforms ),
  11113. vertexShader: shader.vertexShader,
  11114. fragmentShader: shader.fragmentShader
  11115. };
  11116. } else {
  11117. shaderobject = {
  11118. name: material.type,
  11119. uniforms: material.uniforms,
  11120. vertexShader: material.vertexShader,
  11121. fragmentShader: material.fragmentShader
  11122. };
  11123. }
  11124. return shaderobject;
  11125. }
  11126. function allocateBones( object ) {
  11127. var skeleton = object.skeleton;
  11128. var bones = skeleton.bones;
  11129. if ( floatVertexTextures ) {
  11130. return 1024;
  11131. } else {
  11132. // default for when object is not specified
  11133. // ( for example when prebuilding shader to be used with multiple objects )
  11134. //
  11135. // - leave some extra space for other uniforms
  11136. // - limit here is ANGLE's 254 max uniform vectors
  11137. // (up to 54 should be safe)
  11138. var nVertexUniforms = maxVertexUniforms;
  11139. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11140. var maxBones = Math.min( nVertexMatrices, bones.length );
  11141. if ( maxBones < bones.length ) {
  11142. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11143. return 0;
  11144. }
  11145. return maxBones;
  11146. }
  11147. }
  11148. function getTextureEncodingFromMap( map ) {
  11149. var encoding;
  11150. if ( ! map ) {
  11151. encoding = LinearEncoding;
  11152. } else if ( map.isTexture ) {
  11153. encoding = map.encoding;
  11154. } else if ( map.isWebGLRenderTarget ) {
  11155. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11156. encoding = map.texture.encoding;
  11157. }
  11158. return encoding;
  11159. }
  11160. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11161. var fog = scene.fog;
  11162. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11163. var envMap = material.envMap || environment;
  11164. var shaderID = shaderIDs[ material.type ];
  11165. // heuristics to create shader parameters according to lights in the scene
  11166. // (not to blow over maxLights budget)
  11167. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11168. if ( material.precision !== null ) {
  11169. precision = capabilities.getMaxPrecision( material.precision );
  11170. if ( precision !== material.precision ) {
  11171. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11172. }
  11173. }
  11174. var shaderobject = getShaderObject( material, shaderID );
  11175. material.onBeforeCompile( shaderobject, renderer );
  11176. var currentRenderTarget = renderer.getRenderTarget();
  11177. var parameters = {
  11178. isWebGL2: isWebGL2,
  11179. shaderID: shaderID,
  11180. shaderName: shaderobject.name,
  11181. uniforms: shaderobject.uniforms,
  11182. vertexShader: shaderobject.vertexShader,
  11183. fragmentShader: shaderobject.fragmentShader,
  11184. defines: material.defines,
  11185. isRawShaderMaterial: material.isRawShaderMaterial,
  11186. isShaderMaterial: material.isShaderMaterial,
  11187. precision: precision,
  11188. instancing: object.isInstancedMesh === true,
  11189. supportsVertexTextures: vertexTextures,
  11190. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11191. map: !! material.map,
  11192. mapEncoding: getTextureEncodingFromMap( material.map ),
  11193. matcap: !! material.matcap,
  11194. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11195. envMap: !! envMap,
  11196. envMapMode: envMap && envMap.mapping,
  11197. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11198. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11199. lightMap: !! material.lightMap,
  11200. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11201. aoMap: !! material.aoMap,
  11202. emissiveMap: !! material.emissiveMap,
  11203. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11204. bumpMap: !! material.bumpMap,
  11205. normalMap: !! material.normalMap,
  11206. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11207. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11208. clearcoatMap: !! material.clearcoatMap,
  11209. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11210. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11211. displacementMap: !! material.displacementMap,
  11212. roughnessMap: !! material.roughnessMap,
  11213. metalnessMap: !! material.metalnessMap,
  11214. specularMap: !! material.specularMap,
  11215. alphaMap: !! material.alphaMap,
  11216. gradientMap: !! material.gradientMap,
  11217. sheen: !! material.sheen,
  11218. combine: material.combine,
  11219. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11220. vertexColors: material.vertexColors,
  11221. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11222. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11223. fog: !! fog,
  11224. useFog: material.fog,
  11225. fogExp2: ( fog && fog.isFogExp2 ),
  11226. flatShading: material.flatShading,
  11227. sizeAttenuation: material.sizeAttenuation,
  11228. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11229. skinning: material.skinning && maxBones > 0,
  11230. maxBones: maxBones,
  11231. useVertexTexture: floatVertexTextures,
  11232. morphTargets: material.morphTargets,
  11233. morphNormals: material.morphNormals,
  11234. maxMorphTargets: renderer.maxMorphTargets,
  11235. maxMorphNormals: renderer.maxMorphNormals,
  11236. numDirLights: lights.directional.length,
  11237. numPointLights: lights.point.length,
  11238. numSpotLights: lights.spot.length,
  11239. numRectAreaLights: lights.rectArea.length,
  11240. numHemiLights: lights.hemi.length,
  11241. numDirLightShadows: lights.directionalShadowMap.length,
  11242. numPointLightShadows: lights.pointShadowMap.length,
  11243. numSpotLightShadows: lights.spotShadowMap.length,
  11244. numClippingPlanes: nClipPlanes,
  11245. numClipIntersection: nClipIntersection,
  11246. dithering: material.dithering,
  11247. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11248. shadowMapType: renderer.shadowMap.type,
  11249. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11250. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11251. premultipliedAlpha: material.premultipliedAlpha,
  11252. alphaTest: material.alphaTest,
  11253. doubleSided: material.side === DoubleSide,
  11254. flipSided: material.side === BackSide,
  11255. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11256. index0AttributeName: material.index0AttributeName,
  11257. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11258. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11259. extensionDrawbuffers: material.extensions && material.extensions.drawBuffers,
  11260. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11261. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11262. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11263. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11264. onBeforeCompile: material.onBeforeCompile
  11265. };
  11266. return parameters;
  11267. };
  11268. this.getProgramCacheKey = function ( parameters ) {
  11269. var array = [];
  11270. if ( parameters.shaderID ) {
  11271. array.push( parameters.shaderID );
  11272. } else {
  11273. array.push( parameters.fragmentShader );
  11274. array.push( parameters.vertexShader );
  11275. }
  11276. if ( parameters.defines !== undefined ) {
  11277. for ( var name in parameters.defines ) {
  11278. array.push( name );
  11279. array.push( parameters.defines[ name ] );
  11280. }
  11281. }
  11282. if ( parameters.isRawShaderMaterial === undefined ) {
  11283. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11284. array.push( parameters[ parameterNames[ i ] ] );
  11285. }
  11286. array.push( renderer.outputEncoding );
  11287. array.push( renderer.gammaFactor );
  11288. }
  11289. array.push( parameters.onBeforeCompile.toString() );
  11290. return array.join();
  11291. };
  11292. this.acquireProgram = function ( parameters, cacheKey ) {
  11293. var program;
  11294. // Check if code has been already compiled
  11295. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11296. var preexistingProgram = programs[ p ];
  11297. if ( preexistingProgram.cacheKey === cacheKey ) {
  11298. program = preexistingProgram;
  11299. ++ program.usedTimes;
  11300. break;
  11301. }
  11302. }
  11303. if ( program === undefined ) {
  11304. program = new WebGLProgram( renderer, cacheKey, parameters );
  11305. programs.push( program );
  11306. }
  11307. return program;
  11308. };
  11309. this.releaseProgram = function ( program ) {
  11310. if ( -- program.usedTimes === 0 ) {
  11311. // Remove from unordered set
  11312. var i = programs.indexOf( program );
  11313. programs[ i ] = programs[ programs.length - 1 ];
  11314. programs.pop();
  11315. // Free WebGL resources
  11316. program.destroy();
  11317. }
  11318. };
  11319. // Exposed for resource monitoring & error feedback via renderer.info:
  11320. this.programs = programs;
  11321. }
  11322. /**
  11323. * @author fordacious / fordacious.github.io
  11324. */
  11325. function WebGLProperties() {
  11326. var properties = new WeakMap();
  11327. function get( object ) {
  11328. var map = properties.get( object );
  11329. if ( map === undefined ) {
  11330. map = {};
  11331. properties.set( object, map );
  11332. }
  11333. return map;
  11334. }
  11335. function remove( object ) {
  11336. properties.delete( object );
  11337. }
  11338. function update( object, key, value ) {
  11339. properties.get( object )[ key ] = value;
  11340. }
  11341. function dispose() {
  11342. properties = new WeakMap();
  11343. }
  11344. return {
  11345. get: get,
  11346. remove: remove,
  11347. update: update,
  11348. dispose: dispose
  11349. };
  11350. }
  11351. /**
  11352. * @author mrdoob / http://mrdoob.com/
  11353. */
  11354. function painterSortStable( a, b ) {
  11355. if ( a.groupOrder !== b.groupOrder ) {
  11356. return a.groupOrder - b.groupOrder;
  11357. } else if ( a.renderOrder !== b.renderOrder ) {
  11358. return a.renderOrder - b.renderOrder;
  11359. } else if ( a.program !== b.program ) {
  11360. return a.program.id - b.program.id;
  11361. } else if ( a.material.id !== b.material.id ) {
  11362. return a.material.id - b.material.id;
  11363. } else if ( a.z !== b.z ) {
  11364. return a.z - b.z;
  11365. } else {
  11366. return a.id - b.id;
  11367. }
  11368. }
  11369. function reversePainterSortStable( a, b ) {
  11370. if ( a.groupOrder !== b.groupOrder ) {
  11371. return a.groupOrder - b.groupOrder;
  11372. } else if ( a.renderOrder !== b.renderOrder ) {
  11373. return a.renderOrder - b.renderOrder;
  11374. } else if ( a.z !== b.z ) {
  11375. return b.z - a.z;
  11376. } else {
  11377. return a.id - b.id;
  11378. }
  11379. }
  11380. function WebGLRenderList() {
  11381. var renderItems = [];
  11382. var renderItemsIndex = 0;
  11383. var opaque = [];
  11384. var transparent = [];
  11385. var defaultProgram = { id: - 1 };
  11386. function init() {
  11387. renderItemsIndex = 0;
  11388. opaque.length = 0;
  11389. transparent.length = 0;
  11390. }
  11391. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11392. var renderItem = renderItems[ renderItemsIndex ];
  11393. if ( renderItem === undefined ) {
  11394. renderItem = {
  11395. id: object.id,
  11396. object: object,
  11397. geometry: geometry,
  11398. material: material,
  11399. program: material.program || defaultProgram,
  11400. groupOrder: groupOrder,
  11401. renderOrder: object.renderOrder,
  11402. z: z,
  11403. group: group
  11404. };
  11405. renderItems[ renderItemsIndex ] = renderItem;
  11406. } else {
  11407. renderItem.id = object.id;
  11408. renderItem.object = object;
  11409. renderItem.geometry = geometry;
  11410. renderItem.material = material;
  11411. renderItem.program = material.program || defaultProgram;
  11412. renderItem.groupOrder = groupOrder;
  11413. renderItem.renderOrder = object.renderOrder;
  11414. renderItem.z = z;
  11415. renderItem.group = group;
  11416. }
  11417. renderItemsIndex ++;
  11418. return renderItem;
  11419. }
  11420. function push( object, geometry, material, groupOrder, z, group ) {
  11421. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11422. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11423. }
  11424. function unshift( object, geometry, material, groupOrder, z, group ) {
  11425. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11426. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11427. }
  11428. function sort( customOpaqueSort, customTransparentSort ) {
  11429. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11430. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11431. }
  11432. function finish() {
  11433. // Clear references from inactive renderItems in the list
  11434. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11435. var renderItem = renderItems[ i ];
  11436. if ( renderItem.id === null ) { break; }
  11437. renderItem.id = null;
  11438. renderItem.object = null;
  11439. renderItem.geometry = null;
  11440. renderItem.material = null;
  11441. renderItem.program = null;
  11442. renderItem.group = null;
  11443. }
  11444. }
  11445. return {
  11446. opaque: opaque,
  11447. transparent: transparent,
  11448. init: init,
  11449. push: push,
  11450. unshift: unshift,
  11451. finish: finish,
  11452. sort: sort
  11453. };
  11454. }
  11455. function WebGLRenderLists() {
  11456. var lists = new WeakMap();
  11457. function onSceneDispose( event ) {
  11458. var scene = event.target;
  11459. scene.removeEventListener( 'dispose', onSceneDispose );
  11460. lists.delete( scene );
  11461. }
  11462. function get( scene, camera ) {
  11463. var cameras = lists.get( scene );
  11464. var list;
  11465. if ( cameras === undefined ) {
  11466. list = new WebGLRenderList();
  11467. lists.set( scene, new WeakMap() );
  11468. lists.get( scene ).set( camera, list );
  11469. scene.addEventListener( 'dispose', onSceneDispose );
  11470. } else {
  11471. list = cameras.get( camera );
  11472. if ( list === undefined ) {
  11473. list = new WebGLRenderList();
  11474. cameras.set( camera, list );
  11475. }
  11476. }
  11477. return list;
  11478. }
  11479. function dispose() {
  11480. lists = new WeakMap();
  11481. }
  11482. return {
  11483. get: get,
  11484. dispose: dispose
  11485. };
  11486. }
  11487. /**
  11488. * @author mrdoob / http://mrdoob.com/
  11489. */
  11490. function UniformsCache() {
  11491. var lights = {};
  11492. return {
  11493. get: function ( light ) {
  11494. if ( lights[ light.id ] !== undefined ) {
  11495. return lights[ light.id ];
  11496. }
  11497. var uniforms;
  11498. switch ( light.type ) {
  11499. case 'DirectionalLight':
  11500. uniforms = {
  11501. direction: new Vector3(),
  11502. color: new Color()
  11503. };
  11504. break;
  11505. case 'SpotLight':
  11506. uniforms = {
  11507. position: new Vector3(),
  11508. direction: new Vector3(),
  11509. color: new Color(),
  11510. distance: 0,
  11511. coneCos: 0,
  11512. penumbraCos: 0,
  11513. decay: 0
  11514. };
  11515. break;
  11516. case 'PointLight':
  11517. uniforms = {
  11518. position: new Vector3(),
  11519. color: new Color(),
  11520. distance: 0,
  11521. decay: 0
  11522. };
  11523. break;
  11524. case 'HemisphereLight':
  11525. uniforms = {
  11526. direction: new Vector3(),
  11527. skyColor: new Color(),
  11528. groundColor: new Color()
  11529. };
  11530. break;
  11531. case 'RectAreaLight':
  11532. uniforms = {
  11533. color: new Color(),
  11534. position: new Vector3(),
  11535. halfWidth: new Vector3(),
  11536. halfHeight: new Vector3()
  11537. };
  11538. break;
  11539. }
  11540. lights[ light.id ] = uniforms;
  11541. return uniforms;
  11542. }
  11543. };
  11544. }
  11545. function ShadowUniformsCache() {
  11546. var lights = {};
  11547. return {
  11548. get: function ( light ) {
  11549. if ( lights[ light.id ] !== undefined ) {
  11550. return lights[ light.id ];
  11551. }
  11552. var uniforms;
  11553. switch ( light.type ) {
  11554. case 'DirectionalLight':
  11555. uniforms = {
  11556. shadowBias: 0,
  11557. shadowRadius: 1,
  11558. shadowMapSize: new Vector2()
  11559. };
  11560. break;
  11561. case 'SpotLight':
  11562. uniforms = {
  11563. shadowBias: 0,
  11564. shadowRadius: 1,
  11565. shadowMapSize: new Vector2()
  11566. };
  11567. break;
  11568. case 'PointLight':
  11569. uniforms = {
  11570. shadowBias: 0,
  11571. shadowRadius: 1,
  11572. shadowMapSize: new Vector2(),
  11573. shadowCameraNear: 1,
  11574. shadowCameraFar: 1000
  11575. };
  11576. break;
  11577. // TODO (abelnation): set RectAreaLight shadow uniforms
  11578. }
  11579. lights[ light.id ] = uniforms;
  11580. return uniforms;
  11581. }
  11582. };
  11583. }
  11584. var nextVersion = 0;
  11585. function shadowCastingLightsFirst( lightA, lightB ) {
  11586. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11587. }
  11588. function WebGLLights() {
  11589. var cache = new UniformsCache();
  11590. var shadowCache = ShadowUniformsCache();
  11591. var state = {
  11592. version: 0,
  11593. hash: {
  11594. directionalLength: - 1,
  11595. pointLength: - 1,
  11596. spotLength: - 1,
  11597. rectAreaLength: - 1,
  11598. hemiLength: - 1,
  11599. numDirectionalShadows: - 1,
  11600. numPointShadows: - 1,
  11601. numSpotShadows: - 1
  11602. },
  11603. ambient: [ 0, 0, 0 ],
  11604. probe: [],
  11605. directional: [],
  11606. directionalShadow: [],
  11607. directionalShadowMap: [],
  11608. directionalShadowMatrix: [],
  11609. spot: [],
  11610. spotShadow: [],
  11611. spotShadowMap: [],
  11612. spotShadowMatrix: [],
  11613. rectArea: [],
  11614. point: [],
  11615. pointShadow: [],
  11616. pointShadowMap: [],
  11617. pointShadowMatrix: [],
  11618. hemi: []
  11619. };
  11620. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11621. var vector3 = new Vector3();
  11622. var matrix4 = new Matrix4();
  11623. var matrix42 = new Matrix4();
  11624. function setup( lights, shadows, camera ) {
  11625. var r = 0, g = 0, b = 0;
  11626. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11627. var directionalLength = 0;
  11628. var pointLength = 0;
  11629. var spotLength = 0;
  11630. var rectAreaLength = 0;
  11631. var hemiLength = 0;
  11632. var numDirectionalShadows = 0;
  11633. var numPointShadows = 0;
  11634. var numSpotShadows = 0;
  11635. var viewMatrix = camera.matrixWorldInverse;
  11636. lights.sort( shadowCastingLightsFirst );
  11637. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11638. var light = lights[ i ];
  11639. var color = light.color;
  11640. var intensity = light.intensity;
  11641. var distance = light.distance;
  11642. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11643. if ( light.isAmbientLight ) {
  11644. r += color.r * intensity;
  11645. g += color.g * intensity;
  11646. b += color.b * intensity;
  11647. } else if ( light.isLightProbe ) {
  11648. for ( var j = 0; j < 9; j ++ ) {
  11649. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11650. }
  11651. } else if ( light.isDirectionalLight ) {
  11652. var uniforms = cache.get( light );
  11653. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11654. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11655. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11656. uniforms.direction.sub( vector3 );
  11657. uniforms.direction.transformDirection( viewMatrix );
  11658. if ( light.castShadow ) {
  11659. var shadow = light.shadow;
  11660. var shadowUniforms = shadowCache.get( light );
  11661. shadowUniforms.shadowBias = shadow.bias;
  11662. shadowUniforms.shadowRadius = shadow.radius;
  11663. shadowUniforms.shadowMapSize = shadow.mapSize;
  11664. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11665. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11666. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11667. numDirectionalShadows ++;
  11668. }
  11669. state.directional[ directionalLength ] = uniforms;
  11670. directionalLength ++;
  11671. } else if ( light.isSpotLight ) {
  11672. var uniforms = cache.get( light );
  11673. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11674. uniforms.position.applyMatrix4( viewMatrix );
  11675. uniforms.color.copy( color ).multiplyScalar( intensity );
  11676. uniforms.distance = distance;
  11677. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11678. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11679. uniforms.direction.sub( vector3 );
  11680. uniforms.direction.transformDirection( viewMatrix );
  11681. uniforms.coneCos = Math.cos( light.angle );
  11682. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11683. uniforms.decay = light.decay;
  11684. if ( light.castShadow ) {
  11685. var shadow = light.shadow;
  11686. var shadowUniforms = shadowCache.get( light );
  11687. shadowUniforms.shadowBias = shadow.bias;
  11688. shadowUniforms.shadowRadius = shadow.radius;
  11689. shadowUniforms.shadowMapSize = shadow.mapSize;
  11690. state.spotShadow[ spotLength ] = shadowUniforms;
  11691. state.spotShadowMap[ spotLength ] = shadowMap;
  11692. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11693. numSpotShadows ++;
  11694. }
  11695. state.spot[ spotLength ] = uniforms;
  11696. spotLength ++;
  11697. } else if ( light.isRectAreaLight ) {
  11698. var uniforms = cache.get( light );
  11699. // (a) intensity is the total visible light emitted
  11700. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11701. // (b) intensity is the brightness of the light
  11702. uniforms.color.copy( color ).multiplyScalar( intensity );
  11703. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11704. uniforms.position.applyMatrix4( viewMatrix );
  11705. // extract local rotation of light to derive width/height half vectors
  11706. matrix42.identity();
  11707. matrix4.copy( light.matrixWorld );
  11708. matrix4.premultiply( viewMatrix );
  11709. matrix42.extractRotation( matrix4 );
  11710. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11711. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11712. uniforms.halfWidth.applyMatrix4( matrix42 );
  11713. uniforms.halfHeight.applyMatrix4( matrix42 );
  11714. // TODO (abelnation): RectAreaLight distance?
  11715. // uniforms.distance = distance;
  11716. state.rectArea[ rectAreaLength ] = uniforms;
  11717. rectAreaLength ++;
  11718. } else if ( light.isPointLight ) {
  11719. var uniforms = cache.get( light );
  11720. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11721. uniforms.position.applyMatrix4( viewMatrix );
  11722. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11723. uniforms.distance = light.distance;
  11724. uniforms.decay = light.decay;
  11725. if ( light.castShadow ) {
  11726. var shadow = light.shadow;
  11727. var shadowUniforms = shadowCache.get( light );
  11728. shadowUniforms.shadowBias = shadow.bias;
  11729. shadowUniforms.shadowRadius = shadow.radius;
  11730. shadowUniforms.shadowMapSize = shadow.mapSize;
  11731. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11732. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11733. state.pointShadow[ pointLength ] = shadowUniforms;
  11734. state.pointShadowMap[ pointLength ] = shadowMap;
  11735. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11736. numPointShadows ++;
  11737. }
  11738. state.point[ pointLength ] = uniforms;
  11739. pointLength ++;
  11740. } else if ( light.isHemisphereLight ) {
  11741. var uniforms = cache.get( light );
  11742. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11743. uniforms.direction.transformDirection( viewMatrix );
  11744. uniforms.direction.normalize();
  11745. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11746. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11747. state.hemi[ hemiLength ] = uniforms;
  11748. hemiLength ++;
  11749. }
  11750. }
  11751. state.ambient[ 0 ] = r;
  11752. state.ambient[ 1 ] = g;
  11753. state.ambient[ 2 ] = b;
  11754. var hash = state.hash;
  11755. if ( hash.directionalLength !== directionalLength ||
  11756. hash.pointLength !== pointLength ||
  11757. hash.spotLength !== spotLength ||
  11758. hash.rectAreaLength !== rectAreaLength ||
  11759. hash.hemiLength !== hemiLength ||
  11760. hash.numDirectionalShadows !== numDirectionalShadows ||
  11761. hash.numPointShadows !== numPointShadows ||
  11762. hash.numSpotShadows !== numSpotShadows ) {
  11763. state.directional.length = directionalLength;
  11764. state.spot.length = spotLength;
  11765. state.rectArea.length = rectAreaLength;
  11766. state.point.length = pointLength;
  11767. state.hemi.length = hemiLength;
  11768. state.directionalShadow.length = numDirectionalShadows;
  11769. state.directionalShadowMap.length = numDirectionalShadows;
  11770. state.pointShadow.length = numPointShadows;
  11771. state.pointShadowMap.length = numPointShadows;
  11772. state.spotShadow.length = numSpotShadows;
  11773. state.spotShadowMap.length = numSpotShadows;
  11774. state.directionalShadowMatrix.length = numDirectionalShadows;
  11775. state.pointShadowMatrix.length = numPointShadows;
  11776. state.spotShadowMatrix.length = numSpotShadows;
  11777. hash.directionalLength = directionalLength;
  11778. hash.pointLength = pointLength;
  11779. hash.spotLength = spotLength;
  11780. hash.rectAreaLength = rectAreaLength;
  11781. hash.hemiLength = hemiLength;
  11782. hash.numDirectionalShadows = numDirectionalShadows;
  11783. hash.numPointShadows = numPointShadows;
  11784. hash.numSpotShadows = numSpotShadows;
  11785. state.version = nextVersion ++;
  11786. }
  11787. }
  11788. return {
  11789. setup: setup,
  11790. state: state
  11791. };
  11792. }
  11793. /**
  11794. * @author Mugen87 / https://github.com/Mugen87
  11795. */
  11796. function WebGLRenderState() {
  11797. var lights = new WebGLLights();
  11798. var lightsArray = [];
  11799. var shadowsArray = [];
  11800. function init() {
  11801. lightsArray.length = 0;
  11802. shadowsArray.length = 0;
  11803. }
  11804. function pushLight( light ) {
  11805. lightsArray.push( light );
  11806. }
  11807. function pushShadow( shadowLight ) {
  11808. shadowsArray.push( shadowLight );
  11809. }
  11810. function setupLights( camera ) {
  11811. lights.setup( lightsArray, shadowsArray, camera );
  11812. }
  11813. var state = {
  11814. lightsArray: lightsArray,
  11815. shadowsArray: shadowsArray,
  11816. lights: lights
  11817. };
  11818. return {
  11819. init: init,
  11820. state: state,
  11821. setupLights: setupLights,
  11822. pushLight: pushLight,
  11823. pushShadow: pushShadow
  11824. };
  11825. }
  11826. function WebGLRenderStates() {
  11827. var renderStates = new WeakMap();
  11828. function onSceneDispose( event ) {
  11829. var scene = event.target;
  11830. scene.removeEventListener( 'dispose', onSceneDispose );
  11831. renderStates.delete( scene );
  11832. }
  11833. function get( scene, camera ) {
  11834. var renderState;
  11835. if ( renderStates.has( scene ) === false ) {
  11836. renderState = new WebGLRenderState();
  11837. renderStates.set( scene, new WeakMap() );
  11838. renderStates.get( scene ).set( camera, renderState );
  11839. scene.addEventListener( 'dispose', onSceneDispose );
  11840. } else {
  11841. if ( renderStates.get( scene ).has( camera ) === false ) {
  11842. renderState = new WebGLRenderState();
  11843. renderStates.get( scene ).set( camera, renderState );
  11844. } else {
  11845. renderState = renderStates.get( scene ).get( camera );
  11846. }
  11847. }
  11848. return renderState;
  11849. }
  11850. function dispose() {
  11851. renderStates = new WeakMap();
  11852. }
  11853. return {
  11854. get: get,
  11855. dispose: dispose
  11856. };
  11857. }
  11858. /**
  11859. * @author mrdoob / http://mrdoob.com/
  11860. * @author alteredq / http://alteredqualia.com/
  11861. * @author bhouston / https://clara.io
  11862. * @author WestLangley / http://github.com/WestLangley
  11863. *
  11864. * parameters = {
  11865. *
  11866. * opacity: <float>,
  11867. *
  11868. * map: new THREE.Texture( <Image> ),
  11869. *
  11870. * alphaMap: new THREE.Texture( <Image> ),
  11871. *
  11872. * displacementMap: new THREE.Texture( <Image> ),
  11873. * displacementScale: <float>,
  11874. * displacementBias: <float>,
  11875. *
  11876. * wireframe: <boolean>,
  11877. * wireframeLinewidth: <float>
  11878. * }
  11879. */
  11880. function MeshDepthMaterial( parameters ) {
  11881. Material.call( this );
  11882. this.type = 'MeshDepthMaterial';
  11883. this.depthPacking = BasicDepthPacking;
  11884. this.skinning = false;
  11885. this.morphTargets = false;
  11886. this.map = null;
  11887. this.alphaMap = null;
  11888. this.displacementMap = null;
  11889. this.displacementScale = 1;
  11890. this.displacementBias = 0;
  11891. this.wireframe = false;
  11892. this.wireframeLinewidth = 1;
  11893. this.fog = false;
  11894. this.setValues( parameters );
  11895. }
  11896. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11897. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11898. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11899. MeshDepthMaterial.prototype.copy = function ( source ) {
  11900. Material.prototype.copy.call( this, source );
  11901. this.depthPacking = source.depthPacking;
  11902. this.skinning = source.skinning;
  11903. this.morphTargets = source.morphTargets;
  11904. this.map = source.map;
  11905. this.alphaMap = source.alphaMap;
  11906. this.displacementMap = source.displacementMap;
  11907. this.displacementScale = source.displacementScale;
  11908. this.displacementBias = source.displacementBias;
  11909. this.wireframe = source.wireframe;
  11910. this.wireframeLinewidth = source.wireframeLinewidth;
  11911. return this;
  11912. };
  11913. /**
  11914. * @author WestLangley / http://github.com/WestLangley
  11915. *
  11916. * parameters = {
  11917. *
  11918. * referencePosition: <float>,
  11919. * nearDistance: <float>,
  11920. * farDistance: <float>,
  11921. *
  11922. * skinning: <bool>,
  11923. * morphTargets: <bool>,
  11924. *
  11925. * map: new THREE.Texture( <Image> ),
  11926. *
  11927. * alphaMap: new THREE.Texture( <Image> ),
  11928. *
  11929. * displacementMap: new THREE.Texture( <Image> ),
  11930. * displacementScale: <float>,
  11931. * displacementBias: <float>
  11932. *
  11933. * }
  11934. */
  11935. function MeshDistanceMaterial( parameters ) {
  11936. Material.call( this );
  11937. this.type = 'MeshDistanceMaterial';
  11938. this.referencePosition = new Vector3();
  11939. this.nearDistance = 1;
  11940. this.farDistance = 1000;
  11941. this.skinning = false;
  11942. this.morphTargets = false;
  11943. this.map = null;
  11944. this.alphaMap = null;
  11945. this.displacementMap = null;
  11946. this.displacementScale = 1;
  11947. this.displacementBias = 0;
  11948. this.fog = false;
  11949. this.setValues( parameters );
  11950. }
  11951. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11952. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11953. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11954. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11955. Material.prototype.copy.call( this, source );
  11956. this.referencePosition.copy( source.referencePosition );
  11957. this.nearDistance = source.nearDistance;
  11958. this.farDistance = source.farDistance;
  11959. this.skinning = source.skinning;
  11960. this.morphTargets = source.morphTargets;
  11961. this.map = source.map;
  11962. this.alphaMap = source.alphaMap;
  11963. this.displacementMap = source.displacementMap;
  11964. this.displacementScale = source.displacementScale;
  11965. this.displacementBias = source.displacementBias;
  11966. return this;
  11967. };
  11968. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11969. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11970. /**
  11971. * @author alteredq / http://alteredqualia.com/
  11972. * @author mrdoob / http://mrdoob.com/
  11973. */
  11974. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11975. var _frustum = new Frustum(),
  11976. _shadowMapSize = new Vector2(),
  11977. _viewportSize = new Vector2(),
  11978. _viewport = new Vector4(),
  11979. _depthMaterials = [],
  11980. _distanceMaterials = [],
  11981. _materialCache = {};
  11982. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11983. var shadowMaterialVertical = new ShaderMaterial( {
  11984. defines: {
  11985. SAMPLE_RATE: 2.0 / 8.0,
  11986. HALF_SAMPLE_RATE: 1.0 / 8.0
  11987. },
  11988. uniforms: {
  11989. shadow_pass: { value: null },
  11990. resolution: { value: new Vector2() },
  11991. radius: { value: 4.0 }
  11992. },
  11993. vertexShader: vsm_vert,
  11994. fragmentShader: vsm_frag
  11995. } );
  11996. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11997. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11998. var fullScreenTri = new BufferGeometry();
  11999. fullScreenTri.setAttribute(
  12000. "position",
  12001. new BufferAttribute(
  12002. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12003. 3
  12004. )
  12005. );
  12006. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12007. var scope = this;
  12008. this.enabled = false;
  12009. this.autoUpdate = true;
  12010. this.needsUpdate = false;
  12011. this.type = PCFShadowMap;
  12012. this.render = function ( lights, scene, camera ) {
  12013. if ( scope.enabled === false ) { return; }
  12014. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12015. if ( lights.length === 0 ) { return; }
  12016. var currentRenderTarget = _renderer.getRenderTarget();
  12017. var activeCubeFace = _renderer.getActiveCubeFace();
  12018. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12019. var _state = _renderer.state;
  12020. // Set GL state for depth map.
  12021. _state.setBlending( NoBlending );
  12022. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12023. _state.buffers.depth.setTest( true );
  12024. _state.setScissorTest( false );
  12025. // render depth map
  12026. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12027. var light = lights[ i ];
  12028. var shadow = light.shadow;
  12029. if ( shadow === undefined ) {
  12030. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12031. continue;
  12032. }
  12033. _shadowMapSize.copy( shadow.mapSize );
  12034. var shadowFrameExtents = shadow.getFrameExtents();
  12035. _shadowMapSize.multiply( shadowFrameExtents );
  12036. _viewportSize.copy( shadow.mapSize );
  12037. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12038. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12039. if ( _shadowMapSize.x > maxTextureSize ) {
  12040. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12041. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12042. shadow.mapSize.x = _viewportSize.x;
  12043. }
  12044. if ( _shadowMapSize.y > maxTextureSize ) {
  12045. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12046. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12047. shadow.mapSize.y = _viewportSize.y;
  12048. }
  12049. }
  12050. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12051. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12052. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12053. shadow.map.texture.name = light.name + ".shadowMap";
  12054. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12055. shadow.camera.updateProjectionMatrix();
  12056. }
  12057. if ( shadow.map === null ) {
  12058. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12059. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12060. shadow.map.texture.name = light.name + ".shadowMap";
  12061. shadow.camera.updateProjectionMatrix();
  12062. }
  12063. _renderer.setRenderTarget( shadow.map );
  12064. _renderer.clear();
  12065. var viewportCount = shadow.getViewportCount();
  12066. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12067. var viewport = shadow.getViewport( vp );
  12068. _viewport.set(
  12069. _viewportSize.x * viewport.x,
  12070. _viewportSize.y * viewport.y,
  12071. _viewportSize.x * viewport.z,
  12072. _viewportSize.y * viewport.w
  12073. );
  12074. _state.viewport( _viewport );
  12075. shadow.updateMatrices( light, vp );
  12076. _frustum = shadow.getFrustum();
  12077. renderObject( scene, camera, shadow.camera, light, this.type );
  12078. }
  12079. // do blur pass for VSM
  12080. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12081. VSMPass( shadow, camera );
  12082. }
  12083. }
  12084. scope.needsUpdate = false;
  12085. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12086. };
  12087. function VSMPass( shadow, camera ) {
  12088. var geometry = _objects.update( fullScreenMesh );
  12089. // vertical pass
  12090. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12091. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12092. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12093. _renderer.setRenderTarget( shadow.mapPass );
  12094. _renderer.clear();
  12095. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12096. // horizonal pass
  12097. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12098. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12099. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12100. _renderer.setRenderTarget( shadow.map );
  12101. _renderer.clear();
  12102. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12103. }
  12104. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12105. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12106. var material = _depthMaterials[ index ];
  12107. if ( material === undefined ) {
  12108. material = new MeshDepthMaterial( {
  12109. depthPacking: RGBADepthPacking,
  12110. morphTargets: useMorphing,
  12111. skinning: useSkinning
  12112. } );
  12113. _depthMaterials[ index ] = material;
  12114. }
  12115. return material;
  12116. }
  12117. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12118. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12119. var material = _distanceMaterials[ index ];
  12120. if ( material === undefined ) {
  12121. material = new MeshDistanceMaterial( {
  12122. morphTargets: useMorphing,
  12123. skinning: useSkinning
  12124. } );
  12125. _distanceMaterials[ index ] = material;
  12126. }
  12127. return material;
  12128. }
  12129. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12130. var geometry = object.geometry;
  12131. var result = null;
  12132. var getMaterialVariant = getDepthMaterialVariant;
  12133. var customMaterial = object.customDepthMaterial;
  12134. if ( light.isPointLight === true ) {
  12135. getMaterialVariant = getDistanceMaterialVariant;
  12136. customMaterial = object.customDistanceMaterial;
  12137. }
  12138. if ( customMaterial === undefined ) {
  12139. var useMorphing = false;
  12140. if ( material.morphTargets === true ) {
  12141. if ( geometry.isBufferGeometry === true ) {
  12142. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12143. } else if ( geometry.isGeometry === true ) {
  12144. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12145. }
  12146. }
  12147. var useSkinning = false;
  12148. if ( object.isSkinnedMesh === true ) {
  12149. if ( material.skinning === true ) {
  12150. useSkinning = true;
  12151. } else {
  12152. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12153. }
  12154. }
  12155. var useInstancing = object.isInstancedMesh === true;
  12156. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12157. } else {
  12158. result = customMaterial;
  12159. }
  12160. if ( _renderer.localClippingEnabled &&
  12161. material.clipShadows === true &&
  12162. material.clippingPlanes.length !== 0 ) {
  12163. // in this case we need a unique material instance reflecting the
  12164. // appropriate state
  12165. var keyA = result.uuid, keyB = material.uuid;
  12166. var materialsForVariant = _materialCache[ keyA ];
  12167. if ( materialsForVariant === undefined ) {
  12168. materialsForVariant = {};
  12169. _materialCache[ keyA ] = materialsForVariant;
  12170. }
  12171. var cachedMaterial = materialsForVariant[ keyB ];
  12172. if ( cachedMaterial === undefined ) {
  12173. cachedMaterial = result.clone();
  12174. materialsForVariant[ keyB ] = cachedMaterial;
  12175. }
  12176. result = cachedMaterial;
  12177. }
  12178. result.visible = material.visible;
  12179. result.wireframe = material.wireframe;
  12180. if ( type === VSMShadowMap ) {
  12181. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12182. } else {
  12183. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12184. }
  12185. result.clipShadows = material.clipShadows;
  12186. result.clippingPlanes = material.clippingPlanes;
  12187. result.clipIntersection = material.clipIntersection;
  12188. result.wireframeLinewidth = material.wireframeLinewidth;
  12189. result.linewidth = material.linewidth;
  12190. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12191. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12192. result.nearDistance = shadowCameraNear;
  12193. result.farDistance = shadowCameraFar;
  12194. }
  12195. return result;
  12196. }
  12197. function renderObject( object, camera, shadowCamera, light, type ) {
  12198. if ( object.visible === false ) { return; }
  12199. var visible = object.layers.test( camera.layers );
  12200. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12201. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12202. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12203. var geometry = _objects.update( object );
  12204. var material = object.material;
  12205. if ( Array.isArray( material ) ) {
  12206. var groups = geometry.groups;
  12207. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12208. var group = groups[ k ];
  12209. var groupMaterial = material[ group.materialIndex ];
  12210. if ( groupMaterial && groupMaterial.visible ) {
  12211. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12212. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12213. }
  12214. }
  12215. } else if ( material.visible ) {
  12216. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12217. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12218. }
  12219. }
  12220. }
  12221. var children = object.children;
  12222. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12223. renderObject( children[ i ], camera, shadowCamera, light, type );
  12224. }
  12225. }
  12226. }
  12227. /**
  12228. * @author mrdoob / http://mrdoob.com/
  12229. */
  12230. function WebGLState( gl, extensions, capabilities ) {
  12231. var isWebGL2 = capabilities.isWebGL2;
  12232. function ColorBuffer() {
  12233. var locked = false;
  12234. var color = new Vector4();
  12235. var currentColorMask = null;
  12236. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12237. return {
  12238. setMask: function ( colorMask ) {
  12239. if ( currentColorMask !== colorMask && ! locked ) {
  12240. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12241. currentColorMask = colorMask;
  12242. }
  12243. },
  12244. setLocked: function ( lock ) {
  12245. locked = lock;
  12246. },
  12247. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12248. if ( premultipliedAlpha === true ) {
  12249. r *= a; g *= a; b *= a;
  12250. }
  12251. color.set( r, g, b, a );
  12252. if ( currentColorClear.equals( color ) === false ) {
  12253. gl.clearColor( r, g, b, a );
  12254. currentColorClear.copy( color );
  12255. }
  12256. },
  12257. reset: function () {
  12258. locked = false;
  12259. currentColorMask = null;
  12260. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12261. }
  12262. };
  12263. }
  12264. function DepthBuffer() {
  12265. var locked = false;
  12266. var currentDepthMask = null;
  12267. var currentDepthFunc = null;
  12268. var currentDepthClear = null;
  12269. return {
  12270. setTest: function ( depthTest ) {
  12271. if ( depthTest ) {
  12272. enable( 2929 );
  12273. } else {
  12274. disable( 2929 );
  12275. }
  12276. },
  12277. setMask: function ( depthMask ) {
  12278. if ( currentDepthMask !== depthMask && ! locked ) {
  12279. gl.depthMask( depthMask );
  12280. currentDepthMask = depthMask;
  12281. }
  12282. },
  12283. setFunc: function ( depthFunc ) {
  12284. if ( currentDepthFunc !== depthFunc ) {
  12285. if ( depthFunc ) {
  12286. switch ( depthFunc ) {
  12287. case NeverDepth:
  12288. gl.depthFunc( 512 );
  12289. break;
  12290. case AlwaysDepth:
  12291. gl.depthFunc( 519 );
  12292. break;
  12293. case LessDepth:
  12294. gl.depthFunc( 513 );
  12295. break;
  12296. case LessEqualDepth:
  12297. gl.depthFunc( 515 );
  12298. break;
  12299. case EqualDepth:
  12300. gl.depthFunc( 514 );
  12301. break;
  12302. case GreaterEqualDepth:
  12303. gl.depthFunc( 518 );
  12304. break;
  12305. case GreaterDepth:
  12306. gl.depthFunc( 516 );
  12307. break;
  12308. case NotEqualDepth:
  12309. gl.depthFunc( 517 );
  12310. break;
  12311. default:
  12312. gl.depthFunc( 515 );
  12313. }
  12314. } else {
  12315. gl.depthFunc( 515 );
  12316. }
  12317. currentDepthFunc = depthFunc;
  12318. }
  12319. },
  12320. setLocked: function ( lock ) {
  12321. locked = lock;
  12322. },
  12323. setClear: function ( depth ) {
  12324. if ( currentDepthClear !== depth ) {
  12325. gl.clearDepth( depth );
  12326. currentDepthClear = depth;
  12327. }
  12328. },
  12329. reset: function () {
  12330. locked = false;
  12331. currentDepthMask = null;
  12332. currentDepthFunc = null;
  12333. currentDepthClear = null;
  12334. }
  12335. };
  12336. }
  12337. function StencilBuffer() {
  12338. var locked = false;
  12339. var currentStencilMask = null;
  12340. var currentStencilFunc = null;
  12341. var currentStencilRef = null;
  12342. var currentStencilFuncMask = null;
  12343. var currentStencilFail = null;
  12344. var currentStencilZFail = null;
  12345. var currentStencilZPass = null;
  12346. var currentStencilClear = null;
  12347. return {
  12348. setTest: function ( stencilTest ) {
  12349. if ( ! locked ) {
  12350. if ( stencilTest ) {
  12351. enable( 2960 );
  12352. } else {
  12353. disable( 2960 );
  12354. }
  12355. }
  12356. },
  12357. setMask: function ( stencilMask ) {
  12358. if ( currentStencilMask !== stencilMask && ! locked ) {
  12359. gl.stencilMask( stencilMask );
  12360. currentStencilMask = stencilMask;
  12361. }
  12362. },
  12363. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12364. if ( currentStencilFunc !== stencilFunc ||
  12365. currentStencilRef !== stencilRef ||
  12366. currentStencilFuncMask !== stencilMask ) {
  12367. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12368. currentStencilFunc = stencilFunc;
  12369. currentStencilRef = stencilRef;
  12370. currentStencilFuncMask = stencilMask;
  12371. }
  12372. },
  12373. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12374. if ( currentStencilFail !== stencilFail ||
  12375. currentStencilZFail !== stencilZFail ||
  12376. currentStencilZPass !== stencilZPass ) {
  12377. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12378. currentStencilFail = stencilFail;
  12379. currentStencilZFail = stencilZFail;
  12380. currentStencilZPass = stencilZPass;
  12381. }
  12382. },
  12383. setLocked: function ( lock ) {
  12384. locked = lock;
  12385. },
  12386. setClear: function ( stencil ) {
  12387. if ( currentStencilClear !== stencil ) {
  12388. gl.clearStencil( stencil );
  12389. currentStencilClear = stencil;
  12390. }
  12391. },
  12392. reset: function () {
  12393. locked = false;
  12394. currentStencilMask = null;
  12395. currentStencilFunc = null;
  12396. currentStencilRef = null;
  12397. currentStencilFuncMask = null;
  12398. currentStencilFail = null;
  12399. currentStencilZFail = null;
  12400. currentStencilZPass = null;
  12401. currentStencilClear = null;
  12402. }
  12403. };
  12404. }
  12405. //
  12406. var colorBuffer = new ColorBuffer();
  12407. var depthBuffer = new DepthBuffer();
  12408. var stencilBuffer = new StencilBuffer();
  12409. var maxVertexAttributes = gl.getParameter( 34921 );
  12410. var newAttributes = new Uint8Array( maxVertexAttributes );
  12411. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12412. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12413. var enabledCapabilities = {};
  12414. var currentProgram = null;
  12415. var currentBlendingEnabled = null;
  12416. var currentBlending = null;
  12417. var currentBlendEquation = null;
  12418. var currentBlendSrc = null;
  12419. var currentBlendDst = null;
  12420. var currentBlendEquationAlpha = null;
  12421. var currentBlendSrcAlpha = null;
  12422. var currentBlendDstAlpha = null;
  12423. var currentPremultipledAlpha = false;
  12424. var currentFlipSided = null;
  12425. var currentCullFace = null;
  12426. var currentLineWidth = null;
  12427. var currentPolygonOffsetFactor = null;
  12428. var currentPolygonOffsetUnits = null;
  12429. var maxTextures = gl.getParameter( 35661 );
  12430. var lineWidthAvailable = false;
  12431. var version = 0;
  12432. var glVersion = gl.getParameter( 7938 );
  12433. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12434. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12435. lineWidthAvailable = ( version >= 1.0 );
  12436. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12437. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12438. lineWidthAvailable = ( version >= 2.0 );
  12439. }
  12440. var currentTextureSlot = null;
  12441. var currentBoundTextures = {};
  12442. var currentScissor = new Vector4();
  12443. var currentViewport = new Vector4();
  12444. function createTexture( type, target, count ) {
  12445. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12446. var texture = gl.createTexture();
  12447. gl.bindTexture( type, texture );
  12448. gl.texParameteri( type, 10241, 9728 );
  12449. gl.texParameteri( type, 10240, 9728 );
  12450. for ( var i = 0; i < count; i ++ ) {
  12451. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12452. }
  12453. return texture;
  12454. }
  12455. var emptyTextures = {};
  12456. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12457. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12458. // init
  12459. colorBuffer.setClear( 0, 0, 0, 1 );
  12460. depthBuffer.setClear( 1 );
  12461. stencilBuffer.setClear( 0 );
  12462. enable( 2929 );
  12463. depthBuffer.setFunc( LessEqualDepth );
  12464. setFlipSided( false );
  12465. setCullFace( CullFaceBack );
  12466. enable( 2884 );
  12467. setBlending( NoBlending );
  12468. //
  12469. function initAttributes() {
  12470. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12471. newAttributes[ i ] = 0;
  12472. }
  12473. }
  12474. function enableAttribute( attribute ) {
  12475. enableAttributeAndDivisor( attribute, 0 );
  12476. }
  12477. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12478. newAttributes[ attribute ] = 1;
  12479. if ( enabledAttributes[ attribute ] === 0 ) {
  12480. gl.enableVertexAttribArray( attribute );
  12481. enabledAttributes[ attribute ] = 1;
  12482. }
  12483. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12484. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12485. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12486. attributeDivisors[ attribute ] = meshPerAttribute;
  12487. }
  12488. }
  12489. function disableUnusedAttributes() {
  12490. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12491. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12492. gl.disableVertexAttribArray( i );
  12493. enabledAttributes[ i ] = 0;
  12494. }
  12495. }
  12496. }
  12497. function enable( id ) {
  12498. if ( enabledCapabilities[ id ] !== true ) {
  12499. gl.enable( id );
  12500. enabledCapabilities[ id ] = true;
  12501. }
  12502. }
  12503. function disable( id ) {
  12504. if ( enabledCapabilities[ id ] !== false ) {
  12505. gl.disable( id );
  12506. enabledCapabilities[ id ] = false;
  12507. }
  12508. }
  12509. function useProgram( program ) {
  12510. if ( currentProgram !== program ) {
  12511. gl.useProgram( program );
  12512. currentProgram = program;
  12513. return true;
  12514. }
  12515. return false;
  12516. }
  12517. var equationToGL = {};
  12518. equationToGL[ AddEquation ] = 32774;
  12519. equationToGL[ SubtractEquation ] = 32778;
  12520. equationToGL[ ReverseSubtractEquation ] = 32779;
  12521. if ( isWebGL2 ) {
  12522. equationToGL[ MinEquation ] = 32775;
  12523. equationToGL[ MaxEquation ] = 32776;
  12524. } else {
  12525. var extension = extensions.get( 'EXT_blend_minmax' );
  12526. if ( extension !== null ) {
  12527. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12528. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12529. }
  12530. }
  12531. var factorToGL = {};
  12532. factorToGL[ ZeroFactor ] = 0;
  12533. factorToGL[ OneFactor ] = 1;
  12534. factorToGL[ SrcColorFactor ] = 768;
  12535. factorToGL[ SrcAlphaFactor ] = 770;
  12536. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12537. factorToGL[ DstColorFactor ] = 774;
  12538. factorToGL[ DstAlphaFactor ] = 772;
  12539. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12540. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12541. factorToGL[ OneMinusDstColorFactor ] = 775;
  12542. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12543. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12544. if ( blending === NoBlending ) {
  12545. if ( currentBlendingEnabled ) {
  12546. disable( 3042 );
  12547. currentBlendingEnabled = false;
  12548. }
  12549. return;
  12550. }
  12551. if ( ! currentBlendingEnabled ) {
  12552. enable( 3042 );
  12553. currentBlendingEnabled = true;
  12554. }
  12555. if ( blending !== CustomBlending ) {
  12556. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12557. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12558. gl.blendEquation( 32774 );
  12559. currentBlendEquation = AddEquation;
  12560. currentBlendEquationAlpha = AddEquation;
  12561. }
  12562. if ( premultipliedAlpha ) {
  12563. switch ( blending ) {
  12564. case NormalBlending:
  12565. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12566. break;
  12567. case AdditiveBlending:
  12568. gl.blendFunc( 1, 1 );
  12569. break;
  12570. case SubtractiveBlending:
  12571. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12572. break;
  12573. case MultiplyBlending:
  12574. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12575. break;
  12576. default:
  12577. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12578. break;
  12579. }
  12580. } else {
  12581. switch ( blending ) {
  12582. case NormalBlending:
  12583. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12584. break;
  12585. case AdditiveBlending:
  12586. gl.blendFunc( 770, 1 );
  12587. break;
  12588. case SubtractiveBlending:
  12589. gl.blendFunc( 0, 769 );
  12590. break;
  12591. case MultiplyBlending:
  12592. gl.blendFunc( 0, 768 );
  12593. break;
  12594. default:
  12595. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12596. break;
  12597. }
  12598. }
  12599. currentBlendSrc = null;
  12600. currentBlendDst = null;
  12601. currentBlendSrcAlpha = null;
  12602. currentBlendDstAlpha = null;
  12603. currentBlending = blending;
  12604. currentPremultipledAlpha = premultipliedAlpha;
  12605. }
  12606. return;
  12607. }
  12608. // custom blending
  12609. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12610. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12611. blendDstAlpha = blendDstAlpha || blendDst;
  12612. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12613. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12614. currentBlendEquation = blendEquation;
  12615. currentBlendEquationAlpha = blendEquationAlpha;
  12616. }
  12617. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12618. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12619. currentBlendSrc = blendSrc;
  12620. currentBlendDst = blendDst;
  12621. currentBlendSrcAlpha = blendSrcAlpha;
  12622. currentBlendDstAlpha = blendDstAlpha;
  12623. }
  12624. currentBlending = blending;
  12625. currentPremultipledAlpha = null;
  12626. }
  12627. function setMaterial( material, frontFaceCW ) {
  12628. material.side === DoubleSide
  12629. ? disable( 2884 )
  12630. : enable( 2884 );
  12631. var flipSided = ( material.side === BackSide );
  12632. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12633. setFlipSided( flipSided );
  12634. ( material.blending === NormalBlending && material.transparent === false )
  12635. ? setBlending( NoBlending )
  12636. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12637. depthBuffer.setFunc( material.depthFunc );
  12638. depthBuffer.setTest( material.depthTest );
  12639. depthBuffer.setMask( material.depthWrite );
  12640. colorBuffer.setMask( material.colorWrite );
  12641. var stencilWrite = material.stencilWrite;
  12642. stencilBuffer.setTest( stencilWrite );
  12643. if ( stencilWrite ) {
  12644. stencilBuffer.setMask( material.stencilWriteMask );
  12645. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12646. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12647. }
  12648. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12649. }
  12650. //
  12651. function setFlipSided( flipSided ) {
  12652. if ( currentFlipSided !== flipSided ) {
  12653. if ( flipSided ) {
  12654. gl.frontFace( 2304 );
  12655. } else {
  12656. gl.frontFace( 2305 );
  12657. }
  12658. currentFlipSided = flipSided;
  12659. }
  12660. }
  12661. function setCullFace( cullFace ) {
  12662. if ( cullFace !== CullFaceNone ) {
  12663. enable( 2884 );
  12664. if ( cullFace !== currentCullFace ) {
  12665. if ( cullFace === CullFaceBack ) {
  12666. gl.cullFace( 1029 );
  12667. } else if ( cullFace === CullFaceFront ) {
  12668. gl.cullFace( 1028 );
  12669. } else {
  12670. gl.cullFace( 1032 );
  12671. }
  12672. }
  12673. } else {
  12674. disable( 2884 );
  12675. }
  12676. currentCullFace = cullFace;
  12677. }
  12678. function setLineWidth( width ) {
  12679. if ( width !== currentLineWidth ) {
  12680. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12681. currentLineWidth = width;
  12682. }
  12683. }
  12684. function setPolygonOffset( polygonOffset, factor, units ) {
  12685. if ( polygonOffset ) {
  12686. enable( 32823 );
  12687. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12688. gl.polygonOffset( factor, units );
  12689. currentPolygonOffsetFactor = factor;
  12690. currentPolygonOffsetUnits = units;
  12691. }
  12692. } else {
  12693. disable( 32823 );
  12694. }
  12695. }
  12696. function setScissorTest( scissorTest ) {
  12697. if ( scissorTest ) {
  12698. enable( 3089 );
  12699. } else {
  12700. disable( 3089 );
  12701. }
  12702. }
  12703. // texture
  12704. function activeTexture( webglSlot ) {
  12705. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12706. if ( currentTextureSlot !== webglSlot ) {
  12707. gl.activeTexture( webglSlot );
  12708. currentTextureSlot = webglSlot;
  12709. }
  12710. }
  12711. function bindTexture( webglType, webglTexture ) {
  12712. if ( currentTextureSlot === null ) {
  12713. activeTexture();
  12714. }
  12715. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12716. if ( boundTexture === undefined ) {
  12717. boundTexture = { type: undefined, texture: undefined };
  12718. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12719. }
  12720. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12721. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12722. boundTexture.type = webglType;
  12723. boundTexture.texture = webglTexture;
  12724. }
  12725. }
  12726. function unbindTexture() {
  12727. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12728. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12729. gl.bindTexture( boundTexture.type, null );
  12730. boundTexture.type = undefined;
  12731. boundTexture.texture = undefined;
  12732. }
  12733. }
  12734. function compressedTexImage2D() {
  12735. try {
  12736. gl.compressedTexImage2D.apply( gl, arguments );
  12737. } catch ( error ) {
  12738. console.error( 'THREE.WebGLState:', error );
  12739. }
  12740. }
  12741. function texImage2D() {
  12742. try {
  12743. gl.texImage2D.apply( gl, arguments );
  12744. } catch ( error ) {
  12745. console.error( 'THREE.WebGLState:', error );
  12746. }
  12747. }
  12748. function texImage3D() {
  12749. try {
  12750. gl.texImage3D.apply( gl, arguments );
  12751. } catch ( error ) {
  12752. console.error( 'THREE.WebGLState:', error );
  12753. }
  12754. }
  12755. //
  12756. function scissor( scissor ) {
  12757. if ( currentScissor.equals( scissor ) === false ) {
  12758. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12759. currentScissor.copy( scissor );
  12760. }
  12761. }
  12762. function viewport( viewport ) {
  12763. if ( currentViewport.equals( viewport ) === false ) {
  12764. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12765. currentViewport.copy( viewport );
  12766. }
  12767. }
  12768. //
  12769. function reset() {
  12770. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12771. if ( enabledAttributes[ i ] === 1 ) {
  12772. gl.disableVertexAttribArray( i );
  12773. enabledAttributes[ i ] = 0;
  12774. }
  12775. }
  12776. enabledCapabilities = {};
  12777. currentTextureSlot = null;
  12778. currentBoundTextures = {};
  12779. currentProgram = null;
  12780. currentBlending = null;
  12781. currentFlipSided = null;
  12782. currentCullFace = null;
  12783. colorBuffer.reset();
  12784. depthBuffer.reset();
  12785. stencilBuffer.reset();
  12786. }
  12787. return {
  12788. buffers: {
  12789. color: colorBuffer,
  12790. depth: depthBuffer,
  12791. stencil: stencilBuffer
  12792. },
  12793. initAttributes: initAttributes,
  12794. enableAttribute: enableAttribute,
  12795. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12796. disableUnusedAttributes: disableUnusedAttributes,
  12797. enable: enable,
  12798. disable: disable,
  12799. useProgram: useProgram,
  12800. setBlending: setBlending,
  12801. setMaterial: setMaterial,
  12802. setFlipSided: setFlipSided,
  12803. setCullFace: setCullFace,
  12804. setLineWidth: setLineWidth,
  12805. setPolygonOffset: setPolygonOffset,
  12806. setScissorTest: setScissorTest,
  12807. activeTexture: activeTexture,
  12808. bindTexture: bindTexture,
  12809. unbindTexture: unbindTexture,
  12810. compressedTexImage2D: compressedTexImage2D,
  12811. texImage2D: texImage2D,
  12812. texImage3D: texImage3D,
  12813. scissor: scissor,
  12814. viewport: viewport,
  12815. reset: reset
  12816. };
  12817. }
  12818. /**
  12819. * @author mrdoob / http://mrdoob.com/
  12820. */
  12821. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12822. var isWebGL2 = capabilities.isWebGL2;
  12823. var maxTextures = capabilities.maxTextures;
  12824. var maxCubemapSize = capabilities.maxCubemapSize;
  12825. var maxTextureSize = capabilities.maxTextureSize;
  12826. var maxSamples = capabilities.maxSamples;
  12827. var _videoTextures = new WeakMap();
  12828. var _canvas;
  12829. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12830. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12831. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12832. var useOffscreenCanvas = false;
  12833. try {
  12834. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12835. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12836. } catch ( err ) {
  12837. // Ignore any errors
  12838. }
  12839. function createCanvas( width, height ) {
  12840. // Use OffscreenCanvas when available. Specially needed in web workers
  12841. return useOffscreenCanvas ?
  12842. new OffscreenCanvas( width, height ) :
  12843. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12844. }
  12845. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12846. var scale = 1;
  12847. // handle case if texture exceeds max size
  12848. if ( image.width > maxSize || image.height > maxSize ) {
  12849. scale = maxSize / Math.max( image.width, image.height );
  12850. }
  12851. // only perform resize if necessary
  12852. if ( scale < 1 || needsPowerOfTwo === true ) {
  12853. // only perform resize for certain image types
  12854. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12855. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12856. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12857. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12858. var width = floor( scale * image.width );
  12859. var height = floor( scale * image.height );
  12860. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12861. // cube textures can't reuse the same canvas
  12862. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12863. canvas.width = width;
  12864. canvas.height = height;
  12865. var context = canvas.getContext( '2d' );
  12866. context.drawImage( image, 0, 0, width, height );
  12867. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12868. return canvas;
  12869. } else {
  12870. if ( 'data' in image ) {
  12871. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12872. }
  12873. return image;
  12874. }
  12875. }
  12876. return image;
  12877. }
  12878. function isPowerOfTwo( image ) {
  12879. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12880. }
  12881. function textureNeedsPowerOfTwo( texture ) {
  12882. if ( isWebGL2 ) { return false; }
  12883. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12884. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12885. }
  12886. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12887. return texture.generateMipmaps && supportsMips &&
  12888. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12889. }
  12890. function generateMipmap( target, texture, width, height ) {
  12891. _gl.generateMipmap( target );
  12892. var textureProperties = properties.get( texture );
  12893. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12894. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12895. }
  12896. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12897. if ( isWebGL2 === false ) { return glFormat; }
  12898. if ( internalFormatName !== null ) {
  12899. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12900. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12901. }
  12902. var internalFormat = glFormat;
  12903. if ( glFormat === 6403 ) {
  12904. if ( glType === 5126 ) { internalFormat = 33326; }
  12905. if ( glType === 5131 ) { internalFormat = 33325; }
  12906. if ( glType === 5121 ) { internalFormat = 33321; }
  12907. }
  12908. if ( glFormat === 6407 ) {
  12909. if ( glType === 5126 ) { internalFormat = 34837; }
  12910. if ( glType === 5131 ) { internalFormat = 34843; }
  12911. if ( glType === 5121 ) { internalFormat = 32849; }
  12912. }
  12913. if ( glFormat === 6408 ) {
  12914. if ( glType === 5126 ) { internalFormat = 34836; }
  12915. if ( glType === 5131 ) { internalFormat = 34842; }
  12916. if ( glType === 5121 ) { internalFormat = 32856; }
  12917. }
  12918. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12919. internalFormat === 34842 || internalFormat === 34836 ) {
  12920. extensions.get( 'EXT_color_buffer_float' );
  12921. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12922. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12923. }
  12924. return internalFormat;
  12925. }
  12926. // Fallback filters for non-power-of-2 textures
  12927. function filterFallback( f ) {
  12928. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12929. return 9728;
  12930. }
  12931. return 9729;
  12932. }
  12933. //
  12934. function onTextureDispose( event ) {
  12935. var texture = event.target;
  12936. texture.removeEventListener( 'dispose', onTextureDispose );
  12937. deallocateTexture( texture );
  12938. if ( texture.isVideoTexture ) {
  12939. _videoTextures.delete( texture );
  12940. }
  12941. info.memory.textures --;
  12942. }
  12943. function onRenderTargetDispose( event ) {
  12944. var renderTarget = event.target;
  12945. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12946. deallocateRenderTarget( renderTarget );
  12947. info.memory.textures --;
  12948. }
  12949. //
  12950. function deallocateTexture( texture ) {
  12951. var textureProperties = properties.get( texture );
  12952. if ( textureProperties.__webglInit === undefined ) { return; }
  12953. _gl.deleteTexture( textureProperties.__webglTexture );
  12954. properties.remove( texture );
  12955. }
  12956. function deallocateRenderTarget( renderTarget ) {
  12957. var renderTargetProperties = properties.get( renderTarget );
  12958. var textureProperties = properties.get( renderTarget.texture );
  12959. if ( ! renderTarget ) { return; }
  12960. if ( textureProperties.__webglTexture !== undefined ) {
  12961. _gl.deleteTexture( textureProperties.__webglTexture );
  12962. }
  12963. if ( renderTarget.depthTexture ) {
  12964. renderTarget.depthTexture.dispose();
  12965. }
  12966. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12967. for ( var i = 0; i < 6; i ++ ) {
  12968. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12969. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12970. }
  12971. } else {
  12972. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12973. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12974. }
  12975. properties.remove( renderTarget.texture );
  12976. properties.remove( renderTarget );
  12977. }
  12978. //
  12979. var textureUnits = 0;
  12980. function resetTextureUnits() {
  12981. textureUnits = 0;
  12982. }
  12983. function allocateTextureUnit() {
  12984. var textureUnit = textureUnits;
  12985. if ( textureUnit >= maxTextures ) {
  12986. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12987. }
  12988. textureUnits += 1;
  12989. return textureUnit;
  12990. }
  12991. //
  12992. function setTexture2D( texture, slot ) {
  12993. var textureProperties = properties.get( texture );
  12994. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12995. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12996. var image = texture.image;
  12997. if ( image === undefined ) {
  12998. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12999. } else if ( image.complete === false ) {
  13000. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13001. } else {
  13002. uploadTexture( textureProperties, texture, slot );
  13003. return;
  13004. }
  13005. }
  13006. state.activeTexture( 33984 + slot );
  13007. state.bindTexture( 3553, textureProperties.__webglTexture );
  13008. }
  13009. function setTexture2DArray( texture, slot ) {
  13010. var textureProperties = properties.get( texture );
  13011. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13012. uploadTexture( textureProperties, texture, slot );
  13013. return;
  13014. }
  13015. state.activeTexture( 33984 + slot );
  13016. state.bindTexture( 35866, textureProperties.__webglTexture );
  13017. }
  13018. function setTexture3D( texture, slot ) {
  13019. var textureProperties = properties.get( texture );
  13020. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13021. uploadTexture( textureProperties, texture, slot );
  13022. return;
  13023. }
  13024. state.activeTexture( 33984 + slot );
  13025. state.bindTexture( 32879, textureProperties.__webglTexture );
  13026. }
  13027. function setTextureCube( texture, slot ) {
  13028. if ( texture.image.length !== 6 ) { return; }
  13029. var textureProperties = properties.get( texture );
  13030. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13031. initTexture( textureProperties, texture );
  13032. state.activeTexture( 33984 + slot );
  13033. state.bindTexture( 34067, textureProperties.__webglTexture );
  13034. _gl.pixelStorei( 37440, texture.flipY );
  13035. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13036. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13037. var cubeImage = [];
  13038. for ( var i = 0; i < 6; i ++ ) {
  13039. if ( ! isCompressed && ! isDataTexture ) {
  13040. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13041. } else {
  13042. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13043. }
  13044. }
  13045. var image = cubeImage[ 0 ],
  13046. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13047. glFormat = utils.convert( texture.format ),
  13048. glType = utils.convert( texture.type ),
  13049. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13050. setTextureParameters( 34067, texture, supportsMips );
  13051. var mipmaps;
  13052. if ( isCompressed ) {
  13053. for ( var i = 0; i < 6; i ++ ) {
  13054. mipmaps = cubeImage[ i ].mipmaps;
  13055. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13056. var mipmap = mipmaps[ j ];
  13057. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13058. if ( glFormat !== null ) {
  13059. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13060. } else {
  13061. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13062. }
  13063. } else {
  13064. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13065. }
  13066. }
  13067. }
  13068. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13069. } else {
  13070. mipmaps = texture.mipmaps;
  13071. for ( var i = 0; i < 6; i ++ ) {
  13072. if ( isDataTexture ) {
  13073. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13074. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13075. var mipmap = mipmaps[ j ];
  13076. var mipmapImage = mipmap.image[ i ].image;
  13077. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13078. }
  13079. } else {
  13080. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13081. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13082. var mipmap = mipmaps[ j ];
  13083. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13084. }
  13085. }
  13086. }
  13087. textureProperties.__maxMipLevel = mipmaps.length;
  13088. }
  13089. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13090. // We assume images for cube map have the same size.
  13091. generateMipmap( 34067, texture, image.width, image.height );
  13092. }
  13093. textureProperties.__version = texture.version;
  13094. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13095. } else {
  13096. state.activeTexture( 33984 + slot );
  13097. state.bindTexture( 34067, textureProperties.__webglTexture );
  13098. }
  13099. }
  13100. function setTextureCubeDynamic( texture, slot ) {
  13101. state.activeTexture( 33984 + slot );
  13102. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13103. }
  13104. var wrappingToGL = {};
  13105. wrappingToGL[ RepeatWrapping ] = 10497;
  13106. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13107. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13108. var filterToGL = {};
  13109. filterToGL[ NearestFilter ] = 9728;
  13110. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13111. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13112. filterToGL[ LinearFilter ] = 9729;
  13113. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13114. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13115. function setTextureParameters( textureType, texture, supportsMips ) {
  13116. if ( supportsMips ) {
  13117. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13118. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13119. if ( textureType === 32879 || textureType === 35866 ) {
  13120. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13121. }
  13122. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13123. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13124. } else {
  13125. _gl.texParameteri( textureType, 10242, 33071 );
  13126. _gl.texParameteri( textureType, 10243, 33071 );
  13127. if ( textureType === 32879 || textureType === 35866 ) {
  13128. _gl.texParameteri( textureType, 32882, 33071 );
  13129. }
  13130. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13131. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13132. }
  13133. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13134. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13135. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13136. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13137. }
  13138. }
  13139. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13140. if ( extension ) {
  13141. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13142. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13143. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13144. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13145. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13146. }
  13147. }
  13148. }
  13149. function initTexture( textureProperties, texture ) {
  13150. if ( textureProperties.__webglInit === undefined ) {
  13151. textureProperties.__webglInit = true;
  13152. texture.addEventListener( 'dispose', onTextureDispose );
  13153. textureProperties.__webglTexture = _gl.createTexture();
  13154. info.memory.textures ++;
  13155. }
  13156. }
  13157. function uploadTexture( textureProperties, texture, slot ) {
  13158. var textureType = 3553;
  13159. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13160. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13161. initTexture( textureProperties, texture );
  13162. state.activeTexture( 33984 + slot );
  13163. state.bindTexture( textureType, textureProperties.__webglTexture );
  13164. _gl.pixelStorei( 37440, texture.flipY );
  13165. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13166. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13167. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13168. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13169. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13170. glFormat = utils.convert( texture.format ),
  13171. glType = utils.convert( texture.type ),
  13172. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13173. setTextureParameters( textureType, texture, supportsMips );
  13174. var mipmap, mipmaps = texture.mipmaps;
  13175. if ( texture.isDepthTexture ) {
  13176. // populate depth texture with dummy data
  13177. glInternalFormat = 6402;
  13178. if ( texture.type === FloatType ) {
  13179. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13180. glInternalFormat = 36012;
  13181. } else if ( isWebGL2 ) {
  13182. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13183. glInternalFormat = 33189;
  13184. }
  13185. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13186. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13187. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13188. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13189. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13190. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13191. texture.type = UnsignedShortType;
  13192. glType = utils.convert( texture.type );
  13193. }
  13194. }
  13195. // Depth stencil textures need the DEPTH_STENCIL internal format
  13196. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13197. if ( texture.format === DepthStencilFormat ) {
  13198. glInternalFormat = 34041;
  13199. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13200. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13201. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13202. if ( texture.type !== UnsignedInt248Type ) {
  13203. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13204. texture.type = UnsignedInt248Type;
  13205. glType = utils.convert( texture.type );
  13206. }
  13207. }
  13208. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13209. } else if ( texture.isDataTexture ) {
  13210. // use manually created mipmaps if available
  13211. // if there are no manual mipmaps
  13212. // set 0 level mipmap and then use GL to generate other mipmap levels
  13213. if ( mipmaps.length > 0 && supportsMips ) {
  13214. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13215. mipmap = mipmaps[ i ];
  13216. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13217. }
  13218. texture.generateMipmaps = false;
  13219. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13220. } else {
  13221. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13222. textureProperties.__maxMipLevel = 0;
  13223. }
  13224. } else if ( texture.isCompressedTexture ) {
  13225. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13226. mipmap = mipmaps[ i ];
  13227. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13228. if ( glFormat !== null ) {
  13229. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13230. } else {
  13231. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13232. }
  13233. } else {
  13234. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13235. }
  13236. }
  13237. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13238. } else if ( texture.isDataTexture2DArray ) {
  13239. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13240. textureProperties.__maxMipLevel = 0;
  13241. } else if ( texture.isDataTexture3D ) {
  13242. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13243. textureProperties.__maxMipLevel = 0;
  13244. } else {
  13245. // regular Texture (image, video, canvas)
  13246. // use manually created mipmaps if available
  13247. // if there are no manual mipmaps
  13248. // set 0 level mipmap and then use GL to generate other mipmap levels
  13249. if ( mipmaps.length > 0 && supportsMips ) {
  13250. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13251. mipmap = mipmaps[ i ];
  13252. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13253. }
  13254. texture.generateMipmaps = false;
  13255. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13256. } else {
  13257. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13258. textureProperties.__maxMipLevel = 0;
  13259. }
  13260. }
  13261. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13262. generateMipmap( textureType, texture, image.width, image.height );
  13263. }
  13264. textureProperties.__version = texture.version;
  13265. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13266. }
  13267. // Render targets
  13268. // Setup storage for target texture and bind it to correct framebuffer
  13269. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13270. var glFormat = utils.convert( renderTarget.texture.format );
  13271. var glType = utils.convert( renderTarget.texture.type );
  13272. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13273. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13274. _gl.bindFramebuffer( 36160, framebuffer );
  13275. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13276. _gl.bindFramebuffer( 36160, null );
  13277. }
  13278. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13279. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13280. _gl.bindRenderbuffer( 36161, renderbuffer );
  13281. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13282. if ( isMultisample ) {
  13283. var samples = getRenderTargetSamples( renderTarget );
  13284. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13285. } else {
  13286. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13287. }
  13288. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13289. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13290. if ( isMultisample ) {
  13291. var samples = getRenderTargetSamples( renderTarget );
  13292. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13293. } else {
  13294. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13295. }
  13296. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13297. } else {
  13298. var glFormat = utils.convert( renderTarget.texture.format );
  13299. var glType = utils.convert( renderTarget.texture.type );
  13300. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13301. if ( isMultisample ) {
  13302. var samples = getRenderTargetSamples( renderTarget );
  13303. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13304. } else {
  13305. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13306. }
  13307. }
  13308. _gl.bindRenderbuffer( 36161, null );
  13309. }
  13310. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13311. function setupDepthTexture( framebuffer, renderTarget ) {
  13312. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13313. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13314. _gl.bindFramebuffer( 36160, framebuffer );
  13315. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13316. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13317. }
  13318. // upload an empty depth texture with framebuffer size
  13319. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13320. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13321. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13322. renderTarget.depthTexture.image.width = renderTarget.width;
  13323. renderTarget.depthTexture.image.height = renderTarget.height;
  13324. renderTarget.depthTexture.needsUpdate = true;
  13325. }
  13326. setTexture2D( renderTarget.depthTexture, 0 );
  13327. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13328. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13329. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13330. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13331. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13332. } else {
  13333. throw new Error( 'Unknown depthTexture format' );
  13334. }
  13335. }
  13336. // Setup GL resources for a non-texture depth buffer
  13337. function setupDepthRenderbuffer( renderTarget ) {
  13338. var renderTargetProperties = properties.get( renderTarget );
  13339. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13340. if ( renderTarget.depthTexture ) {
  13341. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13342. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13343. } else {
  13344. if ( isCube ) {
  13345. renderTargetProperties.__webglDepthbuffer = [];
  13346. for ( var i = 0; i < 6; i ++ ) {
  13347. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13348. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13349. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13350. }
  13351. } else {
  13352. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13353. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13354. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13355. }
  13356. }
  13357. _gl.bindFramebuffer( 36160, null );
  13358. }
  13359. // Set up GL resources for the render target
  13360. function setupRenderTarget( renderTarget ) {
  13361. var renderTargetProperties = properties.get( renderTarget );
  13362. var textureProperties = properties.get( renderTarget.texture );
  13363. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13364. textureProperties.__webglTexture = _gl.createTexture();
  13365. info.memory.textures ++;
  13366. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13367. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13368. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13369. // Setup framebuffer
  13370. if ( isCube ) {
  13371. renderTargetProperties.__webglFramebuffer = [];
  13372. for ( var i = 0; i < 6; i ++ ) {
  13373. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13374. }
  13375. } else {
  13376. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13377. if ( isMultisample ) {
  13378. if ( isWebGL2 ) {
  13379. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13380. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13381. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13382. var glFormat = utils.convert( renderTarget.texture.format );
  13383. var glType = utils.convert( renderTarget.texture.type );
  13384. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13385. var samples = getRenderTargetSamples( renderTarget );
  13386. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13387. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13388. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13389. _gl.bindRenderbuffer( 36161, null );
  13390. if ( renderTarget.depthBuffer ) {
  13391. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13392. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13393. }
  13394. _gl.bindFramebuffer( 36160, null );
  13395. } else {
  13396. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13397. }
  13398. }
  13399. }
  13400. // Setup color buffer
  13401. if ( isCube ) {
  13402. state.bindTexture( 34067, textureProperties.__webglTexture );
  13403. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13404. for ( var i = 0; i < 6; i ++ ) {
  13405. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13406. }
  13407. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13408. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13409. }
  13410. state.bindTexture( 34067, null );
  13411. } else {
  13412. state.bindTexture( 3553, textureProperties.__webglTexture );
  13413. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13414. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13415. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13416. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13417. }
  13418. state.bindTexture( 3553, null );
  13419. }
  13420. // Setup depth and stencil buffers
  13421. if ( renderTarget.depthBuffer ) {
  13422. setupDepthRenderbuffer( renderTarget );
  13423. }
  13424. }
  13425. function updateRenderTargetMipmap( renderTarget ) {
  13426. var texture = renderTarget.texture;
  13427. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13428. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13429. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13430. var webglTexture = properties.get( texture ).__webglTexture;
  13431. state.bindTexture( target, webglTexture );
  13432. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13433. state.bindTexture( target, null );
  13434. }
  13435. }
  13436. function updateMultisampleRenderTarget( renderTarget ) {
  13437. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13438. if ( isWebGL2 ) {
  13439. var renderTargetProperties = properties.get( renderTarget );
  13440. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13441. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13442. var width = renderTarget.width;
  13443. var height = renderTarget.height;
  13444. var mask = 16384;
  13445. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13446. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13447. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13448. } else {
  13449. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13450. }
  13451. }
  13452. }
  13453. function getRenderTargetSamples( renderTarget ) {
  13454. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13455. Math.min( maxSamples, renderTarget.samples ) : 0;
  13456. }
  13457. function updateVideoTexture( texture ) {
  13458. var frame = info.render.frame;
  13459. // Check the last frame we updated the VideoTexture
  13460. if ( _videoTextures.get( texture ) !== frame ) {
  13461. _videoTextures.set( texture, frame );
  13462. texture.update();
  13463. }
  13464. }
  13465. // backwards compatibility
  13466. var warnedTexture2D = false;
  13467. var warnedTextureCube = false;
  13468. function safeSetTexture2D( texture, slot ) {
  13469. if ( texture && texture.isWebGLRenderTarget ) {
  13470. if ( warnedTexture2D === false ) {
  13471. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13472. warnedTexture2D = true;
  13473. }
  13474. texture = texture.texture;
  13475. }
  13476. setTexture2D( texture, slot );
  13477. }
  13478. function safeSetTextureCube( texture, slot ) {
  13479. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13480. if ( warnedTextureCube === false ) {
  13481. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13482. warnedTextureCube = true;
  13483. }
  13484. texture = texture.texture;
  13485. }
  13486. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13487. // TODO: unify these code paths
  13488. if ( ( texture && texture.isCubeTexture ) ||
  13489. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13490. // CompressedTexture can have Array in image :/
  13491. // this function alone should take care of cube textures
  13492. setTextureCube( texture, slot );
  13493. } else {
  13494. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13495. setTextureCubeDynamic( texture, slot );
  13496. }
  13497. }
  13498. //
  13499. this.allocateTextureUnit = allocateTextureUnit;
  13500. this.resetTextureUnits = resetTextureUnits;
  13501. this.setTexture2D = setTexture2D;
  13502. this.setTexture2DArray = setTexture2DArray;
  13503. this.setTexture3D = setTexture3D;
  13504. this.setTextureCube = setTextureCube;
  13505. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13506. this.setupRenderTarget = setupRenderTarget;
  13507. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13508. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13509. this.safeSetTexture2D = safeSetTexture2D;
  13510. this.safeSetTextureCube = safeSetTextureCube;
  13511. }
  13512. /**
  13513. * @author thespite / http://www.twitter.com/thespite
  13514. */
  13515. function WebGLUtils( gl, extensions, capabilities ) {
  13516. var isWebGL2 = capabilities.isWebGL2;
  13517. function convert( p ) {
  13518. var extension;
  13519. if ( p === UnsignedByteType ) { return 5121; }
  13520. if ( p === UnsignedShort4444Type ) { return 32819; }
  13521. if ( p === UnsignedShort5551Type ) { return 32820; }
  13522. if ( p === UnsignedShort565Type ) { return 33635; }
  13523. if ( p === ByteType ) { return 5120; }
  13524. if ( p === ShortType ) { return 5122; }
  13525. if ( p === UnsignedShortType ) { return 5123; }
  13526. if ( p === IntType ) { return 5124; }
  13527. if ( p === UnsignedIntType ) { return 5125; }
  13528. if ( p === FloatType ) { return 5126; }
  13529. if ( p === HalfFloatType ) {
  13530. if ( isWebGL2 ) { return 5131; }
  13531. extension = extensions.get( 'OES_texture_half_float' );
  13532. if ( extension !== null ) {
  13533. return extension.HALF_FLOAT_OES;
  13534. } else {
  13535. return null;
  13536. }
  13537. }
  13538. if ( p === AlphaFormat ) { return 6406; }
  13539. if ( p === RGBFormat ) { return 6407; }
  13540. if ( p === RGBAFormat ) { return 6408; }
  13541. if ( p === LuminanceFormat ) { return 6409; }
  13542. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13543. if ( p === DepthFormat ) { return 6402; }
  13544. if ( p === DepthStencilFormat ) { return 34041; }
  13545. if ( p === RedFormat ) { return 6403; }
  13546. // WebGL2 formats.
  13547. if ( p === RedIntegerFormat ) { return 36244; }
  13548. if ( p === RGFormat ) { return 33319; }
  13549. if ( p === RGIntegerFormat ) { return 33320; }
  13550. if ( p === RGBIntegerFormat ) { return 36248; }
  13551. if ( p === RGBAIntegerFormat ) { return 36249; }
  13552. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13553. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13554. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13555. if ( extension !== null ) {
  13556. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13557. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13558. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13559. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13560. } else {
  13561. return null;
  13562. }
  13563. }
  13564. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13565. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13566. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13567. if ( extension !== null ) {
  13568. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13569. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13570. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13571. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13572. } else {
  13573. return null;
  13574. }
  13575. }
  13576. if ( p === RGB_ETC1_Format ) {
  13577. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13578. if ( extension !== null ) {
  13579. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13580. } else {
  13581. return null;
  13582. }
  13583. }
  13584. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13585. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13586. if ( extension !== null ) {
  13587. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13588. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13589. }
  13590. }
  13591. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13592. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13593. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13594. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13595. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13596. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13597. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13598. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13599. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13600. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13601. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13602. if ( extension !== null ) {
  13603. // TODO Complete?
  13604. return p;
  13605. } else {
  13606. return null;
  13607. }
  13608. }
  13609. if ( p === UnsignedInt248Type ) {
  13610. if ( isWebGL2 ) { return 34042; }
  13611. extension = extensions.get( 'WEBGL_depth_texture' );
  13612. if ( extension !== null ) {
  13613. return extension.UNSIGNED_INT_24_8_WEBGL;
  13614. } else {
  13615. return null;
  13616. }
  13617. }
  13618. }
  13619. return { convert: convert };
  13620. }
  13621. /**
  13622. * @author mrdoob / http://mrdoob.com/
  13623. */
  13624. function ArrayCamera( array ) {
  13625. PerspectiveCamera.call( this );
  13626. this.cameras = array || [];
  13627. }
  13628. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13629. constructor: ArrayCamera,
  13630. isArrayCamera: true
  13631. } );
  13632. /**
  13633. * @author mrdoob / http://mrdoob.com/
  13634. */
  13635. function Group() {
  13636. Object3D.call( this );
  13637. this.type = 'Group';
  13638. }
  13639. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13640. constructor: Group,
  13641. isGroup: true
  13642. } );
  13643. /**
  13644. * @author mrdoob / http://mrdoob.com/
  13645. */
  13646. function WebXRManager( renderer, gl ) {
  13647. var scope = this;
  13648. var session = null;
  13649. var framebufferScaleFactor = 1.0;
  13650. var referenceSpace = null;
  13651. var referenceSpaceType = 'local-floor';
  13652. var pose = null;
  13653. var controllers = [];
  13654. var inputSourcesMap = new Map();
  13655. //
  13656. var cameraL = new PerspectiveCamera();
  13657. cameraL.layers.enable( 1 );
  13658. cameraL.viewport = new Vector4();
  13659. var cameraR = new PerspectiveCamera();
  13660. cameraR.layers.enable( 2 );
  13661. cameraR.viewport = new Vector4();
  13662. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13663. cameraVR.layers.enable( 1 );
  13664. cameraVR.layers.enable( 2 );
  13665. var _currentDepthNear = null;
  13666. var _currentDepthFar = null;
  13667. //
  13668. this.enabled = false;
  13669. this.isPresenting = false;
  13670. this.getController = function ( id ) {
  13671. var controller = controllers[ id ];
  13672. if ( controller === undefined ) {
  13673. controller = {};
  13674. controllers[ id ] = controller;
  13675. }
  13676. if ( controller.targetRay === undefined ) {
  13677. controller.targetRay = new Group();
  13678. controller.targetRay.matrixAutoUpdate = false;
  13679. controller.targetRay.visible = false;
  13680. }
  13681. return controller.targetRay;
  13682. };
  13683. this.getControllerGrip = function ( id ) {
  13684. var controller = controllers[ id ];
  13685. if ( controller === undefined ) {
  13686. controller = {};
  13687. controllers[ id ] = controller;
  13688. }
  13689. if ( controller.grip === undefined ) {
  13690. controller.grip = new Group();
  13691. controller.grip.matrixAutoUpdate = false;
  13692. controller.grip.visible = false;
  13693. }
  13694. return controller.grip;
  13695. };
  13696. //
  13697. function onSessionEvent( event ) {
  13698. var controller = inputSourcesMap.get( event.inputSource );
  13699. if ( controller ) {
  13700. if ( controller.targetRay ) {
  13701. controller.targetRay.dispatchEvent( { type: event.type } );
  13702. }
  13703. if ( controller.grip ) {
  13704. controller.grip.dispatchEvent( { type: event.type } );
  13705. }
  13706. }
  13707. }
  13708. function onSessionEnd() {
  13709. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13710. if ( controller.targetRay ) {
  13711. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13712. controller.targetRay.visible = false;
  13713. }
  13714. if ( controller.grip ) {
  13715. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13716. controller.grip.visible = false;
  13717. }
  13718. } );
  13719. inputSourcesMap.clear();
  13720. //
  13721. renderer.setFramebuffer( null );
  13722. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13723. animation.stop();
  13724. scope.isPresenting = false;
  13725. scope.dispatchEvent( { type: 'sessionend' } );
  13726. }
  13727. function onRequestReferenceSpace( value ) {
  13728. referenceSpace = value;
  13729. animation.setContext( session );
  13730. animation.start();
  13731. scope.isPresenting = true;
  13732. scope.dispatchEvent( { type: 'sessionstart' } );
  13733. }
  13734. this.setFramebufferScaleFactor = function ( value ) {
  13735. framebufferScaleFactor = value;
  13736. // Warn if function is used while presenting
  13737. if ( scope.isPresenting == true ) {
  13738. console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );
  13739. }
  13740. };
  13741. this.setReferenceSpaceType = function ( value ) {
  13742. referenceSpaceType = value;
  13743. };
  13744. this.getReferenceSpace = function () {
  13745. return referenceSpace;
  13746. };
  13747. this.getSession = function () {
  13748. return session;
  13749. };
  13750. this.setSession = function ( value ) {
  13751. session = value;
  13752. if ( session !== null ) {
  13753. session.addEventListener( 'select', onSessionEvent );
  13754. session.addEventListener( 'selectstart', onSessionEvent );
  13755. session.addEventListener( 'selectend', onSessionEvent );
  13756. session.addEventListener( 'squeeze', onSessionEvent );
  13757. session.addEventListener( 'squeezestart', onSessionEvent );
  13758. session.addEventListener( 'squeezeend', onSessionEvent );
  13759. session.addEventListener( 'end', onSessionEnd );
  13760. var attributes = gl.getContextAttributes();
  13761. var layerInit = {
  13762. antialias: attributes.antialias,
  13763. alpha: attributes.alpha,
  13764. depth: attributes.depth,
  13765. stencil: attributes.stencil,
  13766. framebufferScaleFactor: framebufferScaleFactor
  13767. };
  13768. // eslint-disable-next-line no-undef
  13769. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13770. session.updateRenderState( { baseLayer: baseLayer } );
  13771. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13772. //
  13773. session.addEventListener( 'inputsourceschange', updateInputSources );
  13774. }
  13775. };
  13776. function updateInputSources( event ) {
  13777. var inputSources = session.inputSources;
  13778. // Assign inputSources to available controllers
  13779. for ( var i = 0; i < controllers.length; i ++ ) {
  13780. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13781. }
  13782. // Notify disconnected
  13783. for ( var i = 0; i < event.removed.length; i ++ ) {
  13784. var inputSource = event.removed[ i ];
  13785. var controller = inputSourcesMap.get( inputSource );
  13786. if ( controller ) {
  13787. if ( controller.targetRay ) {
  13788. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13789. }
  13790. if ( controller.grip ) {
  13791. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13792. }
  13793. inputSourcesMap.delete( inputSource );
  13794. }
  13795. }
  13796. // Notify connected
  13797. for ( var i = 0; i < event.added.length; i ++ ) {
  13798. var inputSource = event.added[ i ];
  13799. var controller = inputSourcesMap.get( inputSource );
  13800. if ( controller ) {
  13801. if ( controller.targetRay ) {
  13802. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  13803. }
  13804. if ( controller.grip ) {
  13805. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  13806. }
  13807. }
  13808. }
  13809. }
  13810. //
  13811. var cameraLPos = new Vector3();
  13812. var cameraRPos = new Vector3();
  13813. /**
  13814. * @author jsantell / https://www.jsantell.com/
  13815. *
  13816. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13817. * the cameras' projection and world matrices have already been set.
  13818. * And that near and far planes are identical for both cameras.
  13819. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13820. */
  13821. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13822. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13823. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13824. var ipd = cameraLPos.distanceTo( cameraRPos );
  13825. var projL = cameraL.projectionMatrix.elements;
  13826. var projR = cameraR.projectionMatrix.elements;
  13827. // VR systems will have identical far and near planes, and
  13828. // most likely identical top and bottom frustum extents.
  13829. // Use the left camera for these values.
  13830. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13831. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13832. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13833. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13834. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13835. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13836. var left = near * leftFov;
  13837. var right = near * rightFov;
  13838. // Calculate the new camera's position offset from the
  13839. // left camera. xOffset should be roughly half `ipd`.
  13840. var zOffset = ipd / ( - leftFov + rightFov );
  13841. var xOffset = zOffset * - leftFov;
  13842. // TODO: Better way to apply this offset?
  13843. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13844. camera.translateX( xOffset );
  13845. camera.translateZ( zOffset );
  13846. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13847. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13848. // Find the union of the frustum values of the cameras and scale
  13849. // the values so that the near plane's position does not change in world space,
  13850. // although must now be relative to the new union camera.
  13851. var near2 = near + zOffset;
  13852. var far2 = far + zOffset;
  13853. var left2 = left - xOffset;
  13854. var right2 = right + ( ipd - xOffset );
  13855. var top2 = topFov * far / far2 * near2;
  13856. var bottom2 = bottomFov * far / far2 * near2;
  13857. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13858. }
  13859. function updateCamera( camera, parent ) {
  13860. if ( parent === null ) {
  13861. camera.matrixWorld.copy( camera.matrix );
  13862. } else {
  13863. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13864. }
  13865. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13866. }
  13867. this.getCamera = function ( camera ) {
  13868. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13869. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13870. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  13871. // Note that the new renderState won't apply until the next frame. See #18320
  13872. session.updateRenderState( {
  13873. depthNear: cameraVR.near,
  13874. depthFar: cameraVR.far
  13875. } );
  13876. _currentDepthNear = cameraVR.near;
  13877. _currentDepthFar = cameraVR.far;
  13878. }
  13879. var parent = camera.parent;
  13880. var cameras = cameraVR.cameras;
  13881. updateCamera( cameraVR, parent );
  13882. for ( var i = 0; i < cameras.length; i ++ ) {
  13883. updateCamera( cameras[ i ], parent );
  13884. }
  13885. // update camera and its children
  13886. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13887. var children = camera.children;
  13888. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13889. children[ i ].updateMatrixWorld( true );
  13890. }
  13891. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13892. return cameraVR;
  13893. };
  13894. // Animation Loop
  13895. var onAnimationFrameCallback = null;
  13896. function onAnimationFrame( time, frame ) {
  13897. pose = frame.getViewerPose( referenceSpace );
  13898. if ( pose !== null ) {
  13899. var views = pose.views;
  13900. var baseLayer = session.renderState.baseLayer;
  13901. renderer.setFramebuffer( baseLayer.framebuffer );
  13902. for ( var i = 0; i < views.length; i ++ ) {
  13903. var view = views[ i ];
  13904. var viewport = baseLayer.getViewport( view );
  13905. var camera = cameraVR.cameras[ i ];
  13906. camera.matrix.fromArray( view.transform.matrix );
  13907. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13908. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13909. if ( i === 0 ) {
  13910. cameraVR.matrix.copy( camera.matrix );
  13911. }
  13912. }
  13913. }
  13914. //
  13915. var inputSources = session.inputSources;
  13916. for ( var i = 0; i < controllers.length; i ++ ) {
  13917. var controller = controllers[ i ];
  13918. var inputSource = inputSources[ i ];
  13919. var inputPose = null;
  13920. var gripPose = null;
  13921. if ( inputSource ) {
  13922. if ( controller.targetRay ) {
  13923. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13924. if ( inputPose !== null ) {
  13925. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  13926. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  13927. }
  13928. }
  13929. if ( controller.grip && inputSource.gripSpace ) {
  13930. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13931. if ( gripPose !== null ) {
  13932. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  13933. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  13934. }
  13935. }
  13936. }
  13937. if ( controller.targetRay ) {
  13938. controller.targetRay.visible = inputPose !== null;
  13939. }
  13940. if ( controller.grip ) {
  13941. controller.grip.visible = gripPose !== null;
  13942. }
  13943. }
  13944. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  13945. }
  13946. var animation = new WebGLAnimation();
  13947. animation.setAnimationLoop( onAnimationFrame );
  13948. this.setAnimationLoop = function ( callback ) {
  13949. onAnimationFrameCallback = callback;
  13950. };
  13951. this.dispose = function () {};
  13952. }
  13953. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13954. /**
  13955. * @author supereggbert / http://www.paulbrunt.co.uk/
  13956. * @author mrdoob / http://mrdoob.com/
  13957. * @author alteredq / http://alteredqualia.com/
  13958. * @author szimek / https://github.com/szimek/
  13959. * @author tschw
  13960. */
  13961. function WebGLRenderer( parameters ) {
  13962. parameters = parameters || {};
  13963. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13964. _context = parameters.context !== undefined ? parameters.context : null,
  13965. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13966. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13967. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13968. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13969. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13970. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13971. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13972. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13973. var currentRenderList = null;
  13974. var currentRenderState = null;
  13975. // public properties
  13976. this.domElement = _canvas;
  13977. // Debug configuration container
  13978. this.debug = {
  13979. /**
  13980. * Enables error checking and reporting when shader programs are being compiled
  13981. * @type {boolean}
  13982. */
  13983. checkShaderErrors: true
  13984. };
  13985. // clearing
  13986. this.autoClear = true;
  13987. this.autoClearColor = true;
  13988. this.autoClearDepth = true;
  13989. this.autoClearStencil = true;
  13990. // scene graph
  13991. this.sortObjects = true;
  13992. // user-defined clipping
  13993. this.clippingPlanes = [];
  13994. this.localClippingEnabled = false;
  13995. // physically based shading
  13996. this.gammaFactor = 2.0; // for backwards compatibility
  13997. this.outputEncoding = LinearEncoding;
  13998. // physical lights
  13999. this.physicallyCorrectLights = false;
  14000. // tone mapping
  14001. this.toneMapping = LinearToneMapping;
  14002. this.toneMappingExposure = 1.0;
  14003. this.toneMappingWhitePoint = 1.0;
  14004. // morphs
  14005. this.maxMorphTargets = 8;
  14006. this.maxMorphNormals = 4;
  14007. // internal properties
  14008. var _this = this,
  14009. _isContextLost = false,
  14010. // internal state cache
  14011. _framebuffer = null,
  14012. _currentActiveCubeFace = 0,
  14013. _currentActiveMipmapLevel = 0,
  14014. _currentRenderTarget = null,
  14015. _currentFramebuffer = null,
  14016. _currentMaterialId = - 1,
  14017. // geometry and program caching
  14018. _currentGeometryProgram = {
  14019. geometry: null,
  14020. program: null,
  14021. wireframe: false
  14022. },
  14023. _currentCamera = null,
  14024. _currentArrayCamera = null,
  14025. _currentViewport = new Vector4(),
  14026. _currentScissor = new Vector4(),
  14027. _currentScissorTest = null,
  14028. //
  14029. _width = _canvas.width,
  14030. _height = _canvas.height,
  14031. _pixelRatio = 1,
  14032. _opaqueSort = null,
  14033. _transparentSort = null,
  14034. _viewport = new Vector4( 0, 0, _width, _height ),
  14035. _scissor = new Vector4( 0, 0, _width, _height ),
  14036. _scissorTest = false,
  14037. // frustum
  14038. _frustum = new Frustum(),
  14039. // clipping
  14040. _clipping = new WebGLClipping(),
  14041. _clippingEnabled = false,
  14042. _localClippingEnabled = false,
  14043. // camera matrices cache
  14044. _projScreenMatrix = new Matrix4(),
  14045. _vector3 = new Vector3();
  14046. function getTargetPixelRatio() {
  14047. return _currentRenderTarget === null ? _pixelRatio : 1;
  14048. }
  14049. // initialize
  14050. var _gl;
  14051. try {
  14052. var contextAttributes = {
  14053. alpha: _alpha,
  14054. depth: _depth,
  14055. stencil: _stencil,
  14056. antialias: _antialias,
  14057. premultipliedAlpha: _premultipliedAlpha,
  14058. preserveDrawingBuffer: _preserveDrawingBuffer,
  14059. powerPreference: _powerPreference,
  14060. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14061. xrCompatible: true
  14062. };
  14063. // event listeners must be registered before WebGL context is created, see #12753
  14064. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14065. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14066. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14067. if ( _gl === null ) {
  14068. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14069. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14070. } else {
  14071. throw new Error( 'Error creating WebGL context.' );
  14072. }
  14073. }
  14074. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14075. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14076. _gl.getShaderPrecisionFormat = function () {
  14077. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14078. };
  14079. }
  14080. } catch ( error ) {
  14081. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14082. throw error;
  14083. }
  14084. var extensions, capabilities, state, info;
  14085. var properties, textures, attributes, geometries, objects;
  14086. var programCache, renderLists, renderStates;
  14087. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14088. var utils;
  14089. function initGLContext() {
  14090. extensions = new WebGLExtensions( _gl );
  14091. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14092. if ( capabilities.isWebGL2 === false ) {
  14093. extensions.get( 'WEBGL_depth_texture' );
  14094. extensions.get( 'OES_texture_float' );
  14095. extensions.get( 'OES_texture_half_float' );
  14096. extensions.get( 'OES_texture_half_float_linear' );
  14097. extensions.get( 'OES_standard_derivatives' );
  14098. extensions.get( 'OES_element_index_uint' );
  14099. extensions.get( 'ANGLE_instanced_arrays' );
  14100. }
  14101. extensions.get( 'OES_texture_float_linear' );
  14102. utils = new WebGLUtils( _gl, extensions, capabilities );
  14103. state = new WebGLState( _gl, extensions, capabilities );
  14104. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14105. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14106. info = new WebGLInfo( _gl );
  14107. properties = new WebGLProperties();
  14108. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14109. attributes = new WebGLAttributes( _gl, capabilities );
  14110. geometries = new WebGLGeometries( _gl, attributes, info );
  14111. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14112. morphtargets = new WebGLMorphtargets( _gl );
  14113. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14114. renderLists = new WebGLRenderLists();
  14115. renderStates = new WebGLRenderStates();
  14116. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14117. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14118. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14119. info.programs = programCache.programs;
  14120. _this.capabilities = capabilities;
  14121. _this.extensions = extensions;
  14122. _this.properties = properties;
  14123. _this.renderLists = renderLists;
  14124. _this.state = state;
  14125. _this.info = info;
  14126. }
  14127. initGLContext();
  14128. // xr
  14129. var xr = new WebXRManager( _this, _gl );
  14130. this.xr = xr;
  14131. // shadow map
  14132. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14133. this.shadowMap = shadowMap;
  14134. // API
  14135. this.getContext = function () {
  14136. return _gl;
  14137. };
  14138. this.getContextAttributes = function () {
  14139. return _gl.getContextAttributes();
  14140. };
  14141. this.forceContextLoss = function () {
  14142. var extension = extensions.get( 'WEBGL_lose_context' );
  14143. if ( extension ) { extension.loseContext(); }
  14144. };
  14145. this.forceContextRestore = function () {
  14146. var extension = extensions.get( 'WEBGL_lose_context' );
  14147. if ( extension ) { extension.restoreContext(); }
  14148. };
  14149. this.getPixelRatio = function () {
  14150. return _pixelRatio;
  14151. };
  14152. this.setPixelRatio = function ( value ) {
  14153. if ( value === undefined ) { return; }
  14154. _pixelRatio = value;
  14155. this.setSize( _width, _height, false );
  14156. };
  14157. this.getSize = function ( target ) {
  14158. if ( target === undefined ) {
  14159. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14160. target = new Vector2();
  14161. }
  14162. return target.set( _width, _height );
  14163. };
  14164. this.setSize = function ( width, height, updateStyle ) {
  14165. if ( xr.isPresenting ) {
  14166. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14167. return;
  14168. }
  14169. _width = width;
  14170. _height = height;
  14171. _canvas.width = Math.floor( width * _pixelRatio );
  14172. _canvas.height = Math.floor( height * _pixelRatio );
  14173. if ( updateStyle !== false ) {
  14174. _canvas.style.width = width + 'px';
  14175. _canvas.style.height = height + 'px';
  14176. }
  14177. this.setViewport( 0, 0, width, height );
  14178. };
  14179. this.getDrawingBufferSize = function ( target ) {
  14180. if ( target === undefined ) {
  14181. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14182. target = new Vector2();
  14183. }
  14184. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14185. };
  14186. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14187. _width = width;
  14188. _height = height;
  14189. _pixelRatio = pixelRatio;
  14190. _canvas.width = Math.floor( width * pixelRatio );
  14191. _canvas.height = Math.floor( height * pixelRatio );
  14192. this.setViewport( 0, 0, width, height );
  14193. };
  14194. this.getCurrentViewport = function ( target ) {
  14195. if ( target === undefined ) {
  14196. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14197. target = new Vector4();
  14198. }
  14199. return target.copy( _currentViewport );
  14200. };
  14201. this.getViewport = function ( target ) {
  14202. return target.copy( _viewport );
  14203. };
  14204. this.setViewport = function ( x, y, width, height ) {
  14205. if ( x.isVector4 ) {
  14206. _viewport.set( x.x, x.y, x.z, x.w );
  14207. } else {
  14208. _viewport.set( x, y, width, height );
  14209. }
  14210. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14211. };
  14212. this.getScissor = function ( target ) {
  14213. return target.copy( _scissor );
  14214. };
  14215. this.setScissor = function ( x, y, width, height ) {
  14216. if ( x.isVector4 ) {
  14217. _scissor.set( x.x, x.y, x.z, x.w );
  14218. } else {
  14219. _scissor.set( x, y, width, height );
  14220. }
  14221. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14222. };
  14223. this.getScissorTest = function () {
  14224. return _scissorTest;
  14225. };
  14226. this.setScissorTest = function ( boolean ) {
  14227. state.setScissorTest( _scissorTest = boolean );
  14228. };
  14229. this.setOpaqueSort = function ( method ) {
  14230. _opaqueSort = method;
  14231. };
  14232. this.setTransparentSort = function ( method ) {
  14233. _transparentSort = method;
  14234. };
  14235. // Clearing
  14236. this.getClearColor = function () {
  14237. return background.getClearColor();
  14238. };
  14239. this.setClearColor = function () {
  14240. background.setClearColor.apply( background, arguments );
  14241. };
  14242. this.getClearAlpha = function () {
  14243. return background.getClearAlpha();
  14244. };
  14245. this.setClearAlpha = function () {
  14246. background.setClearAlpha.apply( background, arguments );
  14247. };
  14248. this.clear = function ( color, depth, stencil ) {
  14249. var bits = 0;
  14250. if ( color === undefined || color ) { bits |= 16384; }
  14251. if ( depth === undefined || depth ) { bits |= 256; }
  14252. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14253. _gl.clear( bits );
  14254. };
  14255. this.clearColor = function () {
  14256. this.clear( true, false, false );
  14257. };
  14258. this.clearDepth = function () {
  14259. this.clear( false, true, false );
  14260. };
  14261. this.clearStencil = function () {
  14262. this.clear( false, false, true );
  14263. };
  14264. //
  14265. this.dispose = function () {
  14266. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14267. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14268. renderLists.dispose();
  14269. renderStates.dispose();
  14270. properties.dispose();
  14271. objects.dispose();
  14272. xr.dispose();
  14273. animation.stop();
  14274. this.forceContextLoss();
  14275. };
  14276. // Events
  14277. function onContextLost( event ) {
  14278. event.preventDefault();
  14279. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14280. _isContextLost = true;
  14281. }
  14282. function onContextRestore( /* event */ ) {
  14283. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14284. _isContextLost = false;
  14285. initGLContext();
  14286. }
  14287. function onMaterialDispose( event ) {
  14288. var material = event.target;
  14289. material.removeEventListener( 'dispose', onMaterialDispose );
  14290. deallocateMaterial( material );
  14291. }
  14292. // Buffer deallocation
  14293. function deallocateMaterial( material ) {
  14294. releaseMaterialProgramReference( material );
  14295. properties.remove( material );
  14296. }
  14297. function releaseMaterialProgramReference( material ) {
  14298. var programInfo = properties.get( material ).program;
  14299. material.program = undefined;
  14300. if ( programInfo !== undefined ) {
  14301. programCache.releaseProgram( programInfo );
  14302. }
  14303. }
  14304. // Buffer rendering
  14305. function renderObjectImmediate( object, program ) {
  14306. object.render( function ( object ) {
  14307. _this.renderBufferImmediate( object, program );
  14308. } );
  14309. }
  14310. this.renderBufferImmediate = function ( object, program ) {
  14311. state.initAttributes();
  14312. var buffers = properties.get( object );
  14313. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14314. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14315. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14316. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14317. var programAttributes = program.getAttributes();
  14318. if ( object.hasPositions ) {
  14319. _gl.bindBuffer( 34962, buffers.position );
  14320. _gl.bufferData( 34962, object.positionArray, 35048 );
  14321. state.enableAttribute( programAttributes.position );
  14322. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14323. }
  14324. if ( object.hasNormals ) {
  14325. _gl.bindBuffer( 34962, buffers.normal );
  14326. _gl.bufferData( 34962, object.normalArray, 35048 );
  14327. state.enableAttribute( programAttributes.normal );
  14328. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14329. }
  14330. if ( object.hasUvs ) {
  14331. _gl.bindBuffer( 34962, buffers.uv );
  14332. _gl.bufferData( 34962, object.uvArray, 35048 );
  14333. state.enableAttribute( programAttributes.uv );
  14334. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14335. }
  14336. if ( object.hasColors ) {
  14337. _gl.bindBuffer( 34962, buffers.color );
  14338. _gl.bufferData( 34962, object.colorArray, 35048 );
  14339. state.enableAttribute( programAttributes.color );
  14340. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14341. }
  14342. state.disableUnusedAttributes();
  14343. _gl.drawArrays( 4, 0, object.count );
  14344. object.count = 0;
  14345. };
  14346. var tempScene = new Scene();
  14347. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14348. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14349. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14350. var program = setProgram( camera, scene, material, object );
  14351. state.setMaterial( material, frontFaceCW );
  14352. var updateBuffers = false;
  14353. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14354. _currentGeometryProgram.program !== program.id ||
  14355. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14356. _currentGeometryProgram.geometry = geometry.id;
  14357. _currentGeometryProgram.program = program.id;
  14358. _currentGeometryProgram.wireframe = material.wireframe === true;
  14359. updateBuffers = true;
  14360. }
  14361. if ( material.morphTargets || material.morphNormals ) {
  14362. morphtargets.update( object, geometry, material, program );
  14363. updateBuffers = true;
  14364. }
  14365. //
  14366. var index = geometry.index;
  14367. var position = geometry.attributes.position;
  14368. //
  14369. if ( index === null ) {
  14370. if ( position === undefined || position.count === 0 ) { return; }
  14371. } else if ( index.count === 0 ) {
  14372. return;
  14373. }
  14374. //
  14375. var rangeFactor = 1;
  14376. if ( material.wireframe === true ) {
  14377. index = geometries.getWireframeAttribute( geometry );
  14378. rangeFactor = 2;
  14379. }
  14380. var attribute;
  14381. var renderer = bufferRenderer;
  14382. if ( index !== null ) {
  14383. attribute = attributes.get( index );
  14384. renderer = indexedBufferRenderer;
  14385. renderer.setIndex( attribute );
  14386. }
  14387. if ( updateBuffers ) {
  14388. setupVertexAttributes( object, geometry, material, program );
  14389. if ( index !== null ) {
  14390. _gl.bindBuffer( 34963, attribute.buffer );
  14391. }
  14392. }
  14393. //
  14394. var dataCount = ( index !== null ) ? index.count : position.count;
  14395. var rangeStart = geometry.drawRange.start * rangeFactor;
  14396. var rangeCount = geometry.drawRange.count * rangeFactor;
  14397. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14398. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14399. var drawStart = Math.max( rangeStart, groupStart );
  14400. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14401. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14402. if ( drawCount === 0 ) { return; }
  14403. //
  14404. if ( object.isMesh ) {
  14405. if ( material.wireframe === true ) {
  14406. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14407. renderer.setMode( 1 );
  14408. } else {
  14409. renderer.setMode( 4 );
  14410. }
  14411. } else if ( object.isLine ) {
  14412. var lineWidth = material.linewidth;
  14413. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14414. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14415. if ( object.isLineSegments ) {
  14416. renderer.setMode( 1 );
  14417. } else if ( object.isLineLoop ) {
  14418. renderer.setMode( 2 );
  14419. } else {
  14420. renderer.setMode( 3 );
  14421. }
  14422. } else if ( object.isPoints ) {
  14423. renderer.setMode( 0 );
  14424. } else if ( object.isSprite ) {
  14425. renderer.setMode( 4 );
  14426. }
  14427. if ( object.isInstancedMesh ) {
  14428. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14429. } else if ( geometry.isInstancedBufferGeometry ) {
  14430. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14431. } else {
  14432. renderer.render( drawStart, drawCount );
  14433. }
  14434. };
  14435. function setupVertexAttributes( object, geometry, material, program ) {
  14436. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14437. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14438. }
  14439. state.initAttributes();
  14440. var geometryAttributes = geometry.attributes;
  14441. var programAttributes = program.getAttributes();
  14442. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14443. for ( var name in programAttributes ) {
  14444. var programAttribute = programAttributes[ name ];
  14445. if ( programAttribute >= 0 ) {
  14446. var geometryAttribute = geometryAttributes[ name ];
  14447. if ( geometryAttribute !== undefined ) {
  14448. var normalized = geometryAttribute.normalized;
  14449. var size = geometryAttribute.itemSize;
  14450. var attribute = attributes.get( geometryAttribute );
  14451. // TODO Attribute may not be available on context restore
  14452. if ( attribute === undefined ) { continue; }
  14453. var buffer = attribute.buffer;
  14454. var type = attribute.type;
  14455. var bytesPerElement = attribute.bytesPerElement;
  14456. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14457. var data = geometryAttribute.data;
  14458. var stride = data.stride;
  14459. var offset = geometryAttribute.offset;
  14460. if ( data && data.isInstancedInterleavedBuffer ) {
  14461. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14462. if ( geometry.maxInstancedCount === undefined ) {
  14463. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14464. }
  14465. } else {
  14466. state.enableAttribute( programAttribute );
  14467. }
  14468. _gl.bindBuffer( 34962, buffer );
  14469. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14470. } else {
  14471. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14472. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14473. if ( geometry.maxInstancedCount === undefined ) {
  14474. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14475. }
  14476. } else {
  14477. state.enableAttribute( programAttribute );
  14478. }
  14479. _gl.bindBuffer( 34962, buffer );
  14480. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14481. }
  14482. } else if ( name === 'instanceMatrix' ) {
  14483. var attribute = attributes.get( object.instanceMatrix );
  14484. // TODO Attribute may not be available on context restore
  14485. if ( attribute === undefined ) { continue; }
  14486. var buffer = attribute.buffer;
  14487. var type = attribute.type;
  14488. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14489. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14490. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14491. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14492. _gl.bindBuffer( 34962, buffer );
  14493. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14494. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14495. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14496. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14497. } else if ( materialDefaultAttributeValues !== undefined ) {
  14498. var value = materialDefaultAttributeValues[ name ];
  14499. if ( value !== undefined ) {
  14500. switch ( value.length ) {
  14501. case 2:
  14502. _gl.vertexAttrib2fv( programAttribute, value );
  14503. break;
  14504. case 3:
  14505. _gl.vertexAttrib3fv( programAttribute, value );
  14506. break;
  14507. case 4:
  14508. _gl.vertexAttrib4fv( programAttribute, value );
  14509. break;
  14510. default:
  14511. _gl.vertexAttrib1fv( programAttribute, value );
  14512. }
  14513. }
  14514. }
  14515. }
  14516. }
  14517. state.disableUnusedAttributes();
  14518. }
  14519. // Compile
  14520. this.compile = function ( scene, camera ) {
  14521. currentRenderState = renderStates.get( scene, camera );
  14522. currentRenderState.init();
  14523. scene.traverse( function ( object ) {
  14524. if ( object.isLight ) {
  14525. currentRenderState.pushLight( object );
  14526. if ( object.castShadow ) {
  14527. currentRenderState.pushShadow( object );
  14528. }
  14529. }
  14530. } );
  14531. currentRenderState.setupLights( camera );
  14532. var compiled = {};
  14533. scene.traverse( function ( object ) {
  14534. if ( object.material ) {
  14535. if ( Array.isArray( object.material ) ) {
  14536. for ( var i = 0; i < object.material.length; i ++ ) {
  14537. if ( object.material[ i ].uuid in compiled === false ) {
  14538. initMaterial( object.material[ i ], scene, object );
  14539. compiled[ object.material[ i ].uuid ] = true;
  14540. }
  14541. }
  14542. } else if ( object.material.uuid in compiled === false ) {
  14543. initMaterial( object.material, scene, object );
  14544. compiled[ object.material.uuid ] = true;
  14545. }
  14546. }
  14547. } );
  14548. };
  14549. // Animation Loop
  14550. var onAnimationFrameCallback = null;
  14551. function onAnimationFrame( time ) {
  14552. if ( xr.isPresenting ) { return; }
  14553. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14554. }
  14555. var animation = new WebGLAnimation();
  14556. animation.setAnimationLoop( onAnimationFrame );
  14557. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14558. this.setAnimationLoop = function ( callback ) {
  14559. onAnimationFrameCallback = callback;
  14560. xr.setAnimationLoop( callback );
  14561. animation.start();
  14562. };
  14563. // Rendering
  14564. this.render = function ( scene, camera ) {
  14565. var renderTarget, forceClear;
  14566. if ( arguments[ 2 ] !== undefined ) {
  14567. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14568. renderTarget = arguments[ 2 ];
  14569. }
  14570. if ( arguments[ 3 ] !== undefined ) {
  14571. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14572. forceClear = arguments[ 3 ];
  14573. }
  14574. if ( ! ( camera && camera.isCamera ) ) {
  14575. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14576. return;
  14577. }
  14578. if ( _isContextLost ) { return; }
  14579. // reset caching for this frame
  14580. _currentGeometryProgram.geometry = null;
  14581. _currentGeometryProgram.program = null;
  14582. _currentGeometryProgram.wireframe = false;
  14583. _currentMaterialId = - 1;
  14584. _currentCamera = null;
  14585. // update scene graph
  14586. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14587. // update camera matrices and frustum
  14588. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14589. if ( xr.enabled && xr.isPresenting ) {
  14590. camera = xr.getCamera( camera );
  14591. }
  14592. //
  14593. currentRenderState = renderStates.get( scene, camera );
  14594. currentRenderState.init();
  14595. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14596. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14597. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14598. _localClippingEnabled = this.localClippingEnabled;
  14599. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14600. currentRenderList = renderLists.get( scene, camera );
  14601. currentRenderList.init();
  14602. projectObject( scene, camera, 0, _this.sortObjects );
  14603. currentRenderList.finish();
  14604. if ( _this.sortObjects === true ) {
  14605. currentRenderList.sort( _opaqueSort, _transparentSort );
  14606. }
  14607. //
  14608. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14609. var shadowsArray = currentRenderState.state.shadowsArray;
  14610. shadowMap.render( shadowsArray, scene, camera );
  14611. currentRenderState.setupLights( camera );
  14612. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14613. //
  14614. if ( this.info.autoReset ) { this.info.reset(); }
  14615. if ( renderTarget !== undefined ) {
  14616. this.setRenderTarget( renderTarget );
  14617. }
  14618. //
  14619. background.render( currentRenderList, scene, camera, forceClear );
  14620. // render scene
  14621. var opaqueObjects = currentRenderList.opaque;
  14622. var transparentObjects = currentRenderList.transparent;
  14623. if ( scene.overrideMaterial ) {
  14624. var overrideMaterial = scene.overrideMaterial;
  14625. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14626. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14627. } else {
  14628. // opaque pass (front-to-back order)
  14629. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14630. // transparent pass (back-to-front order)
  14631. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14632. }
  14633. //
  14634. scene.onAfterRender( _this, scene, camera );
  14635. //
  14636. if ( _currentRenderTarget !== null ) {
  14637. // Generate mipmap if we're using any kind of mipmap filtering
  14638. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14639. // resolve multisample renderbuffers to a single-sample texture if necessary
  14640. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14641. }
  14642. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14643. state.buffers.depth.setTest( true );
  14644. state.buffers.depth.setMask( true );
  14645. state.buffers.color.setMask( true );
  14646. state.setPolygonOffset( false );
  14647. // _gl.finish();
  14648. currentRenderList = null;
  14649. currentRenderState = null;
  14650. };
  14651. function projectObject( object, camera, groupOrder, sortObjects ) {
  14652. if ( object.visible === false ) { return; }
  14653. var visible = object.layers.test( camera.layers );
  14654. if ( visible ) {
  14655. if ( object.isGroup ) {
  14656. groupOrder = object.renderOrder;
  14657. } else if ( object.isLOD ) {
  14658. if ( object.autoUpdate === true ) { object.update( camera ); }
  14659. } else if ( object.isLight ) {
  14660. currentRenderState.pushLight( object );
  14661. if ( object.castShadow ) {
  14662. currentRenderState.pushShadow( object );
  14663. }
  14664. } else if ( object.isSprite ) {
  14665. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14666. if ( sortObjects ) {
  14667. _vector3.setFromMatrixPosition( object.matrixWorld )
  14668. .applyMatrix4( _projScreenMatrix );
  14669. }
  14670. var geometry = objects.update( object );
  14671. var material = object.material;
  14672. if ( material.visible ) {
  14673. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14674. }
  14675. }
  14676. } else if ( object.isImmediateRenderObject ) {
  14677. if ( sortObjects ) {
  14678. _vector3.setFromMatrixPosition( object.matrixWorld )
  14679. .applyMatrix4( _projScreenMatrix );
  14680. }
  14681. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14682. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14683. if ( object.isSkinnedMesh ) {
  14684. // update skeleton only once in a frame
  14685. if ( object.skeleton.frame !== info.render.frame ) {
  14686. object.skeleton.update();
  14687. object.skeleton.frame = info.render.frame;
  14688. }
  14689. }
  14690. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14691. if ( sortObjects ) {
  14692. _vector3.setFromMatrixPosition( object.matrixWorld )
  14693. .applyMatrix4( _projScreenMatrix );
  14694. }
  14695. var geometry = objects.update( object );
  14696. var material = object.material;
  14697. if ( Array.isArray( material ) ) {
  14698. var groups = geometry.groups;
  14699. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14700. var group = groups[ i ];
  14701. var groupMaterial = material[ group.materialIndex ];
  14702. if ( groupMaterial && groupMaterial.visible ) {
  14703. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14704. }
  14705. }
  14706. } else if ( material.visible ) {
  14707. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14708. }
  14709. }
  14710. }
  14711. }
  14712. var children = object.children;
  14713. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14714. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14715. }
  14716. }
  14717. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14718. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14719. var renderItem = renderList[ i ];
  14720. var object = renderItem.object;
  14721. var geometry = renderItem.geometry;
  14722. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14723. var group = renderItem.group;
  14724. if ( camera.isArrayCamera ) {
  14725. _currentArrayCamera = camera;
  14726. var cameras = camera.cameras;
  14727. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14728. var camera2 = cameras[ j ];
  14729. if ( object.layers.test( camera2.layers ) ) {
  14730. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14731. currentRenderState.setupLights( camera2 );
  14732. renderObject( object, scene, camera2, geometry, material, group );
  14733. }
  14734. }
  14735. } else {
  14736. _currentArrayCamera = null;
  14737. renderObject( object, scene, camera, geometry, material, group );
  14738. }
  14739. }
  14740. }
  14741. function renderObject( object, scene, camera, geometry, material, group ) {
  14742. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14743. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14744. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14745. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14746. if ( object.isImmediateRenderObject ) {
  14747. var program = setProgram( camera, scene, material, object );
  14748. state.setMaterial( material );
  14749. _currentGeometryProgram.geometry = null;
  14750. _currentGeometryProgram.program = null;
  14751. _currentGeometryProgram.wireframe = false;
  14752. renderObjectImmediate( object, program );
  14753. } else {
  14754. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14755. }
  14756. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14757. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14758. }
  14759. function initMaterial( material, scene, object ) {
  14760. var materialProperties = properties.get( material );
  14761. var lights = currentRenderState.state.lights;
  14762. var shadowsArray = currentRenderState.state.shadowsArray;
  14763. var lightsStateVersion = lights.state.version;
  14764. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14765. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14766. var program = materialProperties.program;
  14767. var programChange = true;
  14768. if ( program === undefined ) {
  14769. // new material
  14770. material.addEventListener( 'dispose', onMaterialDispose );
  14771. } else if ( program.cacheKey !== programCacheKey ) {
  14772. // changed glsl or parameters
  14773. releaseMaterialProgramReference( material );
  14774. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14775. materialProperties.lightsStateVersion = lightsStateVersion;
  14776. programChange = false;
  14777. } else if ( parameters.shaderID !== undefined ) {
  14778. // same glsl and uniform list
  14779. return;
  14780. } else {
  14781. // only rebuild uniform list
  14782. programChange = false;
  14783. }
  14784. if ( programChange ) {
  14785. program = programCache.acquireProgram( parameters, programCacheKey );
  14786. materialProperties.program = program;
  14787. materialProperties.uniforms = parameters.uniforms;
  14788. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14789. materialProperties.outputEncoding = _this.outputEncoding;
  14790. material.program = program;
  14791. }
  14792. var programAttributes = program.getAttributes();
  14793. if ( material.morphTargets ) {
  14794. material.numSupportedMorphTargets = 0;
  14795. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14796. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14797. material.numSupportedMorphTargets ++;
  14798. }
  14799. }
  14800. }
  14801. if ( material.morphNormals ) {
  14802. material.numSupportedMorphNormals = 0;
  14803. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14804. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14805. material.numSupportedMorphNormals ++;
  14806. }
  14807. }
  14808. }
  14809. var uniforms = materialProperties.uniforms;
  14810. if ( ! material.isShaderMaterial &&
  14811. ! material.isRawShaderMaterial ||
  14812. material.clipping === true ) {
  14813. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14814. materialProperties.numIntersection = _clipping.numIntersection;
  14815. uniforms.clippingPlanes = _clipping.uniform;
  14816. }
  14817. materialProperties.fog = scene.fog;
  14818. // store the light setup it was created for
  14819. materialProperties.needsLights = materialNeedsLights( material );
  14820. materialProperties.lightsStateVersion = lightsStateVersion;
  14821. if ( materialProperties.needsLights ) {
  14822. // wire up the material to this renderer's lighting state
  14823. uniforms.ambientLightColor.value = lights.state.ambient;
  14824. uniforms.lightProbe.value = lights.state.probe;
  14825. uniforms.directionalLights.value = lights.state.directional;
  14826. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14827. uniforms.spotLights.value = lights.state.spot;
  14828. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14829. uniforms.rectAreaLights.value = lights.state.rectArea;
  14830. uniforms.pointLights.value = lights.state.point;
  14831. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14832. uniforms.hemisphereLights.value = lights.state.hemi;
  14833. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14834. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14835. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14836. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14837. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14838. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14839. // TODO (abelnation): add area lights shadow info to uniforms
  14840. }
  14841. var progUniforms = materialProperties.program.getUniforms(),
  14842. uniformsList =
  14843. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14844. materialProperties.uniformsList = uniformsList;
  14845. }
  14846. function setProgram( camera, scene, material, object ) {
  14847. textures.resetTextureUnits();
  14848. var fog = scene.fog;
  14849. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14850. var materialProperties = properties.get( material );
  14851. var lights = currentRenderState.state.lights;
  14852. if ( _clippingEnabled ) {
  14853. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14854. var useCache =
  14855. camera === _currentCamera &&
  14856. material.id === _currentMaterialId;
  14857. // we might want to call this function with some ClippingGroup
  14858. // object instead of the material, once it becomes feasible
  14859. // (#8465, #8379)
  14860. _clipping.setState(
  14861. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14862. camera, materialProperties, useCache );
  14863. }
  14864. }
  14865. if ( material.version === materialProperties.__version ) {
  14866. if ( materialProperties.program === undefined ) {
  14867. initMaterial( material, scene, object );
  14868. } else if ( material.fog && materialProperties.fog !== fog ) {
  14869. initMaterial( material, scene, object );
  14870. } else if ( materialProperties.environment !== environment ) {
  14871. initMaterial( material, scene, object );
  14872. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14873. initMaterial( material, scene, object );
  14874. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14875. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14876. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14877. initMaterial( material, scene, object );
  14878. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14879. initMaterial( material, scene, object );
  14880. }
  14881. } else {
  14882. initMaterial( material, scene, object );
  14883. materialProperties.__version = material.version;
  14884. }
  14885. var refreshProgram = false;
  14886. var refreshMaterial = false;
  14887. var refreshLights = false;
  14888. var program = materialProperties.program,
  14889. p_uniforms = program.getUniforms(),
  14890. m_uniforms = materialProperties.uniforms;
  14891. if ( state.useProgram( program.program ) ) {
  14892. refreshProgram = true;
  14893. refreshMaterial = true;
  14894. refreshLights = true;
  14895. }
  14896. if ( material.id !== _currentMaterialId ) {
  14897. _currentMaterialId = material.id;
  14898. refreshMaterial = true;
  14899. }
  14900. if ( refreshProgram || _currentCamera !== camera ) {
  14901. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14902. if ( capabilities.logarithmicDepthBuffer ) {
  14903. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14904. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14905. }
  14906. if ( _currentCamera !== camera ) {
  14907. _currentCamera = camera;
  14908. // lighting uniforms depend on the camera so enforce an update
  14909. // now, in case this material supports lights - or later, when
  14910. // the next material that does gets activated:
  14911. refreshMaterial = true; // set to true on material change
  14912. refreshLights = true; // remains set until update done
  14913. }
  14914. // load material specific uniforms
  14915. // (shader material also gets them for the sake of genericity)
  14916. if ( material.isShaderMaterial ||
  14917. material.isMeshPhongMaterial ||
  14918. material.isMeshToonMaterial ||
  14919. material.isMeshStandardMaterial ||
  14920. material.envMap ) {
  14921. var uCamPos = p_uniforms.map.cameraPosition;
  14922. if ( uCamPos !== undefined ) {
  14923. uCamPos.setValue( _gl,
  14924. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14925. }
  14926. }
  14927. if ( material.isMeshPhongMaterial ||
  14928. material.isMeshToonMaterial ||
  14929. material.isMeshLambertMaterial ||
  14930. material.isMeshBasicMaterial ||
  14931. material.isMeshStandardMaterial ||
  14932. material.isShaderMaterial ) {
  14933. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  14934. }
  14935. if ( material.isMeshPhongMaterial ||
  14936. material.isMeshToonMaterial ||
  14937. material.isMeshLambertMaterial ||
  14938. material.isMeshBasicMaterial ||
  14939. material.isMeshStandardMaterial ||
  14940. material.isShaderMaterial ||
  14941. material.skinning ) {
  14942. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14943. }
  14944. }
  14945. // skinning uniforms must be set even if material didn't change
  14946. // auto-setting of texture unit for bone texture must go before other textures
  14947. // otherwise textures used for skinning can take over texture units reserved for other material textures
  14948. if ( material.skinning ) {
  14949. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14950. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14951. var skeleton = object.skeleton;
  14952. if ( skeleton ) {
  14953. var bones = skeleton.bones;
  14954. if ( capabilities.floatVertexTextures ) {
  14955. if ( skeleton.boneTexture === undefined ) {
  14956. // layout (1 matrix = 4 pixels)
  14957. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14958. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14959. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14960. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14961. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14962. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14963. size = MathUtils.ceilPowerOfTwo( size );
  14964. size = Math.max( size, 4 );
  14965. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14966. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14967. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14968. skeleton.boneMatrices = boneMatrices;
  14969. skeleton.boneTexture = boneTexture;
  14970. skeleton.boneTextureSize = size;
  14971. }
  14972. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14973. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14974. } else {
  14975. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14976. }
  14977. }
  14978. }
  14979. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14980. materialProperties.receiveShadow = object.receiveShadow;
  14981. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14982. }
  14983. if ( refreshMaterial ) {
  14984. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14985. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14986. if ( materialProperties.needsLights ) {
  14987. // the current material requires lighting info
  14988. // note: all lighting uniforms are always set correctly
  14989. // they simply reference the renderer's state for their
  14990. // values
  14991. //
  14992. // use the current material's .needsUpdate flags to set
  14993. // the GL state when required
  14994. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14995. }
  14996. // refresh uniforms common to several materials
  14997. if ( fog && material.fog ) {
  14998. refreshUniformsFog( m_uniforms, fog );
  14999. }
  15000. if ( material.isMeshBasicMaterial ) {
  15001. refreshUniformsCommon( m_uniforms, material );
  15002. } else if ( material.isMeshLambertMaterial ) {
  15003. refreshUniformsCommon( m_uniforms, material );
  15004. refreshUniformsLambert( m_uniforms, material );
  15005. } else if ( material.isMeshToonMaterial ) {
  15006. refreshUniformsCommon( m_uniforms, material );
  15007. refreshUniformsToon( m_uniforms, material );
  15008. } else if ( material.isMeshPhongMaterial ) {
  15009. refreshUniformsCommon( m_uniforms, material );
  15010. refreshUniformsPhong( m_uniforms, material );
  15011. } else if ( material.isMeshStandardMaterial ) {
  15012. refreshUniformsCommon( m_uniforms, material, environment );
  15013. if ( material.isMeshPhysicalMaterial ) {
  15014. refreshUniformsPhysical( m_uniforms, material, environment );
  15015. } else {
  15016. refreshUniformsStandard( m_uniforms, material, environment );
  15017. }
  15018. } else if ( material.isMeshMatcapMaterial ) {
  15019. refreshUniformsCommon( m_uniforms, material );
  15020. refreshUniformsMatcap( m_uniforms, material );
  15021. } else if ( material.isMeshDepthMaterial ) {
  15022. refreshUniformsCommon( m_uniforms, material );
  15023. refreshUniformsDepth( m_uniforms, material );
  15024. } else if ( material.isMeshDistanceMaterial ) {
  15025. refreshUniformsCommon( m_uniforms, material );
  15026. refreshUniformsDistance( m_uniforms, material );
  15027. } else if ( material.isMeshNormalMaterial ) {
  15028. refreshUniformsCommon( m_uniforms, material );
  15029. refreshUniformsNormal( m_uniforms, material );
  15030. } else if ( material.isLineBasicMaterial ) {
  15031. refreshUniformsLine( m_uniforms, material );
  15032. if ( material.isLineDashedMaterial ) {
  15033. refreshUniformsDash( m_uniforms, material );
  15034. }
  15035. } else if ( material.isPointsMaterial ) {
  15036. refreshUniformsPoints( m_uniforms, material );
  15037. } else if ( material.isSpriteMaterial ) {
  15038. refreshUniformsSprites( m_uniforms, material );
  15039. } else if ( material.isShadowMaterial ) {
  15040. m_uniforms.color.value.copy( material.color );
  15041. m_uniforms.opacity.value = material.opacity;
  15042. }
  15043. // RectAreaLight Texture
  15044. // TODO (mrdoob): Find a nicer implementation
  15045. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15046. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15047. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15048. if ( material.isShaderMaterial ) {
  15049. material.uniformsNeedUpdate = false; // #15581
  15050. }
  15051. }
  15052. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15053. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15054. material.uniformsNeedUpdate = false;
  15055. }
  15056. if ( material.isSpriteMaterial ) {
  15057. p_uniforms.setValue( _gl, 'center', object.center );
  15058. }
  15059. // common matrices
  15060. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15061. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15062. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15063. return program;
  15064. }
  15065. // Uniforms (refresh uniforms objects)
  15066. function refreshUniformsCommon( uniforms, material, environment ) {
  15067. uniforms.opacity.value = material.opacity;
  15068. if ( material.color ) {
  15069. uniforms.diffuse.value.copy( material.color );
  15070. }
  15071. if ( material.emissive ) {
  15072. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15073. }
  15074. if ( material.map ) {
  15075. uniforms.map.value = material.map;
  15076. }
  15077. if ( material.alphaMap ) {
  15078. uniforms.alphaMap.value = material.alphaMap;
  15079. }
  15080. if ( material.specularMap ) {
  15081. uniforms.specularMap.value = material.specularMap;
  15082. }
  15083. var envMap = material.envMap || environment;
  15084. if ( envMap ) {
  15085. uniforms.envMap.value = envMap;
  15086. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15087. uniforms.reflectivity.value = material.reflectivity;
  15088. uniforms.refractionRatio.value = material.refractionRatio;
  15089. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15090. }
  15091. if ( material.lightMap ) {
  15092. uniforms.lightMap.value = material.lightMap;
  15093. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15094. }
  15095. if ( material.aoMap ) {
  15096. uniforms.aoMap.value = material.aoMap;
  15097. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15098. }
  15099. // uv repeat and offset setting priorities
  15100. // 1. color map
  15101. // 2. specular map
  15102. // 3. normal map
  15103. // 4. bump map
  15104. // 5. alpha map
  15105. // 6. emissive map
  15106. var uvScaleMap;
  15107. if ( material.map ) {
  15108. uvScaleMap = material.map;
  15109. } else if ( material.specularMap ) {
  15110. uvScaleMap = material.specularMap;
  15111. } else if ( material.displacementMap ) {
  15112. uvScaleMap = material.displacementMap;
  15113. } else if ( material.normalMap ) {
  15114. uvScaleMap = material.normalMap;
  15115. } else if ( material.bumpMap ) {
  15116. uvScaleMap = material.bumpMap;
  15117. } else if ( material.roughnessMap ) {
  15118. uvScaleMap = material.roughnessMap;
  15119. } else if ( material.metalnessMap ) {
  15120. uvScaleMap = material.metalnessMap;
  15121. } else if ( material.alphaMap ) {
  15122. uvScaleMap = material.alphaMap;
  15123. } else if ( material.emissiveMap ) {
  15124. uvScaleMap = material.emissiveMap;
  15125. }
  15126. if ( uvScaleMap !== undefined ) {
  15127. // backwards compatibility
  15128. if ( uvScaleMap.isWebGLRenderTarget ) {
  15129. uvScaleMap = uvScaleMap.texture;
  15130. }
  15131. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15132. uvScaleMap.updateMatrix();
  15133. }
  15134. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15135. }
  15136. // uv repeat and offset setting priorities for uv2
  15137. // 1. ao map
  15138. // 2. light map
  15139. var uv2ScaleMap;
  15140. if ( material.aoMap ) {
  15141. uv2ScaleMap = material.aoMap;
  15142. } else if ( material.lightMap ) {
  15143. uv2ScaleMap = material.lightMap;
  15144. }
  15145. if ( uv2ScaleMap !== undefined ) {
  15146. // backwards compatibility
  15147. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15148. uv2ScaleMap = uv2ScaleMap.texture;
  15149. }
  15150. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15151. uv2ScaleMap.updateMatrix();
  15152. }
  15153. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15154. }
  15155. }
  15156. function refreshUniformsLine( uniforms, material ) {
  15157. uniforms.diffuse.value.copy( material.color );
  15158. uniforms.opacity.value = material.opacity;
  15159. }
  15160. function refreshUniformsDash( uniforms, material ) {
  15161. uniforms.dashSize.value = material.dashSize;
  15162. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15163. uniforms.scale.value = material.scale;
  15164. }
  15165. function refreshUniformsPoints( uniforms, material ) {
  15166. uniforms.diffuse.value.copy( material.color );
  15167. uniforms.opacity.value = material.opacity;
  15168. uniforms.size.value = material.size * _pixelRatio;
  15169. uniforms.scale.value = _height * 0.5;
  15170. if ( material.map ) {
  15171. uniforms.map.value = material.map;
  15172. }
  15173. if ( material.alphaMap ) {
  15174. uniforms.alphaMap.value = material.alphaMap;
  15175. }
  15176. // uv repeat and offset setting priorities
  15177. // 1. color map
  15178. // 2. alpha map
  15179. var uvScaleMap;
  15180. if ( material.map ) {
  15181. uvScaleMap = material.map;
  15182. } else if ( material.alphaMap ) {
  15183. uvScaleMap = material.alphaMap;
  15184. }
  15185. if ( uvScaleMap !== undefined ) {
  15186. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15187. uvScaleMap.updateMatrix();
  15188. }
  15189. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15190. }
  15191. }
  15192. function refreshUniformsSprites( uniforms, material ) {
  15193. uniforms.diffuse.value.copy( material.color );
  15194. uniforms.opacity.value = material.opacity;
  15195. uniforms.rotation.value = material.rotation;
  15196. if ( material.map ) {
  15197. uniforms.map.value = material.map;
  15198. }
  15199. if ( material.alphaMap ) {
  15200. uniforms.alphaMap.value = material.alphaMap;
  15201. }
  15202. // uv repeat and offset setting priorities
  15203. // 1. color map
  15204. // 2. alpha map
  15205. var uvScaleMap;
  15206. if ( material.map ) {
  15207. uvScaleMap = material.map;
  15208. } else if ( material.alphaMap ) {
  15209. uvScaleMap = material.alphaMap;
  15210. }
  15211. if ( uvScaleMap !== undefined ) {
  15212. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15213. uvScaleMap.updateMatrix();
  15214. }
  15215. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15216. }
  15217. }
  15218. function refreshUniformsFog( uniforms, fog ) {
  15219. uniforms.fogColor.value.copy( fog.color );
  15220. if ( fog.isFog ) {
  15221. uniforms.fogNear.value = fog.near;
  15222. uniforms.fogFar.value = fog.far;
  15223. } else if ( fog.isFogExp2 ) {
  15224. uniforms.fogDensity.value = fog.density;
  15225. }
  15226. }
  15227. function refreshUniformsLambert( uniforms, material ) {
  15228. if ( material.emissiveMap ) {
  15229. uniforms.emissiveMap.value = material.emissiveMap;
  15230. }
  15231. }
  15232. function refreshUniformsPhong( uniforms, material ) {
  15233. uniforms.specular.value.copy( material.specular );
  15234. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15235. if ( material.emissiveMap ) {
  15236. uniforms.emissiveMap.value = material.emissiveMap;
  15237. }
  15238. if ( material.bumpMap ) {
  15239. uniforms.bumpMap.value = material.bumpMap;
  15240. uniforms.bumpScale.value = material.bumpScale;
  15241. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15242. }
  15243. if ( material.normalMap ) {
  15244. uniforms.normalMap.value = material.normalMap;
  15245. uniforms.normalScale.value.copy( material.normalScale );
  15246. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15247. }
  15248. if ( material.displacementMap ) {
  15249. uniforms.displacementMap.value = material.displacementMap;
  15250. uniforms.displacementScale.value = material.displacementScale;
  15251. uniforms.displacementBias.value = material.displacementBias;
  15252. }
  15253. }
  15254. function refreshUniformsToon( uniforms, material ) {
  15255. uniforms.specular.value.copy( material.specular );
  15256. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15257. if ( material.gradientMap ) {
  15258. uniforms.gradientMap.value = material.gradientMap;
  15259. }
  15260. if ( material.emissiveMap ) {
  15261. uniforms.emissiveMap.value = material.emissiveMap;
  15262. }
  15263. if ( material.bumpMap ) {
  15264. uniforms.bumpMap.value = material.bumpMap;
  15265. uniforms.bumpScale.value = material.bumpScale;
  15266. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15267. }
  15268. if ( material.normalMap ) {
  15269. uniforms.normalMap.value = material.normalMap;
  15270. uniforms.normalScale.value.copy( material.normalScale );
  15271. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15272. }
  15273. if ( material.displacementMap ) {
  15274. uniforms.displacementMap.value = material.displacementMap;
  15275. uniforms.displacementScale.value = material.displacementScale;
  15276. uniforms.displacementBias.value = material.displacementBias;
  15277. }
  15278. }
  15279. function refreshUniformsStandard( uniforms, material, environment ) {
  15280. uniforms.roughness.value = material.roughness;
  15281. uniforms.metalness.value = material.metalness;
  15282. if ( material.roughnessMap ) {
  15283. uniforms.roughnessMap.value = material.roughnessMap;
  15284. }
  15285. if ( material.metalnessMap ) {
  15286. uniforms.metalnessMap.value = material.metalnessMap;
  15287. }
  15288. if ( material.emissiveMap ) {
  15289. uniforms.emissiveMap.value = material.emissiveMap;
  15290. }
  15291. if ( material.bumpMap ) {
  15292. uniforms.bumpMap.value = material.bumpMap;
  15293. uniforms.bumpScale.value = material.bumpScale;
  15294. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15295. }
  15296. if ( material.normalMap ) {
  15297. uniforms.normalMap.value = material.normalMap;
  15298. uniforms.normalScale.value.copy( material.normalScale );
  15299. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15300. }
  15301. if ( material.displacementMap ) {
  15302. uniforms.displacementMap.value = material.displacementMap;
  15303. uniforms.displacementScale.value = material.displacementScale;
  15304. uniforms.displacementBias.value = material.displacementBias;
  15305. }
  15306. if ( material.envMap || environment ) {
  15307. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15308. uniforms.envMapIntensity.value = material.envMapIntensity;
  15309. }
  15310. }
  15311. function refreshUniformsPhysical( uniforms, material, environment ) {
  15312. refreshUniformsStandard( uniforms, material, environment );
  15313. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15314. uniforms.clearcoat.value = material.clearcoat;
  15315. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15316. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15317. if ( material.clearcoatMap ) {
  15318. uniforms.clearcoatMap.value = material.clearcoatMap;
  15319. }
  15320. if ( material.clearcoatRoughnessMap ) {
  15321. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  15322. }
  15323. if ( material.clearcoatNormalMap ) {
  15324. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15325. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15326. if ( material.side === BackSide ) {
  15327. uniforms.clearcoatNormalScale.value.negate();
  15328. }
  15329. }
  15330. uniforms.transparency.value = material.transparency;
  15331. }
  15332. function refreshUniformsMatcap( uniforms, material ) {
  15333. if ( material.matcap ) {
  15334. uniforms.matcap.value = material.matcap;
  15335. }
  15336. if ( material.bumpMap ) {
  15337. uniforms.bumpMap.value = material.bumpMap;
  15338. uniforms.bumpScale.value = material.bumpScale;
  15339. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15340. }
  15341. if ( material.normalMap ) {
  15342. uniforms.normalMap.value = material.normalMap;
  15343. uniforms.normalScale.value.copy( material.normalScale );
  15344. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15345. }
  15346. if ( material.displacementMap ) {
  15347. uniforms.displacementMap.value = material.displacementMap;
  15348. uniforms.displacementScale.value = material.displacementScale;
  15349. uniforms.displacementBias.value = material.displacementBias;
  15350. }
  15351. }
  15352. function refreshUniformsDepth( uniforms, material ) {
  15353. if ( material.displacementMap ) {
  15354. uniforms.displacementMap.value = material.displacementMap;
  15355. uniforms.displacementScale.value = material.displacementScale;
  15356. uniforms.displacementBias.value = material.displacementBias;
  15357. }
  15358. }
  15359. function refreshUniformsDistance( uniforms, material ) {
  15360. if ( material.displacementMap ) {
  15361. uniforms.displacementMap.value = material.displacementMap;
  15362. uniforms.displacementScale.value = material.displacementScale;
  15363. uniforms.displacementBias.value = material.displacementBias;
  15364. }
  15365. uniforms.referencePosition.value.copy( material.referencePosition );
  15366. uniforms.nearDistance.value = material.nearDistance;
  15367. uniforms.farDistance.value = material.farDistance;
  15368. }
  15369. function refreshUniformsNormal( uniforms, material ) {
  15370. if ( material.bumpMap ) {
  15371. uniforms.bumpMap.value = material.bumpMap;
  15372. uniforms.bumpScale.value = material.bumpScale;
  15373. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15374. }
  15375. if ( material.normalMap ) {
  15376. uniforms.normalMap.value = material.normalMap;
  15377. uniforms.normalScale.value.copy( material.normalScale );
  15378. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15379. }
  15380. if ( material.displacementMap ) {
  15381. uniforms.displacementMap.value = material.displacementMap;
  15382. uniforms.displacementScale.value = material.displacementScale;
  15383. uniforms.displacementBias.value = material.displacementBias;
  15384. }
  15385. }
  15386. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15387. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15388. uniforms.ambientLightColor.needsUpdate = value;
  15389. uniforms.lightProbe.needsUpdate = value;
  15390. uniforms.directionalLights.needsUpdate = value;
  15391. uniforms.directionalLightShadows.needsUpdate = value;
  15392. uniforms.pointLights.needsUpdate = value;
  15393. uniforms.pointLightShadows.needsUpdate = value;
  15394. uniforms.spotLights.needsUpdate = value;
  15395. uniforms.spotLightShadows.needsUpdate = value;
  15396. uniforms.rectAreaLights.needsUpdate = value;
  15397. uniforms.hemisphereLights.needsUpdate = value;
  15398. }
  15399. function materialNeedsLights( material ) {
  15400. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15401. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15402. ( material.isShaderMaterial && material.lights === true );
  15403. }
  15404. //
  15405. this.setFramebuffer = function ( value ) {
  15406. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15407. _framebuffer = value;
  15408. };
  15409. this.getActiveCubeFace = function () {
  15410. return _currentActiveCubeFace;
  15411. };
  15412. this.getActiveMipmapLevel = function () {
  15413. return _currentActiveMipmapLevel;
  15414. };
  15415. this.getRenderTarget = function () {
  15416. return _currentRenderTarget;
  15417. };
  15418. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15419. _currentRenderTarget = renderTarget;
  15420. _currentActiveCubeFace = activeCubeFace;
  15421. _currentActiveMipmapLevel = activeMipmapLevel;
  15422. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15423. textures.setupRenderTarget( renderTarget );
  15424. }
  15425. var framebuffer = _framebuffer;
  15426. var isCube = false;
  15427. if ( renderTarget ) {
  15428. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15429. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15430. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15431. isCube = true;
  15432. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15433. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15434. } else {
  15435. framebuffer = __webglFramebuffer;
  15436. }
  15437. _currentViewport.copy( renderTarget.viewport );
  15438. _currentScissor.copy( renderTarget.scissor );
  15439. _currentScissorTest = renderTarget.scissorTest;
  15440. } else {
  15441. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15442. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15443. _currentScissorTest = _scissorTest;
  15444. }
  15445. if ( _currentFramebuffer !== framebuffer ) {
  15446. _gl.bindFramebuffer( 36160, framebuffer );
  15447. _currentFramebuffer = framebuffer;
  15448. }
  15449. state.viewport( _currentViewport );
  15450. state.scissor( _currentScissor );
  15451. state.setScissorTest( _currentScissorTest );
  15452. if ( isCube ) {
  15453. var textureProperties = properties.get( renderTarget.texture );
  15454. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15455. }
  15456. };
  15457. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15458. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15459. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15460. return;
  15461. }
  15462. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15463. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15464. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15465. }
  15466. if ( framebuffer ) {
  15467. var restore = false;
  15468. if ( framebuffer !== _currentFramebuffer ) {
  15469. _gl.bindFramebuffer( 36160, framebuffer );
  15470. restore = true;
  15471. }
  15472. try {
  15473. var texture = renderTarget.texture;
  15474. var textureFormat = texture.format;
  15475. var textureType = texture.type;
  15476. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15477. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15478. return;
  15479. }
  15480. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15481. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15482. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15483. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15484. return;
  15485. }
  15486. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15487. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15488. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15489. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15490. }
  15491. } else {
  15492. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15493. }
  15494. } finally {
  15495. if ( restore ) {
  15496. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15497. }
  15498. }
  15499. }
  15500. };
  15501. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15502. if ( level === undefined ) { level = 0; }
  15503. var levelScale = Math.pow( 2, - level );
  15504. var width = Math.floor( texture.image.width * levelScale );
  15505. var height = Math.floor( texture.image.height * levelScale );
  15506. var glFormat = utils.convert( texture.format );
  15507. textures.setTexture2D( texture, 0 );
  15508. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15509. state.unbindTexture();
  15510. };
  15511. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15512. var width = srcTexture.image.width;
  15513. var height = srcTexture.image.height;
  15514. var glFormat = utils.convert( dstTexture.format );
  15515. var glType = utils.convert( dstTexture.type );
  15516. textures.setTexture2D( dstTexture, 0 );
  15517. if ( srcTexture.isDataTexture ) {
  15518. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15519. } else {
  15520. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15521. }
  15522. state.unbindTexture();
  15523. };
  15524. this.initTexture = function ( texture ) {
  15525. textures.setTexture2D( texture, 0 );
  15526. state.unbindTexture();
  15527. };
  15528. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15529. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15530. }
  15531. }
  15532. /**
  15533. * @author mrdoob / http://mrdoob.com/
  15534. * @author alteredq / http://alteredqualia.com/
  15535. */
  15536. function FogExp2( color, density ) {
  15537. this.name = '';
  15538. this.color = new Color( color );
  15539. this.density = ( density !== undefined ) ? density : 0.00025;
  15540. }
  15541. Object.assign( FogExp2.prototype, {
  15542. isFogExp2: true,
  15543. clone: function () {
  15544. return new FogExp2( this.color, this.density );
  15545. },
  15546. toJSON: function ( /* meta */ ) {
  15547. return {
  15548. type: 'FogExp2',
  15549. color: this.color.getHex(),
  15550. density: this.density
  15551. };
  15552. }
  15553. } );
  15554. /**
  15555. * @author mrdoob / http://mrdoob.com/
  15556. * @author alteredq / http://alteredqualia.com/
  15557. */
  15558. function Fog( color, near, far ) {
  15559. this.name = '';
  15560. this.color = new Color( color );
  15561. this.near = ( near !== undefined ) ? near : 1;
  15562. this.far = ( far !== undefined ) ? far : 1000;
  15563. }
  15564. Object.assign( Fog.prototype, {
  15565. isFog: true,
  15566. clone: function () {
  15567. return new Fog( this.color, this.near, this.far );
  15568. },
  15569. toJSON: function ( /* meta */ ) {
  15570. return {
  15571. type: 'Fog',
  15572. color: this.color.getHex(),
  15573. near: this.near,
  15574. far: this.far
  15575. };
  15576. }
  15577. } );
  15578. /**
  15579. * @author benaadams / https://twitter.com/ben_a_adams
  15580. */
  15581. function InterleavedBuffer( array, stride ) {
  15582. this.array = array;
  15583. this.stride = stride;
  15584. this.count = array !== undefined ? array.length / stride : 0;
  15585. this.usage = StaticDrawUsage;
  15586. this.updateRange = { offset: 0, count: - 1 };
  15587. this.version = 0;
  15588. }
  15589. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15590. set: function ( value ) {
  15591. if ( value === true ) { this.version ++; }
  15592. }
  15593. } );
  15594. Object.assign( InterleavedBuffer.prototype, {
  15595. isInterleavedBuffer: true,
  15596. onUploadCallback: function () {},
  15597. setUsage: function ( value ) {
  15598. this.usage = value;
  15599. return this;
  15600. },
  15601. copy: function ( source ) {
  15602. this.array = new source.array.constructor( source.array );
  15603. this.count = source.count;
  15604. this.stride = source.stride;
  15605. this.usage = source.usage;
  15606. return this;
  15607. },
  15608. copyAt: function ( index1, attribute, index2 ) {
  15609. index1 *= this.stride;
  15610. index2 *= attribute.stride;
  15611. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15612. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15613. }
  15614. return this;
  15615. },
  15616. set: function ( value, offset ) {
  15617. if ( offset === undefined ) { offset = 0; }
  15618. this.array.set( value, offset );
  15619. return this;
  15620. },
  15621. clone: function () {
  15622. return new this.constructor().copy( this );
  15623. },
  15624. onUpload: function ( callback ) {
  15625. this.onUploadCallback = callback;
  15626. return this;
  15627. }
  15628. } );
  15629. /**
  15630. * @author benaadams / https://twitter.com/ben_a_adams
  15631. */
  15632. var _vector$6 = new Vector3();
  15633. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15634. this.data = interleavedBuffer;
  15635. this.itemSize = itemSize;
  15636. this.offset = offset;
  15637. this.normalized = normalized === true;
  15638. }
  15639. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15640. count: {
  15641. get: function () {
  15642. return this.data.count;
  15643. }
  15644. },
  15645. array: {
  15646. get: function () {
  15647. return this.data.array;
  15648. }
  15649. }
  15650. } );
  15651. Object.assign( InterleavedBufferAttribute.prototype, {
  15652. isInterleavedBufferAttribute: true,
  15653. applyMatrix4: function ( m ) {
  15654. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15655. _vector$6.x = this.getX( i );
  15656. _vector$6.y = this.getY( i );
  15657. _vector$6.z = this.getZ( i );
  15658. _vector$6.applyMatrix4( m );
  15659. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15660. }
  15661. return this;
  15662. },
  15663. setX: function ( index, x ) {
  15664. this.data.array[ index * this.data.stride + this.offset ] = x;
  15665. return this;
  15666. },
  15667. setY: function ( index, y ) {
  15668. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15669. return this;
  15670. },
  15671. setZ: function ( index, z ) {
  15672. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15673. return this;
  15674. },
  15675. setW: function ( index, w ) {
  15676. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15677. return this;
  15678. },
  15679. getX: function ( index ) {
  15680. return this.data.array[ index * this.data.stride + this.offset ];
  15681. },
  15682. getY: function ( index ) {
  15683. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15684. },
  15685. getZ: function ( index ) {
  15686. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15687. },
  15688. getW: function ( index ) {
  15689. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15690. },
  15691. setXY: function ( index, x, y ) {
  15692. index = index * this.data.stride + this.offset;
  15693. this.data.array[ index + 0 ] = x;
  15694. this.data.array[ index + 1 ] = y;
  15695. return this;
  15696. },
  15697. setXYZ: function ( index, x, y, z ) {
  15698. index = index * this.data.stride + this.offset;
  15699. this.data.array[ index + 0 ] = x;
  15700. this.data.array[ index + 1 ] = y;
  15701. this.data.array[ index + 2 ] = z;
  15702. return this;
  15703. },
  15704. setXYZW: function ( index, x, y, z, w ) {
  15705. index = index * this.data.stride + this.offset;
  15706. this.data.array[ index + 0 ] = x;
  15707. this.data.array[ index + 1 ] = y;
  15708. this.data.array[ index + 2 ] = z;
  15709. this.data.array[ index + 3 ] = w;
  15710. return this;
  15711. }
  15712. } );
  15713. /**
  15714. * @author alteredq / http://alteredqualia.com/
  15715. *
  15716. * parameters = {
  15717. * color: <hex>,
  15718. * map: new THREE.Texture( <Image> ),
  15719. * alphaMap: new THREE.Texture( <Image> ),
  15720. * rotation: <float>,
  15721. * sizeAttenuation: <bool>
  15722. * }
  15723. */
  15724. function SpriteMaterial( parameters ) {
  15725. Material.call( this );
  15726. this.type = 'SpriteMaterial';
  15727. this.color = new Color( 0xffffff );
  15728. this.map = null;
  15729. this.alphaMap = null;
  15730. this.rotation = 0;
  15731. this.sizeAttenuation = true;
  15732. this.transparent = true;
  15733. this.setValues( parameters );
  15734. }
  15735. SpriteMaterial.prototype = Object.create( Material.prototype );
  15736. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15737. SpriteMaterial.prototype.isSpriteMaterial = true;
  15738. SpriteMaterial.prototype.copy = function ( source ) {
  15739. Material.prototype.copy.call( this, source );
  15740. this.color.copy( source.color );
  15741. this.map = source.map;
  15742. this.alphaMap = source.alphaMap;
  15743. this.rotation = source.rotation;
  15744. this.sizeAttenuation = source.sizeAttenuation;
  15745. return this;
  15746. };
  15747. /**
  15748. * @author mikael emtinger / http://gomo.se/
  15749. * @author alteredq / http://alteredqualia.com/
  15750. */
  15751. var _geometry;
  15752. var _intersectPoint = new Vector3();
  15753. var _worldScale = new Vector3();
  15754. var _mvPosition = new Vector3();
  15755. var _alignedPosition = new Vector2();
  15756. var _rotatedPosition = new Vector2();
  15757. var _viewWorldMatrix = new Matrix4();
  15758. var _vA$1 = new Vector3();
  15759. var _vB$1 = new Vector3();
  15760. var _vC$1 = new Vector3();
  15761. var _uvA$1 = new Vector2();
  15762. var _uvB$1 = new Vector2();
  15763. var _uvC$1 = new Vector2();
  15764. function Sprite( material ) {
  15765. Object3D.call( this );
  15766. this.type = 'Sprite';
  15767. if ( _geometry === undefined ) {
  15768. _geometry = new BufferGeometry();
  15769. var float32Array = new Float32Array( [
  15770. - 0.5, - 0.5, 0, 0, 0,
  15771. 0.5, - 0.5, 0, 1, 0,
  15772. 0.5, 0.5, 0, 1, 1,
  15773. - 0.5, 0.5, 0, 0, 1
  15774. ] );
  15775. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15776. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15777. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15778. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15779. }
  15780. this.geometry = _geometry;
  15781. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15782. this.center = new Vector2( 0.5, 0.5 );
  15783. }
  15784. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15785. constructor: Sprite,
  15786. isSprite: true,
  15787. raycast: function ( raycaster, intersects ) {
  15788. if ( raycaster.camera === null ) {
  15789. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15790. }
  15791. _worldScale.setFromMatrixScale( this.matrixWorld );
  15792. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15793. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15794. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15795. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15796. _worldScale.multiplyScalar( - _mvPosition.z );
  15797. }
  15798. var rotation = this.material.rotation;
  15799. var sin, cos;
  15800. if ( rotation !== 0 ) {
  15801. cos = Math.cos( rotation );
  15802. sin = Math.sin( rotation );
  15803. }
  15804. var center = this.center;
  15805. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15806. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15807. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15808. _uvA$1.set( 0, 0 );
  15809. _uvB$1.set( 1, 0 );
  15810. _uvC$1.set( 1, 1 );
  15811. // check first triangle
  15812. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15813. if ( intersect === null ) {
  15814. // check second triangle
  15815. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15816. _uvB$1.set( 0, 1 );
  15817. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15818. if ( intersect === null ) {
  15819. return;
  15820. }
  15821. }
  15822. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15823. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15824. intersects.push( {
  15825. distance: distance,
  15826. point: _intersectPoint.clone(),
  15827. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15828. face: null,
  15829. object: this
  15830. } );
  15831. },
  15832. clone: function () {
  15833. return new this.constructor( this.material ).copy( this );
  15834. },
  15835. copy: function ( source ) {
  15836. Object3D.prototype.copy.call( this, source );
  15837. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15838. return this;
  15839. }
  15840. } );
  15841. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15842. // compute position in camera space
  15843. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15844. // to check if rotation is not zero
  15845. if ( sin !== undefined ) {
  15846. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15847. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15848. } else {
  15849. _rotatedPosition.copy( _alignedPosition );
  15850. }
  15851. vertexPosition.copy( mvPosition );
  15852. vertexPosition.x += _rotatedPosition.x;
  15853. vertexPosition.y += _rotatedPosition.y;
  15854. // transform to world space
  15855. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15856. }
  15857. /**
  15858. * @author mikael emtinger / http://gomo.se/
  15859. * @author alteredq / http://alteredqualia.com/
  15860. * @author mrdoob / http://mrdoob.com/
  15861. */
  15862. var _v1$4 = new Vector3();
  15863. var _v2$2 = new Vector3();
  15864. function LOD() {
  15865. Object3D.call( this );
  15866. this._currentLevel = 0;
  15867. this.type = 'LOD';
  15868. Object.defineProperties( this, {
  15869. levels: {
  15870. enumerable: true,
  15871. value: []
  15872. }
  15873. } );
  15874. this.autoUpdate = true;
  15875. }
  15876. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15877. constructor: LOD,
  15878. isLOD: true,
  15879. copy: function ( source ) {
  15880. Object3D.prototype.copy.call( this, source, false );
  15881. var levels = source.levels;
  15882. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15883. var level = levels[ i ];
  15884. this.addLevel( level.object.clone(), level.distance );
  15885. }
  15886. this.autoUpdate = source.autoUpdate;
  15887. return this;
  15888. },
  15889. addLevel: function ( object, distance ) {
  15890. if ( distance === undefined ) { distance = 0; }
  15891. distance = Math.abs( distance );
  15892. var levels = this.levels;
  15893. for ( var l = 0; l < levels.length; l ++ ) {
  15894. if ( distance < levels[ l ].distance ) {
  15895. break;
  15896. }
  15897. }
  15898. levels.splice( l, 0, { distance: distance, object: object } );
  15899. this.add( object );
  15900. return this;
  15901. },
  15902. getCurrentLevel: function () {
  15903. return this._currentLevel;
  15904. },
  15905. getObjectForDistance: function ( distance ) {
  15906. var levels = this.levels;
  15907. if ( levels.length > 0 ) {
  15908. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15909. if ( distance < levels[ i ].distance ) {
  15910. break;
  15911. }
  15912. }
  15913. return levels[ i - 1 ].object;
  15914. }
  15915. return null;
  15916. },
  15917. raycast: function ( raycaster, intersects ) {
  15918. var levels = this.levels;
  15919. if ( levels.length > 0 ) {
  15920. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15921. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15922. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15923. }
  15924. },
  15925. update: function ( camera ) {
  15926. var levels = this.levels;
  15927. if ( levels.length > 1 ) {
  15928. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15929. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15930. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  15931. levels[ 0 ].object.visible = true;
  15932. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15933. if ( distance >= levels[ i ].distance ) {
  15934. levels[ i - 1 ].object.visible = false;
  15935. levels[ i ].object.visible = true;
  15936. } else {
  15937. break;
  15938. }
  15939. }
  15940. this._currentLevel = i - 1;
  15941. for ( ; i < l; i ++ ) {
  15942. levels[ i ].object.visible = false;
  15943. }
  15944. }
  15945. },
  15946. toJSON: function ( meta ) {
  15947. var data = Object3D.prototype.toJSON.call( this, meta );
  15948. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  15949. data.object.levels = [];
  15950. var levels = this.levels;
  15951. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15952. var level = levels[ i ];
  15953. data.object.levels.push( {
  15954. object: level.object.uuid,
  15955. distance: level.distance
  15956. } );
  15957. }
  15958. return data;
  15959. }
  15960. } );
  15961. /**
  15962. * @author mikael emtinger / http://gomo.se/
  15963. * @author alteredq / http://alteredqualia.com/
  15964. * @author ikerr / http://verold.com
  15965. */
  15966. function SkinnedMesh( geometry, material ) {
  15967. if ( geometry && geometry.isGeometry ) {
  15968. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15969. }
  15970. Mesh.call( this, geometry, material );
  15971. this.type = 'SkinnedMesh';
  15972. this.bindMode = 'attached';
  15973. this.bindMatrix = new Matrix4();
  15974. this.bindMatrixInverse = new Matrix4();
  15975. }
  15976. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15977. constructor: SkinnedMesh,
  15978. isSkinnedMesh: true,
  15979. bind: function ( skeleton, bindMatrix ) {
  15980. this.skeleton = skeleton;
  15981. if ( bindMatrix === undefined ) {
  15982. this.updateMatrixWorld( true );
  15983. this.skeleton.calculateInverses();
  15984. bindMatrix = this.matrixWorld;
  15985. }
  15986. this.bindMatrix.copy( bindMatrix );
  15987. this.bindMatrixInverse.getInverse( bindMatrix );
  15988. },
  15989. pose: function () {
  15990. this.skeleton.pose();
  15991. },
  15992. normalizeSkinWeights: function () {
  15993. var vector = new Vector4();
  15994. var skinWeight = this.geometry.attributes.skinWeight;
  15995. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15996. vector.x = skinWeight.getX( i );
  15997. vector.y = skinWeight.getY( i );
  15998. vector.z = skinWeight.getZ( i );
  15999. vector.w = skinWeight.getW( i );
  16000. var scale = 1.0 / vector.manhattanLength();
  16001. if ( scale !== Infinity ) {
  16002. vector.multiplyScalar( scale );
  16003. } else {
  16004. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16005. }
  16006. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16007. }
  16008. },
  16009. updateMatrixWorld: function ( force ) {
  16010. Mesh.prototype.updateMatrixWorld.call( this, force );
  16011. if ( this.bindMode === 'attached' ) {
  16012. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16013. } else if ( this.bindMode === 'detached' ) {
  16014. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16015. } else {
  16016. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16017. }
  16018. },
  16019. clone: function () {
  16020. return new this.constructor( this.geometry, this.material ).copy( this );
  16021. }
  16022. } );
  16023. /**
  16024. * @author mikael emtinger / http://gomo.se/
  16025. * @author alteredq / http://alteredqualia.com/
  16026. * @author michael guerrero / http://realitymeltdown.com
  16027. * @author ikerr / http://verold.com
  16028. */
  16029. var _offsetMatrix = new Matrix4();
  16030. var _identityMatrix = new Matrix4();
  16031. function Skeleton( bones, boneInverses ) {
  16032. // copy the bone array
  16033. bones = bones || [];
  16034. this.bones = bones.slice( 0 );
  16035. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16036. this.frame = - 1;
  16037. // use the supplied bone inverses or calculate the inverses
  16038. if ( boneInverses === undefined ) {
  16039. this.calculateInverses();
  16040. } else {
  16041. if ( this.bones.length === boneInverses.length ) {
  16042. this.boneInverses = boneInverses.slice( 0 );
  16043. } else {
  16044. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16045. this.boneInverses = [];
  16046. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16047. this.boneInverses.push( new Matrix4() );
  16048. }
  16049. }
  16050. }
  16051. }
  16052. Object.assign( Skeleton.prototype, {
  16053. calculateInverses: function () {
  16054. this.boneInverses = [];
  16055. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16056. var inverse = new Matrix4();
  16057. if ( this.bones[ i ] ) {
  16058. inverse.getInverse( this.bones[ i ].matrixWorld );
  16059. }
  16060. this.boneInverses.push( inverse );
  16061. }
  16062. },
  16063. pose: function () {
  16064. var bone, i, il;
  16065. // recover the bind-time world matrices
  16066. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16067. bone = this.bones[ i ];
  16068. if ( bone ) {
  16069. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16070. }
  16071. }
  16072. // compute the local matrices, positions, rotations and scales
  16073. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16074. bone = this.bones[ i ];
  16075. if ( bone ) {
  16076. if ( bone.parent && bone.parent.isBone ) {
  16077. bone.matrix.getInverse( bone.parent.matrixWorld );
  16078. bone.matrix.multiply( bone.matrixWorld );
  16079. } else {
  16080. bone.matrix.copy( bone.matrixWorld );
  16081. }
  16082. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16083. }
  16084. }
  16085. },
  16086. update: function () {
  16087. var bones = this.bones;
  16088. var boneInverses = this.boneInverses;
  16089. var boneMatrices = this.boneMatrices;
  16090. var boneTexture = this.boneTexture;
  16091. // flatten bone matrices to array
  16092. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16093. // compute the offset between the current and the original transform
  16094. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16095. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16096. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16097. }
  16098. if ( boneTexture !== undefined ) {
  16099. boneTexture.needsUpdate = true;
  16100. }
  16101. },
  16102. clone: function () {
  16103. return new Skeleton( this.bones, this.boneInverses );
  16104. },
  16105. getBoneByName: function ( name ) {
  16106. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16107. var bone = this.bones[ i ];
  16108. if ( bone.name === name ) {
  16109. return bone;
  16110. }
  16111. }
  16112. return undefined;
  16113. }
  16114. } );
  16115. /**
  16116. * @author mikael emtinger / http://gomo.se/
  16117. * @author alteredq / http://alteredqualia.com/
  16118. * @author ikerr / http://verold.com
  16119. */
  16120. function Bone() {
  16121. Object3D.call( this );
  16122. this.type = 'Bone';
  16123. }
  16124. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16125. constructor: Bone,
  16126. isBone: true
  16127. } );
  16128. /**
  16129. * @author mrdoob / http://mrdoob.com/
  16130. */
  16131. var _instanceLocalMatrix = new Matrix4();
  16132. var _instanceWorldMatrix = new Matrix4();
  16133. var _instanceIntersects = [];
  16134. var _mesh = new Mesh();
  16135. function InstancedMesh( geometry, material, count ) {
  16136. Mesh.call( this, geometry, material );
  16137. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16138. this.count = count;
  16139. this.frustumCulled = false;
  16140. }
  16141. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16142. constructor: InstancedMesh,
  16143. isInstancedMesh: true,
  16144. getMatrixAt: function ( index, matrix ) {
  16145. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16146. },
  16147. raycast: function ( raycaster, intersects ) {
  16148. var matrixWorld = this.matrixWorld;
  16149. var raycastTimes = this.count;
  16150. _mesh.geometry = this.geometry;
  16151. _mesh.material = this.material;
  16152. if ( _mesh.material === undefined ) { return; }
  16153. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16154. // calculate the world matrix for each instance
  16155. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16156. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16157. // the mesh represents this single instance
  16158. _mesh.matrixWorld = _instanceWorldMatrix;
  16159. _mesh.raycast( raycaster, _instanceIntersects );
  16160. // process the result of raycast
  16161. if ( _instanceIntersects.length > 0 ) {
  16162. _instanceIntersects[ 0 ].instanceId = instanceId;
  16163. _instanceIntersects[ 0 ].object = this;
  16164. intersects.push( _instanceIntersects[ 0 ] );
  16165. _instanceIntersects.length = 0;
  16166. }
  16167. }
  16168. },
  16169. setMatrixAt: function ( index, matrix ) {
  16170. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16171. },
  16172. updateMorphTargets: function () {
  16173. }
  16174. } );
  16175. /**
  16176. * @author mrdoob / http://mrdoob.com/
  16177. * @author alteredq / http://alteredqualia.com/
  16178. *
  16179. * parameters = {
  16180. * color: <hex>,
  16181. * opacity: <float>,
  16182. *
  16183. * linewidth: <float>,
  16184. * linecap: "round",
  16185. * linejoin: "round"
  16186. * }
  16187. */
  16188. function LineBasicMaterial( parameters ) {
  16189. Material.call( this );
  16190. this.type = 'LineBasicMaterial';
  16191. this.color = new Color( 0xffffff );
  16192. this.linewidth = 1;
  16193. this.linecap = 'round';
  16194. this.linejoin = 'round';
  16195. this.setValues( parameters );
  16196. }
  16197. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16198. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16199. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16200. LineBasicMaterial.prototype.copy = function ( source ) {
  16201. Material.prototype.copy.call( this, source );
  16202. this.color.copy( source.color );
  16203. this.linewidth = source.linewidth;
  16204. this.linecap = source.linecap;
  16205. this.linejoin = source.linejoin;
  16206. return this;
  16207. };
  16208. /**
  16209. * @author mrdoob / http://mrdoob.com/
  16210. */
  16211. var _start = new Vector3();
  16212. var _end = new Vector3();
  16213. var _inverseMatrix$1 = new Matrix4();
  16214. var _ray$1 = new Ray();
  16215. var _sphere$2 = new Sphere();
  16216. function Line( geometry, material, mode ) {
  16217. if ( mode === 1 ) {
  16218. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16219. }
  16220. Object3D.call( this );
  16221. this.type = 'Line';
  16222. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16223. this.material = material !== undefined ? material : new LineBasicMaterial();
  16224. }
  16225. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16226. constructor: Line,
  16227. isLine: true,
  16228. computeLineDistances: function () {
  16229. var geometry = this.geometry;
  16230. if ( geometry.isBufferGeometry ) {
  16231. // we assume non-indexed geometry
  16232. if ( geometry.index === null ) {
  16233. var positionAttribute = geometry.attributes.position;
  16234. var lineDistances = [ 0 ];
  16235. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16236. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16237. _end.fromBufferAttribute( positionAttribute, i );
  16238. lineDistances[ i ] = lineDistances[ i - 1 ];
  16239. lineDistances[ i ] += _start.distanceTo( _end );
  16240. }
  16241. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16242. } else {
  16243. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16244. }
  16245. } else if ( geometry.isGeometry ) {
  16246. var vertices = geometry.vertices;
  16247. var lineDistances = geometry.lineDistances;
  16248. lineDistances[ 0 ] = 0;
  16249. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16250. lineDistances[ i ] = lineDistances[ i - 1 ];
  16251. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16252. }
  16253. }
  16254. return this;
  16255. },
  16256. raycast: function ( raycaster, intersects ) {
  16257. var geometry = this.geometry;
  16258. var matrixWorld = this.matrixWorld;
  16259. var threshold = raycaster.params.Line.threshold;
  16260. // Checking boundingSphere distance to ray
  16261. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16262. _sphere$2.copy( geometry.boundingSphere );
  16263. _sphere$2.applyMatrix4( matrixWorld );
  16264. _sphere$2.radius += threshold;
  16265. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16266. //
  16267. _inverseMatrix$1.getInverse( matrixWorld );
  16268. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16269. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16270. var localThresholdSq = localThreshold * localThreshold;
  16271. var vStart = new Vector3();
  16272. var vEnd = new Vector3();
  16273. var interSegment = new Vector3();
  16274. var interRay = new Vector3();
  16275. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16276. if ( geometry.isBufferGeometry ) {
  16277. var index = geometry.index;
  16278. var attributes = geometry.attributes;
  16279. var positions = attributes.position.array;
  16280. if ( index !== null ) {
  16281. var indices = index.array;
  16282. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16283. var a = indices[ i ];
  16284. var b = indices[ i + 1 ];
  16285. vStart.fromArray( positions, a * 3 );
  16286. vEnd.fromArray( positions, b * 3 );
  16287. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16288. if ( distSq > localThresholdSq ) { continue; }
  16289. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16290. var distance = raycaster.ray.origin.distanceTo( interRay );
  16291. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16292. intersects.push( {
  16293. distance: distance,
  16294. // What do we want? intersection point on the ray or on the segment??
  16295. // point: raycaster.ray.at( distance ),
  16296. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16297. index: i,
  16298. face: null,
  16299. faceIndex: null,
  16300. object: this
  16301. } );
  16302. }
  16303. } else {
  16304. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16305. vStart.fromArray( positions, 3 * i );
  16306. vEnd.fromArray( positions, 3 * i + 3 );
  16307. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16308. if ( distSq > localThresholdSq ) { continue; }
  16309. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16310. var distance = raycaster.ray.origin.distanceTo( interRay );
  16311. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16312. intersects.push( {
  16313. distance: distance,
  16314. // What do we want? intersection point on the ray or on the segment??
  16315. // point: raycaster.ray.at( distance ),
  16316. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16317. index: i,
  16318. face: null,
  16319. faceIndex: null,
  16320. object: this
  16321. } );
  16322. }
  16323. }
  16324. } else if ( geometry.isGeometry ) {
  16325. var vertices = geometry.vertices;
  16326. var nbVertices = vertices.length;
  16327. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16328. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16329. if ( distSq > localThresholdSq ) { continue; }
  16330. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16331. var distance = raycaster.ray.origin.distanceTo( interRay );
  16332. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16333. intersects.push( {
  16334. distance: distance,
  16335. // What do we want? intersection point on the ray or on the segment??
  16336. // point: raycaster.ray.at( distance ),
  16337. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16338. index: i,
  16339. face: null,
  16340. faceIndex: null,
  16341. object: this
  16342. } );
  16343. }
  16344. }
  16345. },
  16346. clone: function () {
  16347. return new this.constructor( this.geometry, this.material ).copy( this );
  16348. }
  16349. } );
  16350. /**
  16351. * @author mrdoob / http://mrdoob.com/
  16352. */
  16353. var _start$1 = new Vector3();
  16354. var _end$1 = new Vector3();
  16355. function LineSegments( geometry, material ) {
  16356. Line.call( this, geometry, material );
  16357. this.type = 'LineSegments';
  16358. }
  16359. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16360. constructor: LineSegments,
  16361. isLineSegments: true,
  16362. computeLineDistances: function () {
  16363. var geometry = this.geometry;
  16364. if ( geometry.isBufferGeometry ) {
  16365. // we assume non-indexed geometry
  16366. if ( geometry.index === null ) {
  16367. var positionAttribute = geometry.attributes.position;
  16368. var lineDistances = [];
  16369. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16370. _start$1.fromBufferAttribute( positionAttribute, i );
  16371. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16372. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16373. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16374. }
  16375. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16376. } else {
  16377. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16378. }
  16379. } else if ( geometry.isGeometry ) {
  16380. var vertices = geometry.vertices;
  16381. var lineDistances = geometry.lineDistances;
  16382. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16383. _start$1.copy( vertices[ i ] );
  16384. _end$1.copy( vertices[ i + 1 ] );
  16385. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16386. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16387. }
  16388. }
  16389. return this;
  16390. }
  16391. } );
  16392. /**
  16393. * @author mgreter / http://github.com/mgreter
  16394. */
  16395. function LineLoop( geometry, material ) {
  16396. Line.call( this, geometry, material );
  16397. this.type = 'LineLoop';
  16398. }
  16399. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16400. constructor: LineLoop,
  16401. isLineLoop: true,
  16402. } );
  16403. /**
  16404. * @author mrdoob / http://mrdoob.com/
  16405. * @author alteredq / http://alteredqualia.com/
  16406. *
  16407. * parameters = {
  16408. * color: <hex>,
  16409. * opacity: <float>,
  16410. * map: new THREE.Texture( <Image> ),
  16411. * alphaMap: new THREE.Texture( <Image> ),
  16412. *
  16413. * size: <float>,
  16414. * sizeAttenuation: <bool>
  16415. *
  16416. * morphTargets: <bool>
  16417. * }
  16418. */
  16419. function PointsMaterial( parameters ) {
  16420. Material.call( this );
  16421. this.type = 'PointsMaterial';
  16422. this.color = new Color( 0xffffff );
  16423. this.map = null;
  16424. this.alphaMap = null;
  16425. this.size = 1;
  16426. this.sizeAttenuation = true;
  16427. this.morphTargets = false;
  16428. this.setValues( parameters );
  16429. }
  16430. PointsMaterial.prototype = Object.create( Material.prototype );
  16431. PointsMaterial.prototype.constructor = PointsMaterial;
  16432. PointsMaterial.prototype.isPointsMaterial = true;
  16433. PointsMaterial.prototype.copy = function ( source ) {
  16434. Material.prototype.copy.call( this, source );
  16435. this.color.copy( source.color );
  16436. this.map = source.map;
  16437. this.alphaMap = source.alphaMap;
  16438. this.size = source.size;
  16439. this.sizeAttenuation = source.sizeAttenuation;
  16440. this.morphTargets = source.morphTargets;
  16441. return this;
  16442. };
  16443. /**
  16444. * @author alteredq / http://alteredqualia.com/
  16445. */
  16446. var _inverseMatrix$2 = new Matrix4();
  16447. var _ray$2 = new Ray();
  16448. var _sphere$3 = new Sphere();
  16449. var _position$1 = new Vector3();
  16450. function Points( geometry, material ) {
  16451. Object3D.call( this );
  16452. this.type = 'Points';
  16453. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16454. this.material = material !== undefined ? material : new PointsMaterial();
  16455. this.updateMorphTargets();
  16456. }
  16457. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16458. constructor: Points,
  16459. isPoints: true,
  16460. raycast: function ( raycaster, intersects ) {
  16461. var geometry = this.geometry;
  16462. var matrixWorld = this.matrixWorld;
  16463. var threshold = raycaster.params.Points.threshold;
  16464. // Checking boundingSphere distance to ray
  16465. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16466. _sphere$3.copy( geometry.boundingSphere );
  16467. _sphere$3.applyMatrix4( matrixWorld );
  16468. _sphere$3.radius += threshold;
  16469. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16470. //
  16471. _inverseMatrix$2.getInverse( matrixWorld );
  16472. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16473. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16474. var localThresholdSq = localThreshold * localThreshold;
  16475. if ( geometry.isBufferGeometry ) {
  16476. var index = geometry.index;
  16477. var attributes = geometry.attributes;
  16478. var positions = attributes.position.array;
  16479. if ( index !== null ) {
  16480. var indices = index.array;
  16481. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16482. var a = indices[ i ];
  16483. _position$1.fromArray( positions, a * 3 );
  16484. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16485. }
  16486. } else {
  16487. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16488. _position$1.fromArray( positions, i * 3 );
  16489. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16490. }
  16491. }
  16492. } else {
  16493. var vertices = geometry.vertices;
  16494. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16495. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16496. }
  16497. }
  16498. },
  16499. updateMorphTargets: function () {
  16500. var geometry = this.geometry;
  16501. var m, ml, name;
  16502. if ( geometry.isBufferGeometry ) {
  16503. var morphAttributes = geometry.morphAttributes;
  16504. var keys = Object.keys( morphAttributes );
  16505. if ( keys.length > 0 ) {
  16506. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16507. if ( morphAttribute !== undefined ) {
  16508. this.morphTargetInfluences = [];
  16509. this.morphTargetDictionary = {};
  16510. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16511. name = morphAttribute[ m ].name || String( m );
  16512. this.morphTargetInfluences.push( 0 );
  16513. this.morphTargetDictionary[ name ] = m;
  16514. }
  16515. }
  16516. }
  16517. } else {
  16518. var morphTargets = geometry.morphTargets;
  16519. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16520. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16521. }
  16522. }
  16523. },
  16524. clone: function () {
  16525. return new this.constructor( this.geometry, this.material ).copy( this );
  16526. }
  16527. } );
  16528. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16529. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16530. if ( rayPointDistanceSq < localThresholdSq ) {
  16531. var intersectPoint = new Vector3();
  16532. _ray$2.closestPointToPoint( point, intersectPoint );
  16533. intersectPoint.applyMatrix4( matrixWorld );
  16534. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16535. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16536. intersects.push( {
  16537. distance: distance,
  16538. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16539. point: intersectPoint,
  16540. index: index,
  16541. face: null,
  16542. object: object
  16543. } );
  16544. }
  16545. }
  16546. /**
  16547. * @author mrdoob / http://mrdoob.com/
  16548. */
  16549. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16550. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16551. this.format = format !== undefined ? format : RGBFormat;
  16552. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16553. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16554. this.generateMipmaps = false;
  16555. }
  16556. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16557. constructor: VideoTexture,
  16558. isVideoTexture: true,
  16559. update: function () {
  16560. var video = this.image;
  16561. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16562. this.needsUpdate = true;
  16563. }
  16564. }
  16565. } );
  16566. /**
  16567. * @author alteredq / http://alteredqualia.com/
  16568. */
  16569. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16570. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16571. this.image = { width: width, height: height };
  16572. this.mipmaps = mipmaps;
  16573. // no flipping for cube textures
  16574. // (also flipping doesn't work for compressed textures )
  16575. this.flipY = false;
  16576. // can't generate mipmaps for compressed textures
  16577. // mips must be embedded in DDS files
  16578. this.generateMipmaps = false;
  16579. }
  16580. CompressedTexture.prototype = Object.create( Texture.prototype );
  16581. CompressedTexture.prototype.constructor = CompressedTexture;
  16582. CompressedTexture.prototype.isCompressedTexture = true;
  16583. /**
  16584. * @author mrdoob / http://mrdoob.com/
  16585. */
  16586. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16587. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16588. this.needsUpdate = true;
  16589. }
  16590. CanvasTexture.prototype = Object.create( Texture.prototype );
  16591. CanvasTexture.prototype.constructor = CanvasTexture;
  16592. CanvasTexture.prototype.isCanvasTexture = true;
  16593. /**
  16594. * @author Matt DesLauriers / @mattdesl
  16595. * @author atix / arthursilber.de
  16596. */
  16597. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16598. format = format !== undefined ? format : DepthFormat;
  16599. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16600. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16601. }
  16602. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16603. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16604. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16605. this.image = { width: width, height: height };
  16606. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16607. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16608. this.flipY = false;
  16609. this.generateMipmaps = false;
  16610. }
  16611. DepthTexture.prototype = Object.create( Texture.prototype );
  16612. DepthTexture.prototype.constructor = DepthTexture;
  16613. DepthTexture.prototype.isDepthTexture = true;
  16614. /**
  16615. * @author mrdoob / http://mrdoob.com/
  16616. * @author Mugen87 / https://github.com/Mugen87
  16617. */
  16618. function WireframeGeometry( geometry ) {
  16619. BufferGeometry.call( this );
  16620. this.type = 'WireframeGeometry';
  16621. // buffer
  16622. var vertices = [];
  16623. // helper variables
  16624. var i, j, l, o, ol;
  16625. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16626. var key, keys = [ 'a', 'b', 'c' ];
  16627. var vertex;
  16628. // different logic for Geometry and BufferGeometry
  16629. if ( geometry && geometry.isGeometry ) {
  16630. // create a data structure that contains all edges without duplicates
  16631. var faces = geometry.faces;
  16632. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16633. var face = faces[ i ];
  16634. for ( j = 0; j < 3; j ++ ) {
  16635. edge1 = face[ keys[ j ] ];
  16636. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16637. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16638. edge[ 1 ] = Math.max( edge1, edge2 );
  16639. key = edge[ 0 ] + ',' + edge[ 1 ];
  16640. if ( edges[ key ] === undefined ) {
  16641. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16642. }
  16643. }
  16644. }
  16645. // generate vertices
  16646. for ( key in edges ) {
  16647. e = edges[ key ];
  16648. vertex = geometry.vertices[ e.index1 ];
  16649. vertices.push( vertex.x, vertex.y, vertex.z );
  16650. vertex = geometry.vertices[ e.index2 ];
  16651. vertices.push( vertex.x, vertex.y, vertex.z );
  16652. }
  16653. } else if ( geometry && geometry.isBufferGeometry ) {
  16654. var position, indices, groups;
  16655. var group, start, count;
  16656. var index1, index2;
  16657. vertex = new Vector3();
  16658. if ( geometry.index !== null ) {
  16659. // indexed BufferGeometry
  16660. position = geometry.attributes.position;
  16661. indices = geometry.index;
  16662. groups = geometry.groups;
  16663. if ( groups.length === 0 ) {
  16664. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16665. }
  16666. // create a data structure that contains all eges without duplicates
  16667. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16668. group = groups[ o ];
  16669. start = group.start;
  16670. count = group.count;
  16671. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16672. for ( j = 0; j < 3; j ++ ) {
  16673. edge1 = indices.getX( i + j );
  16674. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16675. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16676. edge[ 1 ] = Math.max( edge1, edge2 );
  16677. key = edge[ 0 ] + ',' + edge[ 1 ];
  16678. if ( edges[ key ] === undefined ) {
  16679. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16680. }
  16681. }
  16682. }
  16683. }
  16684. // generate vertices
  16685. for ( key in edges ) {
  16686. e = edges[ key ];
  16687. vertex.fromBufferAttribute( position, e.index1 );
  16688. vertices.push( vertex.x, vertex.y, vertex.z );
  16689. vertex.fromBufferAttribute( position, e.index2 );
  16690. vertices.push( vertex.x, vertex.y, vertex.z );
  16691. }
  16692. } else {
  16693. // non-indexed BufferGeometry
  16694. position = geometry.attributes.position;
  16695. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16696. for ( j = 0; j < 3; j ++ ) {
  16697. // three edges per triangle, an edge is represented as (index1, index2)
  16698. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16699. index1 = 3 * i + j;
  16700. vertex.fromBufferAttribute( position, index1 );
  16701. vertices.push( vertex.x, vertex.y, vertex.z );
  16702. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16703. vertex.fromBufferAttribute( position, index2 );
  16704. vertices.push( vertex.x, vertex.y, vertex.z );
  16705. }
  16706. }
  16707. }
  16708. }
  16709. // build geometry
  16710. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16711. }
  16712. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16713. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16714. /**
  16715. * @author zz85 / https://github.com/zz85
  16716. * @author Mugen87 / https://github.com/Mugen87
  16717. *
  16718. * Parametric Surfaces Geometry
  16719. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16720. */
  16721. // ParametricGeometry
  16722. function ParametricGeometry( func, slices, stacks ) {
  16723. Geometry.call( this );
  16724. this.type = 'ParametricGeometry';
  16725. this.parameters = {
  16726. func: func,
  16727. slices: slices,
  16728. stacks: stacks
  16729. };
  16730. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16731. this.mergeVertices();
  16732. }
  16733. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16734. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16735. // ParametricBufferGeometry
  16736. function ParametricBufferGeometry( func, slices, stacks ) {
  16737. BufferGeometry.call( this );
  16738. this.type = 'ParametricBufferGeometry';
  16739. this.parameters = {
  16740. func: func,
  16741. slices: slices,
  16742. stacks: stacks
  16743. };
  16744. // buffers
  16745. var indices = [];
  16746. var vertices = [];
  16747. var normals = [];
  16748. var uvs = [];
  16749. var EPS = 0.00001;
  16750. var normal = new Vector3();
  16751. var p0 = new Vector3(), p1 = new Vector3();
  16752. var pu = new Vector3(), pv = new Vector3();
  16753. var i, j;
  16754. if ( func.length < 3 ) {
  16755. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16756. }
  16757. // generate vertices, normals and uvs
  16758. var sliceCount = slices + 1;
  16759. for ( i = 0; i <= stacks; i ++ ) {
  16760. var v = i / stacks;
  16761. for ( j = 0; j <= slices; j ++ ) {
  16762. var u = j / slices;
  16763. // vertex
  16764. func( u, v, p0 );
  16765. vertices.push( p0.x, p0.y, p0.z );
  16766. // normal
  16767. // approximate tangent vectors via finite differences
  16768. if ( u - EPS >= 0 ) {
  16769. func( u - EPS, v, p1 );
  16770. pu.subVectors( p0, p1 );
  16771. } else {
  16772. func( u + EPS, v, p1 );
  16773. pu.subVectors( p1, p0 );
  16774. }
  16775. if ( v - EPS >= 0 ) {
  16776. func( u, v - EPS, p1 );
  16777. pv.subVectors( p0, p1 );
  16778. } else {
  16779. func( u, v + EPS, p1 );
  16780. pv.subVectors( p1, p0 );
  16781. }
  16782. // cross product of tangent vectors returns surface normal
  16783. normal.crossVectors( pu, pv ).normalize();
  16784. normals.push( normal.x, normal.y, normal.z );
  16785. // uv
  16786. uvs.push( u, v );
  16787. }
  16788. }
  16789. // generate indices
  16790. for ( i = 0; i < stacks; i ++ ) {
  16791. for ( j = 0; j < slices; j ++ ) {
  16792. var a = i * sliceCount + j;
  16793. var b = i * sliceCount + j + 1;
  16794. var c = ( i + 1 ) * sliceCount + j + 1;
  16795. var d = ( i + 1 ) * sliceCount + j;
  16796. // faces one and two
  16797. indices.push( a, b, d );
  16798. indices.push( b, c, d );
  16799. }
  16800. }
  16801. // build geometry
  16802. this.setIndex( indices );
  16803. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16804. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16805. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16806. }
  16807. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16808. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16809. /**
  16810. * @author clockworkgeek / https://github.com/clockworkgeek
  16811. * @author timothypratley / https://github.com/timothypratley
  16812. * @author WestLangley / http://github.com/WestLangley
  16813. * @author Mugen87 / https://github.com/Mugen87
  16814. */
  16815. // PolyhedronGeometry
  16816. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16817. Geometry.call( this );
  16818. this.type = 'PolyhedronGeometry';
  16819. this.parameters = {
  16820. vertices: vertices,
  16821. indices: indices,
  16822. radius: radius,
  16823. detail: detail
  16824. };
  16825. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16826. this.mergeVertices();
  16827. }
  16828. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16829. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16830. // PolyhedronBufferGeometry
  16831. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16832. BufferGeometry.call( this );
  16833. this.type = 'PolyhedronBufferGeometry';
  16834. this.parameters = {
  16835. vertices: vertices,
  16836. indices: indices,
  16837. radius: radius,
  16838. detail: detail
  16839. };
  16840. radius = radius || 1;
  16841. detail = detail || 0;
  16842. // default buffer data
  16843. var vertexBuffer = [];
  16844. var uvBuffer = [];
  16845. // the subdivision creates the vertex buffer data
  16846. subdivide( detail );
  16847. // all vertices should lie on a conceptual sphere with a given radius
  16848. applyRadius( radius );
  16849. // finally, create the uv data
  16850. generateUVs();
  16851. // build non-indexed geometry
  16852. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16853. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16854. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16855. if ( detail === 0 ) {
  16856. this.computeVertexNormals(); // flat normals
  16857. } else {
  16858. this.normalizeNormals(); // smooth normals
  16859. }
  16860. // helper functions
  16861. function subdivide( detail ) {
  16862. var a = new Vector3();
  16863. var b = new Vector3();
  16864. var c = new Vector3();
  16865. // iterate over all faces and apply a subdivison with the given detail value
  16866. for ( var i = 0; i < indices.length; i += 3 ) {
  16867. // get the vertices of the face
  16868. getVertexByIndex( indices[ i + 0 ], a );
  16869. getVertexByIndex( indices[ i + 1 ], b );
  16870. getVertexByIndex( indices[ i + 2 ], c );
  16871. // perform subdivision
  16872. subdivideFace( a, b, c, detail );
  16873. }
  16874. }
  16875. function subdivideFace( a, b, c, detail ) {
  16876. var cols = Math.pow( 2, detail );
  16877. // we use this multidimensional array as a data structure for creating the subdivision
  16878. var v = [];
  16879. var i, j;
  16880. // construct all of the vertices for this subdivision
  16881. for ( i = 0; i <= cols; i ++ ) {
  16882. v[ i ] = [];
  16883. var aj = a.clone().lerp( c, i / cols );
  16884. var bj = b.clone().lerp( c, i / cols );
  16885. var rows = cols - i;
  16886. for ( j = 0; j <= rows; j ++ ) {
  16887. if ( j === 0 && i === cols ) {
  16888. v[ i ][ j ] = aj;
  16889. } else {
  16890. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16891. }
  16892. }
  16893. }
  16894. // construct all of the faces
  16895. for ( i = 0; i < cols; i ++ ) {
  16896. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16897. var k = Math.floor( j / 2 );
  16898. if ( j % 2 === 0 ) {
  16899. pushVertex( v[ i ][ k + 1 ] );
  16900. pushVertex( v[ i + 1 ][ k ] );
  16901. pushVertex( v[ i ][ k ] );
  16902. } else {
  16903. pushVertex( v[ i ][ k + 1 ] );
  16904. pushVertex( v[ i + 1 ][ k + 1 ] );
  16905. pushVertex( v[ i + 1 ][ k ] );
  16906. }
  16907. }
  16908. }
  16909. }
  16910. function applyRadius( radius ) {
  16911. var vertex = new Vector3();
  16912. // iterate over the entire buffer and apply the radius to each vertex
  16913. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16914. vertex.x = vertexBuffer[ i + 0 ];
  16915. vertex.y = vertexBuffer[ i + 1 ];
  16916. vertex.z = vertexBuffer[ i + 2 ];
  16917. vertex.normalize().multiplyScalar( radius );
  16918. vertexBuffer[ i + 0 ] = vertex.x;
  16919. vertexBuffer[ i + 1 ] = vertex.y;
  16920. vertexBuffer[ i + 2 ] = vertex.z;
  16921. }
  16922. }
  16923. function generateUVs() {
  16924. var vertex = new Vector3();
  16925. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16926. vertex.x = vertexBuffer[ i + 0 ];
  16927. vertex.y = vertexBuffer[ i + 1 ];
  16928. vertex.z = vertexBuffer[ i + 2 ];
  16929. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16930. var v = inclination( vertex ) / Math.PI + 0.5;
  16931. uvBuffer.push( u, 1 - v );
  16932. }
  16933. correctUVs();
  16934. correctSeam();
  16935. }
  16936. function correctSeam() {
  16937. // handle case when face straddles the seam, see #3269
  16938. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16939. // uv data of a single face
  16940. var x0 = uvBuffer[ i + 0 ];
  16941. var x1 = uvBuffer[ i + 2 ];
  16942. var x2 = uvBuffer[ i + 4 ];
  16943. var max = Math.max( x0, x1, x2 );
  16944. var min = Math.min( x0, x1, x2 );
  16945. // 0.9 is somewhat arbitrary
  16946. if ( max > 0.9 && min < 0.1 ) {
  16947. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16948. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16949. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16950. }
  16951. }
  16952. }
  16953. function pushVertex( vertex ) {
  16954. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16955. }
  16956. function getVertexByIndex( index, vertex ) {
  16957. var stride = index * 3;
  16958. vertex.x = vertices[ stride + 0 ];
  16959. vertex.y = vertices[ stride + 1 ];
  16960. vertex.z = vertices[ stride + 2 ];
  16961. }
  16962. function correctUVs() {
  16963. var a = new Vector3();
  16964. var b = new Vector3();
  16965. var c = new Vector3();
  16966. var centroid = new Vector3();
  16967. var uvA = new Vector2();
  16968. var uvB = new Vector2();
  16969. var uvC = new Vector2();
  16970. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16971. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16972. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16973. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16974. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16975. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16976. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16977. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16978. var azi = azimuth( centroid );
  16979. correctUV( uvA, j + 0, a, azi );
  16980. correctUV( uvB, j + 2, b, azi );
  16981. correctUV( uvC, j + 4, c, azi );
  16982. }
  16983. }
  16984. function correctUV( uv, stride, vector, azimuth ) {
  16985. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16986. uvBuffer[ stride ] = uv.x - 1;
  16987. }
  16988. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16989. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16990. }
  16991. }
  16992. // Angle around the Y axis, counter-clockwise when looking from above.
  16993. function azimuth( vector ) {
  16994. return Math.atan2( vector.z, - vector.x );
  16995. }
  16996. // Angle above the XZ plane.
  16997. function inclination( vector ) {
  16998. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16999. }
  17000. }
  17001. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17002. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17003. /**
  17004. * @author timothypratley / https://github.com/timothypratley
  17005. * @author Mugen87 / https://github.com/Mugen87
  17006. */
  17007. // TetrahedronGeometry
  17008. function TetrahedronGeometry( radius, detail ) {
  17009. Geometry.call( this );
  17010. this.type = 'TetrahedronGeometry';
  17011. this.parameters = {
  17012. radius: radius,
  17013. detail: detail
  17014. };
  17015. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17016. this.mergeVertices();
  17017. }
  17018. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17019. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17020. // TetrahedronBufferGeometry
  17021. function TetrahedronBufferGeometry( radius, detail ) {
  17022. var vertices = [
  17023. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17024. ];
  17025. var indices = [
  17026. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17027. ];
  17028. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17029. this.type = 'TetrahedronBufferGeometry';
  17030. this.parameters = {
  17031. radius: radius,
  17032. detail: detail
  17033. };
  17034. }
  17035. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17036. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17037. /**
  17038. * @author timothypratley / https://github.com/timothypratley
  17039. * @author Mugen87 / https://github.com/Mugen87
  17040. */
  17041. // OctahedronGeometry
  17042. function OctahedronGeometry( radius, detail ) {
  17043. Geometry.call( this );
  17044. this.type = 'OctahedronGeometry';
  17045. this.parameters = {
  17046. radius: radius,
  17047. detail: detail
  17048. };
  17049. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17050. this.mergeVertices();
  17051. }
  17052. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17053. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17054. // OctahedronBufferGeometry
  17055. function OctahedronBufferGeometry( radius, detail ) {
  17056. var vertices = [
  17057. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17058. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17059. ];
  17060. var indices = [
  17061. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17062. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17063. 1, 3, 4, 1, 4, 2
  17064. ];
  17065. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17066. this.type = 'OctahedronBufferGeometry';
  17067. this.parameters = {
  17068. radius: radius,
  17069. detail: detail
  17070. };
  17071. }
  17072. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17073. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17074. /**
  17075. * @author timothypratley / https://github.com/timothypratley
  17076. * @author Mugen87 / https://github.com/Mugen87
  17077. */
  17078. // IcosahedronGeometry
  17079. function IcosahedronGeometry( radius, detail ) {
  17080. Geometry.call( this );
  17081. this.type = 'IcosahedronGeometry';
  17082. this.parameters = {
  17083. radius: radius,
  17084. detail: detail
  17085. };
  17086. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17087. this.mergeVertices();
  17088. }
  17089. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17090. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17091. // IcosahedronBufferGeometry
  17092. function IcosahedronBufferGeometry( radius, detail ) {
  17093. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17094. var vertices = [
  17095. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17096. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17097. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17098. ];
  17099. var indices = [
  17100. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17101. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17102. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17103. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17104. ];
  17105. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17106. this.type = 'IcosahedronBufferGeometry';
  17107. this.parameters = {
  17108. radius: radius,
  17109. detail: detail
  17110. };
  17111. }
  17112. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17113. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17114. /**
  17115. * @author Abe Pazos / https://hamoid.com
  17116. * @author Mugen87 / https://github.com/Mugen87
  17117. */
  17118. // DodecahedronGeometry
  17119. function DodecahedronGeometry( radius, detail ) {
  17120. Geometry.call( this );
  17121. this.type = 'DodecahedronGeometry';
  17122. this.parameters = {
  17123. radius: radius,
  17124. detail: detail
  17125. };
  17126. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17127. this.mergeVertices();
  17128. }
  17129. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17130. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17131. // DodecahedronBufferGeometry
  17132. function DodecahedronBufferGeometry( radius, detail ) {
  17133. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17134. var r = 1 / t;
  17135. var vertices = [
  17136. // (±1, ±1, ±1)
  17137. - 1, - 1, - 1, - 1, - 1, 1,
  17138. - 1, 1, - 1, - 1, 1, 1,
  17139. 1, - 1, - 1, 1, - 1, 1,
  17140. 1, 1, - 1, 1, 1, 1,
  17141. // (0, ±1/φ, ±φ)
  17142. 0, - r, - t, 0, - r, t,
  17143. 0, r, - t, 0, r, t,
  17144. // (±1/φ, ±φ, 0)
  17145. - r, - t, 0, - r, t, 0,
  17146. r, - t, 0, r, t, 0,
  17147. // (±φ, 0, ±1/φ)
  17148. - t, 0, - r, t, 0, - r,
  17149. - t, 0, r, t, 0, r
  17150. ];
  17151. var indices = [
  17152. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17153. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17154. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17155. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17156. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17157. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17158. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17159. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17160. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17161. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17162. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17163. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17164. ];
  17165. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17166. this.type = 'DodecahedronBufferGeometry';
  17167. this.parameters = {
  17168. radius: radius,
  17169. detail: detail
  17170. };
  17171. }
  17172. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17173. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17174. /**
  17175. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17176. * @author WestLangley / https://github.com/WestLangley
  17177. * @author zz85 / https://github.com/zz85
  17178. * @author miningold / https://github.com/miningold
  17179. * @author jonobr1 / https://github.com/jonobr1
  17180. * @author Mugen87 / https://github.com/Mugen87
  17181. *
  17182. */
  17183. // TubeGeometry
  17184. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17185. Geometry.call( this );
  17186. this.type = 'TubeGeometry';
  17187. this.parameters = {
  17188. path: path,
  17189. tubularSegments: tubularSegments,
  17190. radius: radius,
  17191. radialSegments: radialSegments,
  17192. closed: closed
  17193. };
  17194. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17195. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17196. // expose internals
  17197. this.tangents = bufferGeometry.tangents;
  17198. this.normals = bufferGeometry.normals;
  17199. this.binormals = bufferGeometry.binormals;
  17200. // create geometry
  17201. this.fromBufferGeometry( bufferGeometry );
  17202. this.mergeVertices();
  17203. }
  17204. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17205. TubeGeometry.prototype.constructor = TubeGeometry;
  17206. // TubeBufferGeometry
  17207. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17208. BufferGeometry.call( this );
  17209. this.type = 'TubeBufferGeometry';
  17210. this.parameters = {
  17211. path: path,
  17212. tubularSegments: tubularSegments,
  17213. radius: radius,
  17214. radialSegments: radialSegments,
  17215. closed: closed
  17216. };
  17217. tubularSegments = tubularSegments || 64;
  17218. radius = radius || 1;
  17219. radialSegments = radialSegments || 8;
  17220. closed = closed || false;
  17221. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17222. // expose internals
  17223. this.tangents = frames.tangents;
  17224. this.normals = frames.normals;
  17225. this.binormals = frames.binormals;
  17226. // helper variables
  17227. var vertex = new Vector3();
  17228. var normal = new Vector3();
  17229. var uv = new Vector2();
  17230. var P = new Vector3();
  17231. var i, j;
  17232. // buffer
  17233. var vertices = [];
  17234. var normals = [];
  17235. var uvs = [];
  17236. var indices = [];
  17237. // create buffer data
  17238. generateBufferData();
  17239. // build geometry
  17240. this.setIndex( indices );
  17241. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17242. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17243. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17244. // functions
  17245. function generateBufferData() {
  17246. for ( i = 0; i < tubularSegments; i ++ ) {
  17247. generateSegment( i );
  17248. }
  17249. // if the geometry is not closed, generate the last row of vertices and normals
  17250. // at the regular position on the given path
  17251. //
  17252. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17253. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17254. // uvs are generated in a separate function.
  17255. // this makes it easy compute correct values for closed geometries
  17256. generateUVs();
  17257. // finally create faces
  17258. generateIndices();
  17259. }
  17260. function generateSegment( i ) {
  17261. // we use getPointAt to sample evenly distributed points from the given path
  17262. P = path.getPointAt( i / tubularSegments, P );
  17263. // retrieve corresponding normal and binormal
  17264. var N = frames.normals[ i ];
  17265. var B = frames.binormals[ i ];
  17266. // generate normals and vertices for the current segment
  17267. for ( j = 0; j <= radialSegments; j ++ ) {
  17268. var v = j / radialSegments * Math.PI * 2;
  17269. var sin = Math.sin( v );
  17270. var cos = - Math.cos( v );
  17271. // normal
  17272. normal.x = ( cos * N.x + sin * B.x );
  17273. normal.y = ( cos * N.y + sin * B.y );
  17274. normal.z = ( cos * N.z + sin * B.z );
  17275. normal.normalize();
  17276. normals.push( normal.x, normal.y, normal.z );
  17277. // vertex
  17278. vertex.x = P.x + radius * normal.x;
  17279. vertex.y = P.y + radius * normal.y;
  17280. vertex.z = P.z + radius * normal.z;
  17281. vertices.push( vertex.x, vertex.y, vertex.z );
  17282. }
  17283. }
  17284. function generateIndices() {
  17285. for ( j = 1; j <= tubularSegments; j ++ ) {
  17286. for ( i = 1; i <= radialSegments; i ++ ) {
  17287. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17288. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17289. var c = ( radialSegments + 1 ) * j + i;
  17290. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17291. // faces
  17292. indices.push( a, b, d );
  17293. indices.push( b, c, d );
  17294. }
  17295. }
  17296. }
  17297. function generateUVs() {
  17298. for ( i = 0; i <= tubularSegments; i ++ ) {
  17299. for ( j = 0; j <= radialSegments; j ++ ) {
  17300. uv.x = i / tubularSegments;
  17301. uv.y = j / radialSegments;
  17302. uvs.push( uv.x, uv.y );
  17303. }
  17304. }
  17305. }
  17306. }
  17307. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17308. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17309. TubeBufferGeometry.prototype.toJSON = function () {
  17310. var data = BufferGeometry.prototype.toJSON.call( this );
  17311. data.path = this.parameters.path.toJSON();
  17312. return data;
  17313. };
  17314. /**
  17315. * @author oosmoxiecode
  17316. * @author Mugen87 / https://github.com/Mugen87
  17317. *
  17318. * based on http://www.blackpawn.com/texts/pqtorus/
  17319. */
  17320. // TorusKnotGeometry
  17321. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17322. Geometry.call( this );
  17323. this.type = 'TorusKnotGeometry';
  17324. this.parameters = {
  17325. radius: radius,
  17326. tube: tube,
  17327. tubularSegments: tubularSegments,
  17328. radialSegments: radialSegments,
  17329. p: p,
  17330. q: q
  17331. };
  17332. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17333. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17334. this.mergeVertices();
  17335. }
  17336. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17337. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17338. // TorusKnotBufferGeometry
  17339. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17340. BufferGeometry.call( this );
  17341. this.type = 'TorusKnotBufferGeometry';
  17342. this.parameters = {
  17343. radius: radius,
  17344. tube: tube,
  17345. tubularSegments: tubularSegments,
  17346. radialSegments: radialSegments,
  17347. p: p,
  17348. q: q
  17349. };
  17350. radius = radius || 1;
  17351. tube = tube || 0.4;
  17352. tubularSegments = Math.floor( tubularSegments ) || 64;
  17353. radialSegments = Math.floor( radialSegments ) || 8;
  17354. p = p || 2;
  17355. q = q || 3;
  17356. // buffers
  17357. var indices = [];
  17358. var vertices = [];
  17359. var normals = [];
  17360. var uvs = [];
  17361. // helper variables
  17362. var i, j;
  17363. var vertex = new Vector3();
  17364. var normal = new Vector3();
  17365. var P1 = new Vector3();
  17366. var P2 = new Vector3();
  17367. var B = new Vector3();
  17368. var T = new Vector3();
  17369. var N = new Vector3();
  17370. // generate vertices, normals and uvs
  17371. for ( i = 0; i <= tubularSegments; ++ i ) {
  17372. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17373. var u = i / tubularSegments * p * Math.PI * 2;
  17374. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17375. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17376. calculatePositionOnCurve( u, p, q, radius, P1 );
  17377. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17378. // calculate orthonormal basis
  17379. T.subVectors( P2, P1 );
  17380. N.addVectors( P2, P1 );
  17381. B.crossVectors( T, N );
  17382. N.crossVectors( B, T );
  17383. // normalize B, N. T can be ignored, we don't use it
  17384. B.normalize();
  17385. N.normalize();
  17386. for ( j = 0; j <= radialSegments; ++ j ) {
  17387. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17388. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17389. var v = j / radialSegments * Math.PI * 2;
  17390. var cx = - tube * Math.cos( v );
  17391. var cy = tube * Math.sin( v );
  17392. // now calculate the final vertex position.
  17393. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17394. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17395. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17396. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17397. vertices.push( vertex.x, vertex.y, vertex.z );
  17398. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17399. normal.subVectors( vertex, P1 ).normalize();
  17400. normals.push( normal.x, normal.y, normal.z );
  17401. // uv
  17402. uvs.push( i / tubularSegments );
  17403. uvs.push( j / radialSegments );
  17404. }
  17405. }
  17406. // generate indices
  17407. for ( j = 1; j <= tubularSegments; j ++ ) {
  17408. for ( i = 1; i <= radialSegments; i ++ ) {
  17409. // indices
  17410. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17411. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17412. var c = ( radialSegments + 1 ) * j + i;
  17413. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17414. // faces
  17415. indices.push( a, b, d );
  17416. indices.push( b, c, d );
  17417. }
  17418. }
  17419. // build geometry
  17420. this.setIndex( indices );
  17421. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17422. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17423. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17424. // this function calculates the current position on the torus curve
  17425. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17426. var cu = Math.cos( u );
  17427. var su = Math.sin( u );
  17428. var quOverP = q / p * u;
  17429. var cs = Math.cos( quOverP );
  17430. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17431. position.y = radius * ( 2 + cs ) * su * 0.5;
  17432. position.z = radius * Math.sin( quOverP ) * 0.5;
  17433. }
  17434. }
  17435. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17436. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17437. /**
  17438. * @author oosmoxiecode
  17439. * @author mrdoob / http://mrdoob.com/
  17440. * @author Mugen87 / https://github.com/Mugen87
  17441. */
  17442. // TorusGeometry
  17443. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17444. Geometry.call( this );
  17445. this.type = 'TorusGeometry';
  17446. this.parameters = {
  17447. radius: radius,
  17448. tube: tube,
  17449. radialSegments: radialSegments,
  17450. tubularSegments: tubularSegments,
  17451. arc: arc
  17452. };
  17453. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17454. this.mergeVertices();
  17455. }
  17456. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17457. TorusGeometry.prototype.constructor = TorusGeometry;
  17458. // TorusBufferGeometry
  17459. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17460. BufferGeometry.call( this );
  17461. this.type = 'TorusBufferGeometry';
  17462. this.parameters = {
  17463. radius: radius,
  17464. tube: tube,
  17465. radialSegments: radialSegments,
  17466. tubularSegments: tubularSegments,
  17467. arc: arc
  17468. };
  17469. radius = radius || 1;
  17470. tube = tube || 0.4;
  17471. radialSegments = Math.floor( radialSegments ) || 8;
  17472. tubularSegments = Math.floor( tubularSegments ) || 6;
  17473. arc = arc || Math.PI * 2;
  17474. // buffers
  17475. var indices = [];
  17476. var vertices = [];
  17477. var normals = [];
  17478. var uvs = [];
  17479. // helper variables
  17480. var center = new Vector3();
  17481. var vertex = new Vector3();
  17482. var normal = new Vector3();
  17483. var j, i;
  17484. // generate vertices, normals and uvs
  17485. for ( j = 0; j <= radialSegments; j ++ ) {
  17486. for ( i = 0; i <= tubularSegments; i ++ ) {
  17487. var u = i / tubularSegments * arc;
  17488. var v = j / radialSegments * Math.PI * 2;
  17489. // vertex
  17490. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17491. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17492. vertex.z = tube * Math.sin( v );
  17493. vertices.push( vertex.x, vertex.y, vertex.z );
  17494. // normal
  17495. center.x = radius * Math.cos( u );
  17496. center.y = radius * Math.sin( u );
  17497. normal.subVectors( vertex, center ).normalize();
  17498. normals.push( normal.x, normal.y, normal.z );
  17499. // uv
  17500. uvs.push( i / tubularSegments );
  17501. uvs.push( j / radialSegments );
  17502. }
  17503. }
  17504. // generate indices
  17505. for ( j = 1; j <= radialSegments; j ++ ) {
  17506. for ( i = 1; i <= tubularSegments; i ++ ) {
  17507. // indices
  17508. var a = ( tubularSegments + 1 ) * j + i - 1;
  17509. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17510. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17511. var d = ( tubularSegments + 1 ) * j + i;
  17512. // faces
  17513. indices.push( a, b, d );
  17514. indices.push( b, c, d );
  17515. }
  17516. }
  17517. // build geometry
  17518. this.setIndex( indices );
  17519. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17520. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17521. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17522. }
  17523. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17524. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17525. /**
  17526. * @author Mugen87 / https://github.com/Mugen87
  17527. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17528. */
  17529. var Earcut = {
  17530. triangulate: function ( data, holeIndices, dim ) {
  17531. dim = dim || 2;
  17532. var hasHoles = holeIndices && holeIndices.length,
  17533. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17534. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17535. triangles = [];
  17536. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17537. var minX, minY, maxX, maxY, x, y, invSize;
  17538. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17539. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17540. if ( data.length > 80 * dim ) {
  17541. minX = maxX = data[ 0 ];
  17542. minY = maxY = data[ 1 ];
  17543. for ( var i = dim; i < outerLen; i += dim ) {
  17544. x = data[ i ];
  17545. y = data[ i + 1 ];
  17546. if ( x < minX ) { minX = x; }
  17547. if ( y < minY ) { minY = y; }
  17548. if ( x > maxX ) { maxX = x; }
  17549. if ( y > maxY ) { maxY = y; }
  17550. }
  17551. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17552. invSize = Math.max( maxX - minX, maxY - minY );
  17553. invSize = invSize !== 0 ? 1 / invSize : 0;
  17554. }
  17555. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17556. return triangles;
  17557. }
  17558. };
  17559. // create a circular doubly linked list from polygon points in the specified winding order
  17560. function linkedList( data, start, end, dim, clockwise ) {
  17561. var i, last;
  17562. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17563. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17564. } else {
  17565. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17566. }
  17567. if ( last && equals( last, last.next ) ) {
  17568. removeNode( last );
  17569. last = last.next;
  17570. }
  17571. return last;
  17572. }
  17573. // eliminate colinear or duplicate points
  17574. function filterPoints( start, end ) {
  17575. if ( ! start ) { return start; }
  17576. if ( ! end ) { end = start; }
  17577. var p = start,
  17578. again;
  17579. do {
  17580. again = false;
  17581. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17582. removeNode( p );
  17583. p = end = p.prev;
  17584. if ( p === p.next ) { break; }
  17585. again = true;
  17586. } else {
  17587. p = p.next;
  17588. }
  17589. } while ( again || p !== end );
  17590. return end;
  17591. }
  17592. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17593. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17594. if ( ! ear ) { return; }
  17595. // interlink polygon nodes in z-order
  17596. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17597. var stop = ear,
  17598. prev, next;
  17599. // iterate through ears, slicing them one by one
  17600. while ( ear.prev !== ear.next ) {
  17601. prev = ear.prev;
  17602. next = ear.next;
  17603. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17604. // cut off the triangle
  17605. triangles.push( prev.i / dim );
  17606. triangles.push( ear.i / dim );
  17607. triangles.push( next.i / dim );
  17608. removeNode( ear );
  17609. // skipping the next vertex leads to less sliver triangles
  17610. ear = next.next;
  17611. stop = next.next;
  17612. continue;
  17613. }
  17614. ear = next;
  17615. // if we looped through the whole remaining polygon and can't find any more ears
  17616. if ( ear === stop ) {
  17617. // try filtering points and slicing again
  17618. if ( ! pass ) {
  17619. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17620. // if this didn't work, try curing all small self-intersections locally
  17621. } else if ( pass === 1 ) {
  17622. ear = cureLocalIntersections( ear, triangles, dim );
  17623. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17624. // as a last resort, try splitting the remaining polygon into two
  17625. } else if ( pass === 2 ) {
  17626. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17627. }
  17628. break;
  17629. }
  17630. }
  17631. }
  17632. // check whether a polygon node forms a valid ear with adjacent nodes
  17633. function isEar( ear ) {
  17634. var a = ear.prev,
  17635. b = ear,
  17636. c = ear.next;
  17637. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17638. // now make sure we don't have other points inside the potential ear
  17639. var p = ear.next.next;
  17640. while ( p !== ear.prev ) {
  17641. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17642. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17643. p = p.next;
  17644. }
  17645. return true;
  17646. }
  17647. function isEarHashed( ear, minX, minY, invSize ) {
  17648. var a = ear.prev,
  17649. b = ear,
  17650. c = ear.next;
  17651. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17652. // triangle bbox; min & max are calculated like this for speed
  17653. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17654. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17655. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17656. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17657. // z-order range for the current triangle bbox;
  17658. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17659. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17660. var p = ear.prevZ,
  17661. n = ear.nextZ;
  17662. // look for points inside the triangle in both directions
  17663. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17664. if ( p !== ear.prev && p !== ear.next &&
  17665. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17666. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17667. p = p.prevZ;
  17668. if ( n !== ear.prev && n !== ear.next &&
  17669. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17670. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17671. n = n.nextZ;
  17672. }
  17673. // look for remaining points in decreasing z-order
  17674. while ( p && p.z >= minZ ) {
  17675. if ( p !== ear.prev && p !== ear.next &&
  17676. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17677. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17678. p = p.prevZ;
  17679. }
  17680. // look for remaining points in increasing z-order
  17681. while ( n && n.z <= maxZ ) {
  17682. if ( n !== ear.prev && n !== ear.next &&
  17683. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17684. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17685. n = n.nextZ;
  17686. }
  17687. return true;
  17688. }
  17689. // go through all polygon nodes and cure small local self-intersections
  17690. function cureLocalIntersections( start, triangles, dim ) {
  17691. var p = start;
  17692. do {
  17693. var a = p.prev,
  17694. b = p.next.next;
  17695. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17696. triangles.push( a.i / dim );
  17697. triangles.push( p.i / dim );
  17698. triangles.push( b.i / dim );
  17699. // remove two nodes involved
  17700. removeNode( p );
  17701. removeNode( p.next );
  17702. p = start = b;
  17703. }
  17704. p = p.next;
  17705. } while ( p !== start );
  17706. return p;
  17707. }
  17708. // try splitting polygon into two and triangulate them independently
  17709. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17710. // look for a valid diagonal that divides the polygon into two
  17711. var a = start;
  17712. do {
  17713. var b = a.next.next;
  17714. while ( b !== a.prev ) {
  17715. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17716. // split the polygon in two by the diagonal
  17717. var c = splitPolygon( a, b );
  17718. // filter colinear points around the cuts
  17719. a = filterPoints( a, a.next );
  17720. c = filterPoints( c, c.next );
  17721. // run earcut on each half
  17722. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17723. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17724. return;
  17725. }
  17726. b = b.next;
  17727. }
  17728. a = a.next;
  17729. } while ( a !== start );
  17730. }
  17731. // link every hole into the outer loop, producing a single-ring polygon without holes
  17732. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17733. var queue = [],
  17734. i, len, start, end, list;
  17735. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17736. start = holeIndices[ i ] * dim;
  17737. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17738. list = linkedList( data, start, end, dim, false );
  17739. if ( list === list.next ) { list.steiner = true; }
  17740. queue.push( getLeftmost( list ) );
  17741. }
  17742. queue.sort( compareX );
  17743. // process holes from left to right
  17744. for ( i = 0; i < queue.length; i ++ ) {
  17745. eliminateHole( queue[ i ], outerNode );
  17746. outerNode = filterPoints( outerNode, outerNode.next );
  17747. }
  17748. return outerNode;
  17749. }
  17750. function compareX( a, b ) {
  17751. return a.x - b.x;
  17752. }
  17753. // find a bridge between vertices that connects hole with an outer ring and and link it
  17754. function eliminateHole( hole, outerNode ) {
  17755. outerNode = findHoleBridge( hole, outerNode );
  17756. if ( outerNode ) {
  17757. var b = splitPolygon( outerNode, hole );
  17758. filterPoints( b, b.next );
  17759. }
  17760. }
  17761. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17762. function findHoleBridge( hole, outerNode ) {
  17763. var p = outerNode,
  17764. hx = hole.x,
  17765. hy = hole.y,
  17766. qx = - Infinity,
  17767. m;
  17768. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17769. // segment's endpoint with lesser x will be potential connection point
  17770. do {
  17771. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17772. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17773. if ( x <= hx && x > qx ) {
  17774. qx = x;
  17775. if ( x === hx ) {
  17776. if ( hy === p.y ) { return p; }
  17777. if ( hy === p.next.y ) { return p.next; }
  17778. }
  17779. m = p.x < p.next.x ? p : p.next;
  17780. }
  17781. }
  17782. p = p.next;
  17783. } while ( p !== outerNode );
  17784. if ( ! m ) { return null; }
  17785. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17786. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17787. // if there are no points found, we have a valid connection;
  17788. // otherwise choose the point of the minimum angle with the ray as connection point
  17789. var stop = m,
  17790. mx = m.x,
  17791. my = m.y,
  17792. tanMin = Infinity,
  17793. tan;
  17794. p = m.next;
  17795. while ( p !== stop ) {
  17796. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17797. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17798. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17799. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17800. m = p;
  17801. tanMin = tan;
  17802. }
  17803. }
  17804. p = p.next;
  17805. }
  17806. return m;
  17807. }
  17808. // interlink polygon nodes in z-order
  17809. function indexCurve( start, minX, minY, invSize ) {
  17810. var p = start;
  17811. do {
  17812. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17813. p.prevZ = p.prev;
  17814. p.nextZ = p.next;
  17815. p = p.next;
  17816. } while ( p !== start );
  17817. p.prevZ.nextZ = null;
  17818. p.prevZ = null;
  17819. sortLinked( p );
  17820. }
  17821. // Simon Tatham's linked list merge sort algorithm
  17822. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17823. function sortLinked( list ) {
  17824. var i, p, q, e, tail, numMerges, pSize, qSize,
  17825. inSize = 1;
  17826. do {
  17827. p = list;
  17828. list = null;
  17829. tail = null;
  17830. numMerges = 0;
  17831. while ( p ) {
  17832. numMerges ++;
  17833. q = p;
  17834. pSize = 0;
  17835. for ( i = 0; i < inSize; i ++ ) {
  17836. pSize ++;
  17837. q = q.nextZ;
  17838. if ( ! q ) { break; }
  17839. }
  17840. qSize = inSize;
  17841. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17842. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17843. e = p;
  17844. p = p.nextZ;
  17845. pSize --;
  17846. } else {
  17847. e = q;
  17848. q = q.nextZ;
  17849. qSize --;
  17850. }
  17851. if ( tail ) { tail.nextZ = e; }
  17852. else { list = e; }
  17853. e.prevZ = tail;
  17854. tail = e;
  17855. }
  17856. p = q;
  17857. }
  17858. tail.nextZ = null;
  17859. inSize *= 2;
  17860. } while ( numMerges > 1 );
  17861. return list;
  17862. }
  17863. // z-order of a point given coords and inverse of the longer side of data bbox
  17864. function zOrder( x, y, minX, minY, invSize ) {
  17865. // coords are transformed into non-negative 15-bit integer range
  17866. x = 32767 * ( x - minX ) * invSize;
  17867. y = 32767 * ( y - minY ) * invSize;
  17868. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17869. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17870. x = ( x | ( x << 2 ) ) & 0x33333333;
  17871. x = ( x | ( x << 1 ) ) & 0x55555555;
  17872. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17873. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17874. y = ( y | ( y << 2 ) ) & 0x33333333;
  17875. y = ( y | ( y << 1 ) ) & 0x55555555;
  17876. return x | ( y << 1 );
  17877. }
  17878. // find the leftmost node of a polygon ring
  17879. function getLeftmost( start ) {
  17880. var p = start,
  17881. leftmost = start;
  17882. do {
  17883. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17884. p = p.next;
  17885. } while ( p !== start );
  17886. return leftmost;
  17887. }
  17888. // check if a point lies within a convex triangle
  17889. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17890. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17891. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17892. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17893. }
  17894. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17895. function isValidDiagonal( a, b ) {
  17896. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17897. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17898. }
  17899. // signed area of a triangle
  17900. function area( p, q, r ) {
  17901. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17902. }
  17903. // check if two points are equal
  17904. function equals( p1, p2 ) {
  17905. return p1.x === p2.x && p1.y === p2.y;
  17906. }
  17907. // check if two segments intersect
  17908. function intersects( p1, q1, p2, q2 ) {
  17909. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17910. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17911. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17912. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17913. }
  17914. // check if a polygon diagonal intersects any polygon segments
  17915. function intersectsPolygon( a, b ) {
  17916. var p = a;
  17917. do {
  17918. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17919. intersects( p, p.next, a, b ) ) { return true; }
  17920. p = p.next;
  17921. } while ( p !== a );
  17922. return false;
  17923. }
  17924. // check if a polygon diagonal is locally inside the polygon
  17925. function locallyInside( a, b ) {
  17926. return area( a.prev, a, a.next ) < 0 ?
  17927. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17928. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17929. }
  17930. // check if the middle point of a polygon diagonal is inside the polygon
  17931. function middleInside( a, b ) {
  17932. var p = a,
  17933. inside = false,
  17934. px = ( a.x + b.x ) / 2,
  17935. py = ( a.y + b.y ) / 2;
  17936. do {
  17937. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17938. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17939. { inside = ! inside; }
  17940. p = p.next;
  17941. } while ( p !== a );
  17942. return inside;
  17943. }
  17944. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17945. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17946. function splitPolygon( a, b ) {
  17947. var a2 = new Node( a.i, a.x, a.y ),
  17948. b2 = new Node( b.i, b.x, b.y ),
  17949. an = a.next,
  17950. bp = b.prev;
  17951. a.next = b;
  17952. b.prev = a;
  17953. a2.next = an;
  17954. an.prev = a2;
  17955. b2.next = a2;
  17956. a2.prev = b2;
  17957. bp.next = b2;
  17958. b2.prev = bp;
  17959. return b2;
  17960. }
  17961. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17962. function insertNode( i, x, y, last ) {
  17963. var p = new Node( i, x, y );
  17964. if ( ! last ) {
  17965. p.prev = p;
  17966. p.next = p;
  17967. } else {
  17968. p.next = last.next;
  17969. p.prev = last;
  17970. last.next.prev = p;
  17971. last.next = p;
  17972. }
  17973. return p;
  17974. }
  17975. function removeNode( p ) {
  17976. p.next.prev = p.prev;
  17977. p.prev.next = p.next;
  17978. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17979. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17980. }
  17981. function Node( i, x, y ) {
  17982. // vertex index in coordinates array
  17983. this.i = i;
  17984. // vertex coordinates
  17985. this.x = x;
  17986. this.y = y;
  17987. // previous and next vertex nodes in a polygon ring
  17988. this.prev = null;
  17989. this.next = null;
  17990. // z-order curve value
  17991. this.z = null;
  17992. // previous and next nodes in z-order
  17993. this.prevZ = null;
  17994. this.nextZ = null;
  17995. // indicates whether this is a steiner point
  17996. this.steiner = false;
  17997. }
  17998. function signedArea( data, start, end, dim ) {
  17999. var sum = 0;
  18000. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18001. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18002. j = i;
  18003. }
  18004. return sum;
  18005. }
  18006. /**
  18007. * @author zz85 / http://www.lab4games.net/zz85/blog
  18008. */
  18009. var ShapeUtils = {
  18010. // calculate area of the contour polygon
  18011. area: function ( contour ) {
  18012. var n = contour.length;
  18013. var a = 0.0;
  18014. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18015. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18016. }
  18017. return a * 0.5;
  18018. },
  18019. isClockWise: function ( pts ) {
  18020. return ShapeUtils.area( pts ) < 0;
  18021. },
  18022. triangulateShape: function ( contour, holes ) {
  18023. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18024. var holeIndices = []; // array of hole indices
  18025. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18026. removeDupEndPts( contour );
  18027. addContour( vertices, contour );
  18028. //
  18029. var holeIndex = contour.length;
  18030. holes.forEach( removeDupEndPts );
  18031. for ( var i = 0; i < holes.length; i ++ ) {
  18032. holeIndices.push( holeIndex );
  18033. holeIndex += holes[ i ].length;
  18034. addContour( vertices, holes[ i ] );
  18035. }
  18036. //
  18037. var triangles = Earcut.triangulate( vertices, holeIndices );
  18038. //
  18039. for ( var i = 0; i < triangles.length; i += 3 ) {
  18040. faces.push( triangles.slice( i, i + 3 ) );
  18041. }
  18042. return faces;
  18043. }
  18044. };
  18045. function removeDupEndPts( points ) {
  18046. var l = points.length;
  18047. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18048. points.pop();
  18049. }
  18050. }
  18051. function addContour( vertices, contour ) {
  18052. for ( var i = 0; i < contour.length; i ++ ) {
  18053. vertices.push( contour[ i ].x );
  18054. vertices.push( contour[ i ].y );
  18055. }
  18056. }
  18057. /**
  18058. * @author zz85 / http://www.lab4games.net/zz85/blog
  18059. *
  18060. * Creates extruded geometry from a path shape.
  18061. *
  18062. * parameters = {
  18063. *
  18064. * curveSegments: <int>, // number of points on the curves
  18065. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18066. * depth: <float>, // Depth to extrude the shape
  18067. *
  18068. * bevelEnabled: <bool>, // turn on bevel
  18069. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18070. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18071. * bevelOffset: <float>, // how far from shape outline does bevel start
  18072. * bevelSegments: <int>, // number of bevel layers
  18073. *
  18074. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18075. *
  18076. * UVGenerator: <Object> // object that provides UV generator functions
  18077. *
  18078. * }
  18079. */
  18080. // ExtrudeGeometry
  18081. function ExtrudeGeometry( shapes, options ) {
  18082. Geometry.call( this );
  18083. this.type = 'ExtrudeGeometry';
  18084. this.parameters = {
  18085. shapes: shapes,
  18086. options: options
  18087. };
  18088. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18089. this.mergeVertices();
  18090. }
  18091. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18092. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18093. ExtrudeGeometry.prototype.toJSON = function () {
  18094. var data = Geometry.prototype.toJSON.call( this );
  18095. var shapes = this.parameters.shapes;
  18096. var options = this.parameters.options;
  18097. return toJSON( shapes, options, data );
  18098. };
  18099. // ExtrudeBufferGeometry
  18100. function ExtrudeBufferGeometry( shapes, options ) {
  18101. BufferGeometry.call( this );
  18102. this.type = 'ExtrudeBufferGeometry';
  18103. this.parameters = {
  18104. shapes: shapes,
  18105. options: options
  18106. };
  18107. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18108. var scope = this;
  18109. var verticesArray = [];
  18110. var uvArray = [];
  18111. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18112. var shape = shapes[ i ];
  18113. addShape( shape );
  18114. }
  18115. // build geometry
  18116. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18117. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18118. this.computeVertexNormals();
  18119. // functions
  18120. function addShape( shape ) {
  18121. var placeholder = [];
  18122. // options
  18123. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18124. var steps = options.steps !== undefined ? options.steps : 1;
  18125. var depth = options.depth !== undefined ? options.depth : 100;
  18126. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18127. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18128. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18129. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18130. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18131. var extrudePath = options.extrudePath;
  18132. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18133. // deprecated options
  18134. if ( options.amount !== undefined ) {
  18135. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18136. depth = options.amount;
  18137. }
  18138. //
  18139. var extrudePts, extrudeByPath = false;
  18140. var splineTube, binormal, normal, position2;
  18141. if ( extrudePath ) {
  18142. extrudePts = extrudePath.getSpacedPoints( steps );
  18143. extrudeByPath = true;
  18144. bevelEnabled = false; // bevels not supported for path extrusion
  18145. // SETUP TNB variables
  18146. // TODO1 - have a .isClosed in spline?
  18147. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18148. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18149. binormal = new Vector3();
  18150. normal = new Vector3();
  18151. position2 = new Vector3();
  18152. }
  18153. // Safeguards if bevels are not enabled
  18154. if ( ! bevelEnabled ) {
  18155. bevelSegments = 0;
  18156. bevelThickness = 0;
  18157. bevelSize = 0;
  18158. bevelOffset = 0;
  18159. }
  18160. // Variables initialization
  18161. var ahole, h, hl; // looping of holes
  18162. var shapePoints = shape.extractPoints( curveSegments );
  18163. var vertices = shapePoints.shape;
  18164. var holes = shapePoints.holes;
  18165. var reverse = ! ShapeUtils.isClockWise( vertices );
  18166. if ( reverse ) {
  18167. vertices = vertices.reverse();
  18168. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18169. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18170. ahole = holes[ h ];
  18171. if ( ShapeUtils.isClockWise( ahole ) ) {
  18172. holes[ h ] = ahole.reverse();
  18173. }
  18174. }
  18175. }
  18176. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18177. /* Vertices */
  18178. var contour = vertices; // vertices has all points but contour has only points of circumference
  18179. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18180. ahole = holes[ h ];
  18181. vertices = vertices.concat( ahole );
  18182. }
  18183. function scalePt2( pt, vec, size ) {
  18184. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18185. return vec.clone().multiplyScalar( size ).add( pt );
  18186. }
  18187. var b, bs, t, z,
  18188. vert, vlen = vertices.length,
  18189. face, flen = faces.length;
  18190. // Find directions for point movement
  18191. function getBevelVec( inPt, inPrev, inNext ) {
  18192. // computes for inPt the corresponding point inPt' on a new contour
  18193. // shifted by 1 unit (length of normalized vector) to the left
  18194. // if we walk along contour clockwise, this new contour is outside the old one
  18195. //
  18196. // inPt' is the intersection of the two lines parallel to the two
  18197. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18198. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18199. // good reading for geometry algorithms (here: line-line intersection)
  18200. // http://geomalgorithms.com/a05-_intersect-1.html
  18201. var v_prev_x = inPt.x - inPrev.x,
  18202. v_prev_y = inPt.y - inPrev.y;
  18203. var v_next_x = inNext.x - inPt.x,
  18204. v_next_y = inNext.y - inPt.y;
  18205. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18206. // check for collinear edges
  18207. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18208. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18209. // not collinear
  18210. // length of vectors for normalizing
  18211. var v_prev_len = Math.sqrt( v_prev_lensq );
  18212. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18213. // shift adjacent points by unit vectors to the left
  18214. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18215. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18216. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18217. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18218. // scaling factor for v_prev to intersection point
  18219. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18220. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18221. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18222. // vector from inPt to intersection point
  18223. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18224. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18225. // Don't normalize!, otherwise sharp corners become ugly
  18226. // but prevent crazy spikes
  18227. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18228. if ( v_trans_lensq <= 2 ) {
  18229. return new Vector2( v_trans_x, v_trans_y );
  18230. } else {
  18231. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18232. }
  18233. } else {
  18234. // handle special case of collinear edges
  18235. var direction_eq = false; // assumes: opposite
  18236. if ( v_prev_x > Number.EPSILON ) {
  18237. if ( v_next_x > Number.EPSILON ) {
  18238. direction_eq = true;
  18239. }
  18240. } else {
  18241. if ( v_prev_x < - Number.EPSILON ) {
  18242. if ( v_next_x < - Number.EPSILON ) {
  18243. direction_eq = true;
  18244. }
  18245. } else {
  18246. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18247. direction_eq = true;
  18248. }
  18249. }
  18250. }
  18251. if ( direction_eq ) {
  18252. // console.log("Warning: lines are a straight sequence");
  18253. v_trans_x = - v_prev_y;
  18254. v_trans_y = v_prev_x;
  18255. shrink_by = Math.sqrt( v_prev_lensq );
  18256. } else {
  18257. // console.log("Warning: lines are a straight spike");
  18258. v_trans_x = v_prev_x;
  18259. v_trans_y = v_prev_y;
  18260. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18261. }
  18262. }
  18263. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18264. }
  18265. var contourMovements = [];
  18266. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18267. if ( j === il ) { j = 0; }
  18268. if ( k === il ) { k = 0; }
  18269. // (j)---(i)---(k)
  18270. // console.log('i,j,k', i, j , k)
  18271. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18272. }
  18273. var holesMovements = [],
  18274. oneHoleMovements, verticesMovements = contourMovements.concat();
  18275. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18276. ahole = holes[ h ];
  18277. oneHoleMovements = [];
  18278. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18279. if ( j === il ) { j = 0; }
  18280. if ( k === il ) { k = 0; }
  18281. // (j)---(i)---(k)
  18282. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18283. }
  18284. holesMovements.push( oneHoleMovements );
  18285. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18286. }
  18287. // Loop bevelSegments, 1 for the front, 1 for the back
  18288. for ( b = 0; b < bevelSegments; b ++ ) {
  18289. //for ( b = bevelSegments; b > 0; b -- ) {
  18290. t = b / bevelSegments;
  18291. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18292. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18293. // contract shape
  18294. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18295. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18296. v( vert.x, vert.y, - z );
  18297. }
  18298. // expand holes
  18299. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18300. ahole = holes[ h ];
  18301. oneHoleMovements = holesMovements[ h ];
  18302. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18303. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18304. v( vert.x, vert.y, - z );
  18305. }
  18306. }
  18307. }
  18308. bs = bevelSize + bevelOffset;
  18309. // Back facing vertices
  18310. for ( i = 0; i < vlen; i ++ ) {
  18311. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18312. if ( ! extrudeByPath ) {
  18313. v( vert.x, vert.y, 0 );
  18314. } else {
  18315. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18316. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18317. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18318. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18319. v( position2.x, position2.y, position2.z );
  18320. }
  18321. }
  18322. // Add stepped vertices...
  18323. // Including front facing vertices
  18324. var s;
  18325. for ( s = 1; s <= steps; s ++ ) {
  18326. for ( i = 0; i < vlen; i ++ ) {
  18327. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18328. if ( ! extrudeByPath ) {
  18329. v( vert.x, vert.y, depth / steps * s );
  18330. } else {
  18331. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18332. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18333. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18334. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18335. v( position2.x, position2.y, position2.z );
  18336. }
  18337. }
  18338. }
  18339. // Add bevel segments planes
  18340. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18341. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18342. t = b / bevelSegments;
  18343. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18344. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18345. // contract shape
  18346. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18347. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18348. v( vert.x, vert.y, depth + z );
  18349. }
  18350. // expand holes
  18351. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18352. ahole = holes[ h ];
  18353. oneHoleMovements = holesMovements[ h ];
  18354. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18355. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18356. if ( ! extrudeByPath ) {
  18357. v( vert.x, vert.y, depth + z );
  18358. } else {
  18359. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18360. }
  18361. }
  18362. }
  18363. }
  18364. /* Faces */
  18365. // Top and bottom faces
  18366. buildLidFaces();
  18367. // Sides faces
  18368. buildSideFaces();
  18369. ///// Internal functions
  18370. function buildLidFaces() {
  18371. var start = verticesArray.length / 3;
  18372. if ( bevelEnabled ) {
  18373. var layer = 0; // steps + 1
  18374. var offset = vlen * layer;
  18375. // Bottom faces
  18376. for ( i = 0; i < flen; i ++ ) {
  18377. face = faces[ i ];
  18378. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18379. }
  18380. layer = steps + bevelSegments * 2;
  18381. offset = vlen * layer;
  18382. // Top faces
  18383. for ( i = 0; i < flen; i ++ ) {
  18384. face = faces[ i ];
  18385. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18386. }
  18387. } else {
  18388. // Bottom faces
  18389. for ( i = 0; i < flen; i ++ ) {
  18390. face = faces[ i ];
  18391. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18392. }
  18393. // Top faces
  18394. for ( i = 0; i < flen; i ++ ) {
  18395. face = faces[ i ];
  18396. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18397. }
  18398. }
  18399. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18400. }
  18401. // Create faces for the z-sides of the shape
  18402. function buildSideFaces() {
  18403. var start = verticesArray.length / 3;
  18404. var layeroffset = 0;
  18405. sidewalls( contour, layeroffset );
  18406. layeroffset += contour.length;
  18407. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18408. ahole = holes[ h ];
  18409. sidewalls( ahole, layeroffset );
  18410. //, true
  18411. layeroffset += ahole.length;
  18412. }
  18413. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18414. }
  18415. function sidewalls( contour, layeroffset ) {
  18416. var j, k;
  18417. i = contour.length;
  18418. while ( -- i >= 0 ) {
  18419. j = i;
  18420. k = i - 1;
  18421. if ( k < 0 ) { k = contour.length - 1; }
  18422. //console.log('b', i,j, i-1, k,vertices.length);
  18423. var s = 0,
  18424. sl = steps + bevelSegments * 2;
  18425. for ( s = 0; s < sl; s ++ ) {
  18426. var slen1 = vlen * s;
  18427. var slen2 = vlen * ( s + 1 );
  18428. var a = layeroffset + j + slen1,
  18429. b = layeroffset + k + slen1,
  18430. c = layeroffset + k + slen2,
  18431. d = layeroffset + j + slen2;
  18432. f4( a, b, c, d );
  18433. }
  18434. }
  18435. }
  18436. function v( x, y, z ) {
  18437. placeholder.push( x );
  18438. placeholder.push( y );
  18439. placeholder.push( z );
  18440. }
  18441. function f3( a, b, c ) {
  18442. addVertex( a );
  18443. addVertex( b );
  18444. addVertex( c );
  18445. var nextIndex = verticesArray.length / 3;
  18446. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18447. addUV( uvs[ 0 ] );
  18448. addUV( uvs[ 1 ] );
  18449. addUV( uvs[ 2 ] );
  18450. }
  18451. function f4( a, b, c, d ) {
  18452. addVertex( a );
  18453. addVertex( b );
  18454. addVertex( d );
  18455. addVertex( b );
  18456. addVertex( c );
  18457. addVertex( d );
  18458. var nextIndex = verticesArray.length / 3;
  18459. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18460. addUV( uvs[ 0 ] );
  18461. addUV( uvs[ 1 ] );
  18462. addUV( uvs[ 3 ] );
  18463. addUV( uvs[ 1 ] );
  18464. addUV( uvs[ 2 ] );
  18465. addUV( uvs[ 3 ] );
  18466. }
  18467. function addVertex( index ) {
  18468. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18469. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18470. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18471. }
  18472. function addUV( vector2 ) {
  18473. uvArray.push( vector2.x );
  18474. uvArray.push( vector2.y );
  18475. }
  18476. }
  18477. }
  18478. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18479. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18480. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18481. var data = BufferGeometry.prototype.toJSON.call( this );
  18482. var shapes = this.parameters.shapes;
  18483. var options = this.parameters.options;
  18484. return toJSON( shapes, options, data );
  18485. };
  18486. //
  18487. var WorldUVGenerator = {
  18488. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18489. var a_x = vertices[ indexA * 3 ];
  18490. var a_y = vertices[ indexA * 3 + 1 ];
  18491. var b_x = vertices[ indexB * 3 ];
  18492. var b_y = vertices[ indexB * 3 + 1 ];
  18493. var c_x = vertices[ indexC * 3 ];
  18494. var c_y = vertices[ indexC * 3 + 1 ];
  18495. return [
  18496. new Vector2( a_x, a_y ),
  18497. new Vector2( b_x, b_y ),
  18498. new Vector2( c_x, c_y )
  18499. ];
  18500. },
  18501. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18502. var a_x = vertices[ indexA * 3 ];
  18503. var a_y = vertices[ indexA * 3 + 1 ];
  18504. var a_z = vertices[ indexA * 3 + 2 ];
  18505. var b_x = vertices[ indexB * 3 ];
  18506. var b_y = vertices[ indexB * 3 + 1 ];
  18507. var b_z = vertices[ indexB * 3 + 2 ];
  18508. var c_x = vertices[ indexC * 3 ];
  18509. var c_y = vertices[ indexC * 3 + 1 ];
  18510. var c_z = vertices[ indexC * 3 + 2 ];
  18511. var d_x = vertices[ indexD * 3 ];
  18512. var d_y = vertices[ indexD * 3 + 1 ];
  18513. var d_z = vertices[ indexD * 3 + 2 ];
  18514. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18515. return [
  18516. new Vector2( a_x, 1 - a_z ),
  18517. new Vector2( b_x, 1 - b_z ),
  18518. new Vector2( c_x, 1 - c_z ),
  18519. new Vector2( d_x, 1 - d_z )
  18520. ];
  18521. } else {
  18522. return [
  18523. new Vector2( a_y, 1 - a_z ),
  18524. new Vector2( b_y, 1 - b_z ),
  18525. new Vector2( c_y, 1 - c_z ),
  18526. new Vector2( d_y, 1 - d_z )
  18527. ];
  18528. }
  18529. }
  18530. };
  18531. function toJSON( shapes, options, data ) {
  18532. //
  18533. data.shapes = [];
  18534. if ( Array.isArray( shapes ) ) {
  18535. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18536. var shape = shapes[ i ];
  18537. data.shapes.push( shape.uuid );
  18538. }
  18539. } else {
  18540. data.shapes.push( shapes.uuid );
  18541. }
  18542. //
  18543. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18544. return data;
  18545. }
  18546. /**
  18547. * @author zz85 / http://www.lab4games.net/zz85/blog
  18548. * @author alteredq / http://alteredqualia.com/
  18549. *
  18550. * Text = 3D Text
  18551. *
  18552. * parameters = {
  18553. * font: <THREE.Font>, // font
  18554. *
  18555. * size: <float>, // size of the text
  18556. * height: <float>, // thickness to extrude text
  18557. * curveSegments: <int>, // number of points on the curves
  18558. *
  18559. * bevelEnabled: <bool>, // turn on bevel
  18560. * bevelThickness: <float>, // how deep into text bevel goes
  18561. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18562. * bevelOffset: <float> // how far from text outline does bevel start
  18563. * }
  18564. */
  18565. // TextGeometry
  18566. function TextGeometry( text, parameters ) {
  18567. Geometry.call( this );
  18568. this.type = 'TextGeometry';
  18569. this.parameters = {
  18570. text: text,
  18571. parameters: parameters
  18572. };
  18573. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18574. this.mergeVertices();
  18575. }
  18576. TextGeometry.prototype = Object.create( Geometry.prototype );
  18577. TextGeometry.prototype.constructor = TextGeometry;
  18578. // TextBufferGeometry
  18579. function TextBufferGeometry( text, parameters ) {
  18580. parameters = parameters || {};
  18581. var font = parameters.font;
  18582. if ( ! ( font && font.isFont ) ) {
  18583. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18584. return new Geometry();
  18585. }
  18586. var shapes = font.generateShapes( text, parameters.size );
  18587. // translate parameters to ExtrudeGeometry API
  18588. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18589. // defaults
  18590. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18591. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18592. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18593. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18594. this.type = 'TextBufferGeometry';
  18595. }
  18596. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18597. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18598. /**
  18599. * @author mrdoob / http://mrdoob.com/
  18600. * @author benaadams / https://twitter.com/ben_a_adams
  18601. * @author Mugen87 / https://github.com/Mugen87
  18602. */
  18603. // SphereGeometry
  18604. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18605. Geometry.call( this );
  18606. this.type = 'SphereGeometry';
  18607. this.parameters = {
  18608. radius: radius,
  18609. widthSegments: widthSegments,
  18610. heightSegments: heightSegments,
  18611. phiStart: phiStart,
  18612. phiLength: phiLength,
  18613. thetaStart: thetaStart,
  18614. thetaLength: thetaLength
  18615. };
  18616. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18617. this.mergeVertices();
  18618. }
  18619. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18620. SphereGeometry.prototype.constructor = SphereGeometry;
  18621. // SphereBufferGeometry
  18622. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18623. BufferGeometry.call( this );
  18624. this.type = 'SphereBufferGeometry';
  18625. this.parameters = {
  18626. radius: radius,
  18627. widthSegments: widthSegments,
  18628. heightSegments: heightSegments,
  18629. phiStart: phiStart,
  18630. phiLength: phiLength,
  18631. thetaStart: thetaStart,
  18632. thetaLength: thetaLength
  18633. };
  18634. radius = radius || 1;
  18635. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18636. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18637. phiStart = phiStart !== undefined ? phiStart : 0;
  18638. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18639. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18640. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18641. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18642. var ix, iy;
  18643. var index = 0;
  18644. var grid = [];
  18645. var vertex = new Vector3();
  18646. var normal = new Vector3();
  18647. // buffers
  18648. var indices = [];
  18649. var vertices = [];
  18650. var normals = [];
  18651. var uvs = [];
  18652. // generate vertices, normals and uvs
  18653. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18654. var verticesRow = [];
  18655. var v = iy / heightSegments;
  18656. // special case for the poles
  18657. var uOffset = 0;
  18658. if ( iy == 0 && thetaStart == 0 ) {
  18659. uOffset = 0.5 / widthSegments;
  18660. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18661. uOffset = - 0.5 / widthSegments;
  18662. }
  18663. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18664. var u = ix / widthSegments;
  18665. // vertex
  18666. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18667. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18668. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18669. vertices.push( vertex.x, vertex.y, vertex.z );
  18670. // normal
  18671. normal.copy( vertex ).normalize();
  18672. normals.push( normal.x, normal.y, normal.z );
  18673. // uv
  18674. uvs.push( u + uOffset, 1 - v );
  18675. verticesRow.push( index ++ );
  18676. }
  18677. grid.push( verticesRow );
  18678. }
  18679. // indices
  18680. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18681. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18682. var a = grid[ iy ][ ix + 1 ];
  18683. var b = grid[ iy ][ ix ];
  18684. var c = grid[ iy + 1 ][ ix ];
  18685. var d = grid[ iy + 1 ][ ix + 1 ];
  18686. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18687. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18688. }
  18689. }
  18690. // build geometry
  18691. this.setIndex( indices );
  18692. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18693. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18694. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18695. }
  18696. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18697. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18698. /**
  18699. * @author Kaleb Murphy
  18700. * @author Mugen87 / https://github.com/Mugen87
  18701. */
  18702. // RingGeometry
  18703. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18704. Geometry.call( this );
  18705. this.type = 'RingGeometry';
  18706. this.parameters = {
  18707. innerRadius: innerRadius,
  18708. outerRadius: outerRadius,
  18709. thetaSegments: thetaSegments,
  18710. phiSegments: phiSegments,
  18711. thetaStart: thetaStart,
  18712. thetaLength: thetaLength
  18713. };
  18714. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18715. this.mergeVertices();
  18716. }
  18717. RingGeometry.prototype = Object.create( Geometry.prototype );
  18718. RingGeometry.prototype.constructor = RingGeometry;
  18719. // RingBufferGeometry
  18720. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18721. BufferGeometry.call( this );
  18722. this.type = 'RingBufferGeometry';
  18723. this.parameters = {
  18724. innerRadius: innerRadius,
  18725. outerRadius: outerRadius,
  18726. thetaSegments: thetaSegments,
  18727. phiSegments: phiSegments,
  18728. thetaStart: thetaStart,
  18729. thetaLength: thetaLength
  18730. };
  18731. innerRadius = innerRadius || 0.5;
  18732. outerRadius = outerRadius || 1;
  18733. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18734. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18735. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18736. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18737. // buffers
  18738. var indices = [];
  18739. var vertices = [];
  18740. var normals = [];
  18741. var uvs = [];
  18742. // some helper variables
  18743. var segment;
  18744. var radius = innerRadius;
  18745. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18746. var vertex = new Vector3();
  18747. var uv = new Vector2();
  18748. var j, i;
  18749. // generate vertices, normals and uvs
  18750. for ( j = 0; j <= phiSegments; j ++ ) {
  18751. for ( i = 0; i <= thetaSegments; i ++ ) {
  18752. // values are generate from the inside of the ring to the outside
  18753. segment = thetaStart + i / thetaSegments * thetaLength;
  18754. // vertex
  18755. vertex.x = radius * Math.cos( segment );
  18756. vertex.y = radius * Math.sin( segment );
  18757. vertices.push( vertex.x, vertex.y, vertex.z );
  18758. // normal
  18759. normals.push( 0, 0, 1 );
  18760. // uv
  18761. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18762. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18763. uvs.push( uv.x, uv.y );
  18764. }
  18765. // increase the radius for next row of vertices
  18766. radius += radiusStep;
  18767. }
  18768. // indices
  18769. for ( j = 0; j < phiSegments; j ++ ) {
  18770. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18771. for ( i = 0; i < thetaSegments; i ++ ) {
  18772. segment = i + thetaSegmentLevel;
  18773. var a = segment;
  18774. var b = segment + thetaSegments + 1;
  18775. var c = segment + thetaSegments + 2;
  18776. var d = segment + 1;
  18777. // faces
  18778. indices.push( a, b, d );
  18779. indices.push( b, c, d );
  18780. }
  18781. }
  18782. // build geometry
  18783. this.setIndex( indices );
  18784. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18785. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18786. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18787. }
  18788. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18789. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18790. /**
  18791. * @author zz85 / https://github.com/zz85
  18792. * @author bhouston / http://clara.io
  18793. * @author Mugen87 / https://github.com/Mugen87
  18794. */
  18795. // LatheGeometry
  18796. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18797. Geometry.call( this );
  18798. this.type = 'LatheGeometry';
  18799. this.parameters = {
  18800. points: points,
  18801. segments: segments,
  18802. phiStart: phiStart,
  18803. phiLength: phiLength
  18804. };
  18805. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18806. this.mergeVertices();
  18807. }
  18808. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18809. LatheGeometry.prototype.constructor = LatheGeometry;
  18810. // LatheBufferGeometry
  18811. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18812. BufferGeometry.call( this );
  18813. this.type = 'LatheBufferGeometry';
  18814. this.parameters = {
  18815. points: points,
  18816. segments: segments,
  18817. phiStart: phiStart,
  18818. phiLength: phiLength
  18819. };
  18820. segments = Math.floor( segments ) || 12;
  18821. phiStart = phiStart || 0;
  18822. phiLength = phiLength || Math.PI * 2;
  18823. // clamp phiLength so it's in range of [ 0, 2PI ]
  18824. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18825. // buffers
  18826. var indices = [];
  18827. var vertices = [];
  18828. var uvs = [];
  18829. // helper variables
  18830. var base;
  18831. var inverseSegments = 1.0 / segments;
  18832. var vertex = new Vector3();
  18833. var uv = new Vector2();
  18834. var i, j;
  18835. // generate vertices and uvs
  18836. for ( i = 0; i <= segments; i ++ ) {
  18837. var phi = phiStart + i * inverseSegments * phiLength;
  18838. var sin = Math.sin( phi );
  18839. var cos = Math.cos( phi );
  18840. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18841. // vertex
  18842. vertex.x = points[ j ].x * sin;
  18843. vertex.y = points[ j ].y;
  18844. vertex.z = points[ j ].x * cos;
  18845. vertices.push( vertex.x, vertex.y, vertex.z );
  18846. // uv
  18847. uv.x = i / segments;
  18848. uv.y = j / ( points.length - 1 );
  18849. uvs.push( uv.x, uv.y );
  18850. }
  18851. }
  18852. // indices
  18853. for ( i = 0; i < segments; i ++ ) {
  18854. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18855. base = j + i * points.length;
  18856. var a = base;
  18857. var b = base + points.length;
  18858. var c = base + points.length + 1;
  18859. var d = base + 1;
  18860. // faces
  18861. indices.push( a, b, d );
  18862. indices.push( b, c, d );
  18863. }
  18864. }
  18865. // build geometry
  18866. this.setIndex( indices );
  18867. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18868. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18869. // generate normals
  18870. this.computeVertexNormals();
  18871. // if the geometry is closed, we need to average the normals along the seam.
  18872. // because the corresponding vertices are identical (but still have different UVs).
  18873. if ( phiLength === Math.PI * 2 ) {
  18874. var normals = this.attributes.normal.array;
  18875. var n1 = new Vector3();
  18876. var n2 = new Vector3();
  18877. var n = new Vector3();
  18878. // this is the buffer offset for the last line of vertices
  18879. base = segments * points.length * 3;
  18880. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18881. // select the normal of the vertex in the first line
  18882. n1.x = normals[ j + 0 ];
  18883. n1.y = normals[ j + 1 ];
  18884. n1.z = normals[ j + 2 ];
  18885. // select the normal of the vertex in the last line
  18886. n2.x = normals[ base + j + 0 ];
  18887. n2.y = normals[ base + j + 1 ];
  18888. n2.z = normals[ base + j + 2 ];
  18889. // average normals
  18890. n.addVectors( n1, n2 ).normalize();
  18891. // assign the new values to both normals
  18892. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18893. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18894. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18895. }
  18896. }
  18897. }
  18898. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18899. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18900. /**
  18901. * @author jonobr1 / http://jonobr1.com
  18902. * @author Mugen87 / https://github.com/Mugen87
  18903. */
  18904. // ShapeGeometry
  18905. function ShapeGeometry( shapes, curveSegments ) {
  18906. Geometry.call( this );
  18907. this.type = 'ShapeGeometry';
  18908. if ( typeof curveSegments === 'object' ) {
  18909. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18910. curveSegments = curveSegments.curveSegments;
  18911. }
  18912. this.parameters = {
  18913. shapes: shapes,
  18914. curveSegments: curveSegments
  18915. };
  18916. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18917. this.mergeVertices();
  18918. }
  18919. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18920. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18921. ShapeGeometry.prototype.toJSON = function () {
  18922. var data = Geometry.prototype.toJSON.call( this );
  18923. var shapes = this.parameters.shapes;
  18924. return toJSON$1( shapes, data );
  18925. };
  18926. // ShapeBufferGeometry
  18927. function ShapeBufferGeometry( shapes, curveSegments ) {
  18928. BufferGeometry.call( this );
  18929. this.type = 'ShapeBufferGeometry';
  18930. this.parameters = {
  18931. shapes: shapes,
  18932. curveSegments: curveSegments
  18933. };
  18934. curveSegments = curveSegments || 12;
  18935. // buffers
  18936. var indices = [];
  18937. var vertices = [];
  18938. var normals = [];
  18939. var uvs = [];
  18940. // helper variables
  18941. var groupStart = 0;
  18942. var groupCount = 0;
  18943. // allow single and array values for "shapes" parameter
  18944. if ( Array.isArray( shapes ) === false ) {
  18945. addShape( shapes );
  18946. } else {
  18947. for ( var i = 0; i < shapes.length; i ++ ) {
  18948. addShape( shapes[ i ] );
  18949. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18950. groupStart += groupCount;
  18951. groupCount = 0;
  18952. }
  18953. }
  18954. // build geometry
  18955. this.setIndex( indices );
  18956. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18957. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18958. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18959. // helper functions
  18960. function addShape( shape ) {
  18961. var i, l, shapeHole;
  18962. var indexOffset = vertices.length / 3;
  18963. var points = shape.extractPoints( curveSegments );
  18964. var shapeVertices = points.shape;
  18965. var shapeHoles = points.holes;
  18966. // check direction of vertices
  18967. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18968. shapeVertices = shapeVertices.reverse();
  18969. }
  18970. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18971. shapeHole = shapeHoles[ i ];
  18972. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18973. shapeHoles[ i ] = shapeHole.reverse();
  18974. }
  18975. }
  18976. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18977. // join vertices of inner and outer paths to a single array
  18978. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18979. shapeHole = shapeHoles[ i ];
  18980. shapeVertices = shapeVertices.concat( shapeHole );
  18981. }
  18982. // vertices, normals, uvs
  18983. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18984. var vertex = shapeVertices[ i ];
  18985. vertices.push( vertex.x, vertex.y, 0 );
  18986. normals.push( 0, 0, 1 );
  18987. uvs.push( vertex.x, vertex.y ); // world uvs
  18988. }
  18989. // incides
  18990. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18991. var face = faces[ i ];
  18992. var a = face[ 0 ] + indexOffset;
  18993. var b = face[ 1 ] + indexOffset;
  18994. var c = face[ 2 ] + indexOffset;
  18995. indices.push( a, b, c );
  18996. groupCount += 3;
  18997. }
  18998. }
  18999. }
  19000. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19001. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19002. ShapeBufferGeometry.prototype.toJSON = function () {
  19003. var data = BufferGeometry.prototype.toJSON.call( this );
  19004. var shapes = this.parameters.shapes;
  19005. return toJSON$1( shapes, data );
  19006. };
  19007. //
  19008. function toJSON$1( shapes, data ) {
  19009. data.shapes = [];
  19010. if ( Array.isArray( shapes ) ) {
  19011. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19012. var shape = shapes[ i ];
  19013. data.shapes.push( shape.uuid );
  19014. }
  19015. } else {
  19016. data.shapes.push( shapes.uuid );
  19017. }
  19018. return data;
  19019. }
  19020. /**
  19021. * @author WestLangley / http://github.com/WestLangley
  19022. * @author Mugen87 / https://github.com/Mugen87
  19023. */
  19024. function EdgesGeometry( geometry, thresholdAngle ) {
  19025. BufferGeometry.call( this );
  19026. this.type = 'EdgesGeometry';
  19027. this.parameters = {
  19028. thresholdAngle: thresholdAngle
  19029. };
  19030. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19031. // buffer
  19032. var vertices = [];
  19033. // helper variables
  19034. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19035. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19036. var key, keys = [ 'a', 'b', 'c' ];
  19037. // prepare source geometry
  19038. var geometry2;
  19039. if ( geometry.isBufferGeometry ) {
  19040. geometry2 = new Geometry();
  19041. geometry2.fromBufferGeometry( geometry );
  19042. } else {
  19043. geometry2 = geometry.clone();
  19044. }
  19045. geometry2.mergeVertices();
  19046. geometry2.computeFaceNormals();
  19047. var sourceVertices = geometry2.vertices;
  19048. var faces = geometry2.faces;
  19049. // now create a data structure where each entry represents an edge with its adjoining faces
  19050. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19051. var face = faces[ i ];
  19052. for ( var j = 0; j < 3; j ++ ) {
  19053. edge1 = face[ keys[ j ] ];
  19054. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19055. edge[ 0 ] = Math.min( edge1, edge2 );
  19056. edge[ 1 ] = Math.max( edge1, edge2 );
  19057. key = edge[ 0 ] + ',' + edge[ 1 ];
  19058. if ( edges[ key ] === undefined ) {
  19059. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19060. } else {
  19061. edges[ key ].face2 = i;
  19062. }
  19063. }
  19064. }
  19065. // generate vertices
  19066. for ( key in edges ) {
  19067. var e = edges[ key ];
  19068. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19069. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19070. var vertex = sourceVertices[ e.index1 ];
  19071. vertices.push( vertex.x, vertex.y, vertex.z );
  19072. vertex = sourceVertices[ e.index2 ];
  19073. vertices.push( vertex.x, vertex.y, vertex.z );
  19074. }
  19075. }
  19076. // build geometry
  19077. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19078. }
  19079. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19080. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19081. /**
  19082. * @author mrdoob / http://mrdoob.com/
  19083. * @author Mugen87 / https://github.com/Mugen87
  19084. */
  19085. // CylinderGeometry
  19086. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19087. Geometry.call( this );
  19088. this.type = 'CylinderGeometry';
  19089. this.parameters = {
  19090. radiusTop: radiusTop,
  19091. radiusBottom: radiusBottom,
  19092. height: height,
  19093. radialSegments: radialSegments,
  19094. heightSegments: heightSegments,
  19095. openEnded: openEnded,
  19096. thetaStart: thetaStart,
  19097. thetaLength: thetaLength
  19098. };
  19099. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19100. this.mergeVertices();
  19101. }
  19102. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19103. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19104. // CylinderBufferGeometry
  19105. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19106. BufferGeometry.call( this );
  19107. this.type = 'CylinderBufferGeometry';
  19108. this.parameters = {
  19109. radiusTop: radiusTop,
  19110. radiusBottom: radiusBottom,
  19111. height: height,
  19112. radialSegments: radialSegments,
  19113. heightSegments: heightSegments,
  19114. openEnded: openEnded,
  19115. thetaStart: thetaStart,
  19116. thetaLength: thetaLength
  19117. };
  19118. var scope = this;
  19119. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19120. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19121. height = height || 1;
  19122. radialSegments = Math.floor( radialSegments ) || 8;
  19123. heightSegments = Math.floor( heightSegments ) || 1;
  19124. openEnded = openEnded !== undefined ? openEnded : false;
  19125. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19126. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19127. // buffers
  19128. var indices = [];
  19129. var vertices = [];
  19130. var normals = [];
  19131. var uvs = [];
  19132. // helper variables
  19133. var index = 0;
  19134. var indexArray = [];
  19135. var halfHeight = height / 2;
  19136. var groupStart = 0;
  19137. // generate geometry
  19138. generateTorso();
  19139. if ( openEnded === false ) {
  19140. if ( radiusTop > 0 ) { generateCap( true ); }
  19141. if ( radiusBottom > 0 ) { generateCap( false ); }
  19142. }
  19143. // build geometry
  19144. this.setIndex( indices );
  19145. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19146. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19147. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19148. function generateTorso() {
  19149. var x, y;
  19150. var normal = new Vector3();
  19151. var vertex = new Vector3();
  19152. var groupCount = 0;
  19153. // this will be used to calculate the normal
  19154. var slope = ( radiusBottom - radiusTop ) / height;
  19155. // generate vertices, normals and uvs
  19156. for ( y = 0; y <= heightSegments; y ++ ) {
  19157. var indexRow = [];
  19158. var v = y / heightSegments;
  19159. // calculate the radius of the current row
  19160. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19161. for ( x = 0; x <= radialSegments; x ++ ) {
  19162. var u = x / radialSegments;
  19163. var theta = u * thetaLength + thetaStart;
  19164. var sinTheta = Math.sin( theta );
  19165. var cosTheta = Math.cos( theta );
  19166. // vertex
  19167. vertex.x = radius * sinTheta;
  19168. vertex.y = - v * height + halfHeight;
  19169. vertex.z = radius * cosTheta;
  19170. vertices.push( vertex.x, vertex.y, vertex.z );
  19171. // normal
  19172. normal.set( sinTheta, slope, cosTheta ).normalize();
  19173. normals.push( normal.x, normal.y, normal.z );
  19174. // uv
  19175. uvs.push( u, 1 - v );
  19176. // save index of vertex in respective row
  19177. indexRow.push( index ++ );
  19178. }
  19179. // now save vertices of the row in our index array
  19180. indexArray.push( indexRow );
  19181. }
  19182. // generate indices
  19183. for ( x = 0; x < radialSegments; x ++ ) {
  19184. for ( y = 0; y < heightSegments; y ++ ) {
  19185. // we use the index array to access the correct indices
  19186. var a = indexArray[ y ][ x ];
  19187. var b = indexArray[ y + 1 ][ x ];
  19188. var c = indexArray[ y + 1 ][ x + 1 ];
  19189. var d = indexArray[ y ][ x + 1 ];
  19190. // faces
  19191. indices.push( a, b, d );
  19192. indices.push( b, c, d );
  19193. // update group counter
  19194. groupCount += 6;
  19195. }
  19196. }
  19197. // add a group to the geometry. this will ensure multi material support
  19198. scope.addGroup( groupStart, groupCount, 0 );
  19199. // calculate new start value for groups
  19200. groupStart += groupCount;
  19201. }
  19202. function generateCap( top ) {
  19203. var x, centerIndexStart, centerIndexEnd;
  19204. var uv = new Vector2();
  19205. var vertex = new Vector3();
  19206. var groupCount = 0;
  19207. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19208. var sign = ( top === true ) ? 1 : - 1;
  19209. // save the index of the first center vertex
  19210. centerIndexStart = index;
  19211. // first we generate the center vertex data of the cap.
  19212. // because the geometry needs one set of uvs per face,
  19213. // we must generate a center vertex per face/segment
  19214. for ( x = 1; x <= radialSegments; x ++ ) {
  19215. // vertex
  19216. vertices.push( 0, halfHeight * sign, 0 );
  19217. // normal
  19218. normals.push( 0, sign, 0 );
  19219. // uv
  19220. uvs.push( 0.5, 0.5 );
  19221. // increase index
  19222. index ++;
  19223. }
  19224. // save the index of the last center vertex
  19225. centerIndexEnd = index;
  19226. // now we generate the surrounding vertices, normals and uvs
  19227. for ( x = 0; x <= radialSegments; x ++ ) {
  19228. var u = x / radialSegments;
  19229. var theta = u * thetaLength + thetaStart;
  19230. var cosTheta = Math.cos( theta );
  19231. var sinTheta = Math.sin( theta );
  19232. // vertex
  19233. vertex.x = radius * sinTheta;
  19234. vertex.y = halfHeight * sign;
  19235. vertex.z = radius * cosTheta;
  19236. vertices.push( vertex.x, vertex.y, vertex.z );
  19237. // normal
  19238. normals.push( 0, sign, 0 );
  19239. // uv
  19240. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19241. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19242. uvs.push( uv.x, uv.y );
  19243. // increase index
  19244. index ++;
  19245. }
  19246. // generate indices
  19247. for ( x = 0; x < radialSegments; x ++ ) {
  19248. var c = centerIndexStart + x;
  19249. var i = centerIndexEnd + x;
  19250. if ( top === true ) {
  19251. // face top
  19252. indices.push( i, i + 1, c );
  19253. } else {
  19254. // face bottom
  19255. indices.push( i + 1, i, c );
  19256. }
  19257. groupCount += 3;
  19258. }
  19259. // add a group to the geometry. this will ensure multi material support
  19260. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19261. // calculate new start value for groups
  19262. groupStart += groupCount;
  19263. }
  19264. }
  19265. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19266. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19267. /**
  19268. * @author abelnation / http://github.com/abelnation
  19269. */
  19270. // ConeGeometry
  19271. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19272. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19273. this.type = 'ConeGeometry';
  19274. this.parameters = {
  19275. radius: radius,
  19276. height: height,
  19277. radialSegments: radialSegments,
  19278. heightSegments: heightSegments,
  19279. openEnded: openEnded,
  19280. thetaStart: thetaStart,
  19281. thetaLength: thetaLength
  19282. };
  19283. }
  19284. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19285. ConeGeometry.prototype.constructor = ConeGeometry;
  19286. // ConeBufferGeometry
  19287. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19288. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19289. this.type = 'ConeBufferGeometry';
  19290. this.parameters = {
  19291. radius: radius,
  19292. height: height,
  19293. radialSegments: radialSegments,
  19294. heightSegments: heightSegments,
  19295. openEnded: openEnded,
  19296. thetaStart: thetaStart,
  19297. thetaLength: thetaLength
  19298. };
  19299. }
  19300. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19301. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19302. /**
  19303. * @author benaadams / https://twitter.com/ben_a_adams
  19304. * @author Mugen87 / https://github.com/Mugen87
  19305. * @author hughes
  19306. */
  19307. // CircleGeometry
  19308. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19309. Geometry.call( this );
  19310. this.type = 'CircleGeometry';
  19311. this.parameters = {
  19312. radius: radius,
  19313. segments: segments,
  19314. thetaStart: thetaStart,
  19315. thetaLength: thetaLength
  19316. };
  19317. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19318. this.mergeVertices();
  19319. }
  19320. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19321. CircleGeometry.prototype.constructor = CircleGeometry;
  19322. // CircleBufferGeometry
  19323. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19324. BufferGeometry.call( this );
  19325. this.type = 'CircleBufferGeometry';
  19326. this.parameters = {
  19327. radius: radius,
  19328. segments: segments,
  19329. thetaStart: thetaStart,
  19330. thetaLength: thetaLength
  19331. };
  19332. radius = radius || 1;
  19333. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19334. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19335. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19336. // buffers
  19337. var indices = [];
  19338. var vertices = [];
  19339. var normals = [];
  19340. var uvs = [];
  19341. // helper variables
  19342. var i, s;
  19343. var vertex = new Vector3();
  19344. var uv = new Vector2();
  19345. // center point
  19346. vertices.push( 0, 0, 0 );
  19347. normals.push( 0, 0, 1 );
  19348. uvs.push( 0.5, 0.5 );
  19349. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19350. var segment = thetaStart + s / segments * thetaLength;
  19351. // vertex
  19352. vertex.x = radius * Math.cos( segment );
  19353. vertex.y = radius * Math.sin( segment );
  19354. vertices.push( vertex.x, vertex.y, vertex.z );
  19355. // normal
  19356. normals.push( 0, 0, 1 );
  19357. // uvs
  19358. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19359. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19360. uvs.push( uv.x, uv.y );
  19361. }
  19362. // indices
  19363. for ( i = 1; i <= segments; i ++ ) {
  19364. indices.push( i, i + 1, 0 );
  19365. }
  19366. // build geometry
  19367. this.setIndex( indices );
  19368. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19369. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19370. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19371. }
  19372. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19373. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19374. var Geometries = /*#__PURE__*/Object.freeze({
  19375. __proto__: null,
  19376. WireframeGeometry: WireframeGeometry,
  19377. ParametricGeometry: ParametricGeometry,
  19378. ParametricBufferGeometry: ParametricBufferGeometry,
  19379. TetrahedronGeometry: TetrahedronGeometry,
  19380. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19381. OctahedronGeometry: OctahedronGeometry,
  19382. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19383. IcosahedronGeometry: IcosahedronGeometry,
  19384. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19385. DodecahedronGeometry: DodecahedronGeometry,
  19386. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19387. PolyhedronGeometry: PolyhedronGeometry,
  19388. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19389. TubeGeometry: TubeGeometry,
  19390. TubeBufferGeometry: TubeBufferGeometry,
  19391. TorusKnotGeometry: TorusKnotGeometry,
  19392. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19393. TorusGeometry: TorusGeometry,
  19394. TorusBufferGeometry: TorusBufferGeometry,
  19395. TextGeometry: TextGeometry,
  19396. TextBufferGeometry: TextBufferGeometry,
  19397. SphereGeometry: SphereGeometry,
  19398. SphereBufferGeometry: SphereBufferGeometry,
  19399. RingGeometry: RingGeometry,
  19400. RingBufferGeometry: RingBufferGeometry,
  19401. PlaneGeometry: PlaneGeometry,
  19402. PlaneBufferGeometry: PlaneBufferGeometry,
  19403. LatheGeometry: LatheGeometry,
  19404. LatheBufferGeometry: LatheBufferGeometry,
  19405. ShapeGeometry: ShapeGeometry,
  19406. ShapeBufferGeometry: ShapeBufferGeometry,
  19407. ExtrudeGeometry: ExtrudeGeometry,
  19408. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19409. EdgesGeometry: EdgesGeometry,
  19410. ConeGeometry: ConeGeometry,
  19411. ConeBufferGeometry: ConeBufferGeometry,
  19412. CylinderGeometry: CylinderGeometry,
  19413. CylinderBufferGeometry: CylinderBufferGeometry,
  19414. CircleGeometry: CircleGeometry,
  19415. CircleBufferGeometry: CircleBufferGeometry,
  19416. BoxGeometry: BoxGeometry,
  19417. BoxBufferGeometry: BoxBufferGeometry
  19418. });
  19419. /**
  19420. * @author mrdoob / http://mrdoob.com/
  19421. *
  19422. * parameters = {
  19423. * color: <THREE.Color>
  19424. * }
  19425. */
  19426. function ShadowMaterial( parameters ) {
  19427. Material.call( this );
  19428. this.type = 'ShadowMaterial';
  19429. this.color = new Color( 0x000000 );
  19430. this.transparent = true;
  19431. this.setValues( parameters );
  19432. }
  19433. ShadowMaterial.prototype = Object.create( Material.prototype );
  19434. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19435. ShadowMaterial.prototype.isShadowMaterial = true;
  19436. ShadowMaterial.prototype.copy = function ( source ) {
  19437. Material.prototype.copy.call( this, source );
  19438. this.color.copy( source.color );
  19439. return this;
  19440. };
  19441. /**
  19442. * @author mrdoob / http://mrdoob.com/
  19443. */
  19444. function RawShaderMaterial( parameters ) {
  19445. ShaderMaterial.call( this, parameters );
  19446. this.type = 'RawShaderMaterial';
  19447. }
  19448. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19449. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19450. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19451. /**
  19452. * @author WestLangley / http://github.com/WestLangley
  19453. *
  19454. * parameters = {
  19455. * color: <hex>,
  19456. * roughness: <float>,
  19457. * metalness: <float>,
  19458. * opacity: <float>,
  19459. *
  19460. * map: new THREE.Texture( <Image> ),
  19461. *
  19462. * lightMap: new THREE.Texture( <Image> ),
  19463. * lightMapIntensity: <float>
  19464. *
  19465. * aoMap: new THREE.Texture( <Image> ),
  19466. * aoMapIntensity: <float>
  19467. *
  19468. * emissive: <hex>,
  19469. * emissiveIntensity: <float>
  19470. * emissiveMap: new THREE.Texture( <Image> ),
  19471. *
  19472. * bumpMap: new THREE.Texture( <Image> ),
  19473. * bumpScale: <float>,
  19474. *
  19475. * normalMap: new THREE.Texture( <Image> ),
  19476. * normalMapType: THREE.TangentSpaceNormalMap,
  19477. * normalScale: <Vector2>,
  19478. *
  19479. * displacementMap: new THREE.Texture( <Image> ),
  19480. * displacementScale: <float>,
  19481. * displacementBias: <float>,
  19482. *
  19483. * roughnessMap: new THREE.Texture( <Image> ),
  19484. *
  19485. * metalnessMap: new THREE.Texture( <Image> ),
  19486. *
  19487. * alphaMap: new THREE.Texture( <Image> ),
  19488. *
  19489. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19490. * envMapIntensity: <float>
  19491. *
  19492. * refractionRatio: <float>,
  19493. *
  19494. * wireframe: <boolean>,
  19495. * wireframeLinewidth: <float>,
  19496. *
  19497. * skinning: <bool>,
  19498. * morphTargets: <bool>,
  19499. * morphNormals: <bool>
  19500. * }
  19501. */
  19502. function MeshStandardMaterial( parameters ) {
  19503. Material.call( this );
  19504. this.defines = { 'STANDARD': '' };
  19505. this.type = 'MeshStandardMaterial';
  19506. this.color = new Color( 0xffffff ); // diffuse
  19507. this.roughness = 1.0;
  19508. this.metalness = 0.0;
  19509. this.map = null;
  19510. this.lightMap = null;
  19511. this.lightMapIntensity = 1.0;
  19512. this.aoMap = null;
  19513. this.aoMapIntensity = 1.0;
  19514. this.emissive = new Color( 0x000000 );
  19515. this.emissiveIntensity = 1.0;
  19516. this.emissiveMap = null;
  19517. this.bumpMap = null;
  19518. this.bumpScale = 1;
  19519. this.normalMap = null;
  19520. this.normalMapType = TangentSpaceNormalMap;
  19521. this.normalScale = new Vector2( 1, 1 );
  19522. this.displacementMap = null;
  19523. this.displacementScale = 1;
  19524. this.displacementBias = 0;
  19525. this.roughnessMap = null;
  19526. this.metalnessMap = null;
  19527. this.alphaMap = null;
  19528. this.envMap = null;
  19529. this.envMapIntensity = 1.0;
  19530. this.refractionRatio = 0.98;
  19531. this.wireframe = false;
  19532. this.wireframeLinewidth = 1;
  19533. this.wireframeLinecap = 'round';
  19534. this.wireframeLinejoin = 'round';
  19535. this.skinning = false;
  19536. this.morphTargets = false;
  19537. this.morphNormals = false;
  19538. this.vertexTangents = false;
  19539. this.setValues( parameters );
  19540. }
  19541. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19542. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19543. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19544. MeshStandardMaterial.prototype.copy = function ( source ) {
  19545. Material.prototype.copy.call( this, source );
  19546. this.defines = { 'STANDARD': '' };
  19547. this.color.copy( source.color );
  19548. this.roughness = source.roughness;
  19549. this.metalness = source.metalness;
  19550. this.map = source.map;
  19551. this.lightMap = source.lightMap;
  19552. this.lightMapIntensity = source.lightMapIntensity;
  19553. this.aoMap = source.aoMap;
  19554. this.aoMapIntensity = source.aoMapIntensity;
  19555. this.emissive.copy( source.emissive );
  19556. this.emissiveMap = source.emissiveMap;
  19557. this.emissiveIntensity = source.emissiveIntensity;
  19558. this.bumpMap = source.bumpMap;
  19559. this.bumpScale = source.bumpScale;
  19560. this.normalMap = source.normalMap;
  19561. this.normalMapType = source.normalMapType;
  19562. this.normalScale.copy( source.normalScale );
  19563. this.displacementMap = source.displacementMap;
  19564. this.displacementScale = source.displacementScale;
  19565. this.displacementBias = source.displacementBias;
  19566. this.roughnessMap = source.roughnessMap;
  19567. this.metalnessMap = source.metalnessMap;
  19568. this.alphaMap = source.alphaMap;
  19569. this.envMap = source.envMap;
  19570. this.envMapIntensity = source.envMapIntensity;
  19571. this.refractionRatio = source.refractionRatio;
  19572. this.wireframe = source.wireframe;
  19573. this.wireframeLinewidth = source.wireframeLinewidth;
  19574. this.wireframeLinecap = source.wireframeLinecap;
  19575. this.wireframeLinejoin = source.wireframeLinejoin;
  19576. this.skinning = source.skinning;
  19577. this.morphTargets = source.morphTargets;
  19578. this.morphNormals = source.morphNormals;
  19579. this.vertexTangents = source.vertexTangents;
  19580. return this;
  19581. };
  19582. /**
  19583. * @author WestLangley / http://github.com/WestLangley
  19584. *
  19585. * parameters = {
  19586. * clearcoat: <float>,
  19587. * clearcoatMap: new THREE.Texture( <Image> ),
  19588. * clearcoatRoughness: <float>,
  19589. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19590. * clearcoatNormalScale: <Vector2>,
  19591. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19592. *
  19593. * reflectivity: <float>,
  19594. *
  19595. * sheen: <Color>,
  19596. *
  19597. * transparency: <float>
  19598. * }
  19599. */
  19600. function MeshPhysicalMaterial( parameters ) {
  19601. MeshStandardMaterial.call( this );
  19602. this.defines = {
  19603. 'STANDARD': '',
  19604. 'PHYSICAL': ''
  19605. };
  19606. this.type = 'MeshPhysicalMaterial';
  19607. this.clearcoat = 0.0;
  19608. this.clearcoatMap = null;
  19609. this.clearcoatRoughness = 0.0;
  19610. this.clearcoatRoughnessMap = null;
  19611. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19612. this.clearcoatNormalMap = null;
  19613. this.reflectivity = 0.5; // maps to F0 = 0.04
  19614. this.sheen = null; // null will disable sheen bsdf
  19615. this.transparency = 0.0;
  19616. this.setValues( parameters );
  19617. }
  19618. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19619. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19620. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19621. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19622. MeshStandardMaterial.prototype.copy.call( this, source );
  19623. this.defines = {
  19624. 'STANDARD': '',
  19625. 'PHYSICAL': ''
  19626. };
  19627. this.clearcoat = source.clearcoat;
  19628. this.clearcoatMap = source.clearcoatMap;
  19629. this.clearcoatRoughness = source.clearcoatRoughness;
  19630. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19631. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19632. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19633. this.reflectivity = source.reflectivity;
  19634. if ( source.sheen ) {
  19635. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19636. } else {
  19637. this.sheen = null;
  19638. }
  19639. this.transparency = source.transparency;
  19640. return this;
  19641. };
  19642. /**
  19643. * @author mrdoob / http://mrdoob.com/
  19644. * @author alteredq / http://alteredqualia.com/
  19645. *
  19646. * parameters = {
  19647. * color: <hex>,
  19648. * specular: <hex>,
  19649. * shininess: <float>,
  19650. * opacity: <float>,
  19651. *
  19652. * map: new THREE.Texture( <Image> ),
  19653. *
  19654. * lightMap: new THREE.Texture( <Image> ),
  19655. * lightMapIntensity: <float>
  19656. *
  19657. * aoMap: new THREE.Texture( <Image> ),
  19658. * aoMapIntensity: <float>
  19659. *
  19660. * emissive: <hex>,
  19661. * emissiveIntensity: <float>
  19662. * emissiveMap: new THREE.Texture( <Image> ),
  19663. *
  19664. * bumpMap: new THREE.Texture( <Image> ),
  19665. * bumpScale: <float>,
  19666. *
  19667. * normalMap: new THREE.Texture( <Image> ),
  19668. * normalMapType: THREE.TangentSpaceNormalMap,
  19669. * normalScale: <Vector2>,
  19670. *
  19671. * displacementMap: new THREE.Texture( <Image> ),
  19672. * displacementScale: <float>,
  19673. * displacementBias: <float>,
  19674. *
  19675. * specularMap: new THREE.Texture( <Image> ),
  19676. *
  19677. * alphaMap: new THREE.Texture( <Image> ),
  19678. *
  19679. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19680. * combine: THREE.MultiplyOperation,
  19681. * reflectivity: <float>,
  19682. * refractionRatio: <float>,
  19683. *
  19684. * wireframe: <boolean>,
  19685. * wireframeLinewidth: <float>,
  19686. *
  19687. * skinning: <bool>,
  19688. * morphTargets: <bool>,
  19689. * morphNormals: <bool>
  19690. * }
  19691. */
  19692. function MeshPhongMaterial( parameters ) {
  19693. Material.call( this );
  19694. this.type = 'MeshPhongMaterial';
  19695. this.color = new Color( 0xffffff ); // diffuse
  19696. this.specular = new Color( 0x111111 );
  19697. this.shininess = 30;
  19698. this.map = null;
  19699. this.lightMap = null;
  19700. this.lightMapIntensity = 1.0;
  19701. this.aoMap = null;
  19702. this.aoMapIntensity = 1.0;
  19703. this.emissive = new Color( 0x000000 );
  19704. this.emissiveIntensity = 1.0;
  19705. this.emissiveMap = null;
  19706. this.bumpMap = null;
  19707. this.bumpScale = 1;
  19708. this.normalMap = null;
  19709. this.normalMapType = TangentSpaceNormalMap;
  19710. this.normalScale = new Vector2( 1, 1 );
  19711. this.displacementMap = null;
  19712. this.displacementScale = 1;
  19713. this.displacementBias = 0;
  19714. this.specularMap = null;
  19715. this.alphaMap = null;
  19716. this.envMap = null;
  19717. this.combine = MultiplyOperation;
  19718. this.reflectivity = 1;
  19719. this.refractionRatio = 0.98;
  19720. this.wireframe = false;
  19721. this.wireframeLinewidth = 1;
  19722. this.wireframeLinecap = 'round';
  19723. this.wireframeLinejoin = 'round';
  19724. this.skinning = false;
  19725. this.morphTargets = false;
  19726. this.morphNormals = false;
  19727. this.setValues( parameters );
  19728. }
  19729. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19730. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19731. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19732. MeshPhongMaterial.prototype.copy = function ( source ) {
  19733. Material.prototype.copy.call( this, source );
  19734. this.color.copy( source.color );
  19735. this.specular.copy( source.specular );
  19736. this.shininess = source.shininess;
  19737. this.map = source.map;
  19738. this.lightMap = source.lightMap;
  19739. this.lightMapIntensity = source.lightMapIntensity;
  19740. this.aoMap = source.aoMap;
  19741. this.aoMapIntensity = source.aoMapIntensity;
  19742. this.emissive.copy( source.emissive );
  19743. this.emissiveMap = source.emissiveMap;
  19744. this.emissiveIntensity = source.emissiveIntensity;
  19745. this.bumpMap = source.bumpMap;
  19746. this.bumpScale = source.bumpScale;
  19747. this.normalMap = source.normalMap;
  19748. this.normalMapType = source.normalMapType;
  19749. this.normalScale.copy( source.normalScale );
  19750. this.displacementMap = source.displacementMap;
  19751. this.displacementScale = source.displacementScale;
  19752. this.displacementBias = source.displacementBias;
  19753. this.specularMap = source.specularMap;
  19754. this.alphaMap = source.alphaMap;
  19755. this.envMap = source.envMap;
  19756. this.combine = source.combine;
  19757. this.reflectivity = source.reflectivity;
  19758. this.refractionRatio = source.refractionRatio;
  19759. this.wireframe = source.wireframe;
  19760. this.wireframeLinewidth = source.wireframeLinewidth;
  19761. this.wireframeLinecap = source.wireframeLinecap;
  19762. this.wireframeLinejoin = source.wireframeLinejoin;
  19763. this.skinning = source.skinning;
  19764. this.morphTargets = source.morphTargets;
  19765. this.morphNormals = source.morphNormals;
  19766. return this;
  19767. };
  19768. /**
  19769. * @author takahirox / http://github.com/takahirox
  19770. *
  19771. * parameters = {
  19772. * color: <hex>,
  19773. * specular: <hex>,
  19774. * shininess: <float>,
  19775. *
  19776. * map: new THREE.Texture( <Image> ),
  19777. * gradientMap: new THREE.Texture( <Image> ),
  19778. *
  19779. * lightMap: new THREE.Texture( <Image> ),
  19780. * lightMapIntensity: <float>
  19781. *
  19782. * aoMap: new THREE.Texture( <Image> ),
  19783. * aoMapIntensity: <float>
  19784. *
  19785. * emissive: <hex>,
  19786. * emissiveIntensity: <float>
  19787. * emissiveMap: new THREE.Texture( <Image> ),
  19788. *
  19789. * bumpMap: new THREE.Texture( <Image> ),
  19790. * bumpScale: <float>,
  19791. *
  19792. * normalMap: new THREE.Texture( <Image> ),
  19793. * normalMapType: THREE.TangentSpaceNormalMap,
  19794. * normalScale: <Vector2>,
  19795. *
  19796. * displacementMap: new THREE.Texture( <Image> ),
  19797. * displacementScale: <float>,
  19798. * displacementBias: <float>,
  19799. *
  19800. * specularMap: new THREE.Texture( <Image> ),
  19801. *
  19802. * alphaMap: new THREE.Texture( <Image> ),
  19803. *
  19804. * wireframe: <boolean>,
  19805. * wireframeLinewidth: <float>,
  19806. *
  19807. * skinning: <bool>,
  19808. * morphTargets: <bool>,
  19809. * morphNormals: <bool>
  19810. * }
  19811. */
  19812. function MeshToonMaterial( parameters ) {
  19813. Material.call( this );
  19814. this.defines = { 'TOON': '' };
  19815. this.type = 'MeshToonMaterial';
  19816. this.color = new Color( 0xffffff );
  19817. this.specular = new Color( 0x111111 );
  19818. this.shininess = 30;
  19819. this.map = null;
  19820. this.gradientMap = null;
  19821. this.lightMap = null;
  19822. this.lightMapIntensity = 1.0;
  19823. this.aoMap = null;
  19824. this.aoMapIntensity = 1.0;
  19825. this.emissive = new Color( 0x000000 );
  19826. this.emissiveIntensity = 1.0;
  19827. this.emissiveMap = null;
  19828. this.bumpMap = null;
  19829. this.bumpScale = 1;
  19830. this.normalMap = null;
  19831. this.normalMapType = TangentSpaceNormalMap;
  19832. this.normalScale = new Vector2( 1, 1 );
  19833. this.displacementMap = null;
  19834. this.displacementScale = 1;
  19835. this.displacementBias = 0;
  19836. this.specularMap = null;
  19837. this.alphaMap = null;
  19838. this.wireframe = false;
  19839. this.wireframeLinewidth = 1;
  19840. this.wireframeLinecap = 'round';
  19841. this.wireframeLinejoin = 'round';
  19842. this.skinning = false;
  19843. this.morphTargets = false;
  19844. this.morphNormals = false;
  19845. this.setValues( parameters );
  19846. }
  19847. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19848. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19849. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19850. MeshToonMaterial.prototype.copy = function ( source ) {
  19851. Material.prototype.copy.call( this, source );
  19852. this.color.copy( source.color );
  19853. this.specular.copy( source.specular );
  19854. this.shininess = source.shininess;
  19855. this.map = source.map;
  19856. this.gradientMap = source.gradientMap;
  19857. this.lightMap = source.lightMap;
  19858. this.lightMapIntensity = source.lightMapIntensity;
  19859. this.aoMap = source.aoMap;
  19860. this.aoMapIntensity = source.aoMapIntensity;
  19861. this.emissive.copy( source.emissive );
  19862. this.emissiveMap = source.emissiveMap;
  19863. this.emissiveIntensity = source.emissiveIntensity;
  19864. this.bumpMap = source.bumpMap;
  19865. this.bumpScale = source.bumpScale;
  19866. this.normalMap = source.normalMap;
  19867. this.normalMapType = source.normalMapType;
  19868. this.normalScale.copy( source.normalScale );
  19869. this.displacementMap = source.displacementMap;
  19870. this.displacementScale = source.displacementScale;
  19871. this.displacementBias = source.displacementBias;
  19872. this.specularMap = source.specularMap;
  19873. this.alphaMap = source.alphaMap;
  19874. this.wireframe = source.wireframe;
  19875. this.wireframeLinewidth = source.wireframeLinewidth;
  19876. this.wireframeLinecap = source.wireframeLinecap;
  19877. this.wireframeLinejoin = source.wireframeLinejoin;
  19878. this.skinning = source.skinning;
  19879. this.morphTargets = source.morphTargets;
  19880. this.morphNormals = source.morphNormals;
  19881. return this;
  19882. };
  19883. /**
  19884. * @author mrdoob / http://mrdoob.com/
  19885. * @author WestLangley / http://github.com/WestLangley
  19886. *
  19887. * parameters = {
  19888. * opacity: <float>,
  19889. *
  19890. * bumpMap: new THREE.Texture( <Image> ),
  19891. * bumpScale: <float>,
  19892. *
  19893. * normalMap: new THREE.Texture( <Image> ),
  19894. * normalMapType: THREE.TangentSpaceNormalMap,
  19895. * normalScale: <Vector2>,
  19896. *
  19897. * displacementMap: new THREE.Texture( <Image> ),
  19898. * displacementScale: <float>,
  19899. * displacementBias: <float>,
  19900. *
  19901. * wireframe: <boolean>,
  19902. * wireframeLinewidth: <float>
  19903. *
  19904. * skinning: <bool>,
  19905. * morphTargets: <bool>,
  19906. * morphNormals: <bool>
  19907. * }
  19908. */
  19909. function MeshNormalMaterial( parameters ) {
  19910. Material.call( this );
  19911. this.type = 'MeshNormalMaterial';
  19912. this.bumpMap = null;
  19913. this.bumpScale = 1;
  19914. this.normalMap = null;
  19915. this.normalMapType = TangentSpaceNormalMap;
  19916. this.normalScale = new Vector2( 1, 1 );
  19917. this.displacementMap = null;
  19918. this.displacementScale = 1;
  19919. this.displacementBias = 0;
  19920. this.wireframe = false;
  19921. this.wireframeLinewidth = 1;
  19922. this.fog = false;
  19923. this.skinning = false;
  19924. this.morphTargets = false;
  19925. this.morphNormals = false;
  19926. this.setValues( parameters );
  19927. }
  19928. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19929. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19930. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19931. MeshNormalMaterial.prototype.copy = function ( source ) {
  19932. Material.prototype.copy.call( this, source );
  19933. this.bumpMap = source.bumpMap;
  19934. this.bumpScale = source.bumpScale;
  19935. this.normalMap = source.normalMap;
  19936. this.normalMapType = source.normalMapType;
  19937. this.normalScale.copy( source.normalScale );
  19938. this.displacementMap = source.displacementMap;
  19939. this.displacementScale = source.displacementScale;
  19940. this.displacementBias = source.displacementBias;
  19941. this.wireframe = source.wireframe;
  19942. this.wireframeLinewidth = source.wireframeLinewidth;
  19943. this.skinning = source.skinning;
  19944. this.morphTargets = source.morphTargets;
  19945. this.morphNormals = source.morphNormals;
  19946. return this;
  19947. };
  19948. /**
  19949. * @author mrdoob / http://mrdoob.com/
  19950. * @author alteredq / http://alteredqualia.com/
  19951. *
  19952. * parameters = {
  19953. * color: <hex>,
  19954. * opacity: <float>,
  19955. *
  19956. * map: new THREE.Texture( <Image> ),
  19957. *
  19958. * lightMap: new THREE.Texture( <Image> ),
  19959. * lightMapIntensity: <float>
  19960. *
  19961. * aoMap: new THREE.Texture( <Image> ),
  19962. * aoMapIntensity: <float>
  19963. *
  19964. * emissive: <hex>,
  19965. * emissiveIntensity: <float>
  19966. * emissiveMap: new THREE.Texture( <Image> ),
  19967. *
  19968. * specularMap: new THREE.Texture( <Image> ),
  19969. *
  19970. * alphaMap: new THREE.Texture( <Image> ),
  19971. *
  19972. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19973. * combine: THREE.Multiply,
  19974. * reflectivity: <float>,
  19975. * refractionRatio: <float>,
  19976. *
  19977. * wireframe: <boolean>,
  19978. * wireframeLinewidth: <float>,
  19979. *
  19980. * skinning: <bool>,
  19981. * morphTargets: <bool>,
  19982. * morphNormals: <bool>
  19983. * }
  19984. */
  19985. function MeshLambertMaterial( parameters ) {
  19986. Material.call( this );
  19987. this.type = 'MeshLambertMaterial';
  19988. this.color = new Color( 0xffffff ); // diffuse
  19989. this.map = null;
  19990. this.lightMap = null;
  19991. this.lightMapIntensity = 1.0;
  19992. this.aoMap = null;
  19993. this.aoMapIntensity = 1.0;
  19994. this.emissive = new Color( 0x000000 );
  19995. this.emissiveIntensity = 1.0;
  19996. this.emissiveMap = null;
  19997. this.specularMap = null;
  19998. this.alphaMap = null;
  19999. this.envMap = null;
  20000. this.combine = MultiplyOperation;
  20001. this.reflectivity = 1;
  20002. this.refractionRatio = 0.98;
  20003. this.wireframe = false;
  20004. this.wireframeLinewidth = 1;
  20005. this.wireframeLinecap = 'round';
  20006. this.wireframeLinejoin = 'round';
  20007. this.skinning = false;
  20008. this.morphTargets = false;
  20009. this.morphNormals = false;
  20010. this.setValues( parameters );
  20011. }
  20012. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20013. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20014. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20015. MeshLambertMaterial.prototype.copy = function ( source ) {
  20016. Material.prototype.copy.call( this, source );
  20017. this.color.copy( source.color );
  20018. this.map = source.map;
  20019. this.lightMap = source.lightMap;
  20020. this.lightMapIntensity = source.lightMapIntensity;
  20021. this.aoMap = source.aoMap;
  20022. this.aoMapIntensity = source.aoMapIntensity;
  20023. this.emissive.copy( source.emissive );
  20024. this.emissiveMap = source.emissiveMap;
  20025. this.emissiveIntensity = source.emissiveIntensity;
  20026. this.specularMap = source.specularMap;
  20027. this.alphaMap = source.alphaMap;
  20028. this.envMap = source.envMap;
  20029. this.combine = source.combine;
  20030. this.reflectivity = source.reflectivity;
  20031. this.refractionRatio = source.refractionRatio;
  20032. this.wireframe = source.wireframe;
  20033. this.wireframeLinewidth = source.wireframeLinewidth;
  20034. this.wireframeLinecap = source.wireframeLinecap;
  20035. this.wireframeLinejoin = source.wireframeLinejoin;
  20036. this.skinning = source.skinning;
  20037. this.morphTargets = source.morphTargets;
  20038. this.morphNormals = source.morphNormals;
  20039. return this;
  20040. };
  20041. /**
  20042. * @author WestLangley / http://github.com/WestLangley
  20043. *
  20044. * parameters = {
  20045. * color: <hex>,
  20046. * opacity: <float>,
  20047. *
  20048. * matcap: new THREE.Texture( <Image> ),
  20049. *
  20050. * map: new THREE.Texture( <Image> ),
  20051. *
  20052. * bumpMap: new THREE.Texture( <Image> ),
  20053. * bumpScale: <float>,
  20054. *
  20055. * normalMap: new THREE.Texture( <Image> ),
  20056. * normalMapType: THREE.TangentSpaceNormalMap,
  20057. * normalScale: <Vector2>,
  20058. *
  20059. * displacementMap: new THREE.Texture( <Image> ),
  20060. * displacementScale: <float>,
  20061. * displacementBias: <float>,
  20062. *
  20063. * alphaMap: new THREE.Texture( <Image> ),
  20064. *
  20065. * skinning: <bool>,
  20066. * morphTargets: <bool>,
  20067. * morphNormals: <bool>
  20068. * }
  20069. */
  20070. function MeshMatcapMaterial( parameters ) {
  20071. Material.call( this );
  20072. this.defines = { 'MATCAP': '' };
  20073. this.type = 'MeshMatcapMaterial';
  20074. this.color = new Color( 0xffffff ); // diffuse
  20075. this.matcap = null;
  20076. this.map = null;
  20077. this.bumpMap = null;
  20078. this.bumpScale = 1;
  20079. this.normalMap = null;
  20080. this.normalMapType = TangentSpaceNormalMap;
  20081. this.normalScale = new Vector2( 1, 1 );
  20082. this.displacementMap = null;
  20083. this.displacementScale = 1;
  20084. this.displacementBias = 0;
  20085. this.alphaMap = null;
  20086. this.skinning = false;
  20087. this.morphTargets = false;
  20088. this.morphNormals = false;
  20089. this.setValues( parameters );
  20090. }
  20091. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20092. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20093. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20094. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20095. Material.prototype.copy.call( this, source );
  20096. this.defines = { 'MATCAP': '' };
  20097. this.color.copy( source.color );
  20098. this.matcap = source.matcap;
  20099. this.map = source.map;
  20100. this.bumpMap = source.bumpMap;
  20101. this.bumpScale = source.bumpScale;
  20102. this.normalMap = source.normalMap;
  20103. this.normalMapType = source.normalMapType;
  20104. this.normalScale.copy( source.normalScale );
  20105. this.displacementMap = source.displacementMap;
  20106. this.displacementScale = source.displacementScale;
  20107. this.displacementBias = source.displacementBias;
  20108. this.alphaMap = source.alphaMap;
  20109. this.skinning = source.skinning;
  20110. this.morphTargets = source.morphTargets;
  20111. this.morphNormals = source.morphNormals;
  20112. return this;
  20113. };
  20114. /**
  20115. * @author alteredq / http://alteredqualia.com/
  20116. *
  20117. * parameters = {
  20118. * color: <hex>,
  20119. * opacity: <float>,
  20120. *
  20121. * linewidth: <float>,
  20122. *
  20123. * scale: <float>,
  20124. * dashSize: <float>,
  20125. * gapSize: <float>
  20126. * }
  20127. */
  20128. function LineDashedMaterial( parameters ) {
  20129. LineBasicMaterial.call( this );
  20130. this.type = 'LineDashedMaterial';
  20131. this.scale = 1;
  20132. this.dashSize = 3;
  20133. this.gapSize = 1;
  20134. this.setValues( parameters );
  20135. }
  20136. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20137. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20138. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20139. LineDashedMaterial.prototype.copy = function ( source ) {
  20140. LineBasicMaterial.prototype.copy.call( this, source );
  20141. this.scale = source.scale;
  20142. this.dashSize = source.dashSize;
  20143. this.gapSize = source.gapSize;
  20144. return this;
  20145. };
  20146. var Materials = /*#__PURE__*/Object.freeze({
  20147. __proto__: null,
  20148. ShadowMaterial: ShadowMaterial,
  20149. SpriteMaterial: SpriteMaterial,
  20150. RawShaderMaterial: RawShaderMaterial,
  20151. ShaderMaterial: ShaderMaterial,
  20152. PointsMaterial: PointsMaterial,
  20153. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20154. MeshStandardMaterial: MeshStandardMaterial,
  20155. MeshPhongMaterial: MeshPhongMaterial,
  20156. MeshToonMaterial: MeshToonMaterial,
  20157. MeshNormalMaterial: MeshNormalMaterial,
  20158. MeshLambertMaterial: MeshLambertMaterial,
  20159. MeshDepthMaterial: MeshDepthMaterial,
  20160. MeshDistanceMaterial: MeshDistanceMaterial,
  20161. MeshBasicMaterial: MeshBasicMaterial,
  20162. MeshMatcapMaterial: MeshMatcapMaterial,
  20163. LineDashedMaterial: LineDashedMaterial,
  20164. LineBasicMaterial: LineBasicMaterial,
  20165. Material: Material
  20166. });
  20167. /**
  20168. * @author tschw
  20169. * @author Ben Houston / http://clara.io/
  20170. * @author David Sarno / http://lighthaus.us/
  20171. */
  20172. var AnimationUtils = {
  20173. // same as Array.prototype.slice, but also works on typed arrays
  20174. arraySlice: function ( array, from, to ) {
  20175. if ( AnimationUtils.isTypedArray( array ) ) {
  20176. // in ios9 array.subarray(from, undefined) will return empty array
  20177. // but array.subarray(from) or array.subarray(from, len) is correct
  20178. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20179. }
  20180. return array.slice( from, to );
  20181. },
  20182. // converts an array to a specific type
  20183. convertArray: function ( array, type, forceClone ) {
  20184. if ( ! array || // let 'undefined' and 'null' pass
  20185. ! forceClone && array.constructor === type ) { return array; }
  20186. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20187. return new type( array ); // create typed array
  20188. }
  20189. return Array.prototype.slice.call( array ); // create Array
  20190. },
  20191. isTypedArray: function ( object ) {
  20192. return ArrayBuffer.isView( object ) &&
  20193. ! ( object instanceof DataView );
  20194. },
  20195. // returns an array by which times and values can be sorted
  20196. getKeyframeOrder: function ( times ) {
  20197. function compareTime( i, j ) {
  20198. return times[ i ] - times[ j ];
  20199. }
  20200. var n = times.length;
  20201. var result = new Array( n );
  20202. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20203. result.sort( compareTime );
  20204. return result;
  20205. },
  20206. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20207. sortedArray: function ( values, stride, order ) {
  20208. var nValues = values.length;
  20209. var result = new values.constructor( nValues );
  20210. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20211. var srcOffset = order[ i ] * stride;
  20212. for ( var j = 0; j !== stride; ++ j ) {
  20213. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20214. }
  20215. }
  20216. return result;
  20217. },
  20218. // function for parsing AOS keyframe formats
  20219. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20220. var i = 1, key = jsonKeys[ 0 ];
  20221. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20222. key = jsonKeys[ i ++ ];
  20223. }
  20224. if ( key === undefined ) { return; } // no data
  20225. var value = key[ valuePropertyName ];
  20226. if ( value === undefined ) { return; } // no data
  20227. if ( Array.isArray( value ) ) {
  20228. do {
  20229. value = key[ valuePropertyName ];
  20230. if ( value !== undefined ) {
  20231. times.push( key.time );
  20232. values.push.apply( values, value ); // push all elements
  20233. }
  20234. key = jsonKeys[ i ++ ];
  20235. } while ( key !== undefined );
  20236. } else if ( value.toArray !== undefined ) {
  20237. // ...assume THREE.Math-ish
  20238. do {
  20239. value = key[ valuePropertyName ];
  20240. if ( value !== undefined ) {
  20241. times.push( key.time );
  20242. value.toArray( values, values.length );
  20243. }
  20244. key = jsonKeys[ i ++ ];
  20245. } while ( key !== undefined );
  20246. } else {
  20247. // otherwise push as-is
  20248. do {
  20249. value = key[ valuePropertyName ];
  20250. if ( value !== undefined ) {
  20251. times.push( key.time );
  20252. values.push( value );
  20253. }
  20254. key = jsonKeys[ i ++ ];
  20255. } while ( key !== undefined );
  20256. }
  20257. },
  20258. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20259. fps = fps || 30;
  20260. var clip = sourceClip.clone();
  20261. clip.name = name;
  20262. var tracks = [];
  20263. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20264. var track = clip.tracks[ i ];
  20265. var valueSize = track.getValueSize();
  20266. var times = [];
  20267. var values = [];
  20268. for ( var j = 0; j < track.times.length; ++ j ) {
  20269. var frame = track.times[ j ] * fps;
  20270. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20271. times.push( track.times[ j ] );
  20272. for ( var k = 0; k < valueSize; ++ k ) {
  20273. values.push( track.values[ j * valueSize + k ] );
  20274. }
  20275. }
  20276. if ( times.length === 0 ) { continue; }
  20277. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20278. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20279. tracks.push( track );
  20280. }
  20281. clip.tracks = tracks;
  20282. // find minimum .times value across all tracks in the trimmed clip
  20283. var minStartTime = Infinity;
  20284. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20285. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20286. minStartTime = clip.tracks[ i ].times[ 0 ];
  20287. }
  20288. }
  20289. // shift all tracks such that clip begins at t=0
  20290. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20291. clip.tracks[ i ].shift( - 1 * minStartTime );
  20292. }
  20293. clip.resetDuration();
  20294. return clip;
  20295. }
  20296. };
  20297. /**
  20298. * Abstract base class of interpolants over parametric samples.
  20299. *
  20300. * The parameter domain is one dimensional, typically the time or a path
  20301. * along a curve defined by the data.
  20302. *
  20303. * The sample values can have any dimensionality and derived classes may
  20304. * apply special interpretations to the data.
  20305. *
  20306. * This class provides the interval seek in a Template Method, deferring
  20307. * the actual interpolation to derived classes.
  20308. *
  20309. * Time complexity is O(1) for linear access crossing at most two points
  20310. * and O(log N) for random access, where N is the number of positions.
  20311. *
  20312. * References:
  20313. *
  20314. * http://www.oodesign.com/template-method-pattern.html
  20315. *
  20316. * @author tschw
  20317. */
  20318. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20319. this.parameterPositions = parameterPositions;
  20320. this._cachedIndex = 0;
  20321. this.resultBuffer = resultBuffer !== undefined ?
  20322. resultBuffer : new sampleValues.constructor( sampleSize );
  20323. this.sampleValues = sampleValues;
  20324. this.valueSize = sampleSize;
  20325. }
  20326. Object.assign( Interpolant.prototype, {
  20327. evaluate: function ( t ) {
  20328. var pp = this.parameterPositions,
  20329. i1 = this._cachedIndex,
  20330. t1 = pp[ i1 ],
  20331. t0 = pp[ i1 - 1 ];
  20332. validate_interval: {
  20333. seek: {
  20334. var right;
  20335. linear_scan: {
  20336. //- See http://jsperf.com/comparison-to-undefined/3
  20337. //- slower code:
  20338. //-
  20339. //- if ( t >= t1 || t1 === undefined ) {
  20340. forward_scan: if ( ! ( t < t1 ) ) {
  20341. for ( var giveUpAt = i1 + 2; ; ) {
  20342. if ( t1 === undefined ) {
  20343. if ( t < t0 ) { break forward_scan; }
  20344. // after end
  20345. i1 = pp.length;
  20346. this._cachedIndex = i1;
  20347. return this.afterEnd_( i1 - 1, t, t0 );
  20348. }
  20349. if ( i1 === giveUpAt ) { break; } // this loop
  20350. t0 = t1;
  20351. t1 = pp[ ++ i1 ];
  20352. if ( t < t1 ) {
  20353. // we have arrived at the sought interval
  20354. break seek;
  20355. }
  20356. }
  20357. // prepare binary search on the right side of the index
  20358. right = pp.length;
  20359. break linear_scan;
  20360. }
  20361. //- slower code:
  20362. //- if ( t < t0 || t0 === undefined ) {
  20363. if ( ! ( t >= t0 ) ) {
  20364. // looping?
  20365. var t1global = pp[ 1 ];
  20366. if ( t < t1global ) {
  20367. i1 = 2; // + 1, using the scan for the details
  20368. t0 = t1global;
  20369. }
  20370. // linear reverse scan
  20371. for ( var giveUpAt = i1 - 2; ; ) {
  20372. if ( t0 === undefined ) {
  20373. // before start
  20374. this._cachedIndex = 0;
  20375. return this.beforeStart_( 0, t, t1 );
  20376. }
  20377. if ( i1 === giveUpAt ) { break; } // this loop
  20378. t1 = t0;
  20379. t0 = pp[ -- i1 - 1 ];
  20380. if ( t >= t0 ) {
  20381. // we have arrived at the sought interval
  20382. break seek;
  20383. }
  20384. }
  20385. // prepare binary search on the left side of the index
  20386. right = i1;
  20387. i1 = 0;
  20388. break linear_scan;
  20389. }
  20390. // the interval is valid
  20391. break validate_interval;
  20392. } // linear scan
  20393. // binary search
  20394. while ( i1 < right ) {
  20395. var mid = ( i1 + right ) >>> 1;
  20396. if ( t < pp[ mid ] ) {
  20397. right = mid;
  20398. } else {
  20399. i1 = mid + 1;
  20400. }
  20401. }
  20402. t1 = pp[ i1 ];
  20403. t0 = pp[ i1 - 1 ];
  20404. // check boundary cases, again
  20405. if ( t0 === undefined ) {
  20406. this._cachedIndex = 0;
  20407. return this.beforeStart_( 0, t, t1 );
  20408. }
  20409. if ( t1 === undefined ) {
  20410. i1 = pp.length;
  20411. this._cachedIndex = i1;
  20412. return this.afterEnd_( i1 - 1, t0, t );
  20413. }
  20414. } // seek
  20415. this._cachedIndex = i1;
  20416. this.intervalChanged_( i1, t0, t1 );
  20417. } // validate_interval
  20418. return this.interpolate_( i1, t0, t, t1 );
  20419. },
  20420. settings: null, // optional, subclass-specific settings structure
  20421. // Note: The indirection allows central control of many interpolants.
  20422. // --- Protected interface
  20423. DefaultSettings_: {},
  20424. getSettings_: function () {
  20425. return this.settings || this.DefaultSettings_;
  20426. },
  20427. copySampleValue_: function ( index ) {
  20428. // copies a sample value to the result buffer
  20429. var result = this.resultBuffer,
  20430. values = this.sampleValues,
  20431. stride = this.valueSize,
  20432. offset = index * stride;
  20433. for ( var i = 0; i !== stride; ++ i ) {
  20434. result[ i ] = values[ offset + i ];
  20435. }
  20436. return result;
  20437. },
  20438. // Template methods for derived classes:
  20439. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20440. throw new Error( 'call to abstract method' );
  20441. // implementations shall return this.resultBuffer
  20442. },
  20443. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20444. // empty
  20445. }
  20446. } );
  20447. //!\ DECLARE ALIAS AFTER assign prototype !
  20448. Object.assign( Interpolant.prototype, {
  20449. //( 0, t, t0 ), returns this.resultBuffer
  20450. beforeStart_: Interpolant.prototype.copySampleValue_,
  20451. //( N-1, tN-1, t ), returns this.resultBuffer
  20452. afterEnd_: Interpolant.prototype.copySampleValue_,
  20453. } );
  20454. /**
  20455. * Fast and simple cubic spline interpolant.
  20456. *
  20457. * It was derived from a Hermitian construction setting the first derivative
  20458. * at each sample position to the linear slope between neighboring positions
  20459. * over their parameter interval.
  20460. *
  20461. * @author tschw
  20462. */
  20463. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20464. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20465. this._weightPrev = - 0;
  20466. this._offsetPrev = - 0;
  20467. this._weightNext = - 0;
  20468. this._offsetNext = - 0;
  20469. }
  20470. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20471. constructor: CubicInterpolant,
  20472. DefaultSettings_: {
  20473. endingStart: ZeroCurvatureEnding,
  20474. endingEnd: ZeroCurvatureEnding
  20475. },
  20476. intervalChanged_: function ( i1, t0, t1 ) {
  20477. var pp = this.parameterPositions,
  20478. iPrev = i1 - 2,
  20479. iNext = i1 + 1,
  20480. tPrev = pp[ iPrev ],
  20481. tNext = pp[ iNext ];
  20482. if ( tPrev === undefined ) {
  20483. switch ( this.getSettings_().endingStart ) {
  20484. case ZeroSlopeEnding:
  20485. // f'(t0) = 0
  20486. iPrev = i1;
  20487. tPrev = 2 * t0 - t1;
  20488. break;
  20489. case WrapAroundEnding:
  20490. // use the other end of the curve
  20491. iPrev = pp.length - 2;
  20492. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20493. break;
  20494. default: // ZeroCurvatureEnding
  20495. // f''(t0) = 0 a.k.a. Natural Spline
  20496. iPrev = i1;
  20497. tPrev = t1;
  20498. }
  20499. }
  20500. if ( tNext === undefined ) {
  20501. switch ( this.getSettings_().endingEnd ) {
  20502. case ZeroSlopeEnding:
  20503. // f'(tN) = 0
  20504. iNext = i1;
  20505. tNext = 2 * t1 - t0;
  20506. break;
  20507. case WrapAroundEnding:
  20508. // use the other end of the curve
  20509. iNext = 1;
  20510. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20511. break;
  20512. default: // ZeroCurvatureEnding
  20513. // f''(tN) = 0, a.k.a. Natural Spline
  20514. iNext = i1 - 1;
  20515. tNext = t0;
  20516. }
  20517. }
  20518. var halfDt = ( t1 - t0 ) * 0.5,
  20519. stride = this.valueSize;
  20520. this._weightPrev = halfDt / ( t0 - tPrev );
  20521. this._weightNext = halfDt / ( tNext - t1 );
  20522. this._offsetPrev = iPrev * stride;
  20523. this._offsetNext = iNext * stride;
  20524. },
  20525. interpolate_: function ( i1, t0, t, t1 ) {
  20526. var result = this.resultBuffer,
  20527. values = this.sampleValues,
  20528. stride = this.valueSize,
  20529. o1 = i1 * stride, o0 = o1 - stride,
  20530. oP = this._offsetPrev, oN = this._offsetNext,
  20531. wP = this._weightPrev, wN = this._weightNext,
  20532. p = ( t - t0 ) / ( t1 - t0 ),
  20533. pp = p * p,
  20534. ppp = pp * p;
  20535. // evaluate polynomials
  20536. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20537. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20538. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20539. var sN = wN * ppp - wN * pp;
  20540. // combine data linearly
  20541. for ( var i = 0; i !== stride; ++ i ) {
  20542. result[ i ] =
  20543. sP * values[ oP + i ] +
  20544. s0 * values[ o0 + i ] +
  20545. s1 * values[ o1 + i ] +
  20546. sN * values[ oN + i ];
  20547. }
  20548. return result;
  20549. }
  20550. } );
  20551. /**
  20552. * @author tschw
  20553. */
  20554. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20555. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20556. }
  20557. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20558. constructor: LinearInterpolant,
  20559. interpolate_: function ( i1, t0, t, t1 ) {
  20560. var result = this.resultBuffer,
  20561. values = this.sampleValues,
  20562. stride = this.valueSize,
  20563. offset1 = i1 * stride,
  20564. offset0 = offset1 - stride,
  20565. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20566. weight0 = 1 - weight1;
  20567. for ( var i = 0; i !== stride; ++ i ) {
  20568. result[ i ] =
  20569. values[ offset0 + i ] * weight0 +
  20570. values[ offset1 + i ] * weight1;
  20571. }
  20572. return result;
  20573. }
  20574. } );
  20575. /**
  20576. *
  20577. * Interpolant that evaluates to the sample value at the position preceeding
  20578. * the parameter.
  20579. *
  20580. * @author tschw
  20581. */
  20582. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20583. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20584. }
  20585. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20586. constructor: DiscreteInterpolant,
  20587. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20588. return this.copySampleValue_( i1 - 1 );
  20589. }
  20590. } );
  20591. /**
  20592. *
  20593. * A timed sequence of keyframes for a specific property.
  20594. *
  20595. *
  20596. * @author Ben Houston / http://clara.io/
  20597. * @author David Sarno / http://lighthaus.us/
  20598. * @author tschw
  20599. */
  20600. function KeyframeTrack( name, times, values, interpolation ) {
  20601. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20602. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20603. this.name = name;
  20604. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20605. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20606. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20607. }
  20608. // Static methods
  20609. Object.assign( KeyframeTrack, {
  20610. // Serialization (in static context, because of constructor invocation
  20611. // and automatic invocation of .toJSON):
  20612. toJSON: function ( track ) {
  20613. var trackType = track.constructor;
  20614. var json;
  20615. // derived classes can define a static toJSON method
  20616. if ( trackType.toJSON !== undefined ) {
  20617. json = trackType.toJSON( track );
  20618. } else {
  20619. // by default, we assume the data can be serialized as-is
  20620. json = {
  20621. 'name': track.name,
  20622. 'times': AnimationUtils.convertArray( track.times, Array ),
  20623. 'values': AnimationUtils.convertArray( track.values, Array )
  20624. };
  20625. var interpolation = track.getInterpolation();
  20626. if ( interpolation !== track.DefaultInterpolation ) {
  20627. json.interpolation = interpolation;
  20628. }
  20629. }
  20630. json.type = track.ValueTypeName; // mandatory
  20631. return json;
  20632. }
  20633. } );
  20634. Object.assign( KeyframeTrack.prototype, {
  20635. constructor: KeyframeTrack,
  20636. TimeBufferType: Float32Array,
  20637. ValueBufferType: Float32Array,
  20638. DefaultInterpolation: InterpolateLinear,
  20639. InterpolantFactoryMethodDiscrete: function ( result ) {
  20640. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20641. },
  20642. InterpolantFactoryMethodLinear: function ( result ) {
  20643. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20644. },
  20645. InterpolantFactoryMethodSmooth: function ( result ) {
  20646. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20647. },
  20648. setInterpolation: function ( interpolation ) {
  20649. var factoryMethod;
  20650. switch ( interpolation ) {
  20651. case InterpolateDiscrete:
  20652. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20653. break;
  20654. case InterpolateLinear:
  20655. factoryMethod = this.InterpolantFactoryMethodLinear;
  20656. break;
  20657. case InterpolateSmooth:
  20658. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20659. break;
  20660. }
  20661. if ( factoryMethod === undefined ) {
  20662. var message = "unsupported interpolation for " +
  20663. this.ValueTypeName + " keyframe track named " + this.name;
  20664. if ( this.createInterpolant === undefined ) {
  20665. // fall back to default, unless the default itself is messed up
  20666. if ( interpolation !== this.DefaultInterpolation ) {
  20667. this.setInterpolation( this.DefaultInterpolation );
  20668. } else {
  20669. throw new Error( message ); // fatal, in this case
  20670. }
  20671. }
  20672. console.warn( 'THREE.KeyframeTrack:', message );
  20673. return this;
  20674. }
  20675. this.createInterpolant = factoryMethod;
  20676. return this;
  20677. },
  20678. getInterpolation: function () {
  20679. switch ( this.createInterpolant ) {
  20680. case this.InterpolantFactoryMethodDiscrete:
  20681. return InterpolateDiscrete;
  20682. case this.InterpolantFactoryMethodLinear:
  20683. return InterpolateLinear;
  20684. case this.InterpolantFactoryMethodSmooth:
  20685. return InterpolateSmooth;
  20686. }
  20687. },
  20688. getValueSize: function () {
  20689. return this.values.length / this.times.length;
  20690. },
  20691. // move all keyframes either forwards or backwards in time
  20692. shift: function ( timeOffset ) {
  20693. if ( timeOffset !== 0.0 ) {
  20694. var times = this.times;
  20695. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20696. times[ i ] += timeOffset;
  20697. }
  20698. }
  20699. return this;
  20700. },
  20701. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20702. scale: function ( timeScale ) {
  20703. if ( timeScale !== 1.0 ) {
  20704. var times = this.times;
  20705. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20706. times[ i ] *= timeScale;
  20707. }
  20708. }
  20709. return this;
  20710. },
  20711. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20712. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20713. trim: function ( startTime, endTime ) {
  20714. var times = this.times,
  20715. nKeys = times.length,
  20716. from = 0,
  20717. to = nKeys - 1;
  20718. while ( from !== nKeys && times[ from ] < startTime ) {
  20719. ++ from;
  20720. }
  20721. while ( to !== - 1 && times[ to ] > endTime ) {
  20722. -- to;
  20723. }
  20724. ++ to; // inclusive -> exclusive bound
  20725. if ( from !== 0 || to !== nKeys ) {
  20726. // empty tracks are forbidden, so keep at least one keyframe
  20727. if ( from >= to ) {
  20728. to = Math.max( to, 1 );
  20729. from = to - 1;
  20730. }
  20731. var stride = this.getValueSize();
  20732. this.times = AnimationUtils.arraySlice( times, from, to );
  20733. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20734. }
  20735. return this;
  20736. },
  20737. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20738. validate: function () {
  20739. var valid = true;
  20740. var valueSize = this.getValueSize();
  20741. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20742. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20743. valid = false;
  20744. }
  20745. var times = this.times,
  20746. values = this.values,
  20747. nKeys = times.length;
  20748. if ( nKeys === 0 ) {
  20749. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20750. valid = false;
  20751. }
  20752. var prevTime = null;
  20753. for ( var i = 0; i !== nKeys; i ++ ) {
  20754. var currTime = times[ i ];
  20755. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20756. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20757. valid = false;
  20758. break;
  20759. }
  20760. if ( prevTime !== null && prevTime > currTime ) {
  20761. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20762. valid = false;
  20763. break;
  20764. }
  20765. prevTime = currTime;
  20766. }
  20767. if ( values !== undefined ) {
  20768. if ( AnimationUtils.isTypedArray( values ) ) {
  20769. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20770. var value = values[ i ];
  20771. if ( isNaN( value ) ) {
  20772. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20773. valid = false;
  20774. break;
  20775. }
  20776. }
  20777. }
  20778. }
  20779. return valid;
  20780. },
  20781. // removes equivalent sequential keys as common in morph target sequences
  20782. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20783. optimize: function () {
  20784. // times or values may be shared with other tracks, so overwriting is unsafe
  20785. var times = AnimationUtils.arraySlice( this.times ),
  20786. values = AnimationUtils.arraySlice( this.values ),
  20787. stride = this.getValueSize(),
  20788. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20789. writeIndex = 1,
  20790. lastIndex = times.length - 1;
  20791. for ( var i = 1; i < lastIndex; ++ i ) {
  20792. var keep = false;
  20793. var time = times[ i ];
  20794. var timeNext = times[ i + 1 ];
  20795. // remove adjacent keyframes scheduled at the same time
  20796. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20797. if ( ! smoothInterpolation ) {
  20798. // remove unnecessary keyframes same as their neighbors
  20799. var offset = i * stride,
  20800. offsetP = offset - stride,
  20801. offsetN = offset + stride;
  20802. for ( var j = 0; j !== stride; ++ j ) {
  20803. var value = values[ offset + j ];
  20804. if ( value !== values[ offsetP + j ] ||
  20805. value !== values[ offsetN + j ] ) {
  20806. keep = true;
  20807. break;
  20808. }
  20809. }
  20810. } else {
  20811. keep = true;
  20812. }
  20813. }
  20814. // in-place compaction
  20815. if ( keep ) {
  20816. if ( i !== writeIndex ) {
  20817. times[ writeIndex ] = times[ i ];
  20818. var readOffset = i * stride,
  20819. writeOffset = writeIndex * stride;
  20820. for ( var j = 0; j !== stride; ++ j ) {
  20821. values[ writeOffset + j ] = values[ readOffset + j ];
  20822. }
  20823. }
  20824. ++ writeIndex;
  20825. }
  20826. }
  20827. // flush last keyframe (compaction looks ahead)
  20828. if ( lastIndex > 0 ) {
  20829. times[ writeIndex ] = times[ lastIndex ];
  20830. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20831. values[ writeOffset + j ] = values[ readOffset + j ];
  20832. }
  20833. ++ writeIndex;
  20834. }
  20835. if ( writeIndex !== times.length ) {
  20836. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20837. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20838. } else {
  20839. this.times = times;
  20840. this.values = values;
  20841. }
  20842. return this;
  20843. },
  20844. clone: function () {
  20845. var times = AnimationUtils.arraySlice( this.times, 0 );
  20846. var values = AnimationUtils.arraySlice( this.values, 0 );
  20847. var TypedKeyframeTrack = this.constructor;
  20848. var track = new TypedKeyframeTrack( this.name, times, values );
  20849. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20850. track.createInterpolant = this.createInterpolant;
  20851. return track;
  20852. }
  20853. } );
  20854. /**
  20855. *
  20856. * A Track of Boolean keyframe values.
  20857. *
  20858. *
  20859. * @author Ben Houston / http://clara.io/
  20860. * @author David Sarno / http://lighthaus.us/
  20861. * @author tschw
  20862. */
  20863. function BooleanKeyframeTrack( name, times, values ) {
  20864. KeyframeTrack.call( this, name, times, values );
  20865. }
  20866. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20867. constructor: BooleanKeyframeTrack,
  20868. ValueTypeName: 'bool',
  20869. ValueBufferType: Array,
  20870. DefaultInterpolation: InterpolateDiscrete,
  20871. InterpolantFactoryMethodLinear: undefined,
  20872. InterpolantFactoryMethodSmooth: undefined
  20873. // Note: Actually this track could have a optimized / compressed
  20874. // representation of a single value and a custom interpolant that
  20875. // computes "firstValue ^ isOdd( index )".
  20876. } );
  20877. /**
  20878. *
  20879. * A Track of keyframe values that represent color.
  20880. *
  20881. *
  20882. * @author Ben Houston / http://clara.io/
  20883. * @author David Sarno / http://lighthaus.us/
  20884. * @author tschw
  20885. */
  20886. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20887. KeyframeTrack.call( this, name, times, values, interpolation );
  20888. }
  20889. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20890. constructor: ColorKeyframeTrack,
  20891. ValueTypeName: 'color'
  20892. // ValueBufferType is inherited
  20893. // DefaultInterpolation is inherited
  20894. // Note: Very basic implementation and nothing special yet.
  20895. // However, this is the place for color space parameterization.
  20896. } );
  20897. /**
  20898. *
  20899. * A Track of numeric keyframe values.
  20900. *
  20901. * @author Ben Houston / http://clara.io/
  20902. * @author David Sarno / http://lighthaus.us/
  20903. * @author tschw
  20904. */
  20905. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20906. KeyframeTrack.call( this, name, times, values, interpolation );
  20907. }
  20908. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20909. constructor: NumberKeyframeTrack,
  20910. ValueTypeName: 'number'
  20911. // ValueBufferType is inherited
  20912. // DefaultInterpolation is inherited
  20913. } );
  20914. /**
  20915. * Spherical linear unit quaternion interpolant.
  20916. *
  20917. * @author tschw
  20918. */
  20919. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20920. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20921. }
  20922. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20923. constructor: QuaternionLinearInterpolant,
  20924. interpolate_: function ( i1, t0, t, t1 ) {
  20925. var result = this.resultBuffer,
  20926. values = this.sampleValues,
  20927. stride = this.valueSize,
  20928. offset = i1 * stride,
  20929. alpha = ( t - t0 ) / ( t1 - t0 );
  20930. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20931. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20932. }
  20933. return result;
  20934. }
  20935. } );
  20936. /**
  20937. *
  20938. * A Track of quaternion keyframe values.
  20939. *
  20940. * @author Ben Houston / http://clara.io/
  20941. * @author David Sarno / http://lighthaus.us/
  20942. * @author tschw
  20943. */
  20944. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20945. KeyframeTrack.call( this, name, times, values, interpolation );
  20946. }
  20947. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20948. constructor: QuaternionKeyframeTrack,
  20949. ValueTypeName: 'quaternion',
  20950. // ValueBufferType is inherited
  20951. DefaultInterpolation: InterpolateLinear,
  20952. InterpolantFactoryMethodLinear: function ( result ) {
  20953. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20954. },
  20955. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20956. } );
  20957. /**
  20958. *
  20959. * A Track that interpolates Strings
  20960. *
  20961. *
  20962. * @author Ben Houston / http://clara.io/
  20963. * @author David Sarno / http://lighthaus.us/
  20964. * @author tschw
  20965. */
  20966. function StringKeyframeTrack( name, times, values, interpolation ) {
  20967. KeyframeTrack.call( this, name, times, values, interpolation );
  20968. }
  20969. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20970. constructor: StringKeyframeTrack,
  20971. ValueTypeName: 'string',
  20972. ValueBufferType: Array,
  20973. DefaultInterpolation: InterpolateDiscrete,
  20974. InterpolantFactoryMethodLinear: undefined,
  20975. InterpolantFactoryMethodSmooth: undefined
  20976. } );
  20977. /**
  20978. *
  20979. * A Track of vectored keyframe values.
  20980. *
  20981. *
  20982. * @author Ben Houston / http://clara.io/
  20983. * @author David Sarno / http://lighthaus.us/
  20984. * @author tschw
  20985. */
  20986. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20987. KeyframeTrack.call( this, name, times, values, interpolation );
  20988. }
  20989. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20990. constructor: VectorKeyframeTrack,
  20991. ValueTypeName: 'vector'
  20992. // ValueBufferType is inherited
  20993. // DefaultInterpolation is inherited
  20994. } );
  20995. /**
  20996. *
  20997. * Reusable set of Tracks that represent an animation.
  20998. *
  20999. * @author Ben Houston / http://clara.io/
  21000. * @author David Sarno / http://lighthaus.us/
  21001. */
  21002. function AnimationClip( name, duration, tracks ) {
  21003. this.name = name;
  21004. this.tracks = tracks;
  21005. this.duration = ( duration !== undefined ) ? duration : - 1;
  21006. this.uuid = MathUtils.generateUUID();
  21007. // this means it should figure out its duration by scanning the tracks
  21008. if ( this.duration < 0 ) {
  21009. this.resetDuration();
  21010. }
  21011. }
  21012. function getTrackTypeForValueTypeName( typeName ) {
  21013. switch ( typeName.toLowerCase() ) {
  21014. case 'scalar':
  21015. case 'double':
  21016. case 'float':
  21017. case 'number':
  21018. case 'integer':
  21019. return NumberKeyframeTrack;
  21020. case 'vector':
  21021. case 'vector2':
  21022. case 'vector3':
  21023. case 'vector4':
  21024. return VectorKeyframeTrack;
  21025. case 'color':
  21026. return ColorKeyframeTrack;
  21027. case 'quaternion':
  21028. return QuaternionKeyframeTrack;
  21029. case 'bool':
  21030. case 'boolean':
  21031. return BooleanKeyframeTrack;
  21032. case 'string':
  21033. return StringKeyframeTrack;
  21034. }
  21035. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21036. }
  21037. function parseKeyframeTrack( json ) {
  21038. if ( json.type === undefined ) {
  21039. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21040. }
  21041. var trackType = getTrackTypeForValueTypeName( json.type );
  21042. if ( json.times === undefined ) {
  21043. var times = [], values = [];
  21044. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21045. json.times = times;
  21046. json.values = values;
  21047. }
  21048. // derived classes can define a static parse method
  21049. if ( trackType.parse !== undefined ) {
  21050. return trackType.parse( json );
  21051. } else {
  21052. // by default, we assume a constructor compatible with the base
  21053. return new trackType( json.name, json.times, json.values, json.interpolation );
  21054. }
  21055. }
  21056. Object.assign( AnimationClip, {
  21057. parse: function ( json ) {
  21058. var tracks = [],
  21059. jsonTracks = json.tracks,
  21060. frameTime = 1.0 / ( json.fps || 1.0 );
  21061. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21062. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21063. }
  21064. return new AnimationClip( json.name, json.duration, tracks );
  21065. },
  21066. toJSON: function ( clip ) {
  21067. var tracks = [],
  21068. clipTracks = clip.tracks;
  21069. var json = {
  21070. 'name': clip.name,
  21071. 'duration': clip.duration,
  21072. 'tracks': tracks,
  21073. 'uuid': clip.uuid
  21074. };
  21075. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21076. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21077. }
  21078. return json;
  21079. },
  21080. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21081. var numMorphTargets = morphTargetSequence.length;
  21082. var tracks = [];
  21083. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21084. var times = [];
  21085. var values = [];
  21086. times.push(
  21087. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21088. i,
  21089. ( i + 1 ) % numMorphTargets );
  21090. values.push( 0, 1, 0 );
  21091. var order = AnimationUtils.getKeyframeOrder( times );
  21092. times = AnimationUtils.sortedArray( times, 1, order );
  21093. values = AnimationUtils.sortedArray( values, 1, order );
  21094. // if there is a key at the first frame, duplicate it as the
  21095. // last frame as well for perfect loop.
  21096. if ( ! noLoop && times[ 0 ] === 0 ) {
  21097. times.push( numMorphTargets );
  21098. values.push( values[ 0 ] );
  21099. }
  21100. tracks.push(
  21101. new NumberKeyframeTrack(
  21102. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21103. times, values
  21104. ).scale( 1.0 / fps ) );
  21105. }
  21106. return new AnimationClip( name, - 1, tracks );
  21107. },
  21108. findByName: function ( objectOrClipArray, name ) {
  21109. var clipArray = objectOrClipArray;
  21110. if ( ! Array.isArray( objectOrClipArray ) ) {
  21111. var o = objectOrClipArray;
  21112. clipArray = o.geometry && o.geometry.animations || o.animations;
  21113. }
  21114. for ( var i = 0; i < clipArray.length; i ++ ) {
  21115. if ( clipArray[ i ].name === name ) {
  21116. return clipArray[ i ];
  21117. }
  21118. }
  21119. return null;
  21120. },
  21121. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21122. var animationToMorphTargets = {};
  21123. // tested with https://regex101.com/ on trick sequences
  21124. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21125. var pattern = /^([\w-]*?)([\d]+)$/;
  21126. // sort morph target names into animation groups based
  21127. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21128. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21129. var morphTarget = morphTargets[ i ];
  21130. var parts = morphTarget.name.match( pattern );
  21131. if ( parts && parts.length > 1 ) {
  21132. var name = parts[ 1 ];
  21133. var animationMorphTargets = animationToMorphTargets[ name ];
  21134. if ( ! animationMorphTargets ) {
  21135. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21136. }
  21137. animationMorphTargets.push( morphTarget );
  21138. }
  21139. }
  21140. var clips = [];
  21141. for ( var name in animationToMorphTargets ) {
  21142. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21143. }
  21144. return clips;
  21145. },
  21146. // parse the animation.hierarchy format
  21147. parseAnimation: function ( animation, bones ) {
  21148. if ( ! animation ) {
  21149. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21150. return null;
  21151. }
  21152. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21153. // only return track if there are actually keys.
  21154. if ( animationKeys.length !== 0 ) {
  21155. var times = [];
  21156. var values = [];
  21157. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21158. // empty keys are filtered out, so check again
  21159. if ( times.length !== 0 ) {
  21160. destTracks.push( new trackType( trackName, times, values ) );
  21161. }
  21162. }
  21163. };
  21164. var tracks = [];
  21165. var clipName = animation.name || 'default';
  21166. // automatic length determination in AnimationClip.
  21167. var duration = animation.length || - 1;
  21168. var fps = animation.fps || 30;
  21169. var hierarchyTracks = animation.hierarchy || [];
  21170. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21171. var animationKeys = hierarchyTracks[ h ].keys;
  21172. // skip empty tracks
  21173. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21174. // process morph targets
  21175. if ( animationKeys[ 0 ].morphTargets ) {
  21176. // figure out all morph targets used in this track
  21177. var morphTargetNames = {};
  21178. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21179. if ( animationKeys[ k ].morphTargets ) {
  21180. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21181. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21182. }
  21183. }
  21184. }
  21185. // create a track for each morph target with all zero
  21186. // morphTargetInfluences except for the keys in which
  21187. // the morphTarget is named.
  21188. for ( var morphTargetName in morphTargetNames ) {
  21189. var times = [];
  21190. var values = [];
  21191. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21192. var animationKey = animationKeys[ k ];
  21193. times.push( animationKey.time );
  21194. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21195. }
  21196. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21197. }
  21198. duration = morphTargetNames.length * ( fps || 1.0 );
  21199. } else {
  21200. // ...assume skeletal animation
  21201. var boneName = '.bones[' + bones[ h ].name + ']';
  21202. addNonemptyTrack(
  21203. VectorKeyframeTrack, boneName + '.position',
  21204. animationKeys, 'pos', tracks );
  21205. addNonemptyTrack(
  21206. QuaternionKeyframeTrack, boneName + '.quaternion',
  21207. animationKeys, 'rot', tracks );
  21208. addNonemptyTrack(
  21209. VectorKeyframeTrack, boneName + '.scale',
  21210. animationKeys, 'scl', tracks );
  21211. }
  21212. }
  21213. if ( tracks.length === 0 ) {
  21214. return null;
  21215. }
  21216. var clip = new AnimationClip( clipName, duration, tracks );
  21217. return clip;
  21218. }
  21219. } );
  21220. Object.assign( AnimationClip.prototype, {
  21221. resetDuration: function () {
  21222. var tracks = this.tracks, duration = 0;
  21223. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21224. var track = this.tracks[ i ];
  21225. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21226. }
  21227. this.duration = duration;
  21228. return this;
  21229. },
  21230. trim: function () {
  21231. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21232. this.tracks[ i ].trim( 0, this.duration );
  21233. }
  21234. return this;
  21235. },
  21236. validate: function () {
  21237. var valid = true;
  21238. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21239. valid = valid && this.tracks[ i ].validate();
  21240. }
  21241. return valid;
  21242. },
  21243. optimize: function () {
  21244. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21245. this.tracks[ i ].optimize();
  21246. }
  21247. return this;
  21248. },
  21249. clone: function () {
  21250. var tracks = [];
  21251. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21252. tracks.push( this.tracks[ i ].clone() );
  21253. }
  21254. return new AnimationClip( this.name, this.duration, tracks );
  21255. }
  21256. } );
  21257. /**
  21258. * @author mrdoob / http://mrdoob.com/
  21259. */
  21260. var Cache = {
  21261. enabled: false,
  21262. files: {},
  21263. add: function ( key, file ) {
  21264. if ( this.enabled === false ) { return; }
  21265. // console.log( 'THREE.Cache', 'Adding key:', key );
  21266. this.files[ key ] = file;
  21267. },
  21268. get: function ( key ) {
  21269. if ( this.enabled === false ) { return; }
  21270. // console.log( 'THREE.Cache', 'Checking key:', key );
  21271. return this.files[ key ];
  21272. },
  21273. remove: function ( key ) {
  21274. delete this.files[ key ];
  21275. },
  21276. clear: function () {
  21277. this.files = {};
  21278. }
  21279. };
  21280. /**
  21281. * @author mrdoob / http://mrdoob.com/
  21282. */
  21283. function LoadingManager( onLoad, onProgress, onError ) {
  21284. var scope = this;
  21285. var isLoading = false;
  21286. var itemsLoaded = 0;
  21287. var itemsTotal = 0;
  21288. var urlModifier = undefined;
  21289. var handlers = [];
  21290. // Refer to #5689 for the reason why we don't set .onStart
  21291. // in the constructor
  21292. this.onStart = undefined;
  21293. this.onLoad = onLoad;
  21294. this.onProgress = onProgress;
  21295. this.onError = onError;
  21296. this.itemStart = function ( url ) {
  21297. itemsTotal ++;
  21298. if ( isLoading === false ) {
  21299. if ( scope.onStart !== undefined ) {
  21300. scope.onStart( url, itemsLoaded, itemsTotal );
  21301. }
  21302. }
  21303. isLoading = true;
  21304. };
  21305. this.itemEnd = function ( url ) {
  21306. itemsLoaded ++;
  21307. if ( scope.onProgress !== undefined ) {
  21308. scope.onProgress( url, itemsLoaded, itemsTotal );
  21309. }
  21310. if ( itemsLoaded === itemsTotal ) {
  21311. isLoading = false;
  21312. if ( scope.onLoad !== undefined ) {
  21313. scope.onLoad();
  21314. }
  21315. }
  21316. };
  21317. this.itemError = function ( url ) {
  21318. if ( scope.onError !== undefined ) {
  21319. scope.onError( url );
  21320. }
  21321. };
  21322. this.resolveURL = function ( url ) {
  21323. if ( urlModifier ) {
  21324. return urlModifier( url );
  21325. }
  21326. return url;
  21327. };
  21328. this.setURLModifier = function ( transform ) {
  21329. urlModifier = transform;
  21330. return this;
  21331. };
  21332. this.addHandler = function ( regex, loader ) {
  21333. handlers.push( regex, loader );
  21334. return this;
  21335. };
  21336. this.removeHandler = function ( regex ) {
  21337. var index = handlers.indexOf( regex );
  21338. if ( index !== - 1 ) {
  21339. handlers.splice( index, 2 );
  21340. }
  21341. return this;
  21342. };
  21343. this.getHandler = function ( file ) {
  21344. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21345. var regex = handlers[ i ];
  21346. var loader = handlers[ i + 1 ];
  21347. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21348. if ( regex.test( file ) ) {
  21349. return loader;
  21350. }
  21351. }
  21352. return null;
  21353. };
  21354. }
  21355. var DefaultLoadingManager = new LoadingManager();
  21356. /**
  21357. * @author alteredq / http://alteredqualia.com/
  21358. */
  21359. function Loader( manager ) {
  21360. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21361. this.crossOrigin = 'anonymous';
  21362. this.path = '';
  21363. this.resourcePath = '';
  21364. }
  21365. Object.assign( Loader.prototype, {
  21366. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21367. parse: function ( /* data */ ) {},
  21368. setCrossOrigin: function ( crossOrigin ) {
  21369. this.crossOrigin = crossOrigin;
  21370. return this;
  21371. },
  21372. setPath: function ( path ) {
  21373. this.path = path;
  21374. return this;
  21375. },
  21376. setResourcePath: function ( resourcePath ) {
  21377. this.resourcePath = resourcePath;
  21378. return this;
  21379. }
  21380. } );
  21381. /**
  21382. * @author mrdoob / http://mrdoob.com/
  21383. */
  21384. var loading = {};
  21385. function FileLoader( manager ) {
  21386. Loader.call( this, manager );
  21387. }
  21388. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21389. constructor: FileLoader,
  21390. load: function ( url, onLoad, onProgress, onError ) {
  21391. if ( url === undefined ) { url = ''; }
  21392. if ( this.path !== undefined ) { url = this.path + url; }
  21393. url = this.manager.resolveURL( url );
  21394. var scope = this;
  21395. var cached = Cache.get( url );
  21396. if ( cached !== undefined ) {
  21397. scope.manager.itemStart( url );
  21398. setTimeout( function () {
  21399. if ( onLoad ) { onLoad( cached ); }
  21400. scope.manager.itemEnd( url );
  21401. }, 0 );
  21402. return cached;
  21403. }
  21404. // Check if request is duplicate
  21405. if ( loading[ url ] !== undefined ) {
  21406. loading[ url ].push( {
  21407. onLoad: onLoad,
  21408. onProgress: onProgress,
  21409. onError: onError
  21410. } );
  21411. return;
  21412. }
  21413. // Check for data: URI
  21414. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21415. var dataUriRegexResult = url.match( dataUriRegex );
  21416. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21417. if ( dataUriRegexResult ) {
  21418. var mimeType = dataUriRegexResult[ 1 ];
  21419. var isBase64 = !! dataUriRegexResult[ 2 ];
  21420. var data = dataUriRegexResult[ 3 ];
  21421. data = decodeURIComponent( data );
  21422. if ( isBase64 ) { data = atob( data ); }
  21423. try {
  21424. var response;
  21425. var responseType = ( this.responseType || '' ).toLowerCase();
  21426. switch ( responseType ) {
  21427. case 'arraybuffer':
  21428. case 'blob':
  21429. var view = new Uint8Array( data.length );
  21430. for ( var i = 0; i < data.length; i ++ ) {
  21431. view[ i ] = data.charCodeAt( i );
  21432. }
  21433. if ( responseType === 'blob' ) {
  21434. response = new Blob( [ view.buffer ], { type: mimeType } );
  21435. } else {
  21436. response = view.buffer;
  21437. }
  21438. break;
  21439. case 'document':
  21440. var parser = new DOMParser();
  21441. response = parser.parseFromString( data, mimeType );
  21442. break;
  21443. case 'json':
  21444. response = JSON.parse( data );
  21445. break;
  21446. default: // 'text' or other
  21447. response = data;
  21448. break;
  21449. }
  21450. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21451. setTimeout( function () {
  21452. if ( onLoad ) { onLoad( response ); }
  21453. scope.manager.itemEnd( url );
  21454. }, 0 );
  21455. } catch ( error ) {
  21456. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21457. setTimeout( function () {
  21458. if ( onError ) { onError( error ); }
  21459. scope.manager.itemError( url );
  21460. scope.manager.itemEnd( url );
  21461. }, 0 );
  21462. }
  21463. } else {
  21464. // Initialise array for duplicate requests
  21465. loading[ url ] = [];
  21466. loading[ url ].push( {
  21467. onLoad: onLoad,
  21468. onProgress: onProgress,
  21469. onError: onError
  21470. } );
  21471. var request = new XMLHttpRequest();
  21472. request.open( 'GET', url, true );
  21473. request.addEventListener( 'load', function ( event ) {
  21474. var response = this.response;
  21475. var callbacks = loading[ url ];
  21476. delete loading[ url ];
  21477. if ( this.status === 200 || this.status === 0 ) {
  21478. // Some browsers return HTTP Status 0 when using non-http protocol
  21479. // e.g. 'file://' or 'data://'. Handle as success.
  21480. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21481. // Add to cache only on HTTP success, so that we do not cache
  21482. // error response bodies as proper responses to requests.
  21483. Cache.add( url, response );
  21484. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21485. var callback = callbacks[ i ];
  21486. if ( callback.onLoad ) { callback.onLoad( response ); }
  21487. }
  21488. scope.manager.itemEnd( url );
  21489. } else {
  21490. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21491. var callback = callbacks[ i ];
  21492. if ( callback.onError ) { callback.onError( event ); }
  21493. }
  21494. scope.manager.itemError( url );
  21495. scope.manager.itemEnd( url );
  21496. }
  21497. }, false );
  21498. request.addEventListener( 'progress', function ( event ) {
  21499. var callbacks = loading[ url ];
  21500. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21501. var callback = callbacks[ i ];
  21502. if ( callback.onProgress ) { callback.onProgress( event ); }
  21503. }
  21504. }, false );
  21505. request.addEventListener( 'error', function ( event ) {
  21506. var callbacks = loading[ url ];
  21507. delete loading[ url ];
  21508. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21509. var callback = callbacks[ i ];
  21510. if ( callback.onError ) { callback.onError( event ); }
  21511. }
  21512. scope.manager.itemError( url );
  21513. scope.manager.itemEnd( url );
  21514. }, false );
  21515. request.addEventListener( 'abort', function ( event ) {
  21516. var callbacks = loading[ url ];
  21517. delete loading[ url ];
  21518. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21519. var callback = callbacks[ i ];
  21520. if ( callback.onError ) { callback.onError( event ); }
  21521. }
  21522. scope.manager.itemError( url );
  21523. scope.manager.itemEnd( url );
  21524. }, false );
  21525. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21526. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21527. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21528. for ( var header in this.requestHeader ) {
  21529. request.setRequestHeader( header, this.requestHeader[ header ] );
  21530. }
  21531. request.send( null );
  21532. }
  21533. scope.manager.itemStart( url );
  21534. return request;
  21535. },
  21536. setResponseType: function ( value ) {
  21537. this.responseType = value;
  21538. return this;
  21539. },
  21540. setWithCredentials: function ( value ) {
  21541. this.withCredentials = value;
  21542. return this;
  21543. },
  21544. setMimeType: function ( value ) {
  21545. this.mimeType = value;
  21546. return this;
  21547. },
  21548. setRequestHeader: function ( value ) {
  21549. this.requestHeader = value;
  21550. return this;
  21551. }
  21552. } );
  21553. /**
  21554. * @author bhouston / http://clara.io/
  21555. */
  21556. function AnimationLoader( manager ) {
  21557. Loader.call( this, manager );
  21558. }
  21559. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21560. constructor: AnimationLoader,
  21561. load: function ( url, onLoad, onProgress, onError ) {
  21562. var scope = this;
  21563. var loader = new FileLoader( scope.manager );
  21564. loader.setPath( scope.path );
  21565. loader.load( url, function ( text ) {
  21566. onLoad( scope.parse( JSON.parse( text ) ) );
  21567. }, onProgress, onError );
  21568. },
  21569. parse: function ( json ) {
  21570. var animations = [];
  21571. for ( var i = 0; i < json.length; i ++ ) {
  21572. var clip = AnimationClip.parse( json[ i ] );
  21573. animations.push( clip );
  21574. }
  21575. return animations;
  21576. }
  21577. } );
  21578. /**
  21579. * @author mrdoob / http://mrdoob.com/
  21580. *
  21581. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21582. *
  21583. * Sub classes have to implement the parse() method which will be used in load().
  21584. */
  21585. function CompressedTextureLoader( manager ) {
  21586. Loader.call( this, manager );
  21587. }
  21588. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21589. constructor: CompressedTextureLoader,
  21590. load: function ( url, onLoad, onProgress, onError ) {
  21591. var scope = this;
  21592. var images = [];
  21593. var texture = new CompressedTexture();
  21594. texture.image = images;
  21595. var loader = new FileLoader( this.manager );
  21596. loader.setPath( this.path );
  21597. loader.setResponseType( 'arraybuffer' );
  21598. function loadTexture( i ) {
  21599. loader.load( url[ i ], function ( buffer ) {
  21600. var texDatas = scope.parse( buffer, true );
  21601. images[ i ] = {
  21602. width: texDatas.width,
  21603. height: texDatas.height,
  21604. format: texDatas.format,
  21605. mipmaps: texDatas.mipmaps
  21606. };
  21607. loaded += 1;
  21608. if ( loaded === 6 ) {
  21609. if ( texDatas.mipmapCount === 1 )
  21610. { texture.minFilter = LinearFilter; }
  21611. texture.format = texDatas.format;
  21612. texture.needsUpdate = true;
  21613. if ( onLoad ) { onLoad( texture ); }
  21614. }
  21615. }, onProgress, onError );
  21616. }
  21617. if ( Array.isArray( url ) ) {
  21618. var loaded = 0;
  21619. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21620. loadTexture( i );
  21621. }
  21622. } else {
  21623. // compressed cubemap texture stored in a single DDS file
  21624. loader.load( url, function ( buffer ) {
  21625. var texDatas = scope.parse( buffer, true );
  21626. if ( texDatas.isCubemap ) {
  21627. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21628. for ( var f = 0; f < faces; f ++ ) {
  21629. images[ f ] = { mipmaps: [] };
  21630. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21631. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21632. images[ f ].format = texDatas.format;
  21633. images[ f ].width = texDatas.width;
  21634. images[ f ].height = texDatas.height;
  21635. }
  21636. }
  21637. } else {
  21638. texture.image.width = texDatas.width;
  21639. texture.image.height = texDatas.height;
  21640. texture.mipmaps = texDatas.mipmaps;
  21641. }
  21642. if ( texDatas.mipmapCount === 1 ) {
  21643. texture.minFilter = LinearFilter;
  21644. }
  21645. texture.format = texDatas.format;
  21646. texture.needsUpdate = true;
  21647. if ( onLoad ) { onLoad( texture ); }
  21648. }, onProgress, onError );
  21649. }
  21650. return texture;
  21651. }
  21652. } );
  21653. /**
  21654. * @author Nikos M. / https://github.com/foo123/
  21655. *
  21656. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21657. *
  21658. * Sub classes have to implement the parse() method which will be used in load().
  21659. */
  21660. function DataTextureLoader( manager ) {
  21661. Loader.call( this, manager );
  21662. }
  21663. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21664. constructor: DataTextureLoader,
  21665. load: function ( url, onLoad, onProgress, onError ) {
  21666. var scope = this;
  21667. var texture = new DataTexture();
  21668. var loader = new FileLoader( this.manager );
  21669. loader.setResponseType( 'arraybuffer' );
  21670. loader.setPath( this.path );
  21671. loader.load( url, function ( buffer ) {
  21672. var texData = scope.parse( buffer );
  21673. if ( ! texData ) { return; }
  21674. if ( texData.image !== undefined ) {
  21675. texture.image = texData.image;
  21676. } else if ( texData.data !== undefined ) {
  21677. texture.image.width = texData.width;
  21678. texture.image.height = texData.height;
  21679. texture.image.data = texData.data;
  21680. }
  21681. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21682. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21683. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21684. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21685. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21686. if ( texData.format !== undefined ) {
  21687. texture.format = texData.format;
  21688. }
  21689. if ( texData.type !== undefined ) {
  21690. texture.type = texData.type;
  21691. }
  21692. if ( texData.mipmaps !== undefined ) {
  21693. texture.mipmaps = texData.mipmaps;
  21694. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21695. }
  21696. if ( texData.mipmapCount === 1 ) {
  21697. texture.minFilter = LinearFilter;
  21698. }
  21699. texture.needsUpdate = true;
  21700. if ( onLoad ) { onLoad( texture, texData ); }
  21701. }, onProgress, onError );
  21702. return texture;
  21703. }
  21704. } );
  21705. /**
  21706. * @author mrdoob / http://mrdoob.com/
  21707. */
  21708. function ImageLoader( manager ) {
  21709. Loader.call( this, manager );
  21710. }
  21711. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21712. constructor: ImageLoader,
  21713. load: function ( url, onLoad, onProgress, onError ) {
  21714. if ( this.path !== undefined ) { url = this.path + url; }
  21715. url = this.manager.resolveURL( url );
  21716. var scope = this;
  21717. var cached = Cache.get( url );
  21718. if ( cached !== undefined ) {
  21719. scope.manager.itemStart( url );
  21720. setTimeout( function () {
  21721. if ( onLoad ) { onLoad( cached ); }
  21722. scope.manager.itemEnd( url );
  21723. }, 0 );
  21724. return cached;
  21725. }
  21726. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21727. function onImageLoad() {
  21728. image.removeEventListener( 'load', onImageLoad, false );
  21729. image.removeEventListener( 'error', onImageError, false );
  21730. Cache.add( url, this );
  21731. if ( onLoad ) { onLoad( this ); }
  21732. scope.manager.itemEnd( url );
  21733. }
  21734. function onImageError( event ) {
  21735. image.removeEventListener( 'load', onImageLoad, false );
  21736. image.removeEventListener( 'error', onImageError, false );
  21737. if ( onError ) { onError( event ); }
  21738. scope.manager.itemError( url );
  21739. scope.manager.itemEnd( url );
  21740. }
  21741. image.addEventListener( 'load', onImageLoad, false );
  21742. image.addEventListener( 'error', onImageError, false );
  21743. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21744. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21745. }
  21746. scope.manager.itemStart( url );
  21747. image.src = url;
  21748. return image;
  21749. }
  21750. } );
  21751. /**
  21752. * @author mrdoob / http://mrdoob.com/
  21753. */
  21754. function CubeTextureLoader( manager ) {
  21755. Loader.call( this, manager );
  21756. }
  21757. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21758. constructor: CubeTextureLoader,
  21759. load: function ( urls, onLoad, onProgress, onError ) {
  21760. var texture = new CubeTexture();
  21761. var loader = new ImageLoader( this.manager );
  21762. loader.setCrossOrigin( this.crossOrigin );
  21763. loader.setPath( this.path );
  21764. var loaded = 0;
  21765. function loadTexture( i ) {
  21766. loader.load( urls[ i ], function ( image ) {
  21767. texture.images[ i ] = image;
  21768. loaded ++;
  21769. if ( loaded === 6 ) {
  21770. texture.needsUpdate = true;
  21771. if ( onLoad ) { onLoad( texture ); }
  21772. }
  21773. }, undefined, onError );
  21774. }
  21775. for ( var i = 0; i < urls.length; ++ i ) {
  21776. loadTexture( i );
  21777. }
  21778. return texture;
  21779. }
  21780. } );
  21781. /**
  21782. * @author mrdoob / http://mrdoob.com/
  21783. */
  21784. function TextureLoader( manager ) {
  21785. Loader.call( this, manager );
  21786. }
  21787. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21788. constructor: TextureLoader,
  21789. load: function ( url, onLoad, onProgress, onError ) {
  21790. var texture = new Texture();
  21791. var loader = new ImageLoader( this.manager );
  21792. loader.setCrossOrigin( this.crossOrigin );
  21793. loader.setPath( this.path );
  21794. loader.load( url, function ( image ) {
  21795. texture.image = image;
  21796. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21797. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21798. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21799. texture.needsUpdate = true;
  21800. if ( onLoad !== undefined ) {
  21801. onLoad( texture );
  21802. }
  21803. }, onProgress, onError );
  21804. return texture;
  21805. }
  21806. } );
  21807. /**
  21808. * @author zz85 / http://www.lab4games.net/zz85/blog
  21809. * Extensible curve object
  21810. *
  21811. * Some common of curve methods:
  21812. * .getPoint( t, optionalTarget ), .getTangent( t )
  21813. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21814. * .getPoints(), .getSpacedPoints()
  21815. * .getLength()
  21816. * .updateArcLengths()
  21817. *
  21818. * This following curves inherit from THREE.Curve:
  21819. *
  21820. * -- 2D curves --
  21821. * THREE.ArcCurve
  21822. * THREE.CubicBezierCurve
  21823. * THREE.EllipseCurve
  21824. * THREE.LineCurve
  21825. * THREE.QuadraticBezierCurve
  21826. * THREE.SplineCurve
  21827. *
  21828. * -- 3D curves --
  21829. * THREE.CatmullRomCurve3
  21830. * THREE.CubicBezierCurve3
  21831. * THREE.LineCurve3
  21832. * THREE.QuadraticBezierCurve3
  21833. *
  21834. * A series of curves can be represented as a THREE.CurvePath.
  21835. *
  21836. **/
  21837. /**************************************************************
  21838. * Abstract Curve base class
  21839. **************************************************************/
  21840. function Curve() {
  21841. this.type = 'Curve';
  21842. this.arcLengthDivisions = 200;
  21843. }
  21844. Object.assign( Curve.prototype, {
  21845. // Virtual base class method to overwrite and implement in subclasses
  21846. // - t [0 .. 1]
  21847. getPoint: function ( /* t, optionalTarget */ ) {
  21848. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21849. return null;
  21850. },
  21851. // Get point at relative position in curve according to arc length
  21852. // - u [0 .. 1]
  21853. getPointAt: function ( u, optionalTarget ) {
  21854. var t = this.getUtoTmapping( u );
  21855. return this.getPoint( t, optionalTarget );
  21856. },
  21857. // Get sequence of points using getPoint( t )
  21858. getPoints: function ( divisions ) {
  21859. if ( divisions === undefined ) { divisions = 5; }
  21860. var points = [];
  21861. for ( var d = 0; d <= divisions; d ++ ) {
  21862. points.push( this.getPoint( d / divisions ) );
  21863. }
  21864. return points;
  21865. },
  21866. // Get sequence of points using getPointAt( u )
  21867. getSpacedPoints: function ( divisions ) {
  21868. if ( divisions === undefined ) { divisions = 5; }
  21869. var points = [];
  21870. for ( var d = 0; d <= divisions; d ++ ) {
  21871. points.push( this.getPointAt( d / divisions ) );
  21872. }
  21873. return points;
  21874. },
  21875. // Get total curve arc length
  21876. getLength: function () {
  21877. var lengths = this.getLengths();
  21878. return lengths[ lengths.length - 1 ];
  21879. },
  21880. // Get list of cumulative segment lengths
  21881. getLengths: function ( divisions ) {
  21882. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21883. if ( this.cacheArcLengths &&
  21884. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21885. ! this.needsUpdate ) {
  21886. return this.cacheArcLengths;
  21887. }
  21888. this.needsUpdate = false;
  21889. var cache = [];
  21890. var current, last = this.getPoint( 0 );
  21891. var p, sum = 0;
  21892. cache.push( 0 );
  21893. for ( p = 1; p <= divisions; p ++ ) {
  21894. current = this.getPoint( p / divisions );
  21895. sum += current.distanceTo( last );
  21896. cache.push( sum );
  21897. last = current;
  21898. }
  21899. this.cacheArcLengths = cache;
  21900. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21901. },
  21902. updateArcLengths: function () {
  21903. this.needsUpdate = true;
  21904. this.getLengths();
  21905. },
  21906. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21907. getUtoTmapping: function ( u, distance ) {
  21908. var arcLengths = this.getLengths();
  21909. var i = 0, il = arcLengths.length;
  21910. var targetArcLength; // The targeted u distance value to get
  21911. if ( distance ) {
  21912. targetArcLength = distance;
  21913. } else {
  21914. targetArcLength = u * arcLengths[ il - 1 ];
  21915. }
  21916. // binary search for the index with largest value smaller than target u distance
  21917. var low = 0, high = il - 1, comparison;
  21918. while ( low <= high ) {
  21919. 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
  21920. comparison = arcLengths[ i ] - targetArcLength;
  21921. if ( comparison < 0 ) {
  21922. low = i + 1;
  21923. } else if ( comparison > 0 ) {
  21924. high = i - 1;
  21925. } else {
  21926. high = i;
  21927. break;
  21928. // DONE
  21929. }
  21930. }
  21931. i = high;
  21932. if ( arcLengths[ i ] === targetArcLength ) {
  21933. return i / ( il - 1 );
  21934. }
  21935. // we could get finer grain at lengths, or use simple interpolation between two points
  21936. var lengthBefore = arcLengths[ i ];
  21937. var lengthAfter = arcLengths[ i + 1 ];
  21938. var segmentLength = lengthAfter - lengthBefore;
  21939. // determine where we are between the 'before' and 'after' points
  21940. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21941. // add that fractional amount to t
  21942. var t = ( i + segmentFraction ) / ( il - 1 );
  21943. return t;
  21944. },
  21945. // Returns a unit vector tangent at t
  21946. // In case any sub curve does not implement its tangent derivation,
  21947. // 2 points a small delta apart will be used to find its gradient
  21948. // which seems to give a reasonable approximation
  21949. getTangent: function ( t ) {
  21950. var delta = 0.0001;
  21951. var t1 = t - delta;
  21952. var t2 = t + delta;
  21953. // Capping in case of danger
  21954. if ( t1 < 0 ) { t1 = 0; }
  21955. if ( t2 > 1 ) { t2 = 1; }
  21956. var pt1 = this.getPoint( t1 );
  21957. var pt2 = this.getPoint( t2 );
  21958. var vec = pt2.clone().sub( pt1 );
  21959. return vec.normalize();
  21960. },
  21961. getTangentAt: function ( u ) {
  21962. var t = this.getUtoTmapping( u );
  21963. return this.getTangent( t );
  21964. },
  21965. computeFrenetFrames: function ( segments, closed ) {
  21966. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21967. var normal = new Vector3();
  21968. var tangents = [];
  21969. var normals = [];
  21970. var binormals = [];
  21971. var vec = new Vector3();
  21972. var mat = new Matrix4();
  21973. var i, u, theta;
  21974. // compute the tangent vectors for each segment on the curve
  21975. for ( i = 0; i <= segments; i ++ ) {
  21976. u = i / segments;
  21977. tangents[ i ] = this.getTangentAt( u );
  21978. tangents[ i ].normalize();
  21979. }
  21980. // select an initial normal vector perpendicular to the first tangent vector,
  21981. // and in the direction of the minimum tangent xyz component
  21982. normals[ 0 ] = new Vector3();
  21983. binormals[ 0 ] = new Vector3();
  21984. var min = Number.MAX_VALUE;
  21985. var tx = Math.abs( tangents[ 0 ].x );
  21986. var ty = Math.abs( tangents[ 0 ].y );
  21987. var tz = Math.abs( tangents[ 0 ].z );
  21988. if ( tx <= min ) {
  21989. min = tx;
  21990. normal.set( 1, 0, 0 );
  21991. }
  21992. if ( ty <= min ) {
  21993. min = ty;
  21994. normal.set( 0, 1, 0 );
  21995. }
  21996. if ( tz <= min ) {
  21997. normal.set( 0, 0, 1 );
  21998. }
  21999. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22000. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22001. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22002. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22003. for ( i = 1; i <= segments; i ++ ) {
  22004. normals[ i ] = normals[ i - 1 ].clone();
  22005. binormals[ i ] = binormals[ i - 1 ].clone();
  22006. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22007. if ( vec.length() > Number.EPSILON ) {
  22008. vec.normalize();
  22009. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22010. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22011. }
  22012. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22013. }
  22014. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22015. if ( closed === true ) {
  22016. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22017. theta /= segments;
  22018. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22019. theta = - theta;
  22020. }
  22021. for ( i = 1; i <= segments; i ++ ) {
  22022. // twist a little...
  22023. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22024. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22025. }
  22026. }
  22027. return {
  22028. tangents: tangents,
  22029. normals: normals,
  22030. binormals: binormals
  22031. };
  22032. },
  22033. clone: function () {
  22034. return new this.constructor().copy( this );
  22035. },
  22036. copy: function ( source ) {
  22037. this.arcLengthDivisions = source.arcLengthDivisions;
  22038. return this;
  22039. },
  22040. toJSON: function () {
  22041. var data = {
  22042. metadata: {
  22043. version: 4.5,
  22044. type: 'Curve',
  22045. generator: 'Curve.toJSON'
  22046. }
  22047. };
  22048. data.arcLengthDivisions = this.arcLengthDivisions;
  22049. data.type = this.type;
  22050. return data;
  22051. },
  22052. fromJSON: function ( json ) {
  22053. this.arcLengthDivisions = json.arcLengthDivisions;
  22054. return this;
  22055. }
  22056. } );
  22057. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22058. Curve.call( this );
  22059. this.type = 'EllipseCurve';
  22060. this.aX = aX || 0;
  22061. this.aY = aY || 0;
  22062. this.xRadius = xRadius || 1;
  22063. this.yRadius = yRadius || 1;
  22064. this.aStartAngle = aStartAngle || 0;
  22065. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22066. this.aClockwise = aClockwise || false;
  22067. this.aRotation = aRotation || 0;
  22068. }
  22069. EllipseCurve.prototype = Object.create( Curve.prototype );
  22070. EllipseCurve.prototype.constructor = EllipseCurve;
  22071. EllipseCurve.prototype.isEllipseCurve = true;
  22072. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22073. var point = optionalTarget || new Vector2();
  22074. var twoPi = Math.PI * 2;
  22075. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22076. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22077. // ensures that deltaAngle is 0 .. 2 PI
  22078. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22079. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22080. if ( deltaAngle < Number.EPSILON ) {
  22081. if ( samePoints ) {
  22082. deltaAngle = 0;
  22083. } else {
  22084. deltaAngle = twoPi;
  22085. }
  22086. }
  22087. if ( this.aClockwise === true && ! samePoints ) {
  22088. if ( deltaAngle === twoPi ) {
  22089. deltaAngle = - twoPi;
  22090. } else {
  22091. deltaAngle = deltaAngle - twoPi;
  22092. }
  22093. }
  22094. var angle = this.aStartAngle + t * deltaAngle;
  22095. var x = this.aX + this.xRadius * Math.cos( angle );
  22096. var y = this.aY + this.yRadius * Math.sin( angle );
  22097. if ( this.aRotation !== 0 ) {
  22098. var cos = Math.cos( this.aRotation );
  22099. var sin = Math.sin( this.aRotation );
  22100. var tx = x - this.aX;
  22101. var ty = y - this.aY;
  22102. // Rotate the point about the center of the ellipse.
  22103. x = tx * cos - ty * sin + this.aX;
  22104. y = tx * sin + ty * cos + this.aY;
  22105. }
  22106. return point.set( x, y );
  22107. };
  22108. EllipseCurve.prototype.copy = function ( source ) {
  22109. Curve.prototype.copy.call( this, source );
  22110. this.aX = source.aX;
  22111. this.aY = source.aY;
  22112. this.xRadius = source.xRadius;
  22113. this.yRadius = source.yRadius;
  22114. this.aStartAngle = source.aStartAngle;
  22115. this.aEndAngle = source.aEndAngle;
  22116. this.aClockwise = source.aClockwise;
  22117. this.aRotation = source.aRotation;
  22118. return this;
  22119. };
  22120. EllipseCurve.prototype.toJSON = function () {
  22121. var data = Curve.prototype.toJSON.call( this );
  22122. data.aX = this.aX;
  22123. data.aY = this.aY;
  22124. data.xRadius = this.xRadius;
  22125. data.yRadius = this.yRadius;
  22126. data.aStartAngle = this.aStartAngle;
  22127. data.aEndAngle = this.aEndAngle;
  22128. data.aClockwise = this.aClockwise;
  22129. data.aRotation = this.aRotation;
  22130. return data;
  22131. };
  22132. EllipseCurve.prototype.fromJSON = function ( json ) {
  22133. Curve.prototype.fromJSON.call( this, json );
  22134. this.aX = json.aX;
  22135. this.aY = json.aY;
  22136. this.xRadius = json.xRadius;
  22137. this.yRadius = json.yRadius;
  22138. this.aStartAngle = json.aStartAngle;
  22139. this.aEndAngle = json.aEndAngle;
  22140. this.aClockwise = json.aClockwise;
  22141. this.aRotation = json.aRotation;
  22142. return this;
  22143. };
  22144. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22145. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22146. this.type = 'ArcCurve';
  22147. }
  22148. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22149. ArcCurve.prototype.constructor = ArcCurve;
  22150. ArcCurve.prototype.isArcCurve = true;
  22151. /**
  22152. * @author zz85 https://github.com/zz85
  22153. *
  22154. * Centripetal CatmullRom Curve - which is useful for avoiding
  22155. * cusps and self-intersections in non-uniform catmull rom curves.
  22156. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22157. *
  22158. * curve.type accepts centripetal(default), chordal and catmullrom
  22159. * curve.tension is used for catmullrom which defaults to 0.5
  22160. */
  22161. /*
  22162. Based on an optimized c++ solution in
  22163. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22164. - http://ideone.com/NoEbVM
  22165. This CubicPoly class could be used for reusing some variables and calculations,
  22166. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22167. which can be placed in CurveUtils.
  22168. */
  22169. function CubicPoly() {
  22170. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22171. /*
  22172. * Compute coefficients for a cubic polynomial
  22173. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22174. * such that
  22175. * p(0) = x0, p(1) = x1
  22176. * and
  22177. * p'(0) = t0, p'(1) = t1.
  22178. */
  22179. function init( x0, x1, t0, t1 ) {
  22180. c0 = x0;
  22181. c1 = t0;
  22182. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22183. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22184. }
  22185. return {
  22186. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22187. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22188. },
  22189. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22190. // compute tangents when parameterized in [t1,t2]
  22191. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22192. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22193. // rescale tangents for parametrization in [0,1]
  22194. t1 *= dt1;
  22195. t2 *= dt1;
  22196. init( x1, x2, t1, t2 );
  22197. },
  22198. calc: function ( t ) {
  22199. var t2 = t * t;
  22200. var t3 = t2 * t;
  22201. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22202. }
  22203. };
  22204. }
  22205. //
  22206. var tmp = new Vector3();
  22207. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22208. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22209. Curve.call( this );
  22210. this.type = 'CatmullRomCurve3';
  22211. this.points = points || [];
  22212. this.closed = closed || false;
  22213. this.curveType = curveType || 'centripetal';
  22214. this.tension = tension || 0.5;
  22215. }
  22216. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22217. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22218. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22219. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22220. var point = optionalTarget || new Vector3();
  22221. var points = this.points;
  22222. var l = points.length;
  22223. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22224. var intPoint = Math.floor( p );
  22225. var weight = p - intPoint;
  22226. if ( this.closed ) {
  22227. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22228. } else if ( weight === 0 && intPoint === l - 1 ) {
  22229. intPoint = l - 2;
  22230. weight = 1;
  22231. }
  22232. var p0, p1, p2, p3; // 4 points
  22233. if ( this.closed || intPoint > 0 ) {
  22234. p0 = points[ ( intPoint - 1 ) % l ];
  22235. } else {
  22236. // extrapolate first point
  22237. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22238. p0 = tmp;
  22239. }
  22240. p1 = points[ intPoint % l ];
  22241. p2 = points[ ( intPoint + 1 ) % l ];
  22242. if ( this.closed || intPoint + 2 < l ) {
  22243. p3 = points[ ( intPoint + 2 ) % l ];
  22244. } else {
  22245. // extrapolate last point
  22246. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22247. p3 = tmp;
  22248. }
  22249. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22250. // init Centripetal / Chordal Catmull-Rom
  22251. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22252. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22253. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22254. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22255. // safety check for repeated points
  22256. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22257. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22258. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22259. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22260. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22261. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22262. } else if ( this.curveType === 'catmullrom' ) {
  22263. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22264. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22265. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22266. }
  22267. point.set(
  22268. px.calc( weight ),
  22269. py.calc( weight ),
  22270. pz.calc( weight )
  22271. );
  22272. return point;
  22273. };
  22274. CatmullRomCurve3.prototype.copy = function ( source ) {
  22275. Curve.prototype.copy.call( this, source );
  22276. this.points = [];
  22277. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22278. var point = source.points[ i ];
  22279. this.points.push( point.clone() );
  22280. }
  22281. this.closed = source.closed;
  22282. this.curveType = source.curveType;
  22283. this.tension = source.tension;
  22284. return this;
  22285. };
  22286. CatmullRomCurve3.prototype.toJSON = function () {
  22287. var data = Curve.prototype.toJSON.call( this );
  22288. data.points = [];
  22289. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22290. var point = this.points[ i ];
  22291. data.points.push( point.toArray() );
  22292. }
  22293. data.closed = this.closed;
  22294. data.curveType = this.curveType;
  22295. data.tension = this.tension;
  22296. return data;
  22297. };
  22298. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22299. Curve.prototype.fromJSON.call( this, json );
  22300. this.points = [];
  22301. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22302. var point = json.points[ i ];
  22303. this.points.push( new Vector3().fromArray( point ) );
  22304. }
  22305. this.closed = json.closed;
  22306. this.curveType = json.curveType;
  22307. this.tension = json.tension;
  22308. return this;
  22309. };
  22310. /**
  22311. * @author zz85 / http://www.lab4games.net/zz85/blog
  22312. *
  22313. * Bezier Curves formulas obtained from
  22314. * http://en.wikipedia.org/wiki/Bézier_curve
  22315. */
  22316. function CatmullRom( t, p0, p1, p2, p3 ) {
  22317. var v0 = ( p2 - p0 ) * 0.5;
  22318. var v1 = ( p3 - p1 ) * 0.5;
  22319. var t2 = t * t;
  22320. var t3 = t * t2;
  22321. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22322. }
  22323. //
  22324. function QuadraticBezierP0( t, p ) {
  22325. var k = 1 - t;
  22326. return k * k * p;
  22327. }
  22328. function QuadraticBezierP1( t, p ) {
  22329. return 2 * ( 1 - t ) * t * p;
  22330. }
  22331. function QuadraticBezierP2( t, p ) {
  22332. return t * t * p;
  22333. }
  22334. function QuadraticBezier( t, p0, p1, p2 ) {
  22335. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22336. QuadraticBezierP2( t, p2 );
  22337. }
  22338. //
  22339. function CubicBezierP0( t, p ) {
  22340. var k = 1 - t;
  22341. return k * k * k * p;
  22342. }
  22343. function CubicBezierP1( t, p ) {
  22344. var k = 1 - t;
  22345. return 3 * k * k * t * p;
  22346. }
  22347. function CubicBezierP2( t, p ) {
  22348. return 3 * ( 1 - t ) * t * t * p;
  22349. }
  22350. function CubicBezierP3( t, p ) {
  22351. return t * t * t * p;
  22352. }
  22353. function CubicBezier( t, p0, p1, p2, p3 ) {
  22354. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22355. CubicBezierP3( t, p3 );
  22356. }
  22357. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22358. Curve.call( this );
  22359. this.type = 'CubicBezierCurve';
  22360. this.v0 = v0 || new Vector2();
  22361. this.v1 = v1 || new Vector2();
  22362. this.v2 = v2 || new Vector2();
  22363. this.v3 = v3 || new Vector2();
  22364. }
  22365. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22366. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22367. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22368. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22369. var point = optionalTarget || new Vector2();
  22370. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22371. point.set(
  22372. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22373. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22374. );
  22375. return point;
  22376. };
  22377. CubicBezierCurve.prototype.copy = function ( source ) {
  22378. Curve.prototype.copy.call( this, source );
  22379. this.v0.copy( source.v0 );
  22380. this.v1.copy( source.v1 );
  22381. this.v2.copy( source.v2 );
  22382. this.v3.copy( source.v3 );
  22383. return this;
  22384. };
  22385. CubicBezierCurve.prototype.toJSON = function () {
  22386. var data = Curve.prototype.toJSON.call( this );
  22387. data.v0 = this.v0.toArray();
  22388. data.v1 = this.v1.toArray();
  22389. data.v2 = this.v2.toArray();
  22390. data.v3 = this.v3.toArray();
  22391. return data;
  22392. };
  22393. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22394. Curve.prototype.fromJSON.call( this, json );
  22395. this.v0.fromArray( json.v0 );
  22396. this.v1.fromArray( json.v1 );
  22397. this.v2.fromArray( json.v2 );
  22398. this.v3.fromArray( json.v3 );
  22399. return this;
  22400. };
  22401. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22402. Curve.call( this );
  22403. this.type = 'CubicBezierCurve3';
  22404. this.v0 = v0 || new Vector3();
  22405. this.v1 = v1 || new Vector3();
  22406. this.v2 = v2 || new Vector3();
  22407. this.v3 = v3 || new Vector3();
  22408. }
  22409. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22410. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22411. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22412. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22413. var point = optionalTarget || new Vector3();
  22414. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22415. point.set(
  22416. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22417. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22418. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22419. );
  22420. return point;
  22421. };
  22422. CubicBezierCurve3.prototype.copy = function ( source ) {
  22423. Curve.prototype.copy.call( this, source );
  22424. this.v0.copy( source.v0 );
  22425. this.v1.copy( source.v1 );
  22426. this.v2.copy( source.v2 );
  22427. this.v3.copy( source.v3 );
  22428. return this;
  22429. };
  22430. CubicBezierCurve3.prototype.toJSON = function () {
  22431. var data = Curve.prototype.toJSON.call( this );
  22432. data.v0 = this.v0.toArray();
  22433. data.v1 = this.v1.toArray();
  22434. data.v2 = this.v2.toArray();
  22435. data.v3 = this.v3.toArray();
  22436. return data;
  22437. };
  22438. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22439. Curve.prototype.fromJSON.call( this, json );
  22440. this.v0.fromArray( json.v0 );
  22441. this.v1.fromArray( json.v1 );
  22442. this.v2.fromArray( json.v2 );
  22443. this.v3.fromArray( json.v3 );
  22444. return this;
  22445. };
  22446. function LineCurve( v1, v2 ) {
  22447. Curve.call( this );
  22448. this.type = 'LineCurve';
  22449. this.v1 = v1 || new Vector2();
  22450. this.v2 = v2 || new Vector2();
  22451. }
  22452. LineCurve.prototype = Object.create( Curve.prototype );
  22453. LineCurve.prototype.constructor = LineCurve;
  22454. LineCurve.prototype.isLineCurve = true;
  22455. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22456. var point = optionalTarget || new Vector2();
  22457. if ( t === 1 ) {
  22458. point.copy( this.v2 );
  22459. } else {
  22460. point.copy( this.v2 ).sub( this.v1 );
  22461. point.multiplyScalar( t ).add( this.v1 );
  22462. }
  22463. return point;
  22464. };
  22465. // Line curve is linear, so we can overwrite default getPointAt
  22466. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22467. return this.getPoint( u, optionalTarget );
  22468. };
  22469. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22470. var tangent = this.v2.clone().sub( this.v1 );
  22471. return tangent.normalize();
  22472. };
  22473. LineCurve.prototype.copy = function ( source ) {
  22474. Curve.prototype.copy.call( this, source );
  22475. this.v1.copy( source.v1 );
  22476. this.v2.copy( source.v2 );
  22477. return this;
  22478. };
  22479. LineCurve.prototype.toJSON = function () {
  22480. var data = Curve.prototype.toJSON.call( this );
  22481. data.v1 = this.v1.toArray();
  22482. data.v2 = this.v2.toArray();
  22483. return data;
  22484. };
  22485. LineCurve.prototype.fromJSON = function ( json ) {
  22486. Curve.prototype.fromJSON.call( this, json );
  22487. this.v1.fromArray( json.v1 );
  22488. this.v2.fromArray( json.v2 );
  22489. return this;
  22490. };
  22491. function LineCurve3( v1, v2 ) {
  22492. Curve.call( this );
  22493. this.type = 'LineCurve3';
  22494. this.v1 = v1 || new Vector3();
  22495. this.v2 = v2 || new Vector3();
  22496. }
  22497. LineCurve3.prototype = Object.create( Curve.prototype );
  22498. LineCurve3.prototype.constructor = LineCurve3;
  22499. LineCurve3.prototype.isLineCurve3 = true;
  22500. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22501. var point = optionalTarget || new Vector3();
  22502. if ( t === 1 ) {
  22503. point.copy( this.v2 );
  22504. } else {
  22505. point.copy( this.v2 ).sub( this.v1 );
  22506. point.multiplyScalar( t ).add( this.v1 );
  22507. }
  22508. return point;
  22509. };
  22510. // Line curve is linear, so we can overwrite default getPointAt
  22511. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22512. return this.getPoint( u, optionalTarget );
  22513. };
  22514. LineCurve3.prototype.copy = function ( source ) {
  22515. Curve.prototype.copy.call( this, source );
  22516. this.v1.copy( source.v1 );
  22517. this.v2.copy( source.v2 );
  22518. return this;
  22519. };
  22520. LineCurve3.prototype.toJSON = function () {
  22521. var data = Curve.prototype.toJSON.call( this );
  22522. data.v1 = this.v1.toArray();
  22523. data.v2 = this.v2.toArray();
  22524. return data;
  22525. };
  22526. LineCurve3.prototype.fromJSON = function ( json ) {
  22527. Curve.prototype.fromJSON.call( this, json );
  22528. this.v1.fromArray( json.v1 );
  22529. this.v2.fromArray( json.v2 );
  22530. return this;
  22531. };
  22532. function QuadraticBezierCurve( v0, v1, v2 ) {
  22533. Curve.call( this );
  22534. this.type = 'QuadraticBezierCurve';
  22535. this.v0 = v0 || new Vector2();
  22536. this.v1 = v1 || new Vector2();
  22537. this.v2 = v2 || new Vector2();
  22538. }
  22539. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22540. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22541. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22542. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22543. var point = optionalTarget || new Vector2();
  22544. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22545. point.set(
  22546. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22547. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22548. );
  22549. return point;
  22550. };
  22551. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22552. Curve.prototype.copy.call( this, source );
  22553. this.v0.copy( source.v0 );
  22554. this.v1.copy( source.v1 );
  22555. this.v2.copy( source.v2 );
  22556. return this;
  22557. };
  22558. QuadraticBezierCurve.prototype.toJSON = function () {
  22559. var data = Curve.prototype.toJSON.call( this );
  22560. data.v0 = this.v0.toArray();
  22561. data.v1 = this.v1.toArray();
  22562. data.v2 = this.v2.toArray();
  22563. return data;
  22564. };
  22565. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22566. Curve.prototype.fromJSON.call( this, json );
  22567. this.v0.fromArray( json.v0 );
  22568. this.v1.fromArray( json.v1 );
  22569. this.v2.fromArray( json.v2 );
  22570. return this;
  22571. };
  22572. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22573. Curve.call( this );
  22574. this.type = 'QuadraticBezierCurve3';
  22575. this.v0 = v0 || new Vector3();
  22576. this.v1 = v1 || new Vector3();
  22577. this.v2 = v2 || new Vector3();
  22578. }
  22579. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22580. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22581. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22582. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22583. var point = optionalTarget || new Vector3();
  22584. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22585. point.set(
  22586. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22587. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22588. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22589. );
  22590. return point;
  22591. };
  22592. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22593. Curve.prototype.copy.call( this, source );
  22594. this.v0.copy( source.v0 );
  22595. this.v1.copy( source.v1 );
  22596. this.v2.copy( source.v2 );
  22597. return this;
  22598. };
  22599. QuadraticBezierCurve3.prototype.toJSON = function () {
  22600. var data = Curve.prototype.toJSON.call( this );
  22601. data.v0 = this.v0.toArray();
  22602. data.v1 = this.v1.toArray();
  22603. data.v2 = this.v2.toArray();
  22604. return data;
  22605. };
  22606. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22607. Curve.prototype.fromJSON.call( this, json );
  22608. this.v0.fromArray( json.v0 );
  22609. this.v1.fromArray( json.v1 );
  22610. this.v2.fromArray( json.v2 );
  22611. return this;
  22612. };
  22613. function SplineCurve( points /* array of Vector2 */ ) {
  22614. Curve.call( this );
  22615. this.type = 'SplineCurve';
  22616. this.points = points || [];
  22617. }
  22618. SplineCurve.prototype = Object.create( Curve.prototype );
  22619. SplineCurve.prototype.constructor = SplineCurve;
  22620. SplineCurve.prototype.isSplineCurve = true;
  22621. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22622. var point = optionalTarget || new Vector2();
  22623. var points = this.points;
  22624. var p = ( points.length - 1 ) * t;
  22625. var intPoint = Math.floor( p );
  22626. var weight = p - intPoint;
  22627. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22628. var p1 = points[ intPoint ];
  22629. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22630. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22631. point.set(
  22632. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22633. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22634. );
  22635. return point;
  22636. };
  22637. SplineCurve.prototype.copy = function ( source ) {
  22638. Curve.prototype.copy.call( this, source );
  22639. this.points = [];
  22640. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22641. var point = source.points[ i ];
  22642. this.points.push( point.clone() );
  22643. }
  22644. return this;
  22645. };
  22646. SplineCurve.prototype.toJSON = function () {
  22647. var data = Curve.prototype.toJSON.call( this );
  22648. data.points = [];
  22649. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22650. var point = this.points[ i ];
  22651. data.points.push( point.toArray() );
  22652. }
  22653. return data;
  22654. };
  22655. SplineCurve.prototype.fromJSON = function ( json ) {
  22656. Curve.prototype.fromJSON.call( this, json );
  22657. this.points = [];
  22658. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22659. var point = json.points[ i ];
  22660. this.points.push( new Vector2().fromArray( point ) );
  22661. }
  22662. return this;
  22663. };
  22664. var Curves = /*#__PURE__*/Object.freeze({
  22665. __proto__: null,
  22666. ArcCurve: ArcCurve,
  22667. CatmullRomCurve3: CatmullRomCurve3,
  22668. CubicBezierCurve: CubicBezierCurve,
  22669. CubicBezierCurve3: CubicBezierCurve3,
  22670. EllipseCurve: EllipseCurve,
  22671. LineCurve: LineCurve,
  22672. LineCurve3: LineCurve3,
  22673. QuadraticBezierCurve: QuadraticBezierCurve,
  22674. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22675. SplineCurve: SplineCurve
  22676. });
  22677. /**
  22678. * @author zz85 / http://www.lab4games.net/zz85/blog
  22679. *
  22680. **/
  22681. /**************************************************************
  22682. * Curved Path - a curve path is simply a array of connected
  22683. * curves, but retains the api of a curve
  22684. **************************************************************/
  22685. function CurvePath() {
  22686. Curve.call( this );
  22687. this.type = 'CurvePath';
  22688. this.curves = [];
  22689. this.autoClose = false; // Automatically closes the path
  22690. }
  22691. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22692. constructor: CurvePath,
  22693. add: function ( curve ) {
  22694. this.curves.push( curve );
  22695. },
  22696. closePath: function () {
  22697. // Add a line curve if start and end of lines are not connected
  22698. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22699. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22700. if ( ! startPoint.equals( endPoint ) ) {
  22701. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22702. }
  22703. },
  22704. // To get accurate point with reference to
  22705. // entire path distance at time t,
  22706. // following has to be done:
  22707. // 1. Length of each sub path have to be known
  22708. // 2. Locate and identify type of curve
  22709. // 3. Get t for the curve
  22710. // 4. Return curve.getPointAt(t')
  22711. getPoint: function ( t ) {
  22712. var d = t * this.getLength();
  22713. var curveLengths = this.getCurveLengths();
  22714. var i = 0;
  22715. // To think about boundaries points.
  22716. while ( i < curveLengths.length ) {
  22717. if ( curveLengths[ i ] >= d ) {
  22718. var diff = curveLengths[ i ] - d;
  22719. var curve = this.curves[ i ];
  22720. var segmentLength = curve.getLength();
  22721. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22722. return curve.getPointAt( u );
  22723. }
  22724. i ++;
  22725. }
  22726. return null;
  22727. // loop where sum != 0, sum > d , sum+1 <d
  22728. },
  22729. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22730. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22731. // getPoint() depends on getLength
  22732. getLength: function () {
  22733. var lens = this.getCurveLengths();
  22734. return lens[ lens.length - 1 ];
  22735. },
  22736. // cacheLengths must be recalculated.
  22737. updateArcLengths: function () {
  22738. this.needsUpdate = true;
  22739. this.cacheLengths = null;
  22740. this.getCurveLengths();
  22741. },
  22742. // Compute lengths and cache them
  22743. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22744. getCurveLengths: function () {
  22745. // We use cache values if curves and cache array are same length
  22746. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22747. return this.cacheLengths;
  22748. }
  22749. // Get length of sub-curve
  22750. // Push sums into cached array
  22751. var lengths = [], sums = 0;
  22752. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22753. sums += this.curves[ i ].getLength();
  22754. lengths.push( sums );
  22755. }
  22756. this.cacheLengths = lengths;
  22757. return lengths;
  22758. },
  22759. getSpacedPoints: function ( divisions ) {
  22760. if ( divisions === undefined ) { divisions = 40; }
  22761. var points = [];
  22762. for ( var i = 0; i <= divisions; i ++ ) {
  22763. points.push( this.getPoint( i / divisions ) );
  22764. }
  22765. if ( this.autoClose ) {
  22766. points.push( points[ 0 ] );
  22767. }
  22768. return points;
  22769. },
  22770. getPoints: function ( divisions ) {
  22771. divisions = divisions || 12;
  22772. var points = [], last;
  22773. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22774. var curve = curves[ i ];
  22775. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22776. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22777. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22778. : divisions;
  22779. var pts = curve.getPoints( resolution );
  22780. for ( var j = 0; j < pts.length; j ++ ) {
  22781. var point = pts[ j ];
  22782. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22783. points.push( point );
  22784. last = point;
  22785. }
  22786. }
  22787. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22788. points.push( points[ 0 ] );
  22789. }
  22790. return points;
  22791. },
  22792. copy: function ( source ) {
  22793. Curve.prototype.copy.call( this, source );
  22794. this.curves = [];
  22795. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22796. var curve = source.curves[ i ];
  22797. this.curves.push( curve.clone() );
  22798. }
  22799. this.autoClose = source.autoClose;
  22800. return this;
  22801. },
  22802. toJSON: function () {
  22803. var data = Curve.prototype.toJSON.call( this );
  22804. data.autoClose = this.autoClose;
  22805. data.curves = [];
  22806. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22807. var curve = this.curves[ i ];
  22808. data.curves.push( curve.toJSON() );
  22809. }
  22810. return data;
  22811. },
  22812. fromJSON: function ( json ) {
  22813. Curve.prototype.fromJSON.call( this, json );
  22814. this.autoClose = json.autoClose;
  22815. this.curves = [];
  22816. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22817. var curve = json.curves[ i ];
  22818. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22819. }
  22820. return this;
  22821. }
  22822. } );
  22823. /**
  22824. * @author zz85 / http://www.lab4games.net/zz85/blog
  22825. * Creates free form 2d path using series of points, lines or curves.
  22826. **/
  22827. function Path( points ) {
  22828. CurvePath.call( this );
  22829. this.type = 'Path';
  22830. this.currentPoint = new Vector2();
  22831. if ( points ) {
  22832. this.setFromPoints( points );
  22833. }
  22834. }
  22835. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22836. constructor: Path,
  22837. setFromPoints: function ( points ) {
  22838. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22839. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22840. this.lineTo( points[ i ].x, points[ i ].y );
  22841. }
  22842. return this;
  22843. },
  22844. moveTo: function ( x, y ) {
  22845. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22846. return this;
  22847. },
  22848. lineTo: function ( x, y ) {
  22849. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22850. this.curves.push( curve );
  22851. this.currentPoint.set( x, y );
  22852. return this;
  22853. },
  22854. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22855. var curve = new QuadraticBezierCurve(
  22856. this.currentPoint.clone(),
  22857. new Vector2( aCPx, aCPy ),
  22858. new Vector2( aX, aY )
  22859. );
  22860. this.curves.push( curve );
  22861. this.currentPoint.set( aX, aY );
  22862. return this;
  22863. },
  22864. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22865. var curve = new CubicBezierCurve(
  22866. this.currentPoint.clone(),
  22867. new Vector2( aCP1x, aCP1y ),
  22868. new Vector2( aCP2x, aCP2y ),
  22869. new Vector2( aX, aY )
  22870. );
  22871. this.curves.push( curve );
  22872. this.currentPoint.set( aX, aY );
  22873. return this;
  22874. },
  22875. splineThru: function ( pts /*Array of Vector*/ ) {
  22876. var npts = [ this.currentPoint.clone() ].concat( pts );
  22877. var curve = new SplineCurve( npts );
  22878. this.curves.push( curve );
  22879. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22880. return this;
  22881. },
  22882. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22883. var x0 = this.currentPoint.x;
  22884. var y0 = this.currentPoint.y;
  22885. this.absarc( aX + x0, aY + y0, aRadius,
  22886. aStartAngle, aEndAngle, aClockwise );
  22887. return this;
  22888. },
  22889. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22890. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22891. return this;
  22892. },
  22893. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22894. var x0 = this.currentPoint.x;
  22895. var y0 = this.currentPoint.y;
  22896. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22897. return this;
  22898. },
  22899. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22900. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22901. if ( this.curves.length > 0 ) {
  22902. // if a previous curve is present, attempt to join
  22903. var firstPoint = curve.getPoint( 0 );
  22904. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22905. this.lineTo( firstPoint.x, firstPoint.y );
  22906. }
  22907. }
  22908. this.curves.push( curve );
  22909. var lastPoint = curve.getPoint( 1 );
  22910. this.currentPoint.copy( lastPoint );
  22911. return this;
  22912. },
  22913. copy: function ( source ) {
  22914. CurvePath.prototype.copy.call( this, source );
  22915. this.currentPoint.copy( source.currentPoint );
  22916. return this;
  22917. },
  22918. toJSON: function () {
  22919. var data = CurvePath.prototype.toJSON.call( this );
  22920. data.currentPoint = this.currentPoint.toArray();
  22921. return data;
  22922. },
  22923. fromJSON: function ( json ) {
  22924. CurvePath.prototype.fromJSON.call( this, json );
  22925. this.currentPoint.fromArray( json.currentPoint );
  22926. return this;
  22927. }
  22928. } );
  22929. /**
  22930. * @author zz85 / http://www.lab4games.net/zz85/blog
  22931. * Defines a 2d shape plane using paths.
  22932. **/
  22933. // STEP 1 Create a path.
  22934. // STEP 2 Turn path into shape.
  22935. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22936. // STEP 3a - Extract points from each shape, turn to vertices
  22937. // STEP 3b - Triangulate each shape, add faces.
  22938. function Shape( points ) {
  22939. Path.call( this, points );
  22940. this.uuid = MathUtils.generateUUID();
  22941. this.type = 'Shape';
  22942. this.holes = [];
  22943. }
  22944. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22945. constructor: Shape,
  22946. getPointsHoles: function ( divisions ) {
  22947. var holesPts = [];
  22948. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22949. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22950. }
  22951. return holesPts;
  22952. },
  22953. // get points of shape and holes (keypoints based on segments parameter)
  22954. extractPoints: function ( divisions ) {
  22955. return {
  22956. shape: this.getPoints( divisions ),
  22957. holes: this.getPointsHoles( divisions )
  22958. };
  22959. },
  22960. copy: function ( source ) {
  22961. Path.prototype.copy.call( this, source );
  22962. this.holes = [];
  22963. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22964. var hole = source.holes[ i ];
  22965. this.holes.push( hole.clone() );
  22966. }
  22967. return this;
  22968. },
  22969. toJSON: function () {
  22970. var data = Path.prototype.toJSON.call( this );
  22971. data.uuid = this.uuid;
  22972. data.holes = [];
  22973. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22974. var hole = this.holes[ i ];
  22975. data.holes.push( hole.toJSON() );
  22976. }
  22977. return data;
  22978. },
  22979. fromJSON: function ( json ) {
  22980. Path.prototype.fromJSON.call( this, json );
  22981. this.uuid = json.uuid;
  22982. this.holes = [];
  22983. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22984. var hole = json.holes[ i ];
  22985. this.holes.push( new Path().fromJSON( hole ) );
  22986. }
  22987. return this;
  22988. }
  22989. } );
  22990. /**
  22991. * @author mrdoob / http://mrdoob.com/
  22992. * @author alteredq / http://alteredqualia.com/
  22993. */
  22994. function Light( color, intensity ) {
  22995. Object3D.call( this );
  22996. this.type = 'Light';
  22997. this.color = new Color( color );
  22998. this.intensity = intensity !== undefined ? intensity : 1;
  22999. this.receiveShadow = undefined;
  23000. }
  23001. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23002. constructor: Light,
  23003. isLight: true,
  23004. copy: function ( source ) {
  23005. Object3D.prototype.copy.call( this, source );
  23006. this.color.copy( source.color );
  23007. this.intensity = source.intensity;
  23008. return this;
  23009. },
  23010. toJSON: function ( meta ) {
  23011. var data = Object3D.prototype.toJSON.call( this, meta );
  23012. data.object.color = this.color.getHex();
  23013. data.object.intensity = this.intensity;
  23014. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23015. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23016. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23017. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23018. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23019. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23020. return data;
  23021. }
  23022. } );
  23023. /**
  23024. * @author alteredq / http://alteredqualia.com/
  23025. */
  23026. function HemisphereLight( skyColor, groundColor, intensity ) {
  23027. Light.call( this, skyColor, intensity );
  23028. this.type = 'HemisphereLight';
  23029. this.castShadow = undefined;
  23030. this.position.copy( Object3D.DefaultUp );
  23031. this.updateMatrix();
  23032. this.groundColor = new Color( groundColor );
  23033. }
  23034. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23035. constructor: HemisphereLight,
  23036. isHemisphereLight: true,
  23037. copy: function ( source ) {
  23038. Light.prototype.copy.call( this, source );
  23039. this.groundColor.copy( source.groundColor );
  23040. return this;
  23041. }
  23042. } );
  23043. /**
  23044. * @author mrdoob / http://mrdoob.com/
  23045. */
  23046. function LightShadow( camera ) {
  23047. this.camera = camera;
  23048. this.bias = 0;
  23049. this.radius = 1;
  23050. this.mapSize = new Vector2( 512, 512 );
  23051. this.map = null;
  23052. this.mapPass = null;
  23053. this.matrix = new Matrix4();
  23054. this._frustum = new Frustum();
  23055. this._frameExtents = new Vector2( 1, 1 );
  23056. this._viewportCount = 1;
  23057. this._viewports = [
  23058. new Vector4( 0, 0, 1, 1 )
  23059. ];
  23060. }
  23061. Object.assign( LightShadow.prototype, {
  23062. _projScreenMatrix: new Matrix4(),
  23063. _lightPositionWorld: new Vector3(),
  23064. _lookTarget: new Vector3(),
  23065. getViewportCount: function () {
  23066. return this._viewportCount;
  23067. },
  23068. getFrustum: function () {
  23069. return this._frustum;
  23070. },
  23071. updateMatrices: function ( light ) {
  23072. var shadowCamera = this.camera,
  23073. shadowMatrix = this.matrix,
  23074. projScreenMatrix = this._projScreenMatrix,
  23075. lookTarget = this._lookTarget,
  23076. lightPositionWorld = this._lightPositionWorld;
  23077. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23078. shadowCamera.position.copy( lightPositionWorld );
  23079. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23080. shadowCamera.lookAt( lookTarget );
  23081. shadowCamera.updateMatrixWorld();
  23082. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23083. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23084. shadowMatrix.set(
  23085. 0.5, 0.0, 0.0, 0.5,
  23086. 0.0, 0.5, 0.0, 0.5,
  23087. 0.0, 0.0, 0.5, 0.5,
  23088. 0.0, 0.0, 0.0, 1.0
  23089. );
  23090. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23091. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23092. },
  23093. getViewport: function ( viewportIndex ) {
  23094. return this._viewports[ viewportIndex ];
  23095. },
  23096. getFrameExtents: function () {
  23097. return this._frameExtents;
  23098. },
  23099. copy: function ( source ) {
  23100. this.camera = source.camera.clone();
  23101. this.bias = source.bias;
  23102. this.radius = source.radius;
  23103. this.mapSize.copy( source.mapSize );
  23104. return this;
  23105. },
  23106. clone: function () {
  23107. return new this.constructor().copy( this );
  23108. },
  23109. toJSON: function () {
  23110. var object = {};
  23111. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23112. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23113. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23114. object.camera = this.camera.toJSON( false ).object;
  23115. delete object.camera.matrix;
  23116. return object;
  23117. }
  23118. } );
  23119. /**
  23120. * @author mrdoob / http://mrdoob.com/
  23121. */
  23122. function SpotLightShadow() {
  23123. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23124. }
  23125. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23126. constructor: SpotLightShadow,
  23127. isSpotLightShadow: true,
  23128. updateMatrices: function ( light ) {
  23129. var camera = this.camera;
  23130. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23131. var aspect = this.mapSize.width / this.mapSize.height;
  23132. var far = light.distance || camera.far;
  23133. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23134. camera.fov = fov;
  23135. camera.aspect = aspect;
  23136. camera.far = far;
  23137. camera.updateProjectionMatrix();
  23138. }
  23139. LightShadow.prototype.updateMatrices.call( this, light );
  23140. }
  23141. } );
  23142. /**
  23143. * @author alteredq / http://alteredqualia.com/
  23144. */
  23145. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23146. Light.call( this, color, intensity );
  23147. this.type = 'SpotLight';
  23148. this.position.copy( Object3D.DefaultUp );
  23149. this.updateMatrix();
  23150. this.target = new Object3D();
  23151. Object.defineProperty( this, 'power', {
  23152. get: function () {
  23153. // intensity = power per solid angle.
  23154. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23155. return this.intensity * Math.PI;
  23156. },
  23157. set: function ( power ) {
  23158. // intensity = power per solid angle.
  23159. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23160. this.intensity = power / Math.PI;
  23161. }
  23162. } );
  23163. this.distance = ( distance !== undefined ) ? distance : 0;
  23164. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23165. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23166. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23167. this.shadow = new SpotLightShadow();
  23168. }
  23169. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23170. constructor: SpotLight,
  23171. isSpotLight: true,
  23172. copy: function ( source ) {
  23173. Light.prototype.copy.call( this, source );
  23174. this.distance = source.distance;
  23175. this.angle = source.angle;
  23176. this.penumbra = source.penumbra;
  23177. this.decay = source.decay;
  23178. this.target = source.target.clone();
  23179. this.shadow = source.shadow.clone();
  23180. return this;
  23181. }
  23182. } );
  23183. function PointLightShadow() {
  23184. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23185. this._frameExtents = new Vector2( 4, 2 );
  23186. this._viewportCount = 6;
  23187. this._viewports = [
  23188. // These viewports map a cube-map onto a 2D texture with the
  23189. // following orientation:
  23190. //
  23191. // xzXZ
  23192. // y Y
  23193. //
  23194. // X - Positive x direction
  23195. // x - Negative x direction
  23196. // Y - Positive y direction
  23197. // y - Negative y direction
  23198. // Z - Positive z direction
  23199. // z - Negative z direction
  23200. // positive X
  23201. new Vector4( 2, 1, 1, 1 ),
  23202. // negative X
  23203. new Vector4( 0, 1, 1, 1 ),
  23204. // positive Z
  23205. new Vector4( 3, 1, 1, 1 ),
  23206. // negative Z
  23207. new Vector4( 1, 1, 1, 1 ),
  23208. // positive Y
  23209. new Vector4( 3, 0, 1, 1 ),
  23210. // negative Y
  23211. new Vector4( 1, 0, 1, 1 )
  23212. ];
  23213. this._cubeDirections = [
  23214. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23215. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23216. ];
  23217. this._cubeUps = [
  23218. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23219. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23220. ];
  23221. }
  23222. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23223. constructor: PointLightShadow,
  23224. isPointLightShadow: true,
  23225. updateMatrices: function ( light, viewportIndex ) {
  23226. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23227. var camera = this.camera,
  23228. shadowMatrix = this.matrix,
  23229. lightPositionWorld = this._lightPositionWorld,
  23230. lookTarget = this._lookTarget,
  23231. projScreenMatrix = this._projScreenMatrix;
  23232. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23233. camera.position.copy( lightPositionWorld );
  23234. lookTarget.copy( camera.position );
  23235. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23236. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23237. camera.lookAt( lookTarget );
  23238. camera.updateMatrixWorld();
  23239. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23240. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23241. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23242. }
  23243. } );
  23244. /**
  23245. * @author mrdoob / http://mrdoob.com/
  23246. */
  23247. function PointLight( color, intensity, distance, decay ) {
  23248. Light.call( this, color, intensity );
  23249. this.type = 'PointLight';
  23250. Object.defineProperty( this, 'power', {
  23251. get: function () {
  23252. // intensity = power per solid angle.
  23253. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23254. return this.intensity * 4 * Math.PI;
  23255. },
  23256. set: function ( power ) {
  23257. // intensity = power per solid angle.
  23258. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23259. this.intensity = power / ( 4 * Math.PI );
  23260. }
  23261. } );
  23262. this.distance = ( distance !== undefined ) ? distance : 0;
  23263. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23264. this.shadow = new PointLightShadow();
  23265. }
  23266. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23267. constructor: PointLight,
  23268. isPointLight: true,
  23269. copy: function ( source ) {
  23270. Light.prototype.copy.call( this, source );
  23271. this.distance = source.distance;
  23272. this.decay = source.decay;
  23273. this.shadow = source.shadow.clone();
  23274. return this;
  23275. }
  23276. } );
  23277. /**
  23278. * @author alteredq / http://alteredqualia.com/
  23279. * @author arose / http://github.com/arose
  23280. */
  23281. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23282. Camera.call( this );
  23283. this.type = 'OrthographicCamera';
  23284. this.zoom = 1;
  23285. this.view = null;
  23286. this.left = ( left !== undefined ) ? left : - 1;
  23287. this.right = ( right !== undefined ) ? right : 1;
  23288. this.top = ( top !== undefined ) ? top : 1;
  23289. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23290. this.near = ( near !== undefined ) ? near : 0.1;
  23291. this.far = ( far !== undefined ) ? far : 2000;
  23292. this.updateProjectionMatrix();
  23293. }
  23294. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23295. constructor: OrthographicCamera,
  23296. isOrthographicCamera: true,
  23297. copy: function ( source, recursive ) {
  23298. Camera.prototype.copy.call( this, source, recursive );
  23299. this.left = source.left;
  23300. this.right = source.right;
  23301. this.top = source.top;
  23302. this.bottom = source.bottom;
  23303. this.near = source.near;
  23304. this.far = source.far;
  23305. this.zoom = source.zoom;
  23306. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23307. return this;
  23308. },
  23309. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23310. if ( this.view === null ) {
  23311. this.view = {
  23312. enabled: true,
  23313. fullWidth: 1,
  23314. fullHeight: 1,
  23315. offsetX: 0,
  23316. offsetY: 0,
  23317. width: 1,
  23318. height: 1
  23319. };
  23320. }
  23321. this.view.enabled = true;
  23322. this.view.fullWidth = fullWidth;
  23323. this.view.fullHeight = fullHeight;
  23324. this.view.offsetX = x;
  23325. this.view.offsetY = y;
  23326. this.view.width = width;
  23327. this.view.height = height;
  23328. this.updateProjectionMatrix();
  23329. },
  23330. clearViewOffset: function () {
  23331. if ( this.view !== null ) {
  23332. this.view.enabled = false;
  23333. }
  23334. this.updateProjectionMatrix();
  23335. },
  23336. updateProjectionMatrix: function () {
  23337. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23338. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23339. var cx = ( this.right + this.left ) / 2;
  23340. var cy = ( this.top + this.bottom ) / 2;
  23341. var left = cx - dx;
  23342. var right = cx + dx;
  23343. var top = cy + dy;
  23344. var bottom = cy - dy;
  23345. if ( this.view !== null && this.view.enabled ) {
  23346. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23347. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23348. left += scaleW * this.view.offsetX;
  23349. right = left + scaleW * this.view.width;
  23350. top -= scaleH * this.view.offsetY;
  23351. bottom = top - scaleH * this.view.height;
  23352. }
  23353. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23354. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23355. },
  23356. toJSON: function ( meta ) {
  23357. var data = Object3D.prototype.toJSON.call( this, meta );
  23358. data.object.zoom = this.zoom;
  23359. data.object.left = this.left;
  23360. data.object.right = this.right;
  23361. data.object.top = this.top;
  23362. data.object.bottom = this.bottom;
  23363. data.object.near = this.near;
  23364. data.object.far = this.far;
  23365. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23366. return data;
  23367. }
  23368. } );
  23369. /**
  23370. * @author mrdoob / http://mrdoob.com/
  23371. */
  23372. function DirectionalLightShadow() {
  23373. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23374. }
  23375. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23376. constructor: DirectionalLightShadow,
  23377. isDirectionalLightShadow: true,
  23378. updateMatrices: function ( light ) {
  23379. LightShadow.prototype.updateMatrices.call( this, light );
  23380. }
  23381. } );
  23382. /**
  23383. * @author mrdoob / http://mrdoob.com/
  23384. * @author alteredq / http://alteredqualia.com/
  23385. */
  23386. function DirectionalLight( color, intensity ) {
  23387. Light.call( this, color, intensity );
  23388. this.type = 'DirectionalLight';
  23389. this.position.copy( Object3D.DefaultUp );
  23390. this.updateMatrix();
  23391. this.target = new Object3D();
  23392. this.shadow = new DirectionalLightShadow();
  23393. }
  23394. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23395. constructor: DirectionalLight,
  23396. isDirectionalLight: true,
  23397. copy: function ( source ) {
  23398. Light.prototype.copy.call( this, source );
  23399. this.target = source.target.clone();
  23400. this.shadow = source.shadow.clone();
  23401. return this;
  23402. }
  23403. } );
  23404. /**
  23405. * @author mrdoob / http://mrdoob.com/
  23406. */
  23407. function AmbientLight( color, intensity ) {
  23408. Light.call( this, color, intensity );
  23409. this.type = 'AmbientLight';
  23410. this.castShadow = undefined;
  23411. }
  23412. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23413. constructor: AmbientLight,
  23414. isAmbientLight: true
  23415. } );
  23416. /**
  23417. * @author abelnation / http://github.com/abelnation
  23418. */
  23419. function RectAreaLight( color, intensity, width, height ) {
  23420. Light.call( this, color, intensity );
  23421. this.type = 'RectAreaLight';
  23422. this.width = ( width !== undefined ) ? width : 10;
  23423. this.height = ( height !== undefined ) ? height : 10;
  23424. }
  23425. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23426. constructor: RectAreaLight,
  23427. isRectAreaLight: true,
  23428. copy: function ( source ) {
  23429. Light.prototype.copy.call( this, source );
  23430. this.width = source.width;
  23431. this.height = source.height;
  23432. return this;
  23433. },
  23434. toJSON: function ( meta ) {
  23435. var data = Light.prototype.toJSON.call( this, meta );
  23436. data.object.width = this.width;
  23437. data.object.height = this.height;
  23438. return data;
  23439. }
  23440. } );
  23441. /**
  23442. * @author mrdoob / http://mrdoob.com/
  23443. */
  23444. function MaterialLoader( manager ) {
  23445. Loader.call( this, manager );
  23446. this.textures = {};
  23447. }
  23448. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23449. constructor: MaterialLoader,
  23450. load: function ( url, onLoad, onProgress, onError ) {
  23451. var scope = this;
  23452. var loader = new FileLoader( scope.manager );
  23453. loader.setPath( scope.path );
  23454. loader.load( url, function ( text ) {
  23455. onLoad( scope.parse( JSON.parse( text ) ) );
  23456. }, onProgress, onError );
  23457. },
  23458. parse: function ( json ) {
  23459. var textures = this.textures;
  23460. function getTexture( name ) {
  23461. if ( textures[ name ] === undefined ) {
  23462. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23463. }
  23464. return textures[ name ];
  23465. }
  23466. var material = new Materials[ json.type ]();
  23467. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23468. if ( json.name !== undefined ) { material.name = json.name; }
  23469. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23470. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23471. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23472. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23473. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23474. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23475. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23476. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23477. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23478. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23479. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23480. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23481. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23482. if ( json.side !== undefined ) { material.side = json.side; }
  23483. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23484. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23485. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23486. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23487. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23488. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23489. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23490. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23491. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23492. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23493. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23494. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23495. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23496. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23497. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23498. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23499. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23500. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23501. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23502. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23503. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23504. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23505. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23506. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23507. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23508. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23509. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23510. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23511. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23512. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23513. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23514. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23515. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23516. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23517. if ( json.vertexColors !== undefined ) {
  23518. if ( typeof json.vertexColors === 'number' ) {
  23519. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23520. } else {
  23521. material.vertexColors = json.vertexColors;
  23522. }
  23523. }
  23524. // Shader Material
  23525. if ( json.uniforms !== undefined ) {
  23526. for ( var name in json.uniforms ) {
  23527. var uniform = json.uniforms[ name ];
  23528. material.uniforms[ name ] = {};
  23529. switch ( uniform.type ) {
  23530. case 't':
  23531. material.uniforms[ name ].value = getTexture( uniform.value );
  23532. break;
  23533. case 'c':
  23534. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23535. break;
  23536. case 'v2':
  23537. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23538. break;
  23539. case 'v3':
  23540. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23541. break;
  23542. case 'v4':
  23543. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23544. break;
  23545. case 'm3':
  23546. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23547. case 'm4':
  23548. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23549. break;
  23550. default:
  23551. material.uniforms[ name ].value = uniform.value;
  23552. }
  23553. }
  23554. }
  23555. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23556. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23557. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23558. if ( json.extensions !== undefined ) {
  23559. for ( var key in json.extensions ) {
  23560. material.extensions[ key ] = json.extensions[ key ];
  23561. }
  23562. }
  23563. // Deprecated
  23564. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23565. // for PointsMaterial
  23566. if ( json.size !== undefined ) { material.size = json.size; }
  23567. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23568. // maps
  23569. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23570. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23571. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23572. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23573. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23574. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23575. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23576. if ( json.normalScale !== undefined ) {
  23577. var normalScale = json.normalScale;
  23578. if ( Array.isArray( normalScale ) === false ) {
  23579. // Blender exporter used to export a scalar. See #7459
  23580. normalScale = [ normalScale, normalScale ];
  23581. }
  23582. material.normalScale = new Vector2().fromArray( normalScale );
  23583. }
  23584. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23585. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23586. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23587. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23588. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23589. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23590. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23591. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23592. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23593. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23594. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23595. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23596. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23597. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23598. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23599. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23600. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23601. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23602. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23603. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23604. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23605. return material;
  23606. },
  23607. setTextures: function ( value ) {
  23608. this.textures = value;
  23609. return this;
  23610. }
  23611. } );
  23612. /**
  23613. * @author Don McCurdy / https://www.donmccurdy.com
  23614. */
  23615. var LoaderUtils = {
  23616. decodeText: function ( array ) {
  23617. if ( typeof TextDecoder !== 'undefined' ) {
  23618. return new TextDecoder().decode( array );
  23619. }
  23620. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23621. // throws a "maximum call stack size exceeded" error for large arrays.
  23622. var s = '';
  23623. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23624. // Implicitly assumes little-endian.
  23625. s += String.fromCharCode( array[ i ] );
  23626. }
  23627. try {
  23628. // merges multi-byte utf-8 characters.
  23629. return decodeURIComponent( escape( s ) );
  23630. } catch ( e ) { // see #16358
  23631. return s;
  23632. }
  23633. },
  23634. extractUrlBase: function ( url ) {
  23635. var index = url.lastIndexOf( '/' );
  23636. if ( index === - 1 ) { return './'; }
  23637. return url.substr( 0, index + 1 );
  23638. }
  23639. };
  23640. /**
  23641. * @author benaadams / https://twitter.com/ben_a_adams
  23642. */
  23643. function InstancedBufferGeometry() {
  23644. BufferGeometry.call( this );
  23645. this.type = 'InstancedBufferGeometry';
  23646. this.maxInstancedCount = undefined;
  23647. }
  23648. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23649. constructor: InstancedBufferGeometry,
  23650. isInstancedBufferGeometry: true,
  23651. copy: function ( source ) {
  23652. BufferGeometry.prototype.copy.call( this, source );
  23653. this.maxInstancedCount = source.maxInstancedCount;
  23654. return this;
  23655. },
  23656. clone: function () {
  23657. return new this.constructor().copy( this );
  23658. },
  23659. toJSON: function () {
  23660. var data = BufferGeometry.prototype.toJSON.call( this );
  23661. data.maxInstancedCount = this.maxInstancedCount;
  23662. data.isInstancedBufferGeometry = true;
  23663. return data;
  23664. }
  23665. } );
  23666. /**
  23667. * @author benaadams / https://twitter.com/ben_a_adams
  23668. */
  23669. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23670. if ( typeof ( normalized ) === 'number' ) {
  23671. meshPerAttribute = normalized;
  23672. normalized = false;
  23673. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23674. }
  23675. BufferAttribute.call( this, array, itemSize, normalized );
  23676. this.meshPerAttribute = meshPerAttribute || 1;
  23677. }
  23678. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23679. constructor: InstancedBufferAttribute,
  23680. isInstancedBufferAttribute: true,
  23681. copy: function ( source ) {
  23682. BufferAttribute.prototype.copy.call( this, source );
  23683. this.meshPerAttribute = source.meshPerAttribute;
  23684. return this;
  23685. },
  23686. toJSON: function () {
  23687. var data = BufferAttribute.prototype.toJSON.call( this );
  23688. data.meshPerAttribute = this.meshPerAttribute;
  23689. data.isInstancedBufferAttribute = true;
  23690. return data;
  23691. }
  23692. } );
  23693. /**
  23694. * @author mrdoob / http://mrdoob.com/
  23695. */
  23696. function BufferGeometryLoader( manager ) {
  23697. Loader.call( this, manager );
  23698. }
  23699. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23700. constructor: BufferGeometryLoader,
  23701. load: function ( url, onLoad, onProgress, onError ) {
  23702. var scope = this;
  23703. var loader = new FileLoader( scope.manager );
  23704. loader.setPath( scope.path );
  23705. loader.load( url, function ( text ) {
  23706. onLoad( scope.parse( JSON.parse( text ) ) );
  23707. }, onProgress, onError );
  23708. },
  23709. parse: function ( json ) {
  23710. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23711. var index = json.data.index;
  23712. if ( index !== undefined ) {
  23713. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23714. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23715. }
  23716. var attributes = json.data.attributes;
  23717. for ( var key in attributes ) {
  23718. var attribute = attributes[ key ];
  23719. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23720. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23721. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23722. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23723. geometry.setAttribute( key, bufferAttribute );
  23724. }
  23725. var morphAttributes = json.data.morphAttributes;
  23726. if ( morphAttributes ) {
  23727. for ( var key in morphAttributes ) {
  23728. var attributeArray = morphAttributes[ key ];
  23729. var array = [];
  23730. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23731. var attribute = attributeArray[ i ];
  23732. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23733. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23734. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23735. array.push( bufferAttribute );
  23736. }
  23737. geometry.morphAttributes[ key ] = array;
  23738. }
  23739. }
  23740. var morphTargetsRelative = json.data.morphTargetsRelative;
  23741. if ( morphTargetsRelative ) {
  23742. geometry.morphTargetsRelative = true;
  23743. }
  23744. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23745. if ( groups !== undefined ) {
  23746. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23747. var group = groups[ i ];
  23748. geometry.addGroup( group.start, group.count, group.materialIndex );
  23749. }
  23750. }
  23751. var boundingSphere = json.data.boundingSphere;
  23752. if ( boundingSphere !== undefined ) {
  23753. var center = new Vector3();
  23754. if ( boundingSphere.center !== undefined ) {
  23755. center.fromArray( boundingSphere.center );
  23756. }
  23757. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23758. }
  23759. if ( json.name ) { geometry.name = json.name; }
  23760. if ( json.userData ) { geometry.userData = json.userData; }
  23761. return geometry;
  23762. }
  23763. } );
  23764. var TYPED_ARRAYS = {
  23765. Int8Array: Int8Array,
  23766. Uint8Array: Uint8Array,
  23767. // Workaround for IE11 pre KB2929437. See #11440
  23768. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23769. Int16Array: Int16Array,
  23770. Uint16Array: Uint16Array,
  23771. Int32Array: Int32Array,
  23772. Uint32Array: Uint32Array,
  23773. Float32Array: Float32Array,
  23774. Float64Array: Float64Array
  23775. };
  23776. /**
  23777. * @author mrdoob / http://mrdoob.com/
  23778. */
  23779. function ObjectLoader( manager ) {
  23780. Loader.call( this, manager );
  23781. }
  23782. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23783. constructor: ObjectLoader,
  23784. load: function ( url, onLoad, onProgress, onError ) {
  23785. var scope = this;
  23786. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23787. this.resourcePath = this.resourcePath || path;
  23788. var loader = new FileLoader( scope.manager );
  23789. loader.setPath( this.path );
  23790. loader.load( url, function ( text ) {
  23791. var json = null;
  23792. try {
  23793. json = JSON.parse( text );
  23794. } catch ( error ) {
  23795. if ( onError !== undefined ) { onError( error ); }
  23796. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23797. return;
  23798. }
  23799. var metadata = json.metadata;
  23800. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23801. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23802. return;
  23803. }
  23804. scope.parse( json, onLoad );
  23805. }, onProgress, onError );
  23806. },
  23807. parse: function ( json, onLoad ) {
  23808. var shapes = this.parseShape( json.shapes );
  23809. var geometries = this.parseGeometries( json.geometries, shapes );
  23810. var images = this.parseImages( json.images, function () {
  23811. if ( onLoad !== undefined ) { onLoad( object ); }
  23812. } );
  23813. var textures = this.parseTextures( json.textures, images );
  23814. var materials = this.parseMaterials( json.materials, textures );
  23815. var object = this.parseObject( json.object, geometries, materials );
  23816. if ( json.animations ) {
  23817. object.animations = this.parseAnimations( json.animations );
  23818. }
  23819. if ( json.images === undefined || json.images.length === 0 ) {
  23820. if ( onLoad !== undefined ) { onLoad( object ); }
  23821. }
  23822. return object;
  23823. },
  23824. parseShape: function ( json ) {
  23825. var shapes = {};
  23826. if ( json !== undefined ) {
  23827. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23828. var shape = new Shape().fromJSON( json[ i ] );
  23829. shapes[ shape.uuid ] = shape;
  23830. }
  23831. }
  23832. return shapes;
  23833. },
  23834. parseGeometries: function ( json, shapes ) {
  23835. var geometries = {};
  23836. if ( json !== undefined ) {
  23837. var bufferGeometryLoader = new BufferGeometryLoader();
  23838. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23839. var geometry;
  23840. var data = json[ i ];
  23841. switch ( data.type ) {
  23842. case 'PlaneGeometry':
  23843. case 'PlaneBufferGeometry':
  23844. geometry = new Geometries[ data.type ](
  23845. data.width,
  23846. data.height,
  23847. data.widthSegments,
  23848. data.heightSegments
  23849. );
  23850. break;
  23851. case 'BoxGeometry':
  23852. case 'BoxBufferGeometry':
  23853. case 'CubeGeometry': // backwards compatible
  23854. geometry = new Geometries[ data.type ](
  23855. data.width,
  23856. data.height,
  23857. data.depth,
  23858. data.widthSegments,
  23859. data.heightSegments,
  23860. data.depthSegments
  23861. );
  23862. break;
  23863. case 'CircleGeometry':
  23864. case 'CircleBufferGeometry':
  23865. geometry = new Geometries[ data.type ](
  23866. data.radius,
  23867. data.segments,
  23868. data.thetaStart,
  23869. data.thetaLength
  23870. );
  23871. break;
  23872. case 'CylinderGeometry':
  23873. case 'CylinderBufferGeometry':
  23874. geometry = new Geometries[ data.type ](
  23875. data.radiusTop,
  23876. data.radiusBottom,
  23877. data.height,
  23878. data.radialSegments,
  23879. data.heightSegments,
  23880. data.openEnded,
  23881. data.thetaStart,
  23882. data.thetaLength
  23883. );
  23884. break;
  23885. case 'ConeGeometry':
  23886. case 'ConeBufferGeometry':
  23887. geometry = new Geometries[ data.type ](
  23888. data.radius,
  23889. data.height,
  23890. data.radialSegments,
  23891. data.heightSegments,
  23892. data.openEnded,
  23893. data.thetaStart,
  23894. data.thetaLength
  23895. );
  23896. break;
  23897. case 'SphereGeometry':
  23898. case 'SphereBufferGeometry':
  23899. geometry = new Geometries[ data.type ](
  23900. data.radius,
  23901. data.widthSegments,
  23902. data.heightSegments,
  23903. data.phiStart,
  23904. data.phiLength,
  23905. data.thetaStart,
  23906. data.thetaLength
  23907. );
  23908. break;
  23909. case 'DodecahedronGeometry':
  23910. case 'DodecahedronBufferGeometry':
  23911. case 'IcosahedronGeometry':
  23912. case 'IcosahedronBufferGeometry':
  23913. case 'OctahedronGeometry':
  23914. case 'OctahedronBufferGeometry':
  23915. case 'TetrahedronGeometry':
  23916. case 'TetrahedronBufferGeometry':
  23917. geometry = new Geometries[ data.type ](
  23918. data.radius,
  23919. data.detail
  23920. );
  23921. break;
  23922. case 'RingGeometry':
  23923. case 'RingBufferGeometry':
  23924. geometry = new Geometries[ data.type ](
  23925. data.innerRadius,
  23926. data.outerRadius,
  23927. data.thetaSegments,
  23928. data.phiSegments,
  23929. data.thetaStart,
  23930. data.thetaLength
  23931. );
  23932. break;
  23933. case 'TorusGeometry':
  23934. case 'TorusBufferGeometry':
  23935. geometry = new Geometries[ data.type ](
  23936. data.radius,
  23937. data.tube,
  23938. data.radialSegments,
  23939. data.tubularSegments,
  23940. data.arc
  23941. );
  23942. break;
  23943. case 'TorusKnotGeometry':
  23944. case 'TorusKnotBufferGeometry':
  23945. geometry = new Geometries[ data.type ](
  23946. data.radius,
  23947. data.tube,
  23948. data.tubularSegments,
  23949. data.radialSegments,
  23950. data.p,
  23951. data.q
  23952. );
  23953. break;
  23954. case 'TubeGeometry':
  23955. case 'TubeBufferGeometry':
  23956. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23957. // User defined curves or instances of CurvePath will not be deserialized.
  23958. geometry = new Geometries[ data.type ](
  23959. new Curves[ data.path.type ]().fromJSON( data.path ),
  23960. data.tubularSegments,
  23961. data.radius,
  23962. data.radialSegments,
  23963. data.closed
  23964. );
  23965. break;
  23966. case 'LatheGeometry':
  23967. case 'LatheBufferGeometry':
  23968. geometry = new Geometries[ data.type ](
  23969. data.points,
  23970. data.segments,
  23971. data.phiStart,
  23972. data.phiLength
  23973. );
  23974. break;
  23975. case 'PolyhedronGeometry':
  23976. case 'PolyhedronBufferGeometry':
  23977. geometry = new Geometries[ data.type ](
  23978. data.vertices,
  23979. data.indices,
  23980. data.radius,
  23981. data.details
  23982. );
  23983. break;
  23984. case 'ShapeGeometry':
  23985. case 'ShapeBufferGeometry':
  23986. var geometryShapes = [];
  23987. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23988. var shape = shapes[ data.shapes[ j ] ];
  23989. geometryShapes.push( shape );
  23990. }
  23991. geometry = new Geometries[ data.type ](
  23992. geometryShapes,
  23993. data.curveSegments
  23994. );
  23995. break;
  23996. case 'ExtrudeGeometry':
  23997. case 'ExtrudeBufferGeometry':
  23998. var geometryShapes = [];
  23999. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24000. var shape = shapes[ data.shapes[ j ] ];
  24001. geometryShapes.push( shape );
  24002. }
  24003. var extrudePath = data.options.extrudePath;
  24004. if ( extrudePath !== undefined ) {
  24005. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24006. }
  24007. geometry = new Geometries[ data.type ](
  24008. geometryShapes,
  24009. data.options
  24010. );
  24011. break;
  24012. case 'BufferGeometry':
  24013. case 'InstancedBufferGeometry':
  24014. geometry = bufferGeometryLoader.parse( data );
  24015. break;
  24016. case 'Geometry':
  24017. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24018. break;
  24019. default:
  24020. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24021. continue;
  24022. }
  24023. geometry.uuid = data.uuid;
  24024. if ( data.name !== undefined ) { geometry.name = data.name; }
  24025. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24026. geometries[ data.uuid ] = geometry;
  24027. }
  24028. }
  24029. return geometries;
  24030. },
  24031. parseMaterials: function ( json, textures ) {
  24032. var cache = {}; // MultiMaterial
  24033. var materials = {};
  24034. if ( json !== undefined ) {
  24035. var loader = new MaterialLoader();
  24036. loader.setTextures( textures );
  24037. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24038. var data = json[ i ];
  24039. if ( data.type === 'MultiMaterial' ) {
  24040. // Deprecated
  24041. var array = [];
  24042. for ( var j = 0; j < data.materials.length; j ++ ) {
  24043. var material = data.materials[ j ];
  24044. if ( cache[ material.uuid ] === undefined ) {
  24045. cache[ material.uuid ] = loader.parse( material );
  24046. }
  24047. array.push( cache[ material.uuid ] );
  24048. }
  24049. materials[ data.uuid ] = array;
  24050. } else {
  24051. if ( cache[ data.uuid ] === undefined ) {
  24052. cache[ data.uuid ] = loader.parse( data );
  24053. }
  24054. materials[ data.uuid ] = cache[ data.uuid ];
  24055. }
  24056. }
  24057. }
  24058. return materials;
  24059. },
  24060. parseAnimations: function ( json ) {
  24061. var animations = [];
  24062. for ( var i = 0; i < json.length; i ++ ) {
  24063. var data = json[ i ];
  24064. var clip = AnimationClip.parse( data );
  24065. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24066. animations.push( clip );
  24067. }
  24068. return animations;
  24069. },
  24070. parseImages: function ( json, onLoad ) {
  24071. var scope = this;
  24072. var images = {};
  24073. function loadImage( url ) {
  24074. scope.manager.itemStart( url );
  24075. return loader.load( url, function () {
  24076. scope.manager.itemEnd( url );
  24077. }, undefined, function () {
  24078. scope.manager.itemError( url );
  24079. scope.manager.itemEnd( url );
  24080. } );
  24081. }
  24082. if ( json !== undefined && json.length > 0 ) {
  24083. var manager = new LoadingManager( onLoad );
  24084. var loader = new ImageLoader( manager );
  24085. loader.setCrossOrigin( this.crossOrigin );
  24086. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24087. var image = json[ i ];
  24088. var url = image.url;
  24089. if ( Array.isArray( url ) ) {
  24090. // load array of images e.g CubeTexture
  24091. images[ image.uuid ] = [];
  24092. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24093. var currentUrl = url[ j ];
  24094. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24095. images[ image.uuid ].push( loadImage( path ) );
  24096. }
  24097. } else {
  24098. // load single image
  24099. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24100. images[ image.uuid ] = loadImage( path );
  24101. }
  24102. }
  24103. }
  24104. return images;
  24105. },
  24106. parseTextures: function ( json, images ) {
  24107. function parseConstant( value, type ) {
  24108. if ( typeof value === 'number' ) { return value; }
  24109. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24110. return type[ value ];
  24111. }
  24112. var textures = {};
  24113. if ( json !== undefined ) {
  24114. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24115. var data = json[ i ];
  24116. if ( data.image === undefined ) {
  24117. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24118. }
  24119. if ( images[ data.image ] === undefined ) {
  24120. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24121. }
  24122. var texture;
  24123. if ( Array.isArray( images[ data.image ] ) ) {
  24124. texture = new CubeTexture( images[ data.image ] );
  24125. } else {
  24126. texture = new Texture( images[ data.image ] );
  24127. }
  24128. texture.needsUpdate = true;
  24129. texture.uuid = data.uuid;
  24130. if ( data.name !== undefined ) { texture.name = data.name; }
  24131. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24132. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24133. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24134. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24135. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24136. if ( data.wrap !== undefined ) {
  24137. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24138. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24139. }
  24140. if ( data.format !== undefined ) { texture.format = data.format; }
  24141. if ( data.type !== undefined ) { texture.type = data.type; }
  24142. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24143. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24144. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24145. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24146. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24147. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24148. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24149. textures[ data.uuid ] = texture;
  24150. }
  24151. }
  24152. return textures;
  24153. },
  24154. parseObject: function ( data, geometries, materials ) {
  24155. var object;
  24156. function getGeometry( name ) {
  24157. if ( geometries[ name ] === undefined ) {
  24158. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24159. }
  24160. return geometries[ name ];
  24161. }
  24162. function getMaterial( name ) {
  24163. if ( name === undefined ) { return undefined; }
  24164. if ( Array.isArray( name ) ) {
  24165. var array = [];
  24166. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24167. var uuid = name[ i ];
  24168. if ( materials[ uuid ] === undefined ) {
  24169. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24170. }
  24171. array.push( materials[ uuid ] );
  24172. }
  24173. return array;
  24174. }
  24175. if ( materials[ name ] === undefined ) {
  24176. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24177. }
  24178. return materials[ name ];
  24179. }
  24180. switch ( data.type ) {
  24181. case 'Scene':
  24182. object = new Scene();
  24183. if ( data.background !== undefined ) {
  24184. if ( Number.isInteger( data.background ) ) {
  24185. object.background = new Color( data.background );
  24186. }
  24187. }
  24188. if ( data.fog !== undefined ) {
  24189. if ( data.fog.type === 'Fog' ) {
  24190. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24191. } else if ( data.fog.type === 'FogExp2' ) {
  24192. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24193. }
  24194. }
  24195. break;
  24196. case 'PerspectiveCamera':
  24197. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24198. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24199. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24200. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24201. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24202. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24203. break;
  24204. case 'OrthographicCamera':
  24205. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24206. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24207. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24208. break;
  24209. case 'AmbientLight':
  24210. object = new AmbientLight( data.color, data.intensity );
  24211. break;
  24212. case 'DirectionalLight':
  24213. object = new DirectionalLight( data.color, data.intensity );
  24214. break;
  24215. case 'PointLight':
  24216. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24217. break;
  24218. case 'RectAreaLight':
  24219. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24220. break;
  24221. case 'SpotLight':
  24222. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24223. break;
  24224. case 'HemisphereLight':
  24225. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24226. break;
  24227. case 'SkinnedMesh':
  24228. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24229. case 'Mesh':
  24230. var geometry = getGeometry( data.geometry );
  24231. var material = getMaterial( data.material );
  24232. if ( geometry.bones && geometry.bones.length > 0 ) {
  24233. object = new SkinnedMesh( geometry, material );
  24234. } else {
  24235. object = new Mesh( geometry, material );
  24236. }
  24237. break;
  24238. case 'InstancedMesh':
  24239. var geometry = getGeometry( data.geometry );
  24240. var material = getMaterial( data.material );
  24241. var count = data.count;
  24242. var instanceMatrix = data.instanceMatrix;
  24243. object = new InstancedMesh( geometry, material, count );
  24244. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24245. break;
  24246. case 'LOD':
  24247. object = new LOD();
  24248. break;
  24249. case 'Line':
  24250. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24251. break;
  24252. case 'LineLoop':
  24253. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24254. break;
  24255. case 'LineSegments':
  24256. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24257. break;
  24258. case 'PointCloud':
  24259. case 'Points':
  24260. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24261. break;
  24262. case 'Sprite':
  24263. object = new Sprite( getMaterial( data.material ) );
  24264. break;
  24265. case 'Group':
  24266. object = new Group();
  24267. break;
  24268. default:
  24269. object = new Object3D();
  24270. }
  24271. object.uuid = data.uuid;
  24272. if ( data.name !== undefined ) { object.name = data.name; }
  24273. if ( data.matrix !== undefined ) {
  24274. object.matrix.fromArray( data.matrix );
  24275. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24276. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24277. } else {
  24278. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24279. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24280. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24281. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24282. }
  24283. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24284. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24285. if ( data.shadow ) {
  24286. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24287. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24288. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24289. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24290. }
  24291. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24292. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24293. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24294. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24295. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24296. if ( data.children !== undefined ) {
  24297. var children = data.children;
  24298. for ( var i = 0; i < children.length; i ++ ) {
  24299. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24300. }
  24301. }
  24302. if ( data.type === 'LOD' ) {
  24303. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24304. var levels = data.levels;
  24305. for ( var l = 0; l < levels.length; l ++ ) {
  24306. var level = levels[ l ];
  24307. var child = object.getObjectByProperty( 'uuid', level.object );
  24308. if ( child !== undefined ) {
  24309. object.addLevel( child, level.distance );
  24310. }
  24311. }
  24312. }
  24313. return object;
  24314. }
  24315. } );
  24316. var TEXTURE_MAPPING = {
  24317. UVMapping: UVMapping,
  24318. CubeReflectionMapping: CubeReflectionMapping,
  24319. CubeRefractionMapping: CubeRefractionMapping,
  24320. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24321. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24322. SphericalReflectionMapping: SphericalReflectionMapping,
  24323. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24324. CubeUVRefractionMapping: CubeUVRefractionMapping
  24325. };
  24326. var TEXTURE_WRAPPING = {
  24327. RepeatWrapping: RepeatWrapping,
  24328. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24329. MirroredRepeatWrapping: MirroredRepeatWrapping
  24330. };
  24331. var TEXTURE_FILTER = {
  24332. NearestFilter: NearestFilter,
  24333. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24334. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24335. LinearFilter: LinearFilter,
  24336. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24337. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24338. };
  24339. /**
  24340. * @author thespite / http://clicktorelease.com/
  24341. */
  24342. function ImageBitmapLoader( manager ) {
  24343. if ( typeof createImageBitmap === 'undefined' ) {
  24344. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24345. }
  24346. if ( typeof fetch === 'undefined' ) {
  24347. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24348. }
  24349. Loader.call( this, manager );
  24350. this.options = undefined;
  24351. }
  24352. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24353. constructor: ImageBitmapLoader,
  24354. setOptions: function setOptions( options ) {
  24355. this.options = options;
  24356. return this;
  24357. },
  24358. load: function ( url, onLoad, onProgress, onError ) {
  24359. if ( url === undefined ) { url = ''; }
  24360. if ( this.path !== undefined ) { url = this.path + url; }
  24361. url = this.manager.resolveURL( url );
  24362. var scope = this;
  24363. var cached = Cache.get( url );
  24364. if ( cached !== undefined ) {
  24365. scope.manager.itemStart( url );
  24366. setTimeout( function () {
  24367. if ( onLoad ) { onLoad( cached ); }
  24368. scope.manager.itemEnd( url );
  24369. }, 0 );
  24370. return cached;
  24371. }
  24372. fetch( url ).then( function ( res ) {
  24373. return res.blob();
  24374. } ).then( function ( blob ) {
  24375. if ( scope.options === undefined ) {
  24376. // Workaround for FireFox. It causes an error if you pass options.
  24377. return createImageBitmap( blob );
  24378. } else {
  24379. return createImageBitmap( blob, scope.options );
  24380. }
  24381. } ).then( function ( imageBitmap ) {
  24382. Cache.add( url, imageBitmap );
  24383. if ( onLoad ) { onLoad( imageBitmap ); }
  24384. scope.manager.itemEnd( url );
  24385. } ).catch( function ( e ) {
  24386. if ( onError ) { onError( e ); }
  24387. scope.manager.itemError( url );
  24388. scope.manager.itemEnd( url );
  24389. } );
  24390. scope.manager.itemStart( url );
  24391. }
  24392. } );
  24393. /**
  24394. * @author zz85 / http://www.lab4games.net/zz85/blog
  24395. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24396. **/
  24397. function ShapePath() {
  24398. this.type = 'ShapePath';
  24399. this.color = new Color();
  24400. this.subPaths = [];
  24401. this.currentPath = null;
  24402. }
  24403. Object.assign( ShapePath.prototype, {
  24404. moveTo: function ( x, y ) {
  24405. this.currentPath = new Path();
  24406. this.subPaths.push( this.currentPath );
  24407. this.currentPath.moveTo( x, y );
  24408. return this;
  24409. },
  24410. lineTo: function ( x, y ) {
  24411. this.currentPath.lineTo( x, y );
  24412. return this;
  24413. },
  24414. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24415. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24416. return this;
  24417. },
  24418. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24419. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24420. return this;
  24421. },
  24422. splineThru: function ( pts ) {
  24423. this.currentPath.splineThru( pts );
  24424. return this;
  24425. },
  24426. toShapes: function ( isCCW, noHoles ) {
  24427. function toShapesNoHoles( inSubpaths ) {
  24428. var shapes = [];
  24429. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24430. var tmpPath = inSubpaths[ i ];
  24431. var tmpShape = new Shape();
  24432. tmpShape.curves = tmpPath.curves;
  24433. shapes.push( tmpShape );
  24434. }
  24435. return shapes;
  24436. }
  24437. function isPointInsidePolygon( inPt, inPolygon ) {
  24438. var polyLen = inPolygon.length;
  24439. // inPt on polygon contour => immediate success or
  24440. // toggling of inside/outside at every single! intersection point of an edge
  24441. // with the horizontal line through inPt, left of inPt
  24442. // not counting lowerY endpoints of edges and whole edges on that line
  24443. var inside = false;
  24444. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24445. var edgeLowPt = inPolygon[ p ];
  24446. var edgeHighPt = inPolygon[ q ];
  24447. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24448. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24449. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24450. // not parallel
  24451. if ( edgeDy < 0 ) {
  24452. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24453. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24454. }
  24455. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24456. if ( inPt.y === edgeLowPt.y ) {
  24457. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24458. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24459. } else {
  24460. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24461. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24462. if ( perpEdge < 0 ) { continue; }
  24463. inside = ! inside; // true intersection left of inPt
  24464. }
  24465. } else {
  24466. // parallel or collinear
  24467. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24468. // edge lies on the same horizontal line as inPt
  24469. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24470. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24471. // continue;
  24472. }
  24473. }
  24474. return inside;
  24475. }
  24476. var isClockWise = ShapeUtils.isClockWise;
  24477. var subPaths = this.subPaths;
  24478. if ( subPaths.length === 0 ) { return []; }
  24479. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24480. var solid, tmpPath, tmpShape, shapes = [];
  24481. if ( subPaths.length === 1 ) {
  24482. tmpPath = subPaths[ 0 ];
  24483. tmpShape = new Shape();
  24484. tmpShape.curves = tmpPath.curves;
  24485. shapes.push( tmpShape );
  24486. return shapes;
  24487. }
  24488. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24489. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24490. // console.log("Holes first", holesFirst);
  24491. var betterShapeHoles = [];
  24492. var newShapes = [];
  24493. var newShapeHoles = [];
  24494. var mainIdx = 0;
  24495. var tmpPoints;
  24496. newShapes[ mainIdx ] = undefined;
  24497. newShapeHoles[ mainIdx ] = [];
  24498. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24499. tmpPath = subPaths[ i ];
  24500. tmpPoints = tmpPath.getPoints();
  24501. solid = isClockWise( tmpPoints );
  24502. solid = isCCW ? ! solid : solid;
  24503. if ( solid ) {
  24504. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24505. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24506. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24507. if ( holesFirst ) { mainIdx ++; }
  24508. newShapeHoles[ mainIdx ] = [];
  24509. //console.log('cw', i);
  24510. } else {
  24511. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24512. //console.log('ccw', i);
  24513. }
  24514. }
  24515. // only Holes? -> probably all Shapes with wrong orientation
  24516. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24517. if ( newShapes.length > 1 ) {
  24518. var ambiguous = false;
  24519. var toChange = [];
  24520. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24521. betterShapeHoles[ sIdx ] = [];
  24522. }
  24523. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24524. var sho = newShapeHoles[ sIdx ];
  24525. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24526. var ho = sho[ hIdx ];
  24527. var hole_unassigned = true;
  24528. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24529. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24530. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24531. if ( hole_unassigned ) {
  24532. hole_unassigned = false;
  24533. betterShapeHoles[ s2Idx ].push( ho );
  24534. } else {
  24535. ambiguous = true;
  24536. }
  24537. }
  24538. }
  24539. if ( hole_unassigned ) {
  24540. betterShapeHoles[ sIdx ].push( ho );
  24541. }
  24542. }
  24543. }
  24544. // console.log("ambiguous: ", ambiguous);
  24545. if ( toChange.length > 0 ) {
  24546. // console.log("to change: ", toChange);
  24547. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24548. }
  24549. }
  24550. var tmpHoles;
  24551. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24552. tmpShape = newShapes[ i ].s;
  24553. shapes.push( tmpShape );
  24554. tmpHoles = newShapeHoles[ i ];
  24555. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24556. tmpShape.holes.push( tmpHoles[ j ].h );
  24557. }
  24558. }
  24559. //console.log("shape", shapes);
  24560. return shapes;
  24561. }
  24562. } );
  24563. /**
  24564. * @author zz85 / http://www.lab4games.net/zz85/blog
  24565. * @author mrdoob / http://mrdoob.com/
  24566. */
  24567. function Font( data ) {
  24568. this.type = 'Font';
  24569. this.data = data;
  24570. }
  24571. Object.assign( Font.prototype, {
  24572. isFont: true,
  24573. generateShapes: function ( text, size ) {
  24574. if ( size === undefined ) { size = 100; }
  24575. var shapes = [];
  24576. var paths = createPaths( text, size, this.data );
  24577. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24578. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24579. }
  24580. return shapes;
  24581. }
  24582. } );
  24583. function createPaths( text, size, data ) {
  24584. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24585. var scale = size / data.resolution;
  24586. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24587. var paths = [];
  24588. var offsetX = 0, offsetY = 0;
  24589. for ( var i = 0; i < chars.length; i ++ ) {
  24590. var char = chars[ i ];
  24591. if ( char === '\n' ) {
  24592. offsetX = 0;
  24593. offsetY -= line_height;
  24594. } else {
  24595. var ret = createPath( char, scale, offsetX, offsetY, data );
  24596. offsetX += ret.offsetX;
  24597. paths.push( ret.path );
  24598. }
  24599. }
  24600. return paths;
  24601. }
  24602. function createPath( char, scale, offsetX, offsetY, data ) {
  24603. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24604. if ( ! glyph ) {
  24605. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24606. return;
  24607. }
  24608. var path = new ShapePath();
  24609. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24610. if ( glyph.o ) {
  24611. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24612. for ( var i = 0, l = outline.length; i < l; ) {
  24613. var action = outline[ i ++ ];
  24614. switch ( action ) {
  24615. case 'm': // moveTo
  24616. x = outline[ i ++ ] * scale + offsetX;
  24617. y = outline[ i ++ ] * scale + offsetY;
  24618. path.moveTo( x, y );
  24619. break;
  24620. case 'l': // lineTo
  24621. x = outline[ i ++ ] * scale + offsetX;
  24622. y = outline[ i ++ ] * scale + offsetY;
  24623. path.lineTo( x, y );
  24624. break;
  24625. case 'q': // quadraticCurveTo
  24626. cpx = outline[ i ++ ] * scale + offsetX;
  24627. cpy = outline[ i ++ ] * scale + offsetY;
  24628. cpx1 = outline[ i ++ ] * scale + offsetX;
  24629. cpy1 = outline[ i ++ ] * scale + offsetY;
  24630. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24631. break;
  24632. case 'b': // bezierCurveTo
  24633. cpx = outline[ i ++ ] * scale + offsetX;
  24634. cpy = outline[ i ++ ] * scale + offsetY;
  24635. cpx1 = outline[ i ++ ] * scale + offsetX;
  24636. cpy1 = outline[ i ++ ] * scale + offsetY;
  24637. cpx2 = outline[ i ++ ] * scale + offsetX;
  24638. cpy2 = outline[ i ++ ] * scale + offsetY;
  24639. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24640. break;
  24641. }
  24642. }
  24643. }
  24644. return { offsetX: glyph.ha * scale, path: path };
  24645. }
  24646. /**
  24647. * @author mrdoob / http://mrdoob.com/
  24648. */
  24649. function FontLoader( manager ) {
  24650. Loader.call( this, manager );
  24651. }
  24652. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24653. constructor: FontLoader,
  24654. load: function ( url, onLoad, onProgress, onError ) {
  24655. var scope = this;
  24656. var loader = new FileLoader( this.manager );
  24657. loader.setPath( this.path );
  24658. loader.load( url, function ( text ) {
  24659. var json;
  24660. try {
  24661. json = JSON.parse( text );
  24662. } catch ( e ) {
  24663. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24664. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24665. }
  24666. var font = scope.parse( json );
  24667. if ( onLoad ) { onLoad( font ); }
  24668. }, onProgress, onError );
  24669. },
  24670. parse: function ( json ) {
  24671. return new Font( json );
  24672. }
  24673. } );
  24674. /**
  24675. * @author mrdoob / http://mrdoob.com/
  24676. */
  24677. var _context;
  24678. var AudioContext = {
  24679. getContext: function () {
  24680. if ( _context === undefined ) {
  24681. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24682. }
  24683. return _context;
  24684. },
  24685. setContext: function ( value ) {
  24686. _context = value;
  24687. }
  24688. };
  24689. /**
  24690. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24691. */
  24692. function AudioLoader( manager ) {
  24693. Loader.call( this, manager );
  24694. }
  24695. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24696. constructor: AudioLoader,
  24697. load: function ( url, onLoad, onProgress, onError ) {
  24698. var loader = new FileLoader( this.manager );
  24699. loader.setResponseType( 'arraybuffer' );
  24700. loader.setPath( this.path );
  24701. loader.load( url, function ( buffer ) {
  24702. // Create a copy of the buffer. The `decodeAudioData` method
  24703. // detaches the buffer when complete, preventing reuse.
  24704. var bufferCopy = buffer.slice( 0 );
  24705. var context = AudioContext.getContext();
  24706. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24707. onLoad( audioBuffer );
  24708. } );
  24709. }, onProgress, onError );
  24710. }
  24711. } );
  24712. /**
  24713. * @author bhouston / http://clara.io
  24714. * @author WestLangley / http://github.com/WestLangley
  24715. *
  24716. * Primary reference:
  24717. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24718. *
  24719. * Secondary reference:
  24720. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24721. */
  24722. // 3-band SH defined by 9 coefficients
  24723. function SphericalHarmonics3() {
  24724. this.coefficients = [];
  24725. for ( var i = 0; i < 9; i ++ ) {
  24726. this.coefficients.push( new Vector3() );
  24727. }
  24728. }
  24729. Object.assign( SphericalHarmonics3.prototype, {
  24730. isSphericalHarmonics3: true,
  24731. set: function ( coefficients ) {
  24732. for ( var i = 0; i < 9; i ++ ) {
  24733. this.coefficients[ i ].copy( coefficients[ i ] );
  24734. }
  24735. return this;
  24736. },
  24737. zero: function () {
  24738. for ( var i = 0; i < 9; i ++ ) {
  24739. this.coefficients[ i ].set( 0, 0, 0 );
  24740. }
  24741. return this;
  24742. },
  24743. // get the radiance in the direction of the normal
  24744. // target is a Vector3
  24745. getAt: function ( normal, target ) {
  24746. // normal is assumed to be unit length
  24747. var x = normal.x, y = normal.y, z = normal.z;
  24748. var coeff = this.coefficients;
  24749. // band 0
  24750. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24751. // band 1
  24752. target.addScale( coeff[ 1 ], 0.488603 * y );
  24753. target.addScale( coeff[ 2 ], 0.488603 * z );
  24754. target.addScale( coeff[ 3 ], 0.488603 * x );
  24755. // band 2
  24756. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24757. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24758. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24759. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24760. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24761. return target;
  24762. },
  24763. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24764. // target is a Vector3
  24765. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24766. getIrradianceAt: function ( normal, target ) {
  24767. // normal is assumed to be unit length
  24768. var x = normal.x, y = normal.y, z = normal.z;
  24769. var coeff = this.coefficients;
  24770. // band 0
  24771. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24772. // band 1
  24773. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24774. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24775. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24776. // band 2
  24777. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24778. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24779. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24780. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24781. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24782. return target;
  24783. },
  24784. add: function ( sh ) {
  24785. for ( var i = 0; i < 9; i ++ ) {
  24786. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24787. }
  24788. return this;
  24789. },
  24790. scale: function ( s ) {
  24791. for ( var i = 0; i < 9; i ++ ) {
  24792. this.coefficients[ i ].multiplyScalar( s );
  24793. }
  24794. return this;
  24795. },
  24796. lerp: function ( sh, alpha ) {
  24797. for ( var i = 0; i < 9; i ++ ) {
  24798. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24799. }
  24800. return this;
  24801. },
  24802. equals: function ( sh ) {
  24803. for ( var i = 0; i < 9; i ++ ) {
  24804. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24805. return false;
  24806. }
  24807. }
  24808. return true;
  24809. },
  24810. copy: function ( sh ) {
  24811. return this.set( sh.coefficients );
  24812. },
  24813. clone: function () {
  24814. return new this.constructor().copy( this );
  24815. },
  24816. fromArray: function ( array, offset ) {
  24817. if ( offset === undefined ) { offset = 0; }
  24818. var coefficients = this.coefficients;
  24819. for ( var i = 0; i < 9; i ++ ) {
  24820. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24821. }
  24822. return this;
  24823. },
  24824. toArray: function ( array, offset ) {
  24825. if ( array === undefined ) { array = []; }
  24826. if ( offset === undefined ) { offset = 0; }
  24827. var coefficients = this.coefficients;
  24828. for ( var i = 0; i < 9; i ++ ) {
  24829. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24830. }
  24831. return array;
  24832. }
  24833. } );
  24834. Object.assign( SphericalHarmonics3, {
  24835. // evaluate the basis functions
  24836. // shBasis is an Array[ 9 ]
  24837. getBasisAt: function ( normal, shBasis ) {
  24838. // normal is assumed to be unit length
  24839. var x = normal.x, y = normal.y, z = normal.z;
  24840. // band 0
  24841. shBasis[ 0 ] = 0.282095;
  24842. // band 1
  24843. shBasis[ 1 ] = 0.488603 * y;
  24844. shBasis[ 2 ] = 0.488603 * z;
  24845. shBasis[ 3 ] = 0.488603 * x;
  24846. // band 2
  24847. shBasis[ 4 ] = 1.092548 * x * y;
  24848. shBasis[ 5 ] = 1.092548 * y * z;
  24849. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24850. shBasis[ 7 ] = 1.092548 * x * z;
  24851. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24852. }
  24853. } );
  24854. /**
  24855. * @author WestLangley / http://github.com/WestLangley
  24856. *
  24857. * A LightProbe is a source of indirect-diffuse light
  24858. */
  24859. function LightProbe( sh, intensity ) {
  24860. Light.call( this, undefined, intensity );
  24861. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24862. }
  24863. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24864. constructor: LightProbe,
  24865. isLightProbe: true,
  24866. copy: function ( source ) {
  24867. Light.prototype.copy.call( this, source );
  24868. this.sh.copy( source.sh );
  24869. this.intensity = source.intensity;
  24870. return this;
  24871. },
  24872. toJSON: function ( meta ) {
  24873. var data = Light.prototype.toJSON.call( this, meta );
  24874. // data.sh = this.sh.toArray(); // todo
  24875. return data;
  24876. }
  24877. } );
  24878. /**
  24879. * @author WestLangley / http://github.com/WestLangley
  24880. */
  24881. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24882. LightProbe.call( this, undefined, intensity );
  24883. var color1 = new Color().set( skyColor );
  24884. var color2 = new Color().set( groundColor );
  24885. var sky = new Vector3( color1.r, color1.g, color1.b );
  24886. var ground = new Vector3( color2.r, color2.g, color2.b );
  24887. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24888. var c0 = Math.sqrt( Math.PI );
  24889. var c1 = c0 * Math.sqrt( 0.75 );
  24890. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24891. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24892. }
  24893. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24894. constructor: HemisphereLightProbe,
  24895. isHemisphereLightProbe: true,
  24896. copy: function ( source ) { // modifying colors not currently supported
  24897. LightProbe.prototype.copy.call( this, source );
  24898. return this;
  24899. },
  24900. toJSON: function ( meta ) {
  24901. var data = LightProbe.prototype.toJSON.call( this, meta );
  24902. // data.sh = this.sh.toArray(); // todo
  24903. return data;
  24904. }
  24905. } );
  24906. /**
  24907. * @author WestLangley / http://github.com/WestLangley
  24908. */
  24909. function AmbientLightProbe( color, intensity ) {
  24910. LightProbe.call( this, undefined, intensity );
  24911. var color1 = new Color().set( color );
  24912. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24913. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24914. }
  24915. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24916. constructor: AmbientLightProbe,
  24917. isAmbientLightProbe: true,
  24918. copy: function ( source ) { // modifying color not currently supported
  24919. LightProbe.prototype.copy.call( this, source );
  24920. return this;
  24921. },
  24922. toJSON: function ( meta ) {
  24923. var data = LightProbe.prototype.toJSON.call( this, meta );
  24924. // data.sh = this.sh.toArray(); // todo
  24925. return data;
  24926. }
  24927. } );
  24928. var _eyeRight = new Matrix4();
  24929. var _eyeLeft = new Matrix4();
  24930. /**
  24931. * @author mrdoob / http://mrdoob.com/
  24932. */
  24933. function StereoCamera() {
  24934. this.type = 'StereoCamera';
  24935. this.aspect = 1;
  24936. this.eyeSep = 0.064;
  24937. this.cameraL = new PerspectiveCamera();
  24938. this.cameraL.layers.enable( 1 );
  24939. this.cameraL.matrixAutoUpdate = false;
  24940. this.cameraR = new PerspectiveCamera();
  24941. this.cameraR.layers.enable( 2 );
  24942. this.cameraR.matrixAutoUpdate = false;
  24943. this._cache = {
  24944. focus: null,
  24945. fov: null,
  24946. aspect: null,
  24947. near: null,
  24948. far: null,
  24949. zoom: null,
  24950. eyeSep: null
  24951. };
  24952. }
  24953. Object.assign( StereoCamera.prototype, {
  24954. update: function ( camera ) {
  24955. var cache = this._cache;
  24956. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24957. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24958. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24959. if ( needsUpdate ) {
  24960. cache.focus = camera.focus;
  24961. cache.fov = camera.fov;
  24962. cache.aspect = camera.aspect * this.aspect;
  24963. cache.near = camera.near;
  24964. cache.far = camera.far;
  24965. cache.zoom = camera.zoom;
  24966. cache.eyeSep = this.eyeSep;
  24967. // Off-axis stereoscopic effect based on
  24968. // http://paulbourke.net/stereographics/stereorender/
  24969. var projectionMatrix = camera.projectionMatrix.clone();
  24970. var eyeSepHalf = cache.eyeSep / 2;
  24971. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24972. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24973. var xmin, xmax;
  24974. // translate xOffset
  24975. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24976. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24977. // for left eye
  24978. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24979. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24980. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24981. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24982. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24983. // for right eye
  24984. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24985. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24986. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24987. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24988. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24989. }
  24990. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24991. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24992. }
  24993. } );
  24994. /**
  24995. * @author alteredq / http://alteredqualia.com/
  24996. */
  24997. function Clock( autoStart ) {
  24998. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24999. this.startTime = 0;
  25000. this.oldTime = 0;
  25001. this.elapsedTime = 0;
  25002. this.running = false;
  25003. }
  25004. Object.assign( Clock.prototype, {
  25005. start: function () {
  25006. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25007. this.oldTime = this.startTime;
  25008. this.elapsedTime = 0;
  25009. this.running = true;
  25010. },
  25011. stop: function () {
  25012. this.getElapsedTime();
  25013. this.running = false;
  25014. this.autoStart = false;
  25015. },
  25016. getElapsedTime: function () {
  25017. this.getDelta();
  25018. return this.elapsedTime;
  25019. },
  25020. getDelta: function () {
  25021. var diff = 0;
  25022. if ( this.autoStart && ! this.running ) {
  25023. this.start();
  25024. return 0;
  25025. }
  25026. if ( this.running ) {
  25027. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25028. diff = ( newTime - this.oldTime ) / 1000;
  25029. this.oldTime = newTime;
  25030. this.elapsedTime += diff;
  25031. }
  25032. return diff;
  25033. }
  25034. } );
  25035. /**
  25036. * @author mrdoob / http://mrdoob.com/
  25037. */
  25038. var _position$2 = new Vector3();
  25039. var _quaternion$3 = new Quaternion();
  25040. var _scale$1 = new Vector3();
  25041. var _orientation = new Vector3();
  25042. function AudioListener() {
  25043. Object3D.call( this );
  25044. this.type = 'AudioListener';
  25045. this.context = AudioContext.getContext();
  25046. this.gain = this.context.createGain();
  25047. this.gain.connect( this.context.destination );
  25048. this.filter = null;
  25049. this.timeDelta = 0;
  25050. // private
  25051. this._clock = new Clock();
  25052. }
  25053. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25054. constructor: AudioListener,
  25055. getInput: function () {
  25056. return this.gain;
  25057. },
  25058. removeFilter: function ( ) {
  25059. if ( this.filter !== null ) {
  25060. this.gain.disconnect( this.filter );
  25061. this.filter.disconnect( this.context.destination );
  25062. this.gain.connect( this.context.destination );
  25063. this.filter = null;
  25064. }
  25065. return this;
  25066. },
  25067. getFilter: function () {
  25068. return this.filter;
  25069. },
  25070. setFilter: function ( value ) {
  25071. if ( this.filter !== null ) {
  25072. this.gain.disconnect( this.filter );
  25073. this.filter.disconnect( this.context.destination );
  25074. } else {
  25075. this.gain.disconnect( this.context.destination );
  25076. }
  25077. this.filter = value;
  25078. this.gain.connect( this.filter );
  25079. this.filter.connect( this.context.destination );
  25080. return this;
  25081. },
  25082. getMasterVolume: function () {
  25083. return this.gain.gain.value;
  25084. },
  25085. setMasterVolume: function ( value ) {
  25086. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25087. return this;
  25088. },
  25089. updateMatrixWorld: function ( force ) {
  25090. Object3D.prototype.updateMatrixWorld.call( this, force );
  25091. var listener = this.context.listener;
  25092. var up = this.up;
  25093. this.timeDelta = this._clock.getDelta();
  25094. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25095. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25096. if ( listener.positionX ) {
  25097. // code path for Chrome (see #14393)
  25098. var endTime = this.context.currentTime + this.timeDelta;
  25099. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25100. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25101. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25102. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25103. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25104. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25105. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25106. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25107. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25108. } else {
  25109. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25110. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25111. }
  25112. }
  25113. } );
  25114. /**
  25115. * @author mrdoob / http://mrdoob.com/
  25116. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25117. */
  25118. function Audio( listener ) {
  25119. Object3D.call( this );
  25120. this.type = 'Audio';
  25121. this.listener = listener;
  25122. this.context = listener.context;
  25123. this.gain = this.context.createGain();
  25124. this.gain.connect( listener.getInput() );
  25125. this.autoplay = false;
  25126. this.buffer = null;
  25127. this.detune = 0;
  25128. this.loop = false;
  25129. this.loopStart = 0;
  25130. this.loopEnd = 0;
  25131. this.offset = 0;
  25132. this.duration = undefined;
  25133. this.playbackRate = 1;
  25134. this.isPlaying = false;
  25135. this.hasPlaybackControl = true;
  25136. this.sourceType = 'empty';
  25137. this._startedAt = 0;
  25138. this._pausedAt = 0;
  25139. this.filters = [];
  25140. }
  25141. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25142. constructor: Audio,
  25143. getOutput: function () {
  25144. return this.gain;
  25145. },
  25146. setNodeSource: function ( audioNode ) {
  25147. this.hasPlaybackControl = false;
  25148. this.sourceType = 'audioNode';
  25149. this.source = audioNode;
  25150. this.connect();
  25151. return this;
  25152. },
  25153. setMediaElementSource: function ( mediaElement ) {
  25154. this.hasPlaybackControl = false;
  25155. this.sourceType = 'mediaNode';
  25156. this.source = this.context.createMediaElementSource( mediaElement );
  25157. this.connect();
  25158. return this;
  25159. },
  25160. setMediaStreamSource: function ( mediaStream ) {
  25161. this.hasPlaybackControl = false;
  25162. this.sourceType = 'mediaStreamNode';
  25163. this.source = this.context.createMediaStreamSource( mediaStream );
  25164. this.connect();
  25165. return this;
  25166. },
  25167. setBuffer: function ( audioBuffer ) {
  25168. this.buffer = audioBuffer;
  25169. this.sourceType = 'buffer';
  25170. if ( this.autoplay ) { this.play(); }
  25171. return this;
  25172. },
  25173. play: function ( delay ) {
  25174. if ( delay === undefined ) { delay = 0; }
  25175. if ( this.isPlaying === true ) {
  25176. console.warn( 'THREE.Audio: Audio is already playing.' );
  25177. return;
  25178. }
  25179. if ( this.hasPlaybackControl === false ) {
  25180. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25181. return;
  25182. }
  25183. this._startedAt = this.context.currentTime + delay;
  25184. var source = this.context.createBufferSource();
  25185. source.buffer = this.buffer;
  25186. source.loop = this.loop;
  25187. source.loopStart = this.loopStart;
  25188. source.loopEnd = this.loopEnd;
  25189. source.onended = this.onEnded.bind( this );
  25190. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25191. this.isPlaying = true;
  25192. this.source = source;
  25193. this.setDetune( this.detune );
  25194. this.setPlaybackRate( this.playbackRate );
  25195. return this.connect();
  25196. },
  25197. pause: function () {
  25198. if ( this.hasPlaybackControl === false ) {
  25199. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25200. return;
  25201. }
  25202. if ( this.isPlaying === true ) {
  25203. this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25204. this.source.stop();
  25205. this.source.onended = null;
  25206. this.isPlaying = false;
  25207. }
  25208. return this;
  25209. },
  25210. stop: function () {
  25211. if ( this.hasPlaybackControl === false ) {
  25212. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25213. return;
  25214. }
  25215. this._pausedAt = 0;
  25216. this.source.stop();
  25217. this.source.onended = null;
  25218. this.isPlaying = false;
  25219. return this;
  25220. },
  25221. connect: function () {
  25222. if ( this.filters.length > 0 ) {
  25223. this.source.connect( this.filters[ 0 ] );
  25224. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25225. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25226. }
  25227. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25228. } else {
  25229. this.source.connect( this.getOutput() );
  25230. }
  25231. return this;
  25232. },
  25233. disconnect: function () {
  25234. if ( this.filters.length > 0 ) {
  25235. this.source.disconnect( this.filters[ 0 ] );
  25236. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25237. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25238. }
  25239. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25240. } else {
  25241. this.source.disconnect( this.getOutput() );
  25242. }
  25243. return this;
  25244. },
  25245. getFilters: function () {
  25246. return this.filters;
  25247. },
  25248. setFilters: function ( value ) {
  25249. if ( ! value ) { value = []; }
  25250. if ( this.isPlaying === true ) {
  25251. this.disconnect();
  25252. this.filters = value;
  25253. this.connect();
  25254. } else {
  25255. this.filters = value;
  25256. }
  25257. return this;
  25258. },
  25259. setDetune: function ( value ) {
  25260. this.detune = value;
  25261. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25262. if ( this.isPlaying === true ) {
  25263. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25264. }
  25265. return this;
  25266. },
  25267. getDetune: function () {
  25268. return this.detune;
  25269. },
  25270. getFilter: function () {
  25271. return this.getFilters()[ 0 ];
  25272. },
  25273. setFilter: function ( filter ) {
  25274. return this.setFilters( filter ? [ filter ] : [] );
  25275. },
  25276. setPlaybackRate: function ( value ) {
  25277. if ( this.hasPlaybackControl === false ) {
  25278. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25279. return;
  25280. }
  25281. this.playbackRate = value;
  25282. if ( this.isPlaying === true ) {
  25283. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25284. }
  25285. return this;
  25286. },
  25287. getPlaybackRate: function () {
  25288. return this.playbackRate;
  25289. },
  25290. onEnded: function () {
  25291. this.isPlaying = false;
  25292. },
  25293. getLoop: function () {
  25294. if ( this.hasPlaybackControl === false ) {
  25295. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25296. return false;
  25297. }
  25298. return this.loop;
  25299. },
  25300. setLoop: function ( value ) {
  25301. if ( this.hasPlaybackControl === false ) {
  25302. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25303. return;
  25304. }
  25305. this.loop = value;
  25306. if ( this.isPlaying === true ) {
  25307. this.source.loop = this.loop;
  25308. }
  25309. return this;
  25310. },
  25311. setLoopStart: function ( value ) {
  25312. this.loopStart = value;
  25313. return this;
  25314. },
  25315. setLoopEnd: function ( value ) {
  25316. this.loopEnd = value;
  25317. return this;
  25318. },
  25319. getVolume: function () {
  25320. return this.gain.gain.value;
  25321. },
  25322. setVolume: function ( value ) {
  25323. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25324. return this;
  25325. }
  25326. } );
  25327. /**
  25328. * @author mrdoob / http://mrdoob.com/
  25329. */
  25330. var _position$3 = new Vector3();
  25331. var _quaternion$4 = new Quaternion();
  25332. var _scale$2 = new Vector3();
  25333. var _orientation$1 = new Vector3();
  25334. function PositionalAudio( listener ) {
  25335. Audio.call( this, listener );
  25336. this.panner = this.context.createPanner();
  25337. this.panner.panningModel = 'HRTF';
  25338. this.panner.connect( this.gain );
  25339. }
  25340. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25341. constructor: PositionalAudio,
  25342. getOutput: function () {
  25343. return this.panner;
  25344. },
  25345. getRefDistance: function () {
  25346. return this.panner.refDistance;
  25347. },
  25348. setRefDistance: function ( value ) {
  25349. this.panner.refDistance = value;
  25350. return this;
  25351. },
  25352. getRolloffFactor: function () {
  25353. return this.panner.rolloffFactor;
  25354. },
  25355. setRolloffFactor: function ( value ) {
  25356. this.panner.rolloffFactor = value;
  25357. return this;
  25358. },
  25359. getDistanceModel: function () {
  25360. return this.panner.distanceModel;
  25361. },
  25362. setDistanceModel: function ( value ) {
  25363. this.panner.distanceModel = value;
  25364. return this;
  25365. },
  25366. getMaxDistance: function () {
  25367. return this.panner.maxDistance;
  25368. },
  25369. setMaxDistance: function ( value ) {
  25370. this.panner.maxDistance = value;
  25371. return this;
  25372. },
  25373. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25374. this.panner.coneInnerAngle = coneInnerAngle;
  25375. this.panner.coneOuterAngle = coneOuterAngle;
  25376. this.panner.coneOuterGain = coneOuterGain;
  25377. return this;
  25378. },
  25379. updateMatrixWorld: function ( force ) {
  25380. Object3D.prototype.updateMatrixWorld.call( this, force );
  25381. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25382. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25383. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25384. var panner = this.panner;
  25385. if ( panner.positionX ) {
  25386. // code path for Chrome and Firefox (see #14393)
  25387. var endTime = this.context.currentTime + this.listener.timeDelta;
  25388. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25389. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25390. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25391. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25392. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25393. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25394. } else {
  25395. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25396. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25397. }
  25398. }
  25399. } );
  25400. /**
  25401. * @author mrdoob / http://mrdoob.com/
  25402. */
  25403. function AudioAnalyser( audio, fftSize ) {
  25404. this.analyser = audio.context.createAnalyser();
  25405. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25406. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25407. audio.getOutput().connect( this.analyser );
  25408. }
  25409. Object.assign( AudioAnalyser.prototype, {
  25410. getFrequencyData: function () {
  25411. this.analyser.getByteFrequencyData( this.data );
  25412. return this.data;
  25413. },
  25414. getAverageFrequency: function () {
  25415. var value = 0, data = this.getFrequencyData();
  25416. for ( var i = 0; i < data.length; i ++ ) {
  25417. value += data[ i ];
  25418. }
  25419. return value / data.length;
  25420. }
  25421. } );
  25422. /**
  25423. *
  25424. * Buffered scene graph property that allows weighted accumulation.
  25425. *
  25426. *
  25427. * @author Ben Houston / http://clara.io/
  25428. * @author David Sarno / http://lighthaus.us/
  25429. * @author tschw
  25430. */
  25431. function PropertyMixer( binding, typeName, valueSize ) {
  25432. this.binding = binding;
  25433. this.valueSize = valueSize;
  25434. var bufferType = Float64Array,
  25435. mixFunction;
  25436. switch ( typeName ) {
  25437. case 'quaternion':
  25438. mixFunction = this._slerp;
  25439. break;
  25440. case 'string':
  25441. case 'bool':
  25442. bufferType = Array;
  25443. mixFunction = this._select;
  25444. break;
  25445. default:
  25446. mixFunction = this._lerp;
  25447. }
  25448. this.buffer = new bufferType( valueSize * 4 );
  25449. // layout: [ incoming | accu0 | accu1 | orig ]
  25450. //
  25451. // interpolators can use .buffer as their .result
  25452. // the data then goes to 'incoming'
  25453. //
  25454. // 'accu0' and 'accu1' are used frame-interleaved for
  25455. // the cumulative result and are compared to detect
  25456. // changes
  25457. //
  25458. // 'orig' stores the original state of the property
  25459. this._mixBufferRegion = mixFunction;
  25460. this.cumulativeWeight = 0;
  25461. this.useCount = 0;
  25462. this.referenceCount = 0;
  25463. }
  25464. Object.assign( PropertyMixer.prototype, {
  25465. // accumulate data in the 'incoming' region into 'accu<i>'
  25466. accumulate: function ( accuIndex, weight ) {
  25467. // note: happily accumulating nothing when weight = 0, the caller knows
  25468. // the weight and shouldn't have made the call in the first place
  25469. var buffer = this.buffer,
  25470. stride = this.valueSize,
  25471. offset = accuIndex * stride + stride,
  25472. currentWeight = this.cumulativeWeight;
  25473. if ( currentWeight === 0 ) {
  25474. // accuN := incoming * weight
  25475. for ( var i = 0; i !== stride; ++ i ) {
  25476. buffer[ offset + i ] = buffer[ i ];
  25477. }
  25478. currentWeight = weight;
  25479. } else {
  25480. // accuN := accuN + incoming * weight
  25481. currentWeight += weight;
  25482. var mix = weight / currentWeight;
  25483. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25484. }
  25485. this.cumulativeWeight = currentWeight;
  25486. },
  25487. // apply the state of 'accu<i>' to the binding when accus differ
  25488. apply: function ( accuIndex ) {
  25489. var stride = this.valueSize,
  25490. buffer = this.buffer,
  25491. offset = accuIndex * stride + stride,
  25492. weight = this.cumulativeWeight,
  25493. binding = this.binding;
  25494. this.cumulativeWeight = 0;
  25495. if ( weight < 1 ) {
  25496. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25497. var originalValueOffset = stride * 3;
  25498. this._mixBufferRegion(
  25499. buffer, offset, originalValueOffset, 1 - weight, stride );
  25500. }
  25501. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25502. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25503. // value has changed -> update scene graph
  25504. binding.setValue( buffer, offset );
  25505. break;
  25506. }
  25507. }
  25508. },
  25509. // remember the state of the bound property and copy it to both accus
  25510. saveOriginalState: function () {
  25511. var binding = this.binding;
  25512. var buffer = this.buffer,
  25513. stride = this.valueSize,
  25514. originalValueOffset = stride * 3;
  25515. binding.getValue( buffer, originalValueOffset );
  25516. // accu[0..1] := orig -- initially detect changes against the original
  25517. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25518. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25519. }
  25520. this.cumulativeWeight = 0;
  25521. },
  25522. // apply the state previously taken via 'saveOriginalState' to the binding
  25523. restoreOriginalState: function () {
  25524. var originalValueOffset = this.valueSize * 3;
  25525. this.binding.setValue( this.buffer, originalValueOffset );
  25526. },
  25527. // mix functions
  25528. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25529. if ( t >= 0.5 ) {
  25530. for ( var i = 0; i !== stride; ++ i ) {
  25531. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25532. }
  25533. }
  25534. },
  25535. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25536. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25537. },
  25538. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25539. var s = 1 - t;
  25540. for ( var i = 0; i !== stride; ++ i ) {
  25541. var j = dstOffset + i;
  25542. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25543. }
  25544. }
  25545. } );
  25546. /**
  25547. *
  25548. * A reference to a real property in the scene graph.
  25549. *
  25550. *
  25551. * @author Ben Houston / http://clara.io/
  25552. * @author David Sarno / http://lighthaus.us/
  25553. * @author tschw
  25554. */
  25555. // Characters [].:/ are reserved for track binding syntax.
  25556. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25557. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25558. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25559. // only latin characters, and the unicode \p{L} is not yet supported. So
  25560. // instead, we exclude reserved characters and match everything else.
  25561. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25562. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25563. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25564. // be matched to parse the rest of the track name.
  25565. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25566. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25567. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25568. // Object on target node, and accessor. May not contain reserved
  25569. // characters. Accessor may contain any character except closing bracket.
  25570. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25571. // Property and accessor. May not contain reserved characters. Accessor may
  25572. // contain any non-bracket characters.
  25573. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25574. var _trackRe = new RegExp( ''
  25575. + '^'
  25576. + _directoryRe
  25577. + _nodeRe
  25578. + _objectRe
  25579. + _propertyRe
  25580. + '$'
  25581. );
  25582. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25583. function Composite( targetGroup, path, optionalParsedPath ) {
  25584. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25585. this._targetGroup = targetGroup;
  25586. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25587. }
  25588. Object.assign( Composite.prototype, {
  25589. getValue: function ( array, offset ) {
  25590. this.bind(); // bind all binding
  25591. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25592. binding = this._bindings[ firstValidIndex ];
  25593. // and only call .getValue on the first
  25594. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25595. },
  25596. setValue: function ( array, offset ) {
  25597. var bindings = this._bindings;
  25598. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25599. bindings[ i ].setValue( array, offset );
  25600. }
  25601. },
  25602. bind: function () {
  25603. var bindings = this._bindings;
  25604. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25605. bindings[ i ].bind();
  25606. }
  25607. },
  25608. unbind: function () {
  25609. var bindings = this._bindings;
  25610. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25611. bindings[ i ].unbind();
  25612. }
  25613. }
  25614. } );
  25615. function PropertyBinding( rootNode, path, parsedPath ) {
  25616. this.path = path;
  25617. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25618. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25619. this.rootNode = rootNode;
  25620. }
  25621. Object.assign( PropertyBinding, {
  25622. Composite: Composite,
  25623. create: function ( root, path, parsedPath ) {
  25624. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25625. return new PropertyBinding( root, path, parsedPath );
  25626. } else {
  25627. return new PropertyBinding.Composite( root, path, parsedPath );
  25628. }
  25629. },
  25630. /**
  25631. * Replaces spaces with underscores and removes unsupported characters from
  25632. * node names, to ensure compatibility with parseTrackName().
  25633. *
  25634. * @param {string} name Node name to be sanitized.
  25635. * @return {string}
  25636. */
  25637. sanitizeNodeName: function ( name ) {
  25638. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25639. },
  25640. parseTrackName: function ( trackName ) {
  25641. var matches = _trackRe.exec( trackName );
  25642. if ( ! matches ) {
  25643. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25644. }
  25645. var results = {
  25646. // directoryName: matches[ 1 ], // (tschw) currently unused
  25647. nodeName: matches[ 2 ],
  25648. objectName: matches[ 3 ],
  25649. objectIndex: matches[ 4 ],
  25650. propertyName: matches[ 5 ], // required
  25651. propertyIndex: matches[ 6 ]
  25652. };
  25653. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25654. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25655. var objectName = results.nodeName.substring( lastDot + 1 );
  25656. // Object names must be checked against a whitelist. Otherwise, there
  25657. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25658. // 'bar' could be the objectName, or part of a nodeName (which can
  25659. // include '.' characters).
  25660. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25661. results.nodeName = results.nodeName.substring( 0, lastDot );
  25662. results.objectName = objectName;
  25663. }
  25664. }
  25665. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25666. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25667. }
  25668. return results;
  25669. },
  25670. findNode: function ( root, nodeName ) {
  25671. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25672. return root;
  25673. }
  25674. // search into skeleton bones.
  25675. if ( root.skeleton ) {
  25676. var bone = root.skeleton.getBoneByName( nodeName );
  25677. if ( bone !== undefined ) {
  25678. return bone;
  25679. }
  25680. }
  25681. // search into node subtree.
  25682. if ( root.children ) {
  25683. var searchNodeSubtree = function ( children ) {
  25684. for ( var i = 0; i < children.length; i ++ ) {
  25685. var childNode = children[ i ];
  25686. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25687. return childNode;
  25688. }
  25689. var result = searchNodeSubtree( childNode.children );
  25690. if ( result ) { return result; }
  25691. }
  25692. return null;
  25693. };
  25694. var subTreeNode = searchNodeSubtree( root.children );
  25695. if ( subTreeNode ) {
  25696. return subTreeNode;
  25697. }
  25698. }
  25699. return null;
  25700. }
  25701. } );
  25702. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25703. // these are used to "bind" a nonexistent property
  25704. _getValue_unavailable: function () {},
  25705. _setValue_unavailable: function () {},
  25706. BindingType: {
  25707. Direct: 0,
  25708. EntireArray: 1,
  25709. ArrayElement: 2,
  25710. HasFromToArray: 3
  25711. },
  25712. Versioning: {
  25713. None: 0,
  25714. NeedsUpdate: 1,
  25715. MatrixWorldNeedsUpdate: 2
  25716. },
  25717. GetterByBindingType: [
  25718. function getValue_direct( buffer, offset ) {
  25719. buffer[ offset ] = this.node[ this.propertyName ];
  25720. },
  25721. function getValue_array( buffer, offset ) {
  25722. var source = this.resolvedProperty;
  25723. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25724. buffer[ offset ++ ] = source[ i ];
  25725. }
  25726. },
  25727. function getValue_arrayElement( buffer, offset ) {
  25728. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25729. },
  25730. function getValue_toArray( buffer, offset ) {
  25731. this.resolvedProperty.toArray( buffer, offset );
  25732. }
  25733. ],
  25734. SetterByBindingTypeAndVersioning: [
  25735. [
  25736. // Direct
  25737. function setValue_direct( buffer, offset ) {
  25738. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25739. },
  25740. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25741. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25742. this.targetObject.needsUpdate = true;
  25743. },
  25744. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25745. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25746. this.targetObject.matrixWorldNeedsUpdate = true;
  25747. }
  25748. ], [
  25749. // EntireArray
  25750. function setValue_array( buffer, offset ) {
  25751. var dest = this.resolvedProperty;
  25752. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25753. dest[ i ] = buffer[ offset ++ ];
  25754. }
  25755. },
  25756. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25757. var dest = this.resolvedProperty;
  25758. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25759. dest[ i ] = buffer[ offset ++ ];
  25760. }
  25761. this.targetObject.needsUpdate = true;
  25762. },
  25763. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25764. var dest = this.resolvedProperty;
  25765. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25766. dest[ i ] = buffer[ offset ++ ];
  25767. }
  25768. this.targetObject.matrixWorldNeedsUpdate = true;
  25769. }
  25770. ], [
  25771. // ArrayElement
  25772. function setValue_arrayElement( buffer, offset ) {
  25773. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25774. },
  25775. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25776. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25777. this.targetObject.needsUpdate = true;
  25778. },
  25779. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25780. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25781. this.targetObject.matrixWorldNeedsUpdate = true;
  25782. }
  25783. ], [
  25784. // HasToFromArray
  25785. function setValue_fromArray( buffer, offset ) {
  25786. this.resolvedProperty.fromArray( buffer, offset );
  25787. },
  25788. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25789. this.resolvedProperty.fromArray( buffer, offset );
  25790. this.targetObject.needsUpdate = true;
  25791. },
  25792. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25793. this.resolvedProperty.fromArray( buffer, offset );
  25794. this.targetObject.matrixWorldNeedsUpdate = true;
  25795. }
  25796. ]
  25797. ],
  25798. getValue: function getValue_unbound( targetArray, offset ) {
  25799. this.bind();
  25800. this.getValue( targetArray, offset );
  25801. // Note: This class uses a State pattern on a per-method basis:
  25802. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25803. // prototype version of these methods with one that represents
  25804. // the bound state. When the property is not found, the methods
  25805. // become no-ops.
  25806. },
  25807. setValue: function getValue_unbound( sourceArray, offset ) {
  25808. this.bind();
  25809. this.setValue( sourceArray, offset );
  25810. },
  25811. // create getter / setter pair for a property in the scene graph
  25812. bind: function () {
  25813. var targetObject = this.node,
  25814. parsedPath = this.parsedPath,
  25815. objectName = parsedPath.objectName,
  25816. propertyName = parsedPath.propertyName,
  25817. propertyIndex = parsedPath.propertyIndex;
  25818. if ( ! targetObject ) {
  25819. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25820. this.node = targetObject;
  25821. }
  25822. // set fail state so we can just 'return' on error
  25823. this.getValue = this._getValue_unavailable;
  25824. this.setValue = this._setValue_unavailable;
  25825. // ensure there is a value node
  25826. if ( ! targetObject ) {
  25827. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25828. return;
  25829. }
  25830. if ( objectName ) {
  25831. var objectIndex = parsedPath.objectIndex;
  25832. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25833. switch ( objectName ) {
  25834. case 'materials':
  25835. if ( ! targetObject.material ) {
  25836. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25837. return;
  25838. }
  25839. if ( ! targetObject.material.materials ) {
  25840. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25841. return;
  25842. }
  25843. targetObject = targetObject.material.materials;
  25844. break;
  25845. case 'bones':
  25846. if ( ! targetObject.skeleton ) {
  25847. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25848. return;
  25849. }
  25850. // potential future optimization: skip this if propertyIndex is already an integer
  25851. // and convert the integer string to a true integer.
  25852. targetObject = targetObject.skeleton.bones;
  25853. // support resolving morphTarget names into indices.
  25854. for ( var i = 0; i < targetObject.length; i ++ ) {
  25855. if ( targetObject[ i ].name === objectIndex ) {
  25856. objectIndex = i;
  25857. break;
  25858. }
  25859. }
  25860. break;
  25861. default:
  25862. if ( targetObject[ objectName ] === undefined ) {
  25863. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25864. return;
  25865. }
  25866. targetObject = targetObject[ objectName ];
  25867. }
  25868. if ( objectIndex !== undefined ) {
  25869. if ( targetObject[ objectIndex ] === undefined ) {
  25870. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25871. return;
  25872. }
  25873. targetObject = targetObject[ objectIndex ];
  25874. }
  25875. }
  25876. // resolve property
  25877. var nodeProperty = targetObject[ propertyName ];
  25878. if ( nodeProperty === undefined ) {
  25879. var nodeName = parsedPath.nodeName;
  25880. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25881. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25882. return;
  25883. }
  25884. // determine versioning scheme
  25885. var versioning = this.Versioning.None;
  25886. this.targetObject = targetObject;
  25887. if ( targetObject.needsUpdate !== undefined ) { // material
  25888. versioning = this.Versioning.NeedsUpdate;
  25889. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25890. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25891. }
  25892. // determine how the property gets bound
  25893. var bindingType = this.BindingType.Direct;
  25894. if ( propertyIndex !== undefined ) {
  25895. // access a sub element of the property array (only primitives are supported right now)
  25896. if ( propertyName === "morphTargetInfluences" ) {
  25897. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25898. // support resolving morphTarget names into indices.
  25899. if ( ! targetObject.geometry ) {
  25900. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25901. return;
  25902. }
  25903. if ( targetObject.geometry.isBufferGeometry ) {
  25904. if ( ! targetObject.geometry.morphAttributes ) {
  25905. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25906. return;
  25907. }
  25908. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25909. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25910. propertyIndex = i;
  25911. break;
  25912. }
  25913. }
  25914. } else {
  25915. if ( ! targetObject.geometry.morphTargets ) {
  25916. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25917. return;
  25918. }
  25919. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25920. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25921. propertyIndex = i;
  25922. break;
  25923. }
  25924. }
  25925. }
  25926. }
  25927. bindingType = this.BindingType.ArrayElement;
  25928. this.resolvedProperty = nodeProperty;
  25929. this.propertyIndex = propertyIndex;
  25930. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25931. // must use copy for Object3D.Euler/Quaternion
  25932. bindingType = this.BindingType.HasFromToArray;
  25933. this.resolvedProperty = nodeProperty;
  25934. } else if ( Array.isArray( nodeProperty ) ) {
  25935. bindingType = this.BindingType.EntireArray;
  25936. this.resolvedProperty = nodeProperty;
  25937. } else {
  25938. this.propertyName = propertyName;
  25939. }
  25940. // select getter / setter
  25941. this.getValue = this.GetterByBindingType[ bindingType ];
  25942. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25943. },
  25944. unbind: function () {
  25945. this.node = null;
  25946. // back to the prototype version of getValue / setValue
  25947. // note: avoiding to mutate the shape of 'this' via 'delete'
  25948. this.getValue = this._getValue_unbound;
  25949. this.setValue = this._setValue_unbound;
  25950. }
  25951. } );
  25952. //!\ DECLARE ALIAS AFTER assign prototype !
  25953. Object.assign( PropertyBinding.prototype, {
  25954. // initial state of these methods that calls 'bind'
  25955. _getValue_unbound: PropertyBinding.prototype.getValue,
  25956. _setValue_unbound: PropertyBinding.prototype.setValue,
  25957. } );
  25958. /**
  25959. *
  25960. * A group of objects that receives a shared animation state.
  25961. *
  25962. * Usage:
  25963. *
  25964. * - Add objects you would otherwise pass as 'root' to the
  25965. * constructor or the .clipAction method of AnimationMixer.
  25966. *
  25967. * - Instead pass this object as 'root'.
  25968. *
  25969. * - You can also add and remove objects later when the mixer
  25970. * is running.
  25971. *
  25972. * Note:
  25973. *
  25974. * Objects of this class appear as one object to the mixer,
  25975. * so cache control of the individual objects must be done
  25976. * on the group.
  25977. *
  25978. * Limitation:
  25979. *
  25980. * - The animated properties must be compatible among the
  25981. * all objects in the group.
  25982. *
  25983. * - A single property can either be controlled through a
  25984. * target group or directly, but not both.
  25985. *
  25986. * @author tschw
  25987. */
  25988. function AnimationObjectGroup() {
  25989. this.uuid = MathUtils.generateUUID();
  25990. // cached objects followed by the active ones
  25991. this._objects = Array.prototype.slice.call( arguments );
  25992. this.nCachedObjects_ = 0; // threshold
  25993. // note: read by PropertyBinding.Composite
  25994. var indices = {};
  25995. this._indicesByUUID = indices; // for bookkeeping
  25996. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25997. indices[ arguments[ i ].uuid ] = i;
  25998. }
  25999. this._paths = []; // inside: string
  26000. this._parsedPaths = []; // inside: { we don't care, here }
  26001. this._bindings = []; // inside: Array< PropertyBinding >
  26002. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26003. var scope = this;
  26004. this.stats = {
  26005. objects: {
  26006. get total() {
  26007. return scope._objects.length;
  26008. },
  26009. get inUse() {
  26010. return this.total - scope.nCachedObjects_;
  26011. }
  26012. },
  26013. get bindingsPerObject() {
  26014. return scope._bindings.length;
  26015. }
  26016. };
  26017. }
  26018. Object.assign( AnimationObjectGroup.prototype, {
  26019. isAnimationObjectGroup: true,
  26020. add: function () {
  26021. var objects = this._objects,
  26022. nObjects = objects.length,
  26023. nCachedObjects = this.nCachedObjects_,
  26024. indicesByUUID = this._indicesByUUID,
  26025. paths = this._paths,
  26026. parsedPaths = this._parsedPaths,
  26027. bindings = this._bindings,
  26028. nBindings = bindings.length,
  26029. knownObject = undefined;
  26030. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26031. var object = arguments[ i ],
  26032. uuid = object.uuid,
  26033. index = indicesByUUID[ uuid ];
  26034. if ( index === undefined ) {
  26035. // unknown object -> add it to the ACTIVE region
  26036. index = nObjects ++;
  26037. indicesByUUID[ uuid ] = index;
  26038. objects.push( object );
  26039. // accounting is done, now do the same for all bindings
  26040. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26041. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26042. }
  26043. } else if ( index < nCachedObjects ) {
  26044. knownObject = objects[ index ];
  26045. // move existing object to the ACTIVE region
  26046. var firstActiveIndex = -- nCachedObjects,
  26047. lastCachedObject = objects[ firstActiveIndex ];
  26048. indicesByUUID[ lastCachedObject.uuid ] = index;
  26049. objects[ index ] = lastCachedObject;
  26050. indicesByUUID[ uuid ] = firstActiveIndex;
  26051. objects[ firstActiveIndex ] = object;
  26052. // accounting is done, now do the same for all bindings
  26053. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26054. var bindingsForPath = bindings[ j ],
  26055. lastCached = bindingsForPath[ firstActiveIndex ],
  26056. binding = bindingsForPath[ index ];
  26057. bindingsForPath[ index ] = lastCached;
  26058. if ( binding === undefined ) {
  26059. // since we do not bother to create new bindings
  26060. // for objects that are cached, the binding may
  26061. // or may not exist
  26062. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26063. }
  26064. bindingsForPath[ firstActiveIndex ] = binding;
  26065. }
  26066. } else if ( objects[ index ] !== knownObject ) {
  26067. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26068. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26069. } // else the object is already where we want it to be
  26070. } // for arguments
  26071. this.nCachedObjects_ = nCachedObjects;
  26072. },
  26073. remove: function () {
  26074. var objects = this._objects,
  26075. nCachedObjects = this.nCachedObjects_,
  26076. indicesByUUID = this._indicesByUUID,
  26077. bindings = this._bindings,
  26078. nBindings = bindings.length;
  26079. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26080. var object = arguments[ i ],
  26081. uuid = object.uuid,
  26082. index = indicesByUUID[ uuid ];
  26083. if ( index !== undefined && index >= nCachedObjects ) {
  26084. // move existing object into the CACHED region
  26085. var lastCachedIndex = nCachedObjects ++,
  26086. firstActiveObject = objects[ lastCachedIndex ];
  26087. indicesByUUID[ firstActiveObject.uuid ] = index;
  26088. objects[ index ] = firstActiveObject;
  26089. indicesByUUID[ uuid ] = lastCachedIndex;
  26090. objects[ lastCachedIndex ] = object;
  26091. // accounting is done, now do the same for all bindings
  26092. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26093. var bindingsForPath = bindings[ j ],
  26094. firstActive = bindingsForPath[ lastCachedIndex ],
  26095. binding = bindingsForPath[ index ];
  26096. bindingsForPath[ index ] = firstActive;
  26097. bindingsForPath[ lastCachedIndex ] = binding;
  26098. }
  26099. }
  26100. } // for arguments
  26101. this.nCachedObjects_ = nCachedObjects;
  26102. },
  26103. // remove & forget
  26104. uncache: function () {
  26105. var objects = this._objects,
  26106. nObjects = objects.length,
  26107. nCachedObjects = this.nCachedObjects_,
  26108. indicesByUUID = this._indicesByUUID,
  26109. bindings = this._bindings,
  26110. nBindings = bindings.length;
  26111. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26112. var object = arguments[ i ],
  26113. uuid = object.uuid,
  26114. index = indicesByUUID[ uuid ];
  26115. if ( index !== undefined ) {
  26116. delete indicesByUUID[ uuid ];
  26117. if ( index < nCachedObjects ) {
  26118. // object is cached, shrink the CACHED region
  26119. var firstActiveIndex = -- nCachedObjects,
  26120. lastCachedObject = objects[ firstActiveIndex ],
  26121. lastIndex = -- nObjects,
  26122. lastObject = objects[ lastIndex ];
  26123. // last cached object takes this object's place
  26124. indicesByUUID[ lastCachedObject.uuid ] = index;
  26125. objects[ index ] = lastCachedObject;
  26126. // last object goes to the activated slot and pop
  26127. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26128. objects[ firstActiveIndex ] = lastObject;
  26129. objects.pop();
  26130. // accounting is done, now do the same for all bindings
  26131. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26132. var bindingsForPath = bindings[ j ],
  26133. lastCached = bindingsForPath[ firstActiveIndex ],
  26134. last = bindingsForPath[ lastIndex ];
  26135. bindingsForPath[ index ] = lastCached;
  26136. bindingsForPath[ firstActiveIndex ] = last;
  26137. bindingsForPath.pop();
  26138. }
  26139. } else {
  26140. // object is active, just swap with the last and pop
  26141. var lastIndex = -- nObjects,
  26142. lastObject = objects[ lastIndex ];
  26143. indicesByUUID[ lastObject.uuid ] = index;
  26144. objects[ index ] = lastObject;
  26145. objects.pop();
  26146. // accounting is done, now do the same for all bindings
  26147. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26148. var bindingsForPath = bindings[ j ];
  26149. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26150. bindingsForPath.pop();
  26151. }
  26152. } // cached or active
  26153. } // if object is known
  26154. } // for arguments
  26155. this.nCachedObjects_ = nCachedObjects;
  26156. },
  26157. // Internal interface used by befriended PropertyBinding.Composite:
  26158. subscribe_: function ( path, parsedPath ) {
  26159. // returns an array of bindings for the given path that is changed
  26160. // according to the contained objects in the group
  26161. var indicesByPath = this._bindingsIndicesByPath,
  26162. index = indicesByPath[ path ],
  26163. bindings = this._bindings;
  26164. if ( index !== undefined ) { return bindings[ index ]; }
  26165. var paths = this._paths,
  26166. parsedPaths = this._parsedPaths,
  26167. objects = this._objects,
  26168. nObjects = objects.length,
  26169. nCachedObjects = this.nCachedObjects_,
  26170. bindingsForPath = new Array( nObjects );
  26171. index = bindings.length;
  26172. indicesByPath[ path ] = index;
  26173. paths.push( path );
  26174. parsedPaths.push( parsedPath );
  26175. bindings.push( bindingsForPath );
  26176. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26177. var object = objects[ i ];
  26178. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26179. }
  26180. return bindingsForPath;
  26181. },
  26182. unsubscribe_: function ( path ) {
  26183. // tells the group to forget about a property path and no longer
  26184. // update the array previously obtained with 'subscribe_'
  26185. var indicesByPath = this._bindingsIndicesByPath,
  26186. index = indicesByPath[ path ];
  26187. if ( index !== undefined ) {
  26188. var paths = this._paths,
  26189. parsedPaths = this._parsedPaths,
  26190. bindings = this._bindings,
  26191. lastBindingsIndex = bindings.length - 1,
  26192. lastBindings = bindings[ lastBindingsIndex ],
  26193. lastBindingsPath = path[ lastBindingsIndex ];
  26194. indicesByPath[ lastBindingsPath ] = index;
  26195. bindings[ index ] = lastBindings;
  26196. bindings.pop();
  26197. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26198. parsedPaths.pop();
  26199. paths[ index ] = paths[ lastBindingsIndex ];
  26200. paths.pop();
  26201. }
  26202. }
  26203. } );
  26204. /**
  26205. *
  26206. * Action provided by AnimationMixer for scheduling clip playback on specific
  26207. * objects.
  26208. *
  26209. * @author Ben Houston / http://clara.io/
  26210. * @author David Sarno / http://lighthaus.us/
  26211. * @author tschw
  26212. *
  26213. */
  26214. function AnimationAction( mixer, clip, localRoot ) {
  26215. this._mixer = mixer;
  26216. this._clip = clip;
  26217. this._localRoot = localRoot || null;
  26218. var tracks = clip.tracks,
  26219. nTracks = tracks.length,
  26220. interpolants = new Array( nTracks );
  26221. var interpolantSettings = {
  26222. endingStart: ZeroCurvatureEnding,
  26223. endingEnd: ZeroCurvatureEnding
  26224. };
  26225. for ( var i = 0; i !== nTracks; ++ i ) {
  26226. var interpolant = tracks[ i ].createInterpolant( null );
  26227. interpolants[ i ] = interpolant;
  26228. interpolant.settings = interpolantSettings;
  26229. }
  26230. this._interpolantSettings = interpolantSettings;
  26231. this._interpolants = interpolants; // bound by the mixer
  26232. // inside: PropertyMixer (managed by the mixer)
  26233. this._propertyBindings = new Array( nTracks );
  26234. this._cacheIndex = null; // for the memory manager
  26235. this._byClipCacheIndex = null; // for the memory manager
  26236. this._timeScaleInterpolant = null;
  26237. this._weightInterpolant = null;
  26238. this.loop = LoopRepeat;
  26239. this._loopCount = - 1;
  26240. // global mixer time when the action is to be started
  26241. // it's set back to 'null' upon start of the action
  26242. this._startTime = null;
  26243. // scaled local time of the action
  26244. // gets clamped or wrapped to 0..clip.duration according to loop
  26245. this.time = 0;
  26246. this.timeScale = 1;
  26247. this._effectiveTimeScale = 1;
  26248. this.weight = 1;
  26249. this._effectiveWeight = 1;
  26250. this.repetitions = Infinity; // no. of repetitions when looping
  26251. this.paused = false; // true -> zero effective time scale
  26252. this.enabled = true; // false -> zero effective weight
  26253. this.clampWhenFinished = false;// keep feeding the last frame?
  26254. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26255. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26256. }
  26257. Object.assign( AnimationAction.prototype, {
  26258. // State & Scheduling
  26259. play: function () {
  26260. this._mixer._activateAction( this );
  26261. return this;
  26262. },
  26263. stop: function () {
  26264. this._mixer._deactivateAction( this );
  26265. return this.reset();
  26266. },
  26267. reset: function () {
  26268. this.paused = false;
  26269. this.enabled = true;
  26270. this.time = 0; // restart clip
  26271. this._loopCount = - 1;// forget previous loops
  26272. this._startTime = null;// forget scheduling
  26273. return this.stopFading().stopWarping();
  26274. },
  26275. isRunning: function () {
  26276. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26277. this._startTime === null && this._mixer._isActiveAction( this );
  26278. },
  26279. // return true when play has been called
  26280. isScheduled: function () {
  26281. return this._mixer._isActiveAction( this );
  26282. },
  26283. startAt: function ( time ) {
  26284. this._startTime = time;
  26285. return this;
  26286. },
  26287. setLoop: function ( mode, repetitions ) {
  26288. this.loop = mode;
  26289. this.repetitions = repetitions;
  26290. return this;
  26291. },
  26292. // Weight
  26293. // set the weight stopping any scheduled fading
  26294. // although .enabled = false yields an effective weight of zero, this
  26295. // method does *not* change .enabled, because it would be confusing
  26296. setEffectiveWeight: function ( weight ) {
  26297. this.weight = weight;
  26298. // note: same logic as when updated at runtime
  26299. this._effectiveWeight = this.enabled ? weight : 0;
  26300. return this.stopFading();
  26301. },
  26302. // return the weight considering fading and .enabled
  26303. getEffectiveWeight: function () {
  26304. return this._effectiveWeight;
  26305. },
  26306. fadeIn: function ( duration ) {
  26307. return this._scheduleFading( duration, 0, 1 );
  26308. },
  26309. fadeOut: function ( duration ) {
  26310. return this._scheduleFading( duration, 1, 0 );
  26311. },
  26312. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26313. fadeOutAction.fadeOut( duration );
  26314. this.fadeIn( duration );
  26315. if ( warp ) {
  26316. var fadeInDuration = this._clip.duration,
  26317. fadeOutDuration = fadeOutAction._clip.duration,
  26318. startEndRatio = fadeOutDuration / fadeInDuration,
  26319. endStartRatio = fadeInDuration / fadeOutDuration;
  26320. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26321. this.warp( endStartRatio, 1.0, duration );
  26322. }
  26323. return this;
  26324. },
  26325. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26326. return fadeInAction.crossFadeFrom( this, duration, warp );
  26327. },
  26328. stopFading: function () {
  26329. var weightInterpolant = this._weightInterpolant;
  26330. if ( weightInterpolant !== null ) {
  26331. this._weightInterpolant = null;
  26332. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26333. }
  26334. return this;
  26335. },
  26336. // Time Scale Control
  26337. // set the time scale stopping any scheduled warping
  26338. // although .paused = true yields an effective time scale of zero, this
  26339. // method does *not* change .paused, because it would be confusing
  26340. setEffectiveTimeScale: function ( timeScale ) {
  26341. this.timeScale = timeScale;
  26342. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26343. return this.stopWarping();
  26344. },
  26345. // return the time scale considering warping and .paused
  26346. getEffectiveTimeScale: function () {
  26347. return this._effectiveTimeScale;
  26348. },
  26349. setDuration: function ( duration ) {
  26350. this.timeScale = this._clip.duration / duration;
  26351. return this.stopWarping();
  26352. },
  26353. syncWith: function ( action ) {
  26354. this.time = action.time;
  26355. this.timeScale = action.timeScale;
  26356. return this.stopWarping();
  26357. },
  26358. halt: function ( duration ) {
  26359. return this.warp( this._effectiveTimeScale, 0, duration );
  26360. },
  26361. warp: function ( startTimeScale, endTimeScale, duration ) {
  26362. var mixer = this._mixer, now = mixer.time,
  26363. interpolant = this._timeScaleInterpolant,
  26364. timeScale = this.timeScale;
  26365. if ( interpolant === null ) {
  26366. interpolant = mixer._lendControlInterpolant();
  26367. this._timeScaleInterpolant = interpolant;
  26368. }
  26369. var times = interpolant.parameterPositions,
  26370. values = interpolant.sampleValues;
  26371. times[ 0 ] = now;
  26372. times[ 1 ] = now + duration;
  26373. values[ 0 ] = startTimeScale / timeScale;
  26374. values[ 1 ] = endTimeScale / timeScale;
  26375. return this;
  26376. },
  26377. stopWarping: function () {
  26378. var timeScaleInterpolant = this._timeScaleInterpolant;
  26379. if ( timeScaleInterpolant !== null ) {
  26380. this._timeScaleInterpolant = null;
  26381. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26382. }
  26383. return this;
  26384. },
  26385. // Object Accessors
  26386. getMixer: function () {
  26387. return this._mixer;
  26388. },
  26389. getClip: function () {
  26390. return this._clip;
  26391. },
  26392. getRoot: function () {
  26393. return this._localRoot || this._mixer._root;
  26394. },
  26395. // Interna
  26396. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26397. // called by the mixer
  26398. if ( ! this.enabled ) {
  26399. // call ._updateWeight() to update ._effectiveWeight
  26400. this._updateWeight( time );
  26401. return;
  26402. }
  26403. var startTime = this._startTime;
  26404. if ( startTime !== null ) {
  26405. // check for scheduled start of action
  26406. var timeRunning = ( time - startTime ) * timeDirection;
  26407. if ( timeRunning < 0 || timeDirection === 0 ) {
  26408. return; // yet to come / don't decide when delta = 0
  26409. }
  26410. // start
  26411. this._startTime = null; // unschedule
  26412. deltaTime = timeDirection * timeRunning;
  26413. }
  26414. // apply time scale and advance time
  26415. deltaTime *= this._updateTimeScale( time );
  26416. var clipTime = this._updateTime( deltaTime );
  26417. // note: _updateTime may disable the action resulting in
  26418. // an effective weight of 0
  26419. var weight = this._updateWeight( time );
  26420. if ( weight > 0 ) {
  26421. var interpolants = this._interpolants;
  26422. var propertyMixers = this._propertyBindings;
  26423. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26424. interpolants[ j ].evaluate( clipTime );
  26425. propertyMixers[ j ].accumulate( accuIndex, weight );
  26426. }
  26427. }
  26428. },
  26429. _updateWeight: function ( time ) {
  26430. var weight = 0;
  26431. if ( this.enabled ) {
  26432. weight = this.weight;
  26433. var interpolant = this._weightInterpolant;
  26434. if ( interpolant !== null ) {
  26435. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26436. weight *= interpolantValue;
  26437. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26438. this.stopFading();
  26439. if ( interpolantValue === 0 ) {
  26440. // faded out, disable
  26441. this.enabled = false;
  26442. }
  26443. }
  26444. }
  26445. }
  26446. this._effectiveWeight = weight;
  26447. return weight;
  26448. },
  26449. _updateTimeScale: function ( time ) {
  26450. var timeScale = 0;
  26451. if ( ! this.paused ) {
  26452. timeScale = this.timeScale;
  26453. var interpolant = this._timeScaleInterpolant;
  26454. if ( interpolant !== null ) {
  26455. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26456. timeScale *= interpolantValue;
  26457. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26458. this.stopWarping();
  26459. if ( timeScale === 0 ) {
  26460. // motion has halted, pause
  26461. this.paused = true;
  26462. } else {
  26463. // warp done - apply final time scale
  26464. this.timeScale = timeScale;
  26465. }
  26466. }
  26467. }
  26468. }
  26469. this._effectiveTimeScale = timeScale;
  26470. return timeScale;
  26471. },
  26472. _updateTime: function ( deltaTime ) {
  26473. var time = this.time + deltaTime;
  26474. var duration = this._clip.duration;
  26475. var loop = this.loop;
  26476. var loopCount = this._loopCount;
  26477. var pingPong = ( loop === LoopPingPong );
  26478. if ( deltaTime === 0 ) {
  26479. if ( loopCount === - 1 ) { return time; }
  26480. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26481. }
  26482. if ( loop === LoopOnce ) {
  26483. if ( loopCount === - 1 ) {
  26484. // just started
  26485. this._loopCount = 0;
  26486. this._setEndings( true, true, false );
  26487. }
  26488. handle_stop: {
  26489. if ( time >= duration ) {
  26490. time = duration;
  26491. } else if ( time < 0 ) {
  26492. time = 0;
  26493. } else {
  26494. this.time = time;
  26495. break handle_stop;
  26496. }
  26497. if ( this.clampWhenFinished ) { this.paused = true; }
  26498. else { this.enabled = false; }
  26499. this.time = time;
  26500. this._mixer.dispatchEvent( {
  26501. type: 'finished', action: this,
  26502. direction: deltaTime < 0 ? - 1 : 1
  26503. } );
  26504. }
  26505. } else { // repetitive Repeat or PingPong
  26506. if ( loopCount === - 1 ) {
  26507. // just started
  26508. if ( deltaTime >= 0 ) {
  26509. loopCount = 0;
  26510. this._setEndings( true, this.repetitions === 0, pingPong );
  26511. } else {
  26512. // when looping in reverse direction, the initial
  26513. // transition through zero counts as a repetition,
  26514. // so leave loopCount at -1
  26515. this._setEndings( this.repetitions === 0, true, pingPong );
  26516. }
  26517. }
  26518. if ( time >= duration || time < 0 ) {
  26519. // wrap around
  26520. var loopDelta = Math.floor( time / duration ); // signed
  26521. time -= duration * loopDelta;
  26522. loopCount += Math.abs( loopDelta );
  26523. var pending = this.repetitions - loopCount;
  26524. if ( pending <= 0 ) {
  26525. // have to stop (switch state, clamp time, fire event)
  26526. if ( this.clampWhenFinished ) { this.paused = true; }
  26527. else { this.enabled = false; }
  26528. time = deltaTime > 0 ? duration : 0;
  26529. this.time = time;
  26530. this._mixer.dispatchEvent( {
  26531. type: 'finished', action: this,
  26532. direction: deltaTime > 0 ? 1 : - 1
  26533. } );
  26534. } else {
  26535. // keep running
  26536. if ( pending === 1 ) {
  26537. // entering the last round
  26538. var atStart = deltaTime < 0;
  26539. this._setEndings( atStart, ! atStart, pingPong );
  26540. } else {
  26541. this._setEndings( false, false, pingPong );
  26542. }
  26543. this._loopCount = loopCount;
  26544. this.time = time;
  26545. this._mixer.dispatchEvent( {
  26546. type: 'loop', action: this, loopDelta: loopDelta
  26547. } );
  26548. }
  26549. } else {
  26550. this.time = time;
  26551. }
  26552. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26553. // invert time for the "pong round"
  26554. return duration - time;
  26555. }
  26556. }
  26557. return time;
  26558. },
  26559. _setEndings: function ( atStart, atEnd, pingPong ) {
  26560. var settings = this._interpolantSettings;
  26561. if ( pingPong ) {
  26562. settings.endingStart = ZeroSlopeEnding;
  26563. settings.endingEnd = ZeroSlopeEnding;
  26564. } else {
  26565. // assuming for LoopOnce atStart == atEnd == true
  26566. if ( atStart ) {
  26567. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26568. } else {
  26569. settings.endingStart = WrapAroundEnding;
  26570. }
  26571. if ( atEnd ) {
  26572. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26573. } else {
  26574. settings.endingEnd = WrapAroundEnding;
  26575. }
  26576. }
  26577. },
  26578. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26579. var mixer = this._mixer, now = mixer.time,
  26580. interpolant = this._weightInterpolant;
  26581. if ( interpolant === null ) {
  26582. interpolant = mixer._lendControlInterpolant();
  26583. this._weightInterpolant = interpolant;
  26584. }
  26585. var times = interpolant.parameterPositions,
  26586. values = interpolant.sampleValues;
  26587. times[ 0 ] = now;
  26588. values[ 0 ] = weightNow;
  26589. times[ 1 ] = now + duration;
  26590. values[ 1 ] = weightThen;
  26591. return this;
  26592. }
  26593. } );
  26594. /**
  26595. *
  26596. * Player for AnimationClips.
  26597. *
  26598. *
  26599. * @author Ben Houston / http://clara.io/
  26600. * @author David Sarno / http://lighthaus.us/
  26601. * @author tschw
  26602. */
  26603. function AnimationMixer( root ) {
  26604. this._root = root;
  26605. this._initMemoryManager();
  26606. this._accuIndex = 0;
  26607. this.time = 0;
  26608. this.timeScale = 1.0;
  26609. }
  26610. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26611. constructor: AnimationMixer,
  26612. _bindAction: function ( action, prototypeAction ) {
  26613. var root = action._localRoot || this._root,
  26614. tracks = action._clip.tracks,
  26615. nTracks = tracks.length,
  26616. bindings = action._propertyBindings,
  26617. interpolants = action._interpolants,
  26618. rootUuid = root.uuid,
  26619. bindingsByRoot = this._bindingsByRootAndName,
  26620. bindingsByName = bindingsByRoot[ rootUuid ];
  26621. if ( bindingsByName === undefined ) {
  26622. bindingsByName = {};
  26623. bindingsByRoot[ rootUuid ] = bindingsByName;
  26624. }
  26625. for ( var i = 0; i !== nTracks; ++ i ) {
  26626. var track = tracks[ i ],
  26627. trackName = track.name,
  26628. binding = bindingsByName[ trackName ];
  26629. if ( binding !== undefined ) {
  26630. bindings[ i ] = binding;
  26631. } else {
  26632. binding = bindings[ i ];
  26633. if ( binding !== undefined ) {
  26634. // existing binding, make sure the cache knows
  26635. if ( binding._cacheIndex === null ) {
  26636. ++ binding.referenceCount;
  26637. this._addInactiveBinding( binding, rootUuid, trackName );
  26638. }
  26639. continue;
  26640. }
  26641. var path = prototypeAction && prototypeAction.
  26642. _propertyBindings[ i ].binding.parsedPath;
  26643. binding = new PropertyMixer(
  26644. PropertyBinding.create( root, trackName, path ),
  26645. track.ValueTypeName, track.getValueSize() );
  26646. ++ binding.referenceCount;
  26647. this._addInactiveBinding( binding, rootUuid, trackName );
  26648. bindings[ i ] = binding;
  26649. }
  26650. interpolants[ i ].resultBuffer = binding.buffer;
  26651. }
  26652. },
  26653. _activateAction: function ( action ) {
  26654. if ( ! this._isActiveAction( action ) ) {
  26655. if ( action._cacheIndex === null ) {
  26656. // this action has been forgotten by the cache, but the user
  26657. // appears to be still using it -> rebind
  26658. var rootUuid = ( action._localRoot || this._root ).uuid,
  26659. clipUuid = action._clip.uuid,
  26660. actionsForClip = this._actionsByClip[ clipUuid ];
  26661. this._bindAction( action,
  26662. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26663. this._addInactiveAction( action, clipUuid, rootUuid );
  26664. }
  26665. var bindings = action._propertyBindings;
  26666. // increment reference counts / sort out state
  26667. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26668. var binding = bindings[ i ];
  26669. if ( binding.useCount ++ === 0 ) {
  26670. this._lendBinding( binding );
  26671. binding.saveOriginalState();
  26672. }
  26673. }
  26674. this._lendAction( action );
  26675. }
  26676. },
  26677. _deactivateAction: function ( action ) {
  26678. if ( this._isActiveAction( action ) ) {
  26679. var bindings = action._propertyBindings;
  26680. // decrement reference counts / sort out state
  26681. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26682. var binding = bindings[ i ];
  26683. if ( -- binding.useCount === 0 ) {
  26684. binding.restoreOriginalState();
  26685. this._takeBackBinding( binding );
  26686. }
  26687. }
  26688. this._takeBackAction( action );
  26689. }
  26690. },
  26691. // Memory manager
  26692. _initMemoryManager: function () {
  26693. this._actions = []; // 'nActiveActions' followed by inactive ones
  26694. this._nActiveActions = 0;
  26695. this._actionsByClip = {};
  26696. // inside:
  26697. // {
  26698. // knownActions: Array< AnimationAction > - used as prototypes
  26699. // actionByRoot: AnimationAction - lookup
  26700. // }
  26701. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26702. this._nActiveBindings = 0;
  26703. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26704. this._controlInterpolants = []; // same game as above
  26705. this._nActiveControlInterpolants = 0;
  26706. var scope = this;
  26707. this.stats = {
  26708. actions: {
  26709. get total() {
  26710. return scope._actions.length;
  26711. },
  26712. get inUse() {
  26713. return scope._nActiveActions;
  26714. }
  26715. },
  26716. bindings: {
  26717. get total() {
  26718. return scope._bindings.length;
  26719. },
  26720. get inUse() {
  26721. return scope._nActiveBindings;
  26722. }
  26723. },
  26724. controlInterpolants: {
  26725. get total() {
  26726. return scope._controlInterpolants.length;
  26727. },
  26728. get inUse() {
  26729. return scope._nActiveControlInterpolants;
  26730. }
  26731. }
  26732. };
  26733. },
  26734. // Memory management for AnimationAction objects
  26735. _isActiveAction: function ( action ) {
  26736. var index = action._cacheIndex;
  26737. return index !== null && index < this._nActiveActions;
  26738. },
  26739. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26740. var actions = this._actions,
  26741. actionsByClip = this._actionsByClip,
  26742. actionsForClip = actionsByClip[ clipUuid ];
  26743. if ( actionsForClip === undefined ) {
  26744. actionsForClip = {
  26745. knownActions: [ action ],
  26746. actionByRoot: {}
  26747. };
  26748. action._byClipCacheIndex = 0;
  26749. actionsByClip[ clipUuid ] = actionsForClip;
  26750. } else {
  26751. var knownActions = actionsForClip.knownActions;
  26752. action._byClipCacheIndex = knownActions.length;
  26753. knownActions.push( action );
  26754. }
  26755. action._cacheIndex = actions.length;
  26756. actions.push( action );
  26757. actionsForClip.actionByRoot[ rootUuid ] = action;
  26758. },
  26759. _removeInactiveAction: function ( action ) {
  26760. var actions = this._actions,
  26761. lastInactiveAction = actions[ actions.length - 1 ],
  26762. cacheIndex = action._cacheIndex;
  26763. lastInactiveAction._cacheIndex = cacheIndex;
  26764. actions[ cacheIndex ] = lastInactiveAction;
  26765. actions.pop();
  26766. action._cacheIndex = null;
  26767. var clipUuid = action._clip.uuid,
  26768. actionsByClip = this._actionsByClip,
  26769. actionsForClip = actionsByClip[ clipUuid ],
  26770. knownActionsForClip = actionsForClip.knownActions,
  26771. lastKnownAction =
  26772. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26773. byClipCacheIndex = action._byClipCacheIndex;
  26774. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26775. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26776. knownActionsForClip.pop();
  26777. action._byClipCacheIndex = null;
  26778. var actionByRoot = actionsForClip.actionByRoot,
  26779. rootUuid = ( action._localRoot || this._root ).uuid;
  26780. delete actionByRoot[ rootUuid ];
  26781. if ( knownActionsForClip.length === 0 ) {
  26782. delete actionsByClip[ clipUuid ];
  26783. }
  26784. this._removeInactiveBindingsForAction( action );
  26785. },
  26786. _removeInactiveBindingsForAction: function ( action ) {
  26787. var bindings = action._propertyBindings;
  26788. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26789. var binding = bindings[ i ];
  26790. if ( -- binding.referenceCount === 0 ) {
  26791. this._removeInactiveBinding( binding );
  26792. }
  26793. }
  26794. },
  26795. _lendAction: function ( action ) {
  26796. // [ active actions | inactive actions ]
  26797. // [ active actions >| inactive actions ]
  26798. // s a
  26799. // <-swap->
  26800. // a s
  26801. var actions = this._actions,
  26802. prevIndex = action._cacheIndex,
  26803. lastActiveIndex = this._nActiveActions ++,
  26804. firstInactiveAction = actions[ lastActiveIndex ];
  26805. action._cacheIndex = lastActiveIndex;
  26806. actions[ lastActiveIndex ] = action;
  26807. firstInactiveAction._cacheIndex = prevIndex;
  26808. actions[ prevIndex ] = firstInactiveAction;
  26809. },
  26810. _takeBackAction: function ( action ) {
  26811. // [ active actions | inactive actions ]
  26812. // [ active actions |< inactive actions ]
  26813. // a s
  26814. // <-swap->
  26815. // s a
  26816. var actions = this._actions,
  26817. prevIndex = action._cacheIndex,
  26818. firstInactiveIndex = -- this._nActiveActions,
  26819. lastActiveAction = actions[ firstInactiveIndex ];
  26820. action._cacheIndex = firstInactiveIndex;
  26821. actions[ firstInactiveIndex ] = action;
  26822. lastActiveAction._cacheIndex = prevIndex;
  26823. actions[ prevIndex ] = lastActiveAction;
  26824. },
  26825. // Memory management for PropertyMixer objects
  26826. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26827. var bindingsByRoot = this._bindingsByRootAndName,
  26828. bindingByName = bindingsByRoot[ rootUuid ],
  26829. bindings = this._bindings;
  26830. if ( bindingByName === undefined ) {
  26831. bindingByName = {};
  26832. bindingsByRoot[ rootUuid ] = bindingByName;
  26833. }
  26834. bindingByName[ trackName ] = binding;
  26835. binding._cacheIndex = bindings.length;
  26836. bindings.push( binding );
  26837. },
  26838. _removeInactiveBinding: function ( binding ) {
  26839. var bindings = this._bindings,
  26840. propBinding = binding.binding,
  26841. rootUuid = propBinding.rootNode.uuid,
  26842. trackName = propBinding.path,
  26843. bindingsByRoot = this._bindingsByRootAndName,
  26844. bindingByName = bindingsByRoot[ rootUuid ],
  26845. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26846. cacheIndex = binding._cacheIndex;
  26847. lastInactiveBinding._cacheIndex = cacheIndex;
  26848. bindings[ cacheIndex ] = lastInactiveBinding;
  26849. bindings.pop();
  26850. delete bindingByName[ trackName ];
  26851. if ( Object.keys( bindingByName ).length === 0 ) {
  26852. delete bindingsByRoot[ rootUuid ];
  26853. }
  26854. },
  26855. _lendBinding: function ( binding ) {
  26856. var bindings = this._bindings,
  26857. prevIndex = binding._cacheIndex,
  26858. lastActiveIndex = this._nActiveBindings ++,
  26859. firstInactiveBinding = bindings[ lastActiveIndex ];
  26860. binding._cacheIndex = lastActiveIndex;
  26861. bindings[ lastActiveIndex ] = binding;
  26862. firstInactiveBinding._cacheIndex = prevIndex;
  26863. bindings[ prevIndex ] = firstInactiveBinding;
  26864. },
  26865. _takeBackBinding: function ( binding ) {
  26866. var bindings = this._bindings,
  26867. prevIndex = binding._cacheIndex,
  26868. firstInactiveIndex = -- this._nActiveBindings,
  26869. lastActiveBinding = bindings[ firstInactiveIndex ];
  26870. binding._cacheIndex = firstInactiveIndex;
  26871. bindings[ firstInactiveIndex ] = binding;
  26872. lastActiveBinding._cacheIndex = prevIndex;
  26873. bindings[ prevIndex ] = lastActiveBinding;
  26874. },
  26875. // Memory management of Interpolants for weight and time scale
  26876. _lendControlInterpolant: function () {
  26877. var interpolants = this._controlInterpolants,
  26878. lastActiveIndex = this._nActiveControlInterpolants ++,
  26879. interpolant = interpolants[ lastActiveIndex ];
  26880. if ( interpolant === undefined ) {
  26881. interpolant = new LinearInterpolant(
  26882. new Float32Array( 2 ), new Float32Array( 2 ),
  26883. 1, this._controlInterpolantsResultBuffer );
  26884. interpolant.__cacheIndex = lastActiveIndex;
  26885. interpolants[ lastActiveIndex ] = interpolant;
  26886. }
  26887. return interpolant;
  26888. },
  26889. _takeBackControlInterpolant: function ( interpolant ) {
  26890. var interpolants = this._controlInterpolants,
  26891. prevIndex = interpolant.__cacheIndex,
  26892. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26893. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26894. interpolant.__cacheIndex = firstInactiveIndex;
  26895. interpolants[ firstInactiveIndex ] = interpolant;
  26896. lastActiveInterpolant.__cacheIndex = prevIndex;
  26897. interpolants[ prevIndex ] = lastActiveInterpolant;
  26898. },
  26899. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26900. // return an action for a clip optionally using a custom root target
  26901. // object (this method allocates a lot of dynamic memory in case a
  26902. // previously unknown clip/root combination is specified)
  26903. clipAction: function ( clip, optionalRoot ) {
  26904. var root = optionalRoot || this._root,
  26905. rootUuid = root.uuid,
  26906. clipObject = typeof clip === 'string' ?
  26907. AnimationClip.findByName( root, clip ) : clip,
  26908. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26909. actionsForClip = this._actionsByClip[ clipUuid ],
  26910. prototypeAction = null;
  26911. if ( actionsForClip !== undefined ) {
  26912. var existingAction =
  26913. actionsForClip.actionByRoot[ rootUuid ];
  26914. if ( existingAction !== undefined ) {
  26915. return existingAction;
  26916. }
  26917. // we know the clip, so we don't have to parse all
  26918. // the bindings again but can just copy
  26919. prototypeAction = actionsForClip.knownActions[ 0 ];
  26920. // also, take the clip from the prototype action
  26921. if ( clipObject === null )
  26922. { clipObject = prototypeAction._clip; }
  26923. }
  26924. // clip must be known when specified via string
  26925. if ( clipObject === null ) { return null; }
  26926. // allocate all resources required to run it
  26927. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26928. this._bindAction( newAction, prototypeAction );
  26929. // and make the action known to the memory manager
  26930. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26931. return newAction;
  26932. },
  26933. // get an existing action
  26934. existingAction: function ( clip, optionalRoot ) {
  26935. var root = optionalRoot || this._root,
  26936. rootUuid = root.uuid,
  26937. clipObject = typeof clip === 'string' ?
  26938. AnimationClip.findByName( root, clip ) : clip,
  26939. clipUuid = clipObject ? clipObject.uuid : clip,
  26940. actionsForClip = this._actionsByClip[ clipUuid ];
  26941. if ( actionsForClip !== undefined ) {
  26942. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26943. }
  26944. return null;
  26945. },
  26946. // deactivates all previously scheduled actions
  26947. stopAllAction: function () {
  26948. var actions = this._actions,
  26949. nActions = this._nActiveActions,
  26950. bindings = this._bindings,
  26951. nBindings = this._nActiveBindings;
  26952. this._nActiveActions = 0;
  26953. this._nActiveBindings = 0;
  26954. for ( var i = 0; i !== nActions; ++ i ) {
  26955. actions[ i ].reset();
  26956. }
  26957. for ( var i = 0; i !== nBindings; ++ i ) {
  26958. bindings[ i ].useCount = 0;
  26959. }
  26960. return this;
  26961. },
  26962. // advance the time and update apply the animation
  26963. update: function ( deltaTime ) {
  26964. deltaTime *= this.timeScale;
  26965. var actions = this._actions,
  26966. nActions = this._nActiveActions,
  26967. time = this.time += deltaTime,
  26968. timeDirection = Math.sign( deltaTime ),
  26969. accuIndex = this._accuIndex ^= 1;
  26970. // run active actions
  26971. for ( var i = 0; i !== nActions; ++ i ) {
  26972. var action = actions[ i ];
  26973. action._update( time, deltaTime, timeDirection, accuIndex );
  26974. }
  26975. // update scene graph
  26976. var bindings = this._bindings,
  26977. nBindings = this._nActiveBindings;
  26978. for ( var i = 0; i !== nBindings; ++ i ) {
  26979. bindings[ i ].apply( accuIndex );
  26980. }
  26981. return this;
  26982. },
  26983. // Allows you to seek to a specific time in an animation.
  26984. setTime: function ( timeInSeconds ) {
  26985. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26986. for ( var i = 0; i < this._actions.length; i ++ ) {
  26987. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26988. }
  26989. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26990. },
  26991. // return this mixer's root target object
  26992. getRoot: function () {
  26993. return this._root;
  26994. },
  26995. // free all resources specific to a particular clip
  26996. uncacheClip: function ( clip ) {
  26997. var actions = this._actions,
  26998. clipUuid = clip.uuid,
  26999. actionsByClip = this._actionsByClip,
  27000. actionsForClip = actionsByClip[ clipUuid ];
  27001. if ( actionsForClip !== undefined ) {
  27002. // note: just calling _removeInactiveAction would mess up the
  27003. // iteration state and also require updating the state we can
  27004. // just throw away
  27005. var actionsToRemove = actionsForClip.knownActions;
  27006. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27007. var action = actionsToRemove[ i ];
  27008. this._deactivateAction( action );
  27009. var cacheIndex = action._cacheIndex,
  27010. lastInactiveAction = actions[ actions.length - 1 ];
  27011. action._cacheIndex = null;
  27012. action._byClipCacheIndex = null;
  27013. lastInactiveAction._cacheIndex = cacheIndex;
  27014. actions[ cacheIndex ] = lastInactiveAction;
  27015. actions.pop();
  27016. this._removeInactiveBindingsForAction( action );
  27017. }
  27018. delete actionsByClip[ clipUuid ];
  27019. }
  27020. },
  27021. // free all resources specific to a particular root target object
  27022. uncacheRoot: function ( root ) {
  27023. var rootUuid = root.uuid,
  27024. actionsByClip = this._actionsByClip;
  27025. for ( var clipUuid in actionsByClip ) {
  27026. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27027. action = actionByRoot[ rootUuid ];
  27028. if ( action !== undefined ) {
  27029. this._deactivateAction( action );
  27030. this._removeInactiveAction( action );
  27031. }
  27032. }
  27033. var bindingsByRoot = this._bindingsByRootAndName,
  27034. bindingByName = bindingsByRoot[ rootUuid ];
  27035. if ( bindingByName !== undefined ) {
  27036. for ( var trackName in bindingByName ) {
  27037. var binding = bindingByName[ trackName ];
  27038. binding.restoreOriginalState();
  27039. this._removeInactiveBinding( binding );
  27040. }
  27041. }
  27042. },
  27043. // remove a targeted clip from the cache
  27044. uncacheAction: function ( clip, optionalRoot ) {
  27045. var action = this.existingAction( clip, optionalRoot );
  27046. if ( action !== null ) {
  27047. this._deactivateAction( action );
  27048. this._removeInactiveAction( action );
  27049. }
  27050. }
  27051. } );
  27052. /**
  27053. * @author mrdoob / http://mrdoob.com/
  27054. */
  27055. function Uniform( value ) {
  27056. if ( typeof value === 'string' ) {
  27057. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27058. value = arguments[ 1 ];
  27059. }
  27060. this.value = value;
  27061. }
  27062. Uniform.prototype.clone = function () {
  27063. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27064. };
  27065. /**
  27066. * @author benaadams / https://twitter.com/ben_a_adams
  27067. */
  27068. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27069. InterleavedBuffer.call( this, array, stride );
  27070. this.meshPerAttribute = meshPerAttribute || 1;
  27071. }
  27072. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27073. constructor: InstancedInterleavedBuffer,
  27074. isInstancedInterleavedBuffer: true,
  27075. copy: function ( source ) {
  27076. InterleavedBuffer.prototype.copy.call( this, source );
  27077. this.meshPerAttribute = source.meshPerAttribute;
  27078. return this;
  27079. }
  27080. } );
  27081. /**
  27082. * @author mrdoob / http://mrdoob.com/
  27083. * @author bhouston / http://clara.io/
  27084. * @author stephomi / http://stephaneginier.com/
  27085. */
  27086. function Raycaster( origin, direction, near, far ) {
  27087. this.ray = new Ray( origin, direction );
  27088. // direction is assumed to be normalized (for accurate distance calculations)
  27089. this.near = near || 0;
  27090. this.far = far || Infinity;
  27091. this.camera = null;
  27092. this.layers = new Layers();
  27093. this.params = {
  27094. Mesh: {},
  27095. Line: { threshold: 1 },
  27096. LOD: {},
  27097. Points: { threshold: 1 },
  27098. Sprite: {}
  27099. };
  27100. Object.defineProperties( this.params, {
  27101. PointCloud: {
  27102. get: function () {
  27103. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27104. return this.Points;
  27105. }
  27106. }
  27107. } );
  27108. }
  27109. function ascSort( a, b ) {
  27110. return a.distance - b.distance;
  27111. }
  27112. function intersectObject( object, raycaster, intersects, recursive ) {
  27113. if ( object.layers.test( raycaster.layers ) ) {
  27114. object.raycast( raycaster, intersects );
  27115. }
  27116. if ( recursive === true ) {
  27117. var children = object.children;
  27118. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27119. intersectObject( children[ i ], raycaster, intersects, true );
  27120. }
  27121. }
  27122. }
  27123. Object.assign( Raycaster.prototype, {
  27124. set: function ( origin, direction ) {
  27125. // direction is assumed to be normalized (for accurate distance calculations)
  27126. this.ray.set( origin, direction );
  27127. },
  27128. setFromCamera: function ( coords, camera ) {
  27129. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27130. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27131. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27132. this.camera = camera;
  27133. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27134. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27135. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27136. this.camera = camera;
  27137. } else {
  27138. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27139. }
  27140. },
  27141. intersectObject: function ( object, recursive, optionalTarget ) {
  27142. var intersects = optionalTarget || [];
  27143. intersectObject( object, this, intersects, recursive );
  27144. intersects.sort( ascSort );
  27145. return intersects;
  27146. },
  27147. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27148. var intersects = optionalTarget || [];
  27149. if ( Array.isArray( objects ) === false ) {
  27150. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27151. return intersects;
  27152. }
  27153. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27154. intersectObject( objects[ i ], this, intersects, recursive );
  27155. }
  27156. intersects.sort( ascSort );
  27157. return intersects;
  27158. }
  27159. } );
  27160. /**
  27161. * @author bhouston / http://clara.io
  27162. * @author WestLangley / http://github.com/WestLangley
  27163. *
  27164. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27165. *
  27166. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27167. * The azimuthal angle (theta) is measured from the positive z-axis.
  27168. */
  27169. function Spherical( radius, phi, theta ) {
  27170. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27171. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27172. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27173. return this;
  27174. }
  27175. Object.assign( Spherical.prototype, {
  27176. set: function ( radius, phi, theta ) {
  27177. this.radius = radius;
  27178. this.phi = phi;
  27179. this.theta = theta;
  27180. return this;
  27181. },
  27182. clone: function () {
  27183. return new this.constructor().copy( this );
  27184. },
  27185. copy: function ( other ) {
  27186. this.radius = other.radius;
  27187. this.phi = other.phi;
  27188. this.theta = other.theta;
  27189. return this;
  27190. },
  27191. // restrict phi to be betwee EPS and PI-EPS
  27192. makeSafe: function () {
  27193. var EPS = 0.000001;
  27194. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27195. return this;
  27196. },
  27197. setFromVector3: function ( v ) {
  27198. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27199. },
  27200. setFromCartesianCoords: function ( x, y, z ) {
  27201. this.radius = Math.sqrt( x * x + y * y + z * z );
  27202. if ( this.radius === 0 ) {
  27203. this.theta = 0;
  27204. this.phi = 0;
  27205. } else {
  27206. this.theta = Math.atan2( x, z );
  27207. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27208. }
  27209. return this;
  27210. }
  27211. } );
  27212. /**
  27213. * @author Mugen87 / https://github.com/Mugen87
  27214. *
  27215. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27216. *
  27217. */
  27218. function Cylindrical( radius, theta, y ) {
  27219. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27220. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27221. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27222. return this;
  27223. }
  27224. Object.assign( Cylindrical.prototype, {
  27225. set: function ( radius, theta, y ) {
  27226. this.radius = radius;
  27227. this.theta = theta;
  27228. this.y = y;
  27229. return this;
  27230. },
  27231. clone: function () {
  27232. return new this.constructor().copy( this );
  27233. },
  27234. copy: function ( other ) {
  27235. this.radius = other.radius;
  27236. this.theta = other.theta;
  27237. this.y = other.y;
  27238. return this;
  27239. },
  27240. setFromVector3: function ( v ) {
  27241. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27242. },
  27243. setFromCartesianCoords: function ( x, y, z ) {
  27244. this.radius = Math.sqrt( x * x + z * z );
  27245. this.theta = Math.atan2( x, z );
  27246. this.y = y;
  27247. return this;
  27248. }
  27249. } );
  27250. /**
  27251. * @author bhouston / http://clara.io
  27252. */
  27253. var _vector$7 = new Vector2();
  27254. function Box2( min, max ) {
  27255. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27256. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27257. }
  27258. Object.assign( Box2.prototype, {
  27259. set: function ( min, max ) {
  27260. this.min.copy( min );
  27261. this.max.copy( max );
  27262. return this;
  27263. },
  27264. setFromPoints: function ( points ) {
  27265. this.makeEmpty();
  27266. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27267. this.expandByPoint( points[ i ] );
  27268. }
  27269. return this;
  27270. },
  27271. setFromCenterAndSize: function ( center, size ) {
  27272. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27273. this.min.copy( center ).sub( halfSize );
  27274. this.max.copy( center ).add( halfSize );
  27275. return this;
  27276. },
  27277. clone: function () {
  27278. return new this.constructor().copy( this );
  27279. },
  27280. copy: function ( box ) {
  27281. this.min.copy( box.min );
  27282. this.max.copy( box.max );
  27283. return this;
  27284. },
  27285. makeEmpty: function () {
  27286. this.min.x = this.min.y = + Infinity;
  27287. this.max.x = this.max.y = - Infinity;
  27288. return this;
  27289. },
  27290. isEmpty: function () {
  27291. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27292. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27293. },
  27294. getCenter: function ( target ) {
  27295. if ( target === undefined ) {
  27296. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27297. target = new Vector2();
  27298. }
  27299. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27300. },
  27301. getSize: function ( target ) {
  27302. if ( target === undefined ) {
  27303. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27304. target = new Vector2();
  27305. }
  27306. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27307. },
  27308. expandByPoint: function ( point ) {
  27309. this.min.min( point );
  27310. this.max.max( point );
  27311. return this;
  27312. },
  27313. expandByVector: function ( vector ) {
  27314. this.min.sub( vector );
  27315. this.max.add( vector );
  27316. return this;
  27317. },
  27318. expandByScalar: function ( scalar ) {
  27319. this.min.addScalar( - scalar );
  27320. this.max.addScalar( scalar );
  27321. return this;
  27322. },
  27323. containsPoint: function ( point ) {
  27324. return point.x < this.min.x || point.x > this.max.x ||
  27325. point.y < this.min.y || point.y > this.max.y ? false : true;
  27326. },
  27327. containsBox: function ( box ) {
  27328. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27329. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27330. },
  27331. getParameter: function ( point, target ) {
  27332. // This can potentially have a divide by zero if the box
  27333. // has a size dimension of 0.
  27334. if ( target === undefined ) {
  27335. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27336. target = new Vector2();
  27337. }
  27338. return target.set(
  27339. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27340. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27341. );
  27342. },
  27343. intersectsBox: function ( box ) {
  27344. // using 4 splitting planes to rule out intersections
  27345. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27346. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27347. },
  27348. clampPoint: function ( point, target ) {
  27349. if ( target === undefined ) {
  27350. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27351. target = new Vector2();
  27352. }
  27353. return target.copy( point ).clamp( this.min, this.max );
  27354. },
  27355. distanceToPoint: function ( point ) {
  27356. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27357. return clampedPoint.sub( point ).length();
  27358. },
  27359. intersect: function ( box ) {
  27360. this.min.max( box.min );
  27361. this.max.min( box.max );
  27362. return this;
  27363. },
  27364. union: function ( box ) {
  27365. this.min.min( box.min );
  27366. this.max.max( box.max );
  27367. return this;
  27368. },
  27369. translate: function ( offset ) {
  27370. this.min.add( offset );
  27371. this.max.add( offset );
  27372. return this;
  27373. },
  27374. equals: function ( box ) {
  27375. return box.min.equals( this.min ) && box.max.equals( this.max );
  27376. }
  27377. } );
  27378. /**
  27379. * @author bhouston / http://clara.io
  27380. */
  27381. var _startP = new Vector3();
  27382. var _startEnd = new Vector3();
  27383. function Line3( start, end ) {
  27384. this.start = ( start !== undefined ) ? start : new Vector3();
  27385. this.end = ( end !== undefined ) ? end : new Vector3();
  27386. }
  27387. Object.assign( Line3.prototype, {
  27388. set: function ( start, end ) {
  27389. this.start.copy( start );
  27390. this.end.copy( end );
  27391. return this;
  27392. },
  27393. clone: function () {
  27394. return new this.constructor().copy( this );
  27395. },
  27396. copy: function ( line ) {
  27397. this.start.copy( line.start );
  27398. this.end.copy( line.end );
  27399. return this;
  27400. },
  27401. getCenter: function ( target ) {
  27402. if ( target === undefined ) {
  27403. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27404. target = new Vector3();
  27405. }
  27406. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27407. },
  27408. delta: function ( target ) {
  27409. if ( target === undefined ) {
  27410. console.warn( 'THREE.Line3: .delta() target is now required' );
  27411. target = new Vector3();
  27412. }
  27413. return target.subVectors( this.end, this.start );
  27414. },
  27415. distanceSq: function () {
  27416. return this.start.distanceToSquared( this.end );
  27417. },
  27418. distance: function () {
  27419. return this.start.distanceTo( this.end );
  27420. },
  27421. at: function ( t, target ) {
  27422. if ( target === undefined ) {
  27423. console.warn( 'THREE.Line3: .at() target is now required' );
  27424. target = new Vector3();
  27425. }
  27426. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27427. },
  27428. closestPointToPointParameter: function ( point, clampToLine ) {
  27429. _startP.subVectors( point, this.start );
  27430. _startEnd.subVectors( this.end, this.start );
  27431. var startEnd2 = _startEnd.dot( _startEnd );
  27432. var startEnd_startP = _startEnd.dot( _startP );
  27433. var t = startEnd_startP / startEnd2;
  27434. if ( clampToLine ) {
  27435. t = MathUtils.clamp( t, 0, 1 );
  27436. }
  27437. return t;
  27438. },
  27439. closestPointToPoint: function ( point, clampToLine, target ) {
  27440. var t = this.closestPointToPointParameter( point, clampToLine );
  27441. if ( target === undefined ) {
  27442. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27443. target = new Vector3();
  27444. }
  27445. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27446. },
  27447. applyMatrix4: function ( matrix ) {
  27448. this.start.applyMatrix4( matrix );
  27449. this.end.applyMatrix4( matrix );
  27450. return this;
  27451. },
  27452. equals: function ( line ) {
  27453. return line.start.equals( this.start ) && line.end.equals( this.end );
  27454. }
  27455. } );
  27456. /**
  27457. * @author alteredq / http://alteredqualia.com/
  27458. */
  27459. function ImmediateRenderObject( material ) {
  27460. Object3D.call( this );
  27461. this.material = material;
  27462. this.render = function ( /* renderCallback */ ) {};
  27463. }
  27464. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27465. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27466. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27467. /**
  27468. * @author alteredq / http://alteredqualia.com/
  27469. * @author mrdoob / http://mrdoob.com/
  27470. * @author WestLangley / http://github.com/WestLangley
  27471. */
  27472. var _vector$8 = new Vector3();
  27473. function SpotLightHelper( light, color ) {
  27474. Object3D.call( this );
  27475. this.light = light;
  27476. this.light.updateMatrixWorld();
  27477. this.matrix = light.matrixWorld;
  27478. this.matrixAutoUpdate = false;
  27479. this.color = color;
  27480. var geometry = new BufferGeometry();
  27481. var positions = [
  27482. 0, 0, 0, 0, 0, 1,
  27483. 0, 0, 0, 1, 0, 1,
  27484. 0, 0, 0, - 1, 0, 1,
  27485. 0, 0, 0, 0, 1, 1,
  27486. 0, 0, 0, 0, - 1, 1
  27487. ];
  27488. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27489. var p1 = ( i / l ) * Math.PI * 2;
  27490. var p2 = ( j / l ) * Math.PI * 2;
  27491. positions.push(
  27492. Math.cos( p1 ), Math.sin( p1 ), 1,
  27493. Math.cos( p2 ), Math.sin( p2 ), 1
  27494. );
  27495. }
  27496. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27497. var material = new LineBasicMaterial( { fog: false } );
  27498. this.cone = new LineSegments( geometry, material );
  27499. this.add( this.cone );
  27500. this.update();
  27501. }
  27502. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27503. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27504. SpotLightHelper.prototype.dispose = function () {
  27505. this.cone.geometry.dispose();
  27506. this.cone.material.dispose();
  27507. };
  27508. SpotLightHelper.prototype.update = function () {
  27509. this.light.updateMatrixWorld();
  27510. var coneLength = this.light.distance ? this.light.distance : 1000;
  27511. var coneWidth = coneLength * Math.tan( this.light.angle );
  27512. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27513. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27514. this.cone.lookAt( _vector$8 );
  27515. if ( this.color !== undefined ) {
  27516. this.cone.material.color.set( this.color );
  27517. } else {
  27518. this.cone.material.color.copy( this.light.color );
  27519. }
  27520. };
  27521. /**
  27522. * @author Sean Griffin / http://twitter.com/sgrif
  27523. * @author Michael Guerrero / http://realitymeltdown.com
  27524. * @author mrdoob / http://mrdoob.com/
  27525. * @author ikerr / http://verold.com
  27526. * @author Mugen87 / https://github.com/Mugen87
  27527. */
  27528. var _vector$9 = new Vector3();
  27529. var _boneMatrix = new Matrix4();
  27530. var _matrixWorldInv = new Matrix4();
  27531. function getBoneList( object ) {
  27532. var boneList = [];
  27533. if ( object && object.isBone ) {
  27534. boneList.push( object );
  27535. }
  27536. for ( var i = 0; i < object.children.length; i ++ ) {
  27537. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27538. }
  27539. return boneList;
  27540. }
  27541. function SkeletonHelper( object ) {
  27542. var bones = getBoneList( object );
  27543. var geometry = new BufferGeometry();
  27544. var vertices = [];
  27545. var colors = [];
  27546. var color1 = new Color( 0, 0, 1 );
  27547. var color2 = new Color( 0, 1, 0 );
  27548. for ( var i = 0; i < bones.length; i ++ ) {
  27549. var bone = bones[ i ];
  27550. if ( bone.parent && bone.parent.isBone ) {
  27551. vertices.push( 0, 0, 0 );
  27552. vertices.push( 0, 0, 0 );
  27553. colors.push( color1.r, color1.g, color1.b );
  27554. colors.push( color2.r, color2.g, color2.b );
  27555. }
  27556. }
  27557. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27558. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27559. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  27560. LineSegments.call( this, geometry, material );
  27561. this.root = object;
  27562. this.bones = bones;
  27563. this.matrix = object.matrixWorld;
  27564. this.matrixAutoUpdate = false;
  27565. }
  27566. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27567. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27568. SkeletonHelper.prototype.isSkeletonHelper = true;
  27569. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27570. var bones = this.bones;
  27571. var geometry = this.geometry;
  27572. var position = geometry.getAttribute( 'position' );
  27573. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27574. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27575. var bone = bones[ i ];
  27576. if ( bone.parent && bone.parent.isBone ) {
  27577. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27578. _vector$9.setFromMatrixPosition( _boneMatrix );
  27579. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27580. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27581. _vector$9.setFromMatrixPosition( _boneMatrix );
  27582. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27583. j += 2;
  27584. }
  27585. }
  27586. geometry.getAttribute( 'position' ).needsUpdate = true;
  27587. Object3D.prototype.updateMatrixWorld.call( this, force );
  27588. };
  27589. /**
  27590. * @author alteredq / http://alteredqualia.com/
  27591. * @author mrdoob / http://mrdoob.com/
  27592. */
  27593. function PointLightHelper( light, sphereSize, color ) {
  27594. this.light = light;
  27595. this.light.updateMatrixWorld();
  27596. this.color = color;
  27597. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27598. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27599. Mesh.call( this, geometry, material );
  27600. this.matrix = this.light.matrixWorld;
  27601. this.matrixAutoUpdate = false;
  27602. this.update();
  27603. /*
  27604. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27605. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27606. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27607. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27608. var d = light.distance;
  27609. if ( d === 0.0 ) {
  27610. this.lightDistance.visible = false;
  27611. } else {
  27612. this.lightDistance.scale.set( d, d, d );
  27613. }
  27614. this.add( this.lightDistance );
  27615. */
  27616. }
  27617. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27618. PointLightHelper.prototype.constructor = PointLightHelper;
  27619. PointLightHelper.prototype.dispose = function () {
  27620. this.geometry.dispose();
  27621. this.material.dispose();
  27622. };
  27623. PointLightHelper.prototype.update = function () {
  27624. if ( this.color !== undefined ) {
  27625. this.material.color.set( this.color );
  27626. } else {
  27627. this.material.color.copy( this.light.color );
  27628. }
  27629. /*
  27630. var d = this.light.distance;
  27631. if ( d === 0.0 ) {
  27632. this.lightDistance.visible = false;
  27633. } else {
  27634. this.lightDistance.visible = true;
  27635. this.lightDistance.scale.set( d, d, d );
  27636. }
  27637. */
  27638. };
  27639. /**
  27640. * @author alteredq / http://alteredqualia.com/
  27641. * @author mrdoob / http://mrdoob.com/
  27642. * @author Mugen87 / https://github.com/Mugen87
  27643. */
  27644. var _vector$a = new Vector3();
  27645. var _color1 = new Color();
  27646. var _color2 = new Color();
  27647. function HemisphereLightHelper( light, size, color ) {
  27648. Object3D.call( this );
  27649. this.light = light;
  27650. this.light.updateMatrixWorld();
  27651. this.matrix = light.matrixWorld;
  27652. this.matrixAutoUpdate = false;
  27653. this.color = color;
  27654. var geometry = new OctahedronBufferGeometry( size );
  27655. geometry.rotateY( Math.PI * 0.5 );
  27656. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27657. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27658. var position = geometry.getAttribute( 'position' );
  27659. var colors = new Float32Array( position.count * 3 );
  27660. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27661. this.add( new Mesh( geometry, this.material ) );
  27662. this.update();
  27663. }
  27664. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27665. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27666. HemisphereLightHelper.prototype.dispose = function () {
  27667. this.children[ 0 ].geometry.dispose();
  27668. this.children[ 0 ].material.dispose();
  27669. };
  27670. HemisphereLightHelper.prototype.update = function () {
  27671. var mesh = this.children[ 0 ];
  27672. if ( this.color !== undefined ) {
  27673. this.material.color.set( this.color );
  27674. } else {
  27675. var colors = mesh.geometry.getAttribute( 'color' );
  27676. _color1.copy( this.light.color );
  27677. _color2.copy( this.light.groundColor );
  27678. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27679. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27680. colors.setXYZ( i, color.r, color.g, color.b );
  27681. }
  27682. colors.needsUpdate = true;
  27683. }
  27684. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27685. };
  27686. /**
  27687. * @author mrdoob / http://mrdoob.com/
  27688. */
  27689. function GridHelper( size, divisions, color1, color2 ) {
  27690. size = size || 10;
  27691. divisions = divisions || 10;
  27692. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27693. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27694. var center = divisions / 2;
  27695. var step = size / divisions;
  27696. var halfSize = size / 2;
  27697. var vertices = [], colors = [];
  27698. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27699. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27700. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27701. var color = i === center ? color1 : color2;
  27702. color.toArray( colors, j ); j += 3;
  27703. color.toArray( colors, j ); j += 3;
  27704. color.toArray( colors, j ); j += 3;
  27705. color.toArray( colors, j ); j += 3;
  27706. }
  27707. var geometry = new BufferGeometry();
  27708. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27709. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27710. var material = new LineBasicMaterial( { vertexColors: true } );
  27711. LineSegments.call( this, geometry, material );
  27712. }
  27713. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27714. constructor: GridHelper,
  27715. copy: function ( source ) {
  27716. LineSegments.prototype.copy.call( this, source );
  27717. this.geometry.copy( source.geometry );
  27718. this.material.copy( source.material );
  27719. return this;
  27720. },
  27721. clone: function () {
  27722. return new this.constructor().copy( this );
  27723. }
  27724. } );
  27725. /**
  27726. * @author mrdoob / http://mrdoob.com/
  27727. * @author Mugen87 / http://github.com/Mugen87
  27728. * @author Hectate / http://www.github.com/Hectate
  27729. */
  27730. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27731. radius = radius || 10;
  27732. radials = radials || 16;
  27733. circles = circles || 8;
  27734. divisions = divisions || 64;
  27735. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27736. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27737. var vertices = [];
  27738. var colors = [];
  27739. var x, z;
  27740. var v, i, j, r, color;
  27741. // create the radials
  27742. for ( i = 0; i <= radials; i ++ ) {
  27743. v = ( i / radials ) * ( Math.PI * 2 );
  27744. x = Math.sin( v ) * radius;
  27745. z = Math.cos( v ) * radius;
  27746. vertices.push( 0, 0, 0 );
  27747. vertices.push( x, 0, z );
  27748. color = ( i & 1 ) ? color1 : color2;
  27749. colors.push( color.r, color.g, color.b );
  27750. colors.push( color.r, color.g, color.b );
  27751. }
  27752. // create the circles
  27753. for ( i = 0; i <= circles; i ++ ) {
  27754. color = ( i & 1 ) ? color1 : color2;
  27755. r = radius - ( radius / circles * i );
  27756. for ( j = 0; j < divisions; j ++ ) {
  27757. // first vertex
  27758. v = ( j / divisions ) * ( Math.PI * 2 );
  27759. x = Math.sin( v ) * r;
  27760. z = Math.cos( v ) * r;
  27761. vertices.push( x, 0, z );
  27762. colors.push( color.r, color.g, color.b );
  27763. // second vertex
  27764. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27765. x = Math.sin( v ) * r;
  27766. z = Math.cos( v ) * r;
  27767. vertices.push( x, 0, z );
  27768. colors.push( color.r, color.g, color.b );
  27769. }
  27770. }
  27771. var geometry = new BufferGeometry();
  27772. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27773. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27774. var material = new LineBasicMaterial( { vertexColors: true } );
  27775. LineSegments.call( this, geometry, material );
  27776. }
  27777. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27778. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27779. /**
  27780. * @author alteredq / http://alteredqualia.com/
  27781. * @author mrdoob / http://mrdoob.com/
  27782. * @author WestLangley / http://github.com/WestLangley
  27783. */
  27784. var _v1$5 = new Vector3();
  27785. var _v2$3 = new Vector3();
  27786. var _v3$1 = new Vector3();
  27787. function DirectionalLightHelper( light, size, color ) {
  27788. Object3D.call( this );
  27789. this.light = light;
  27790. this.light.updateMatrixWorld();
  27791. this.matrix = light.matrixWorld;
  27792. this.matrixAutoUpdate = false;
  27793. this.color = color;
  27794. if ( size === undefined ) { size = 1; }
  27795. var geometry = new BufferGeometry();
  27796. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27797. - size, size, 0,
  27798. size, size, 0,
  27799. size, - size, 0,
  27800. - size, - size, 0,
  27801. - size, size, 0
  27802. ], 3 ) );
  27803. var material = new LineBasicMaterial( { fog: false } );
  27804. this.lightPlane = new Line( geometry, material );
  27805. this.add( this.lightPlane );
  27806. geometry = new BufferGeometry();
  27807. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27808. this.targetLine = new Line( geometry, material );
  27809. this.add( this.targetLine );
  27810. this.update();
  27811. }
  27812. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27813. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27814. DirectionalLightHelper.prototype.dispose = function () {
  27815. this.lightPlane.geometry.dispose();
  27816. this.lightPlane.material.dispose();
  27817. this.targetLine.geometry.dispose();
  27818. this.targetLine.material.dispose();
  27819. };
  27820. DirectionalLightHelper.prototype.update = function () {
  27821. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27822. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27823. _v3$1.subVectors( _v2$3, _v1$5 );
  27824. this.lightPlane.lookAt( _v2$3 );
  27825. if ( this.color !== undefined ) {
  27826. this.lightPlane.material.color.set( this.color );
  27827. this.targetLine.material.color.set( this.color );
  27828. } else {
  27829. this.lightPlane.material.color.copy( this.light.color );
  27830. this.targetLine.material.color.copy( this.light.color );
  27831. }
  27832. this.targetLine.lookAt( _v2$3 );
  27833. this.targetLine.scale.z = _v3$1.length();
  27834. };
  27835. /**
  27836. * @author alteredq / http://alteredqualia.com/
  27837. * @author Mugen87 / https://github.com/Mugen87
  27838. *
  27839. * - shows frustum, line of sight and up of the camera
  27840. * - suitable for fast updates
  27841. * - based on frustum visualization in lightgl.js shadowmap example
  27842. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27843. */
  27844. var _vector$b = new Vector3();
  27845. var _camera = new Camera();
  27846. function CameraHelper( camera ) {
  27847. var geometry = new BufferGeometry();
  27848. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true } );
  27849. var vertices = [];
  27850. var colors = [];
  27851. var pointMap = {};
  27852. // colors
  27853. var colorFrustum = new Color( 0xffaa00 );
  27854. var colorCone = new Color( 0xff0000 );
  27855. var colorUp = new Color( 0x00aaff );
  27856. var colorTarget = new Color( 0xffffff );
  27857. var colorCross = new Color( 0x333333 );
  27858. // near
  27859. addLine( 'n1', 'n2', colorFrustum );
  27860. addLine( 'n2', 'n4', colorFrustum );
  27861. addLine( 'n4', 'n3', colorFrustum );
  27862. addLine( 'n3', 'n1', colorFrustum );
  27863. // far
  27864. addLine( 'f1', 'f2', colorFrustum );
  27865. addLine( 'f2', 'f4', colorFrustum );
  27866. addLine( 'f4', 'f3', colorFrustum );
  27867. addLine( 'f3', 'f1', colorFrustum );
  27868. // sides
  27869. addLine( 'n1', 'f1', colorFrustum );
  27870. addLine( 'n2', 'f2', colorFrustum );
  27871. addLine( 'n3', 'f3', colorFrustum );
  27872. addLine( 'n4', 'f4', colorFrustum );
  27873. // cone
  27874. addLine( 'p', 'n1', colorCone );
  27875. addLine( 'p', 'n2', colorCone );
  27876. addLine( 'p', 'n3', colorCone );
  27877. addLine( 'p', 'n4', colorCone );
  27878. // up
  27879. addLine( 'u1', 'u2', colorUp );
  27880. addLine( 'u2', 'u3', colorUp );
  27881. addLine( 'u3', 'u1', colorUp );
  27882. // target
  27883. addLine( 'c', 't', colorTarget );
  27884. addLine( 'p', 'c', colorCross );
  27885. // cross
  27886. addLine( 'cn1', 'cn2', colorCross );
  27887. addLine( 'cn3', 'cn4', colorCross );
  27888. addLine( 'cf1', 'cf2', colorCross );
  27889. addLine( 'cf3', 'cf4', colorCross );
  27890. function addLine( a, b, color ) {
  27891. addPoint( a, color );
  27892. addPoint( b, color );
  27893. }
  27894. function addPoint( id, color ) {
  27895. vertices.push( 0, 0, 0 );
  27896. colors.push( color.r, color.g, color.b );
  27897. if ( pointMap[ id ] === undefined ) {
  27898. pointMap[ id ] = [];
  27899. }
  27900. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27901. }
  27902. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27903. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27904. LineSegments.call( this, geometry, material );
  27905. this.camera = camera;
  27906. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27907. this.matrix = camera.matrixWorld;
  27908. this.matrixAutoUpdate = false;
  27909. this.pointMap = pointMap;
  27910. this.update();
  27911. }
  27912. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27913. CameraHelper.prototype.constructor = CameraHelper;
  27914. CameraHelper.prototype.update = function () {
  27915. var geometry = this.geometry;
  27916. var pointMap = this.pointMap;
  27917. var w = 1, h = 1;
  27918. // we need just camera projection matrix inverse
  27919. // world matrix must be identity
  27920. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27921. // center / target
  27922. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27923. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27924. // near
  27925. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27926. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27927. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27928. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27929. // far
  27930. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27931. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27932. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27933. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27934. // up
  27935. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27936. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27937. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27938. // cross
  27939. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27940. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27941. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27942. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27943. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27944. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27945. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27946. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27947. geometry.getAttribute( 'position' ).needsUpdate = true;
  27948. };
  27949. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27950. _vector$b.set( x, y, z ).unproject( camera );
  27951. var points = pointMap[ point ];
  27952. if ( points !== undefined ) {
  27953. var position = geometry.getAttribute( 'position' );
  27954. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27955. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  27956. }
  27957. }
  27958. }
  27959. /**
  27960. * @author mrdoob / http://mrdoob.com/
  27961. * @author Mugen87 / http://github.com/Mugen87
  27962. */
  27963. var _box$3 = new Box3();
  27964. function BoxHelper( object, color ) {
  27965. this.object = object;
  27966. if ( color === undefined ) { color = 0xffff00; }
  27967. 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 ] );
  27968. var positions = new Float32Array( 8 * 3 );
  27969. var geometry = new BufferGeometry();
  27970. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27971. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27972. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27973. this.matrixAutoUpdate = false;
  27974. this.update();
  27975. }
  27976. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27977. BoxHelper.prototype.constructor = BoxHelper;
  27978. BoxHelper.prototype.update = function ( object ) {
  27979. if ( object !== undefined ) {
  27980. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27981. }
  27982. if ( this.object !== undefined ) {
  27983. _box$3.setFromObject( this.object );
  27984. }
  27985. if ( _box$3.isEmpty() ) { return; }
  27986. var min = _box$3.min;
  27987. var max = _box$3.max;
  27988. /*
  27989. 5____4
  27990. 1/___0/|
  27991. | 6__|_7
  27992. 2/___3/
  27993. 0: max.x, max.y, max.z
  27994. 1: min.x, max.y, max.z
  27995. 2: min.x, min.y, max.z
  27996. 3: max.x, min.y, max.z
  27997. 4: max.x, max.y, min.z
  27998. 5: min.x, max.y, min.z
  27999. 6: min.x, min.y, min.z
  28000. 7: max.x, min.y, min.z
  28001. */
  28002. var position = this.geometry.attributes.position;
  28003. var array = position.array;
  28004. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28005. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28006. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28007. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28008. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28009. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28010. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28011. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28012. position.needsUpdate = true;
  28013. this.geometry.computeBoundingSphere();
  28014. };
  28015. BoxHelper.prototype.setFromObject = function ( object ) {
  28016. this.object = object;
  28017. this.update();
  28018. return this;
  28019. };
  28020. BoxHelper.prototype.copy = function ( source ) {
  28021. LineSegments.prototype.copy.call( this, source );
  28022. this.object = source.object;
  28023. return this;
  28024. };
  28025. BoxHelper.prototype.clone = function () {
  28026. return new this.constructor().copy( this );
  28027. };
  28028. /**
  28029. * @author WestLangley / http://github.com/WestLangley
  28030. */
  28031. function Box3Helper( box, color ) {
  28032. this.type = 'Box3Helper';
  28033. this.box = box;
  28034. color = color || 0xffff00;
  28035. 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 ] );
  28036. 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 ];
  28037. var geometry = new BufferGeometry();
  28038. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28039. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28040. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28041. this.geometry.computeBoundingSphere();
  28042. }
  28043. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28044. Box3Helper.prototype.constructor = Box3Helper;
  28045. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28046. var box = this.box;
  28047. if ( box.isEmpty() ) { return; }
  28048. box.getCenter( this.position );
  28049. box.getSize( this.scale );
  28050. this.scale.multiplyScalar( 0.5 );
  28051. Object3D.prototype.updateMatrixWorld.call( this, force );
  28052. };
  28053. /**
  28054. * @author WestLangley / http://github.com/WestLangley
  28055. */
  28056. function PlaneHelper( plane, size, hex ) {
  28057. this.type = 'PlaneHelper';
  28058. this.plane = plane;
  28059. this.size = ( size === undefined ) ? 1 : size;
  28060. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28061. 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 ];
  28062. var geometry = new BufferGeometry();
  28063. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28064. geometry.computeBoundingSphere();
  28065. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28066. //
  28067. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28068. var geometry2 = new BufferGeometry();
  28069. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28070. geometry2.computeBoundingSphere();
  28071. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28072. }
  28073. PlaneHelper.prototype = Object.create( Line.prototype );
  28074. PlaneHelper.prototype.constructor = PlaneHelper;
  28075. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28076. var scale = - this.plane.constant;
  28077. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28078. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28079. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28080. this.lookAt( this.plane.normal );
  28081. Object3D.prototype.updateMatrixWorld.call( this, force );
  28082. };
  28083. /**
  28084. * @author WestLangley / http://github.com/WestLangley
  28085. * @author zz85 / http://github.com/zz85
  28086. * @author bhouston / http://clara.io
  28087. *
  28088. * Creates an arrow for visualizing directions
  28089. *
  28090. * Parameters:
  28091. * dir - Vector3
  28092. * origin - Vector3
  28093. * length - Number
  28094. * color - color in hex value
  28095. * headLength - Number
  28096. * headWidth - Number
  28097. */
  28098. var _axis = new Vector3();
  28099. var _lineGeometry, _coneGeometry;
  28100. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28101. // dir is assumed to be normalized
  28102. Object3D.call( this );
  28103. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28104. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28105. if ( length === undefined ) { length = 1; }
  28106. if ( color === undefined ) { color = 0xffff00; }
  28107. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28108. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28109. if ( _lineGeometry === undefined ) {
  28110. _lineGeometry = new BufferGeometry();
  28111. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28112. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28113. _coneGeometry.translate( 0, - 0.5, 0 );
  28114. }
  28115. this.position.copy( origin );
  28116. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28117. this.line.matrixAutoUpdate = false;
  28118. this.add( this.line );
  28119. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28120. this.cone.matrixAutoUpdate = false;
  28121. this.add( this.cone );
  28122. this.setDirection( dir );
  28123. this.setLength( length, headLength, headWidth );
  28124. }
  28125. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28126. ArrowHelper.prototype.constructor = ArrowHelper;
  28127. ArrowHelper.prototype.setDirection = function ( dir ) {
  28128. // dir is assumed to be normalized
  28129. if ( dir.y > 0.99999 ) {
  28130. this.quaternion.set( 0, 0, 0, 1 );
  28131. } else if ( dir.y < - 0.99999 ) {
  28132. this.quaternion.set( 1, 0, 0, 0 );
  28133. } else {
  28134. _axis.set( dir.z, 0, - dir.x ).normalize();
  28135. var radians = Math.acos( dir.y );
  28136. this.quaternion.setFromAxisAngle( _axis, radians );
  28137. }
  28138. };
  28139. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28140. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28141. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28142. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28143. this.line.updateMatrix();
  28144. this.cone.scale.set( headWidth, headLength, headWidth );
  28145. this.cone.position.y = length;
  28146. this.cone.updateMatrix();
  28147. };
  28148. ArrowHelper.prototype.setColor = function ( color ) {
  28149. this.line.material.color.set( color );
  28150. this.cone.material.color.set( color );
  28151. };
  28152. ArrowHelper.prototype.copy = function ( source ) {
  28153. Object3D.prototype.copy.call( this, source, false );
  28154. this.line.copy( source.line );
  28155. this.cone.copy( source.cone );
  28156. return this;
  28157. };
  28158. ArrowHelper.prototype.clone = function () {
  28159. return new this.constructor().copy( this );
  28160. };
  28161. /**
  28162. * @author sroucheray / http://sroucheray.org/
  28163. * @author mrdoob / http://mrdoob.com/
  28164. */
  28165. function AxesHelper( size ) {
  28166. size = size || 1;
  28167. var vertices = [
  28168. 0, 0, 0, size, 0, 0,
  28169. 0, 0, 0, 0, size, 0,
  28170. 0, 0, 0, 0, 0, size
  28171. ];
  28172. var colors = [
  28173. 1, 0, 0, 1, 0.6, 0,
  28174. 0, 1, 0, 0.6, 1, 0,
  28175. 0, 0, 1, 0, 0.6, 1
  28176. ];
  28177. var geometry = new BufferGeometry();
  28178. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28179. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28180. var material = new LineBasicMaterial( { vertexColors: true } );
  28181. LineSegments.call( this, geometry, material );
  28182. }
  28183. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28184. AxesHelper.prototype.constructor = AxesHelper;
  28185. /**
  28186. * @author Emmett Lalish / elalish
  28187. *
  28188. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28189. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28190. * blur to be quickly accessed based on material roughness. It is packed into a
  28191. * special CubeUV format that allows us to perform custom interpolation so that
  28192. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28193. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28194. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28195. * higher roughness levels. In this way we maintain resolution to smoothly
  28196. * interpolate diffuse lighting while limiting sampling computation.
  28197. */
  28198. var LOD_MIN = 4;
  28199. var LOD_MAX = 8;
  28200. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28201. // The standard deviations (radians) associated with the extra mips. These are
  28202. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28203. // geometric shadowing function. These sigma values squared must match the
  28204. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28205. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28206. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28207. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28208. // samples and exit early, but not recompile the shader.
  28209. var MAX_SAMPLES = 20;
  28210. var ENCODINGS = {};
  28211. ENCODINGS[ LinearEncoding ] = 0;
  28212. ENCODINGS[ sRGBEncoding ] = 1;
  28213. ENCODINGS[ RGBEEncoding ] = 2;
  28214. ENCODINGS[ RGBM7Encoding ] = 3;
  28215. ENCODINGS[ RGBM16Encoding ] = 4;
  28216. ENCODINGS[ RGBDEncoding ] = 5;
  28217. ENCODINGS[ GammaEncoding ] = 6;
  28218. var _flatCamera = new OrthographicCamera();
  28219. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28220. var _equirectShader = null;
  28221. var _cubemapShader = null;
  28222. var ref = _createPlanes();
  28223. var _lodPlanes = ref._lodPlanes;
  28224. var _sizeLods = ref._sizeLods;
  28225. var _sigmas = ref._sigmas;
  28226. var _pingPongRenderTarget = null;
  28227. var _renderer = null;
  28228. var _oldTarget = null;
  28229. // Golden Ratio
  28230. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28231. var INV_PHI = 1 / PHI;
  28232. // Vertices of a dodecahedron (except the opposites, which represent the
  28233. // same axis), used as axis directions evenly spread on a sphere.
  28234. var _axisDirections = [
  28235. new Vector3( 1, 1, 1 ),
  28236. new Vector3( - 1, 1, 1 ),
  28237. new Vector3( 1, 1, - 1 ),
  28238. new Vector3( - 1, 1, - 1 ),
  28239. new Vector3( 0, PHI, INV_PHI ),
  28240. new Vector3( 0, PHI, - INV_PHI ),
  28241. new Vector3( INV_PHI, 0, PHI ),
  28242. new Vector3( - INV_PHI, 0, PHI ),
  28243. new Vector3( PHI, INV_PHI, 0 ),
  28244. new Vector3( - PHI, INV_PHI, 0 ) ];
  28245. function PMREMGenerator( renderer ) {
  28246. _renderer = renderer;
  28247. _compileMaterial( _blurMaterial );
  28248. }
  28249. PMREMGenerator.prototype = {
  28250. constructor: PMREMGenerator,
  28251. /**
  28252. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28253. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28254. * in radians to be applied to the scene before PMREM generation. Optional near
  28255. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28256. * is placed at the origin).
  28257. */
  28258. fromScene: function ( scene, sigma, near, far ) {
  28259. if ( sigma === void 0 ) sigma = 0;
  28260. if ( near === void 0 ) near = 0.1;
  28261. if ( far === void 0 ) far = 100;
  28262. _oldTarget = _renderer.getRenderTarget();
  28263. var cubeUVRenderTarget = _allocateTargets();
  28264. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28265. if ( sigma > 0 ) {
  28266. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28267. }
  28268. _applyPMREM( cubeUVRenderTarget );
  28269. _cleanup( cubeUVRenderTarget );
  28270. return cubeUVRenderTarget;
  28271. },
  28272. /**
  28273. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28274. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28275. * as this matches best with the 256 x 256 cubemap output.
  28276. */
  28277. fromEquirectangular: function ( equirectangular ) {
  28278. equirectangular.magFilter = NearestFilter;
  28279. equirectangular.minFilter = NearestFilter;
  28280. equirectangular.generateMipmaps = false;
  28281. return this.fromCubemap( equirectangular );
  28282. },
  28283. /**
  28284. * Generates a PMREM from an cubemap texture, which can be either LDR
  28285. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28286. * as this matches best with the 256 x 256 cubemap output.
  28287. */
  28288. fromCubemap: function ( cubemap ) {
  28289. _oldTarget = _renderer.getRenderTarget();
  28290. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28291. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28292. _applyPMREM( cubeUVRenderTarget );
  28293. _cleanup( cubeUVRenderTarget );
  28294. return cubeUVRenderTarget;
  28295. },
  28296. /**
  28297. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28298. * your texture's network fetch for increased concurrency.
  28299. */
  28300. compileCubemapShader: function () {
  28301. if ( _cubemapShader == null ) {
  28302. _cubemapShader = _getCubemapShader();
  28303. _compileMaterial( _cubemapShader );
  28304. }
  28305. },
  28306. /**
  28307. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28308. * your texture's network fetch for increased concurrency.
  28309. */
  28310. compileEquirectangularShader: function () {
  28311. if ( _equirectShader == null ) {
  28312. _equirectShader = _getEquirectShader();
  28313. _compileMaterial( _equirectShader );
  28314. }
  28315. },
  28316. /**
  28317. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28318. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28319. * one of them will cause any others to also become unusable.
  28320. */
  28321. dispose: function () {
  28322. _blurMaterial.dispose();
  28323. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28324. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28325. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28326. _lodPlanes[ i ].dispose();
  28327. }
  28328. },
  28329. };
  28330. function _createPlanes() {
  28331. var _lodPlanes = [];
  28332. var _sizeLods = [];
  28333. var _sigmas = [];
  28334. var lod = LOD_MAX;
  28335. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28336. var sizeLod = Math.pow( 2, lod );
  28337. _sizeLods.push( sizeLod );
  28338. var sigma = 1.0 / sizeLod;
  28339. if ( i > LOD_MAX - LOD_MIN ) {
  28340. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28341. } else if ( i == 0 ) {
  28342. sigma = 0;
  28343. }
  28344. _sigmas.push( sigma );
  28345. var texelSize = 1.0 / ( sizeLod - 1 );
  28346. var min = - texelSize / 2;
  28347. var max = 1 + texelSize / 2;
  28348. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28349. var cubeFaces = 6;
  28350. var vertices = 6;
  28351. var positionSize = 3;
  28352. var uvSize = 2;
  28353. var faceIndexSize = 1;
  28354. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28355. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28356. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28357. for ( var face = 0; face < cubeFaces; face ++ ) {
  28358. var x = ( face % 3 ) * 2 / 3 - 1;
  28359. var y = face > 2 ? 0 : - 1;
  28360. var coordinates = [
  28361. x, y, 0,
  28362. x + 2 / 3, y, 0,
  28363. x + 2 / 3, y + 1, 0,
  28364. x, y, 0,
  28365. x + 2 / 3, y + 1, 0,
  28366. x, y + 1, 0
  28367. ];
  28368. position.set( coordinates, positionSize * vertices * face );
  28369. uv.set( uv1, uvSize * vertices * face );
  28370. var fill = [ face, face, face, face, face, face ];
  28371. faceIndex.set( fill, faceIndexSize * vertices * face );
  28372. }
  28373. var planes = new BufferGeometry();
  28374. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28375. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28376. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28377. _lodPlanes.push( planes );
  28378. if ( lod > LOD_MIN ) {
  28379. lod --;
  28380. }
  28381. }
  28382. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28383. }
  28384. function _allocateTargets( equirectangular ) {
  28385. var params = {
  28386. magFilter: NearestFilter,
  28387. minFilter: NearestFilter,
  28388. generateMipmaps: false,
  28389. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28390. format: equirectangular ? equirectangular.format : RGBEFormat,
  28391. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28392. depthBuffer: false,
  28393. stencilBuffer: false
  28394. };
  28395. var cubeUVRenderTarget = _createRenderTarget( params );
  28396. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28397. _pingPongRenderTarget = _createRenderTarget( params );
  28398. return cubeUVRenderTarget;
  28399. }
  28400. function _cleanup( outputTarget ) {
  28401. _pingPongRenderTarget.dispose();
  28402. _renderer.setRenderTarget( _oldTarget );
  28403. outputTarget.scissorTest = false;
  28404. // reset viewport and scissor
  28405. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28406. }
  28407. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28408. var fov = 90;
  28409. var aspect = 1;
  28410. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28411. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28412. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28413. var outputEncoding = _renderer.outputEncoding;
  28414. var toneMapping = _renderer.toneMapping;
  28415. var toneMappingExposure = _renderer.toneMappingExposure;
  28416. var clearColor = _renderer.getClearColor();
  28417. var clearAlpha = _renderer.getClearAlpha();
  28418. _renderer.toneMapping = LinearToneMapping;
  28419. _renderer.toneMappingExposure = 1.0;
  28420. _renderer.outputEncoding = LinearEncoding;
  28421. scene.scale.z *= - 1;
  28422. var background = scene.background;
  28423. if ( background && background.isColor ) {
  28424. background.convertSRGBToLinear();
  28425. // Convert linear to RGBE
  28426. var maxComponent = Math.max( background.r, background.g, background.b );
  28427. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28428. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28429. var alpha = ( fExp + 128.0 ) / 255.0;
  28430. _renderer.setClearColor( background, alpha );
  28431. scene.background = null;
  28432. }
  28433. for ( var i = 0; i < 6; i ++ ) {
  28434. var col = i % 3;
  28435. if ( col == 0 ) {
  28436. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28437. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28438. } else if ( col == 1 ) {
  28439. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28440. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28441. } else {
  28442. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28443. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28444. }
  28445. _setViewport( cubeUVRenderTarget,
  28446. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28447. _renderer.setRenderTarget( cubeUVRenderTarget );
  28448. _renderer.render( scene, cubeCamera );
  28449. }
  28450. _renderer.toneMapping = toneMapping;
  28451. _renderer.toneMappingExposure = toneMappingExposure;
  28452. _renderer.outputEncoding = outputEncoding;
  28453. _renderer.setClearColor( clearColor, clearAlpha );
  28454. scene.scale.z *= - 1;
  28455. }
  28456. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28457. var scene = new Scene();
  28458. if ( texture.isCubeTexture ) {
  28459. if ( _cubemapShader == null ) {
  28460. _cubemapShader = _getCubemapShader();
  28461. }
  28462. } else {
  28463. if ( _equirectShader == null ) {
  28464. _equirectShader = _getEquirectShader();
  28465. }
  28466. }
  28467. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28468. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28469. var uniforms = material.uniforms;
  28470. uniforms[ 'envMap' ].value = texture;
  28471. if ( ! texture.isCubeTexture ) {
  28472. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28473. }
  28474. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28475. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28476. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28477. _renderer.setRenderTarget( cubeUVRenderTarget );
  28478. _renderer.render( scene, _flatCamera );
  28479. }
  28480. function _compileMaterial( material ) {
  28481. var tmpScene = new Scene();
  28482. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28483. _renderer.compile( tmpScene, _flatCamera );
  28484. }
  28485. function _createRenderTarget( params ) {
  28486. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28487. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28488. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28489. cubeUVRenderTarget.scissorTest = true;
  28490. return cubeUVRenderTarget;
  28491. }
  28492. function _setViewport( target, x, y, width, height ) {
  28493. target.viewport.set( x, y, width, height );
  28494. target.scissor.set( x, y, width, height );
  28495. }
  28496. function _applyPMREM( cubeUVRenderTarget ) {
  28497. var autoClear = _renderer.autoClear;
  28498. _renderer.autoClear = false;
  28499. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28500. var sigma = Math.sqrt(
  28501. _sigmas[ i ] * _sigmas[ i ] -
  28502. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28503. var poleAxis =
  28504. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28505. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28506. }
  28507. _renderer.autoClear = autoClear;
  28508. }
  28509. /**
  28510. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28511. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28512. * the blur latitudinally (around the poles), and then longitudinally (towards
  28513. * the poles) to approximate the orthogonally-separable blur. It is least
  28514. * accurate at the poles, but still does a decent job.
  28515. */
  28516. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28517. _halfBlur(
  28518. cubeUVRenderTarget,
  28519. _pingPongRenderTarget,
  28520. lodIn,
  28521. lodOut,
  28522. sigma,
  28523. 'latitudinal',
  28524. poleAxis );
  28525. _halfBlur(
  28526. _pingPongRenderTarget,
  28527. cubeUVRenderTarget,
  28528. lodOut,
  28529. lodOut,
  28530. sigma,
  28531. 'longitudinal',
  28532. poleAxis );
  28533. }
  28534. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28535. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28536. console.error(
  28537. 'blur direction must be either latitudinal or longitudinal!' );
  28538. }
  28539. // Number of standard deviations at which to cut off the discrete approximation.
  28540. var STANDARD_DEVIATIONS = 3;
  28541. var blurScene = new Scene();
  28542. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28543. var blurUniforms = _blurMaterial.uniforms;
  28544. var pixels = _sizeLods[ lodIn ] - 1;
  28545. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28546. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28547. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28548. if ( samples > MAX_SAMPLES ) {
  28549. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28550. }
  28551. var weights = [];
  28552. var sum = 0;
  28553. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28554. var x = i / sigmaPixels;
  28555. var weight = Math.exp( - x * x / 2 );
  28556. weights.push( weight );
  28557. if ( i == 0 ) {
  28558. sum += weight;
  28559. } else if ( i < samples ) {
  28560. sum += 2 * weight;
  28561. }
  28562. }
  28563. for ( var i = 0; i < weights.length; i ++ ) {
  28564. weights[ i ] = weights[ i ] / sum;
  28565. }
  28566. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28567. blurUniforms[ 'samples' ].value = samples;
  28568. blurUniforms[ 'weights' ].value = weights;
  28569. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28570. if ( poleAxis ) {
  28571. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28572. }
  28573. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28574. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28575. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28576. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28577. var outputSize = _sizeLods[ lodOut ];
  28578. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28579. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28580. 2 * outputSize *
  28581. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28582. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28583. _renderer.setRenderTarget( targetOut );
  28584. _renderer.render( blurScene, _flatCamera );
  28585. }
  28586. function _getBlurShader( maxSamples ) {
  28587. var weights = new Float32Array( maxSamples );
  28588. var poleAxis = new Vector3( 0, 1, 0 );
  28589. var shaderMaterial = new RawShaderMaterial( {
  28590. defines: { 'n': maxSamples },
  28591. uniforms: {
  28592. 'envMap': { value: null },
  28593. 'samples': { value: 1 },
  28594. 'weights': { value: weights },
  28595. 'latitudinal': { value: false },
  28596. 'dTheta': { value: 0 },
  28597. 'mipInt': { value: 0 },
  28598. 'poleAxis': { value: poleAxis },
  28599. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28600. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28601. },
  28602. vertexShader: _getCommonVertexShader(),
  28603. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28604. blending: NoBlending,
  28605. depthTest: false,
  28606. depthWrite: false
  28607. } );
  28608. shaderMaterial.type = 'SphericalGaussianBlur';
  28609. return shaderMaterial;
  28610. }
  28611. function _getEquirectShader() {
  28612. var texelSize = new Vector2( 1, 1 );
  28613. var shaderMaterial = new RawShaderMaterial( {
  28614. uniforms: {
  28615. 'envMap': { value: null },
  28616. 'texelSize': { value: texelSize },
  28617. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28618. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28619. },
  28620. vertexShader: _getCommonVertexShader(),
  28621. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28622. blending: NoBlending,
  28623. depthTest: false,
  28624. depthWrite: false
  28625. } );
  28626. shaderMaterial.type = 'EquirectangularToCubeUV';
  28627. return shaderMaterial;
  28628. }
  28629. function _getCubemapShader() {
  28630. var shaderMaterial = new RawShaderMaterial( {
  28631. uniforms: {
  28632. 'envMap': { value: null },
  28633. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28634. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28635. },
  28636. vertexShader: _getCommonVertexShader(),
  28637. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28638. blending: NoBlending,
  28639. depthTest: false,
  28640. depthWrite: false
  28641. } );
  28642. shaderMaterial.type = 'CubemapToCubeUV';
  28643. return shaderMaterial;
  28644. }
  28645. function _getCommonVertexShader() {
  28646. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28647. }
  28648. function _getEncodings() {
  28649. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28650. }
  28651. /**
  28652. * @author mrdoob / http://mrdoob.com/
  28653. */
  28654. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28655. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28656. return new Face3( a, b, c, normal, color, materialIndex );
  28657. }
  28658. var LineStrip = 0;
  28659. var LinePieces = 1;
  28660. var NoColors = 0;
  28661. var FaceColors = 1;
  28662. var VertexColors = 2;
  28663. function MeshFaceMaterial( materials ) {
  28664. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28665. return materials;
  28666. }
  28667. function MultiMaterial( materials ) {
  28668. if ( materials === undefined ) { materials = []; }
  28669. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28670. materials.isMultiMaterial = true;
  28671. materials.materials = materials;
  28672. materials.clone = function () {
  28673. return materials.slice();
  28674. };
  28675. return materials;
  28676. }
  28677. function PointCloud( geometry, material ) {
  28678. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28679. return new Points( geometry, material );
  28680. }
  28681. function Particle( material ) {
  28682. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28683. return new Sprite( material );
  28684. }
  28685. function ParticleSystem( geometry, material ) {
  28686. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28687. return new Points( geometry, material );
  28688. }
  28689. function PointCloudMaterial( parameters ) {
  28690. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28691. return new PointsMaterial( parameters );
  28692. }
  28693. function ParticleBasicMaterial( parameters ) {
  28694. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28695. return new PointsMaterial( parameters );
  28696. }
  28697. function ParticleSystemMaterial( parameters ) {
  28698. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28699. return new PointsMaterial( parameters );
  28700. }
  28701. function Vertex( x, y, z ) {
  28702. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28703. return new Vector3( x, y, z );
  28704. }
  28705. //
  28706. function DynamicBufferAttribute( array, itemSize ) {
  28707. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28708. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28709. }
  28710. function Int8Attribute( array, itemSize ) {
  28711. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28712. return new Int8BufferAttribute( array, itemSize );
  28713. }
  28714. function Uint8Attribute( array, itemSize ) {
  28715. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28716. return new Uint8BufferAttribute( array, itemSize );
  28717. }
  28718. function Uint8ClampedAttribute( array, itemSize ) {
  28719. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28720. return new Uint8ClampedBufferAttribute( array, itemSize );
  28721. }
  28722. function Int16Attribute( array, itemSize ) {
  28723. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28724. return new Int16BufferAttribute( array, itemSize );
  28725. }
  28726. function Uint16Attribute( array, itemSize ) {
  28727. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28728. return new Uint16BufferAttribute( array, itemSize );
  28729. }
  28730. function Int32Attribute( array, itemSize ) {
  28731. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28732. return new Int32BufferAttribute( array, itemSize );
  28733. }
  28734. function Uint32Attribute( array, itemSize ) {
  28735. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28736. return new Uint32BufferAttribute( array, itemSize );
  28737. }
  28738. function Float32Attribute( array, itemSize ) {
  28739. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28740. return new Float32BufferAttribute( array, itemSize );
  28741. }
  28742. function Float64Attribute( array, itemSize ) {
  28743. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28744. return new Float64BufferAttribute( array, itemSize );
  28745. }
  28746. //
  28747. Curve.create = function ( construct, getPoint ) {
  28748. console.log( 'THREE.Curve.create() has been deprecated' );
  28749. construct.prototype = Object.create( Curve.prototype );
  28750. construct.prototype.constructor = construct;
  28751. construct.prototype.getPoint = getPoint;
  28752. return construct;
  28753. };
  28754. //
  28755. Object.assign( CurvePath.prototype, {
  28756. createPointsGeometry: function ( divisions ) {
  28757. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28758. // generate geometry from path points (for Line or Points objects)
  28759. var pts = this.getPoints( divisions );
  28760. return this.createGeometry( pts );
  28761. },
  28762. createSpacedPointsGeometry: function ( divisions ) {
  28763. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28764. // generate geometry from equidistant sampling along the path
  28765. var pts = this.getSpacedPoints( divisions );
  28766. return this.createGeometry( pts );
  28767. },
  28768. createGeometry: function ( points ) {
  28769. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28770. var geometry = new Geometry();
  28771. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28772. var point = points[ i ];
  28773. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28774. }
  28775. return geometry;
  28776. }
  28777. } );
  28778. //
  28779. Object.assign( Path.prototype, {
  28780. fromPoints: function ( points ) {
  28781. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28782. return this.setFromPoints( points );
  28783. }
  28784. } );
  28785. //
  28786. function ClosedSplineCurve3( points ) {
  28787. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28788. CatmullRomCurve3.call( this, points );
  28789. this.type = 'catmullrom';
  28790. this.closed = true;
  28791. }
  28792. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28793. //
  28794. function SplineCurve3( points ) {
  28795. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28796. CatmullRomCurve3.call( this, points );
  28797. this.type = 'catmullrom';
  28798. }
  28799. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28800. //
  28801. function Spline( points ) {
  28802. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28803. CatmullRomCurve3.call( this, points );
  28804. this.type = 'catmullrom';
  28805. }
  28806. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28807. Object.assign( Spline.prototype, {
  28808. initFromArray: function ( /* a */ ) {
  28809. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28810. },
  28811. getControlPointsArray: function ( /* optionalTarget */ ) {
  28812. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28813. },
  28814. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28815. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28816. }
  28817. } );
  28818. //
  28819. function AxisHelper( size ) {
  28820. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28821. return new AxesHelper( size );
  28822. }
  28823. function BoundingBoxHelper( object, color ) {
  28824. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28825. return new BoxHelper( object, color );
  28826. }
  28827. function EdgesHelper( object, hex ) {
  28828. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28829. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28830. }
  28831. GridHelper.prototype.setColors = function () {
  28832. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28833. };
  28834. SkeletonHelper.prototype.update = function () {
  28835. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28836. };
  28837. function WireframeHelper( object, hex ) {
  28838. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28839. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28840. }
  28841. //
  28842. Object.assign( Loader.prototype, {
  28843. extractUrlBase: function ( url ) {
  28844. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28845. return LoaderUtils.extractUrlBase( url );
  28846. }
  28847. } );
  28848. Loader.Handlers = {
  28849. add: function ( /* regex, loader */ ) {
  28850. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28851. },
  28852. get: function ( /* file */ ) {
  28853. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28854. }
  28855. };
  28856. function XHRLoader( manager ) {
  28857. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28858. return new FileLoader( manager );
  28859. }
  28860. function BinaryTextureLoader( manager ) {
  28861. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28862. return new DataTextureLoader( manager );
  28863. }
  28864. Object.assign( ObjectLoader.prototype, {
  28865. setTexturePath: function ( value ) {
  28866. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28867. return this.setResourcePath( value );
  28868. }
  28869. } );
  28870. //
  28871. Object.assign( Box2.prototype, {
  28872. center: function ( optionalTarget ) {
  28873. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28874. return this.getCenter( optionalTarget );
  28875. },
  28876. empty: function () {
  28877. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28878. return this.isEmpty();
  28879. },
  28880. isIntersectionBox: function ( box ) {
  28881. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28882. return this.intersectsBox( box );
  28883. },
  28884. size: function ( optionalTarget ) {
  28885. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28886. return this.getSize( optionalTarget );
  28887. }
  28888. } );
  28889. Object.assign( Box3.prototype, {
  28890. center: function ( optionalTarget ) {
  28891. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28892. return this.getCenter( optionalTarget );
  28893. },
  28894. empty: function () {
  28895. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28896. return this.isEmpty();
  28897. },
  28898. isIntersectionBox: function ( box ) {
  28899. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28900. return this.intersectsBox( box );
  28901. },
  28902. isIntersectionSphere: function ( sphere ) {
  28903. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28904. return this.intersectsSphere( sphere );
  28905. },
  28906. size: function ( optionalTarget ) {
  28907. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28908. return this.getSize( optionalTarget );
  28909. }
  28910. } );
  28911. Frustum.prototype.setFromMatrix = function ( m ) {
  28912. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  28913. return this.setFromProjectionMatrix( m );
  28914. };
  28915. Line3.prototype.center = function ( optionalTarget ) {
  28916. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28917. return this.getCenter( optionalTarget );
  28918. };
  28919. Object.assign( MathUtils, {
  28920. random16: function () {
  28921. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28922. return Math.random();
  28923. },
  28924. nearestPowerOfTwo: function ( value ) {
  28925. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28926. return MathUtils.floorPowerOfTwo( value );
  28927. },
  28928. nextPowerOfTwo: function ( value ) {
  28929. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28930. return MathUtils.ceilPowerOfTwo( value );
  28931. }
  28932. } );
  28933. Object.assign( Matrix3.prototype, {
  28934. flattenToArrayOffset: function ( array, offset ) {
  28935. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28936. return this.toArray( array, offset );
  28937. },
  28938. multiplyVector3: function ( vector ) {
  28939. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28940. return vector.applyMatrix3( this );
  28941. },
  28942. multiplyVector3Array: function ( /* a */ ) {
  28943. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28944. },
  28945. applyToBufferAttribute: function ( attribute ) {
  28946. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  28947. return attribute.applyMatrix3( this );
  28948. },
  28949. applyToVector3Array: function ( /* array, offset, length */ ) {
  28950. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28951. }
  28952. } );
  28953. Object.assign( Matrix4.prototype, {
  28954. extractPosition: function ( m ) {
  28955. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28956. return this.copyPosition( m );
  28957. },
  28958. flattenToArrayOffset: function ( array, offset ) {
  28959. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28960. return this.toArray( array, offset );
  28961. },
  28962. getPosition: function () {
  28963. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28964. return new Vector3().setFromMatrixColumn( this, 3 );
  28965. },
  28966. setRotationFromQuaternion: function ( q ) {
  28967. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28968. return this.makeRotationFromQuaternion( q );
  28969. },
  28970. multiplyToArray: function () {
  28971. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28972. },
  28973. multiplyVector3: function ( vector ) {
  28974. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28975. return vector.applyMatrix4( this );
  28976. },
  28977. multiplyVector4: function ( vector ) {
  28978. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28979. return vector.applyMatrix4( this );
  28980. },
  28981. multiplyVector3Array: function ( /* a */ ) {
  28982. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28983. },
  28984. rotateAxis: function ( v ) {
  28985. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28986. v.transformDirection( this );
  28987. },
  28988. crossVector: function ( vector ) {
  28989. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28990. return vector.applyMatrix4( this );
  28991. },
  28992. translate: function () {
  28993. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28994. },
  28995. rotateX: function () {
  28996. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28997. },
  28998. rotateY: function () {
  28999. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29000. },
  29001. rotateZ: function () {
  29002. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29003. },
  29004. rotateByAxis: function () {
  29005. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29006. },
  29007. applyToBufferAttribute: function ( attribute ) {
  29008. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29009. return attribute.applyMatrix4( this );
  29010. },
  29011. applyToVector3Array: function ( /* array, offset, length */ ) {
  29012. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29013. },
  29014. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29015. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29016. return this.makePerspective( left, right, top, bottom, near, far );
  29017. }
  29018. } );
  29019. Plane.prototype.isIntersectionLine = function ( line ) {
  29020. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29021. return this.intersectsLine( line );
  29022. };
  29023. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29024. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29025. return vector.applyQuaternion( this );
  29026. };
  29027. Object.assign( Ray.prototype, {
  29028. isIntersectionBox: function ( box ) {
  29029. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29030. return this.intersectsBox( box );
  29031. },
  29032. isIntersectionPlane: function ( plane ) {
  29033. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29034. return this.intersectsPlane( plane );
  29035. },
  29036. isIntersectionSphere: function ( sphere ) {
  29037. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29038. return this.intersectsSphere( sphere );
  29039. }
  29040. } );
  29041. Object.assign( Triangle.prototype, {
  29042. area: function () {
  29043. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29044. return this.getArea();
  29045. },
  29046. barycoordFromPoint: function ( point, target ) {
  29047. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29048. return this.getBarycoord( point, target );
  29049. },
  29050. midpoint: function ( target ) {
  29051. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29052. return this.getMidpoint( target );
  29053. },
  29054. normal: function ( target ) {
  29055. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29056. return this.getNormal( target );
  29057. },
  29058. plane: function ( target ) {
  29059. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29060. return this.getPlane( target );
  29061. }
  29062. } );
  29063. Object.assign( Triangle, {
  29064. barycoordFromPoint: function ( point, a, b, c, target ) {
  29065. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29066. return Triangle.getBarycoord( point, a, b, c, target );
  29067. },
  29068. normal: function ( a, b, c, target ) {
  29069. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29070. return Triangle.getNormal( a, b, c, target );
  29071. }
  29072. } );
  29073. Object.assign( Shape.prototype, {
  29074. extractAllPoints: function ( divisions ) {
  29075. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29076. return this.extractPoints( divisions );
  29077. },
  29078. extrude: function ( options ) {
  29079. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29080. return new ExtrudeGeometry( this, options );
  29081. },
  29082. makeGeometry: function ( options ) {
  29083. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29084. return new ShapeGeometry( this, options );
  29085. }
  29086. } );
  29087. Object.assign( Vector2.prototype, {
  29088. fromAttribute: function ( attribute, index, offset ) {
  29089. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29090. return this.fromBufferAttribute( attribute, index, offset );
  29091. },
  29092. distanceToManhattan: function ( v ) {
  29093. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29094. return this.manhattanDistanceTo( v );
  29095. },
  29096. lengthManhattan: function () {
  29097. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29098. return this.manhattanLength();
  29099. }
  29100. } );
  29101. Object.assign( Vector3.prototype, {
  29102. setEulerFromRotationMatrix: function () {
  29103. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29104. },
  29105. setEulerFromQuaternion: function () {
  29106. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29107. },
  29108. getPositionFromMatrix: function ( m ) {
  29109. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29110. return this.setFromMatrixPosition( m );
  29111. },
  29112. getScaleFromMatrix: function ( m ) {
  29113. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29114. return this.setFromMatrixScale( m );
  29115. },
  29116. getColumnFromMatrix: function ( index, matrix ) {
  29117. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29118. return this.setFromMatrixColumn( matrix, index );
  29119. },
  29120. applyProjection: function ( m ) {
  29121. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29122. return this.applyMatrix4( m );
  29123. },
  29124. fromAttribute: function ( attribute, index, offset ) {
  29125. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29126. return this.fromBufferAttribute( attribute, index, offset );
  29127. },
  29128. distanceToManhattan: function ( v ) {
  29129. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29130. return this.manhattanDistanceTo( v );
  29131. },
  29132. lengthManhattan: function () {
  29133. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29134. return this.manhattanLength();
  29135. }
  29136. } );
  29137. Object.assign( Vector4.prototype, {
  29138. fromAttribute: function ( attribute, index, offset ) {
  29139. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29140. return this.fromBufferAttribute( attribute, index, offset );
  29141. },
  29142. lengthManhattan: function () {
  29143. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29144. return this.manhattanLength();
  29145. }
  29146. } );
  29147. //
  29148. Object.assign( Geometry.prototype, {
  29149. computeTangents: function () {
  29150. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29151. },
  29152. computeLineDistances: function () {
  29153. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29154. },
  29155. applyMatrix: function ( matrix ) {
  29156. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29157. return this.applyMatrix4( matrix );
  29158. }
  29159. } );
  29160. Object.assign( Object3D.prototype, {
  29161. getChildByName: function ( name ) {
  29162. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29163. return this.getObjectByName( name );
  29164. },
  29165. renderDepth: function () {
  29166. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29167. },
  29168. translate: function ( distance, axis ) {
  29169. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29170. return this.translateOnAxis( axis, distance );
  29171. },
  29172. getWorldRotation: function () {
  29173. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29174. },
  29175. applyMatrix: function ( matrix ) {
  29176. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29177. return this.applyMatrix4( matrix );
  29178. }
  29179. } );
  29180. Object.defineProperties( Object3D.prototype, {
  29181. eulerOrder: {
  29182. get: function () {
  29183. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29184. return this.rotation.order;
  29185. },
  29186. set: function ( value ) {
  29187. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29188. this.rotation.order = value;
  29189. }
  29190. },
  29191. useQuaternion: {
  29192. get: function () {
  29193. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29194. },
  29195. set: function () {
  29196. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29197. }
  29198. }
  29199. } );
  29200. Object.assign( Mesh.prototype, {
  29201. setDrawMode: function () {
  29202. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29203. },
  29204. } );
  29205. Object.defineProperties( Mesh.prototype, {
  29206. drawMode: {
  29207. get: function () {
  29208. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29209. return TrianglesDrawMode;
  29210. },
  29211. set: function () {
  29212. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29213. }
  29214. }
  29215. } );
  29216. Object.defineProperties( LOD.prototype, {
  29217. objects: {
  29218. get: function () {
  29219. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29220. return this.levels;
  29221. }
  29222. }
  29223. } );
  29224. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29225. get: function () {
  29226. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29227. },
  29228. set: function () {
  29229. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29230. }
  29231. } );
  29232. SkinnedMesh.prototype.initBones = function () {
  29233. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29234. };
  29235. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29236. get: function () {
  29237. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29238. return this.arcLengthDivisions;
  29239. },
  29240. set: function ( value ) {
  29241. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29242. this.arcLengthDivisions = value;
  29243. }
  29244. } );
  29245. //
  29246. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29247. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29248. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29249. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29250. this.setFocalLength( focalLength );
  29251. };
  29252. //
  29253. Object.defineProperties( Light.prototype, {
  29254. onlyShadow: {
  29255. set: function () {
  29256. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29257. }
  29258. },
  29259. shadowCameraFov: {
  29260. set: function ( value ) {
  29261. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29262. this.shadow.camera.fov = value;
  29263. }
  29264. },
  29265. shadowCameraLeft: {
  29266. set: function ( value ) {
  29267. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29268. this.shadow.camera.left = value;
  29269. }
  29270. },
  29271. shadowCameraRight: {
  29272. set: function ( value ) {
  29273. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29274. this.shadow.camera.right = value;
  29275. }
  29276. },
  29277. shadowCameraTop: {
  29278. set: function ( value ) {
  29279. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29280. this.shadow.camera.top = value;
  29281. }
  29282. },
  29283. shadowCameraBottom: {
  29284. set: function ( value ) {
  29285. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29286. this.shadow.camera.bottom = value;
  29287. }
  29288. },
  29289. shadowCameraNear: {
  29290. set: function ( value ) {
  29291. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29292. this.shadow.camera.near = value;
  29293. }
  29294. },
  29295. shadowCameraFar: {
  29296. set: function ( value ) {
  29297. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29298. this.shadow.camera.far = value;
  29299. }
  29300. },
  29301. shadowCameraVisible: {
  29302. set: function () {
  29303. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29304. }
  29305. },
  29306. shadowBias: {
  29307. set: function ( value ) {
  29308. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29309. this.shadow.bias = value;
  29310. }
  29311. },
  29312. shadowDarkness: {
  29313. set: function () {
  29314. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29315. }
  29316. },
  29317. shadowMapWidth: {
  29318. set: function ( value ) {
  29319. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29320. this.shadow.mapSize.width = value;
  29321. }
  29322. },
  29323. shadowMapHeight: {
  29324. set: function ( value ) {
  29325. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29326. this.shadow.mapSize.height = value;
  29327. }
  29328. }
  29329. } );
  29330. //
  29331. Object.defineProperties( BufferAttribute.prototype, {
  29332. length: {
  29333. get: function () {
  29334. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29335. return this.array.length;
  29336. }
  29337. },
  29338. dynamic: {
  29339. get: function () {
  29340. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29341. return this.usage === DynamicDrawUsage;
  29342. },
  29343. set: function ( /* value */ ) {
  29344. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29345. this.setUsage( DynamicDrawUsage );
  29346. }
  29347. }
  29348. } );
  29349. Object.assign( BufferAttribute.prototype, {
  29350. setDynamic: function ( value ) {
  29351. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29352. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29353. return this;
  29354. },
  29355. copyIndicesArray: function ( /* indices */ ) {
  29356. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29357. },
  29358. setArray: function ( /* array */ ) {
  29359. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29360. }
  29361. } );
  29362. Object.assign( BufferGeometry.prototype, {
  29363. addIndex: function ( index ) {
  29364. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29365. this.setIndex( index );
  29366. },
  29367. addAttribute: function ( name, attribute ) {
  29368. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29369. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29370. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29371. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29372. }
  29373. if ( name === 'index' ) {
  29374. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29375. this.setIndex( attribute );
  29376. return this;
  29377. }
  29378. return this.setAttribute( name, attribute );
  29379. },
  29380. addDrawCall: function ( start, count, indexOffset ) {
  29381. if ( indexOffset !== undefined ) {
  29382. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29383. }
  29384. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29385. this.addGroup( start, count );
  29386. },
  29387. clearDrawCalls: function () {
  29388. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29389. this.clearGroups();
  29390. },
  29391. computeTangents: function () {
  29392. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29393. },
  29394. computeOffsets: function () {
  29395. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29396. },
  29397. removeAttribute: function ( name ) {
  29398. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29399. return this.deleteAttribute( name );
  29400. },
  29401. applyMatrix: function ( matrix ) {
  29402. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29403. return this.applyMatrix4( matrix );
  29404. }
  29405. } );
  29406. Object.defineProperties( BufferGeometry.prototype, {
  29407. drawcalls: {
  29408. get: function () {
  29409. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29410. return this.groups;
  29411. }
  29412. },
  29413. offsets: {
  29414. get: function () {
  29415. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29416. return this.groups;
  29417. }
  29418. }
  29419. } );
  29420. Object.defineProperties( Raycaster.prototype, {
  29421. linePrecision: {
  29422. get: function () {
  29423. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29424. return this.params.Line.threshold;
  29425. },
  29426. set: function ( value ) {
  29427. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29428. this.params.Line.threshold = value;
  29429. }
  29430. }
  29431. } );
  29432. Object.defineProperties( InterleavedBuffer.prototype, {
  29433. dynamic: {
  29434. get: function () {
  29435. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29436. return this.usage === DynamicDrawUsage;
  29437. },
  29438. set: function ( value ) {
  29439. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29440. this.setUsage( value );
  29441. }
  29442. }
  29443. } );
  29444. Object.assign( InterleavedBuffer.prototype, {
  29445. setDynamic: function ( value ) {
  29446. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29447. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29448. return this;
  29449. },
  29450. setArray: function ( /* array */ ) {
  29451. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29452. }
  29453. } );
  29454. //
  29455. Object.assign( ExtrudeBufferGeometry.prototype, {
  29456. getArrays: function () {
  29457. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29458. },
  29459. addShapeList: function () {
  29460. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29461. },
  29462. addShape: function () {
  29463. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29464. }
  29465. } );
  29466. //
  29467. Object.defineProperties( Uniform.prototype, {
  29468. dynamic: {
  29469. set: function () {
  29470. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29471. }
  29472. },
  29473. onUpdate: {
  29474. value: function () {
  29475. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29476. return this;
  29477. }
  29478. }
  29479. } );
  29480. //
  29481. Object.defineProperties( Material.prototype, {
  29482. wrapAround: {
  29483. get: function () {
  29484. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29485. },
  29486. set: function () {
  29487. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29488. }
  29489. },
  29490. overdraw: {
  29491. get: function () {
  29492. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29493. },
  29494. set: function () {
  29495. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29496. }
  29497. },
  29498. wrapRGB: {
  29499. get: function () {
  29500. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29501. return new Color();
  29502. }
  29503. },
  29504. shading: {
  29505. get: function () {
  29506. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29507. },
  29508. set: function ( value ) {
  29509. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29510. this.flatShading = ( value === FlatShading );
  29511. }
  29512. },
  29513. stencilMask: {
  29514. get: function () {
  29515. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29516. return this.stencilFuncMask;
  29517. },
  29518. set: function ( value ) {
  29519. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29520. this.stencilFuncMask = value;
  29521. }
  29522. }
  29523. } );
  29524. Object.defineProperties( MeshPhongMaterial.prototype, {
  29525. metal: {
  29526. get: function () {
  29527. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29528. return false;
  29529. },
  29530. set: function () {
  29531. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29532. }
  29533. }
  29534. } );
  29535. Object.defineProperties( ShaderMaterial.prototype, {
  29536. derivatives: {
  29537. get: function () {
  29538. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29539. return this.extensions.derivatives;
  29540. },
  29541. set: function ( value ) {
  29542. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29543. this.extensions.derivatives = value;
  29544. }
  29545. }
  29546. } );
  29547. //
  29548. Object.assign( WebGLRenderer.prototype, {
  29549. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29550. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29551. this.setRenderTarget( renderTarget );
  29552. this.clear( color, depth, stencil );
  29553. },
  29554. animate: function ( callback ) {
  29555. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29556. this.setAnimationLoop( callback );
  29557. },
  29558. getCurrentRenderTarget: function () {
  29559. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29560. return this.getRenderTarget();
  29561. },
  29562. getMaxAnisotropy: function () {
  29563. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29564. return this.capabilities.getMaxAnisotropy();
  29565. },
  29566. getPrecision: function () {
  29567. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29568. return this.capabilities.precision;
  29569. },
  29570. resetGLState: function () {
  29571. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29572. return this.state.reset();
  29573. },
  29574. supportsFloatTextures: function () {
  29575. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29576. return this.extensions.get( 'OES_texture_float' );
  29577. },
  29578. supportsHalfFloatTextures: function () {
  29579. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29580. return this.extensions.get( 'OES_texture_half_float' );
  29581. },
  29582. supportsStandardDerivatives: function () {
  29583. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29584. return this.extensions.get( 'OES_standard_derivatives' );
  29585. },
  29586. supportsCompressedTextureS3TC: function () {
  29587. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29588. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29589. },
  29590. supportsCompressedTexturePVRTC: function () {
  29591. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29592. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29593. },
  29594. supportsBlendMinMax: function () {
  29595. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29596. return this.extensions.get( 'EXT_blend_minmax' );
  29597. },
  29598. supportsVertexTextures: function () {
  29599. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29600. return this.capabilities.vertexTextures;
  29601. },
  29602. supportsInstancedArrays: function () {
  29603. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29604. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29605. },
  29606. enableScissorTest: function ( boolean ) {
  29607. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29608. this.setScissorTest( boolean );
  29609. },
  29610. initMaterial: function () {
  29611. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29612. },
  29613. addPrePlugin: function () {
  29614. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29615. },
  29616. addPostPlugin: function () {
  29617. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29618. },
  29619. updateShadowMap: function () {
  29620. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29621. },
  29622. setFaceCulling: function () {
  29623. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29624. },
  29625. allocTextureUnit: function () {
  29626. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29627. },
  29628. setTexture: function () {
  29629. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29630. },
  29631. setTexture2D: function () {
  29632. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29633. },
  29634. setTextureCube: function () {
  29635. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29636. },
  29637. getActiveMipMapLevel: function () {
  29638. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29639. return this.getActiveMipmapLevel();
  29640. }
  29641. } );
  29642. Object.defineProperties( WebGLRenderer.prototype, {
  29643. shadowMapEnabled: {
  29644. get: function () {
  29645. return this.shadowMap.enabled;
  29646. },
  29647. set: function ( value ) {
  29648. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29649. this.shadowMap.enabled = value;
  29650. }
  29651. },
  29652. shadowMapType: {
  29653. get: function () {
  29654. return this.shadowMap.type;
  29655. },
  29656. set: function ( value ) {
  29657. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29658. this.shadowMap.type = value;
  29659. }
  29660. },
  29661. shadowMapCullFace: {
  29662. get: function () {
  29663. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29664. return undefined;
  29665. },
  29666. set: function ( /* value */ ) {
  29667. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29668. }
  29669. },
  29670. context: {
  29671. get: function () {
  29672. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29673. return this.getContext();
  29674. }
  29675. },
  29676. vr: {
  29677. get: function () {
  29678. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29679. return this.xr;
  29680. }
  29681. },
  29682. gammaInput: {
  29683. get: function () {
  29684. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29685. return false;
  29686. },
  29687. set: function () {
  29688. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29689. }
  29690. },
  29691. gammaOutput: {
  29692. get: function () {
  29693. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29694. return false;
  29695. },
  29696. set: function ( value ) {
  29697. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29698. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29699. }
  29700. }
  29701. } );
  29702. Object.defineProperties( WebGLShadowMap.prototype, {
  29703. cullFace: {
  29704. get: function () {
  29705. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29706. return undefined;
  29707. },
  29708. set: function ( /* cullFace */ ) {
  29709. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29710. }
  29711. },
  29712. renderReverseSided: {
  29713. get: function () {
  29714. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29715. return undefined;
  29716. },
  29717. set: function () {
  29718. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29719. }
  29720. },
  29721. renderSingleSided: {
  29722. get: function () {
  29723. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29724. return undefined;
  29725. },
  29726. set: function () {
  29727. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29728. }
  29729. }
  29730. } );
  29731. function WebGLRenderTargetCube( width, height, options ) {
  29732. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29733. return new WebGLCubeRenderTarget( width, options );
  29734. }
  29735. //
  29736. Object.defineProperties( WebGLRenderTarget.prototype, {
  29737. wrapS: {
  29738. get: function () {
  29739. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29740. return this.texture.wrapS;
  29741. },
  29742. set: function ( value ) {
  29743. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29744. this.texture.wrapS = value;
  29745. }
  29746. },
  29747. wrapT: {
  29748. get: function () {
  29749. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29750. return this.texture.wrapT;
  29751. },
  29752. set: function ( value ) {
  29753. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29754. this.texture.wrapT = value;
  29755. }
  29756. },
  29757. magFilter: {
  29758. get: function () {
  29759. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29760. return this.texture.magFilter;
  29761. },
  29762. set: function ( value ) {
  29763. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29764. this.texture.magFilter = value;
  29765. }
  29766. },
  29767. minFilter: {
  29768. get: function () {
  29769. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29770. return this.texture.minFilter;
  29771. },
  29772. set: function ( value ) {
  29773. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29774. this.texture.minFilter = value;
  29775. }
  29776. },
  29777. anisotropy: {
  29778. get: function () {
  29779. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29780. return this.texture.anisotropy;
  29781. },
  29782. set: function ( value ) {
  29783. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29784. this.texture.anisotropy = value;
  29785. }
  29786. },
  29787. offset: {
  29788. get: function () {
  29789. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29790. return this.texture.offset;
  29791. },
  29792. set: function ( value ) {
  29793. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29794. this.texture.offset = value;
  29795. }
  29796. },
  29797. repeat: {
  29798. get: function () {
  29799. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29800. return this.texture.repeat;
  29801. },
  29802. set: function ( value ) {
  29803. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29804. this.texture.repeat = value;
  29805. }
  29806. },
  29807. format: {
  29808. get: function () {
  29809. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29810. return this.texture.format;
  29811. },
  29812. set: function ( value ) {
  29813. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29814. this.texture.format = value;
  29815. }
  29816. },
  29817. type: {
  29818. get: function () {
  29819. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29820. return this.texture.type;
  29821. },
  29822. set: function ( value ) {
  29823. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29824. this.texture.type = value;
  29825. }
  29826. },
  29827. generateMipmaps: {
  29828. get: function () {
  29829. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29830. return this.texture.generateMipmaps;
  29831. },
  29832. set: function ( value ) {
  29833. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29834. this.texture.generateMipmaps = value;
  29835. }
  29836. }
  29837. } );
  29838. //
  29839. Object.defineProperties( Audio.prototype, {
  29840. load: {
  29841. value: function ( file ) {
  29842. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29843. var scope = this;
  29844. var audioLoader = new AudioLoader();
  29845. audioLoader.load( file, function ( buffer ) {
  29846. scope.setBuffer( buffer );
  29847. } );
  29848. return this;
  29849. }
  29850. },
  29851. startTime: {
  29852. set: function () {
  29853. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29854. }
  29855. }
  29856. } );
  29857. AudioAnalyser.prototype.getData = function () {
  29858. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29859. return this.getFrequencyData();
  29860. };
  29861. //
  29862. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29863. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29864. return this.update( renderer, scene );
  29865. };
  29866. //
  29867. var GeometryUtils = {
  29868. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29869. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29870. var matrix;
  29871. if ( geometry2.isMesh ) {
  29872. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29873. matrix = geometry2.matrix;
  29874. geometry2 = geometry2.geometry;
  29875. }
  29876. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29877. },
  29878. center: function ( geometry ) {
  29879. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29880. return geometry.center();
  29881. }
  29882. };
  29883. ImageUtils.crossOrigin = undefined;
  29884. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29885. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29886. var loader = new TextureLoader();
  29887. loader.setCrossOrigin( this.crossOrigin );
  29888. var texture = loader.load( url, onLoad, undefined, onError );
  29889. if ( mapping ) { texture.mapping = mapping; }
  29890. return texture;
  29891. };
  29892. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29893. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29894. var loader = new CubeTextureLoader();
  29895. loader.setCrossOrigin( this.crossOrigin );
  29896. var texture = loader.load( urls, onLoad, undefined, onError );
  29897. if ( mapping ) { texture.mapping = mapping; }
  29898. return texture;
  29899. };
  29900. ImageUtils.loadCompressedTexture = function () {
  29901. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29902. };
  29903. ImageUtils.loadCompressedTextureCube = function () {
  29904. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29905. };
  29906. //
  29907. function CanvasRenderer() {
  29908. console.error( 'THREE.CanvasRenderer has been removed' );
  29909. }
  29910. //
  29911. function JSONLoader() {
  29912. console.error( 'THREE.JSONLoader has been removed.' );
  29913. }
  29914. //
  29915. var SceneUtils = {
  29916. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29917. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29918. },
  29919. detach: function ( /* child, parent, scene */ ) {
  29920. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29921. },
  29922. attach: function ( /* child, scene, parent */ ) {
  29923. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  29924. }
  29925. };
  29926. //
  29927. function LensFlare() {
  29928. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  29929. }
  29930. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29931. /* eslint-disable no-undef */
  29932. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29933. revision: REVISION,
  29934. } } ) );
  29935. /* eslint-enable no-undef */
  29936. }
  29937. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29938. exports.AddEquation = AddEquation;
  29939. exports.AddOperation = AddOperation;
  29940. exports.AdditiveBlending = AdditiveBlending;
  29941. exports.AlphaFormat = AlphaFormat;
  29942. exports.AlwaysDepth = AlwaysDepth;
  29943. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29944. exports.AmbientLight = AmbientLight;
  29945. exports.AmbientLightProbe = AmbientLightProbe;
  29946. exports.AnimationClip = AnimationClip;
  29947. exports.AnimationLoader = AnimationLoader;
  29948. exports.AnimationMixer = AnimationMixer;
  29949. exports.AnimationObjectGroup = AnimationObjectGroup;
  29950. exports.AnimationUtils = AnimationUtils;
  29951. exports.ArcCurve = ArcCurve;
  29952. exports.ArrayCamera = ArrayCamera;
  29953. exports.ArrowHelper = ArrowHelper;
  29954. exports.Audio = Audio;
  29955. exports.AudioAnalyser = AudioAnalyser;
  29956. exports.AudioContext = AudioContext;
  29957. exports.AudioListener = AudioListener;
  29958. exports.AudioLoader = AudioLoader;
  29959. exports.AxesHelper = AxesHelper;
  29960. exports.AxisHelper = AxisHelper;
  29961. exports.BackSide = BackSide;
  29962. exports.BasicDepthPacking = BasicDepthPacking;
  29963. exports.BasicShadowMap = BasicShadowMap;
  29964. exports.BinaryTextureLoader = BinaryTextureLoader;
  29965. exports.Bone = Bone;
  29966. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29967. exports.BoundingBoxHelper = BoundingBoxHelper;
  29968. exports.Box2 = Box2;
  29969. exports.Box3 = Box3;
  29970. exports.Box3Helper = Box3Helper;
  29971. exports.BoxBufferGeometry = BoxBufferGeometry;
  29972. exports.BoxGeometry = BoxGeometry;
  29973. exports.BoxHelper = BoxHelper;
  29974. exports.BufferAttribute = BufferAttribute;
  29975. exports.BufferGeometry = BufferGeometry;
  29976. exports.BufferGeometryLoader = BufferGeometryLoader;
  29977. exports.ByteType = ByteType;
  29978. exports.Cache = Cache;
  29979. exports.Camera = Camera;
  29980. exports.CameraHelper = CameraHelper;
  29981. exports.CanvasRenderer = CanvasRenderer;
  29982. exports.CanvasTexture = CanvasTexture;
  29983. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29984. exports.CineonToneMapping = CineonToneMapping;
  29985. exports.CircleBufferGeometry = CircleBufferGeometry;
  29986. exports.CircleGeometry = CircleGeometry;
  29987. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29988. exports.Clock = Clock;
  29989. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29990. exports.Color = Color;
  29991. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29992. exports.CompressedTexture = CompressedTexture;
  29993. exports.CompressedTextureLoader = CompressedTextureLoader;
  29994. exports.ConeBufferGeometry = ConeBufferGeometry;
  29995. exports.ConeGeometry = ConeGeometry;
  29996. exports.CubeCamera = CubeCamera;
  29997. exports.CubeGeometry = BoxGeometry;
  29998. exports.CubeReflectionMapping = CubeReflectionMapping;
  29999. exports.CubeRefractionMapping = CubeRefractionMapping;
  30000. exports.CubeTexture = CubeTexture;
  30001. exports.CubeTextureLoader = CubeTextureLoader;
  30002. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30003. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30004. exports.CubicBezierCurve = CubicBezierCurve;
  30005. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30006. exports.CubicInterpolant = CubicInterpolant;
  30007. exports.CullFaceBack = CullFaceBack;
  30008. exports.CullFaceFront = CullFaceFront;
  30009. exports.CullFaceFrontBack = CullFaceFrontBack;
  30010. exports.CullFaceNone = CullFaceNone;
  30011. exports.Curve = Curve;
  30012. exports.CurvePath = CurvePath;
  30013. exports.CustomBlending = CustomBlending;
  30014. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30015. exports.CylinderGeometry = CylinderGeometry;
  30016. exports.Cylindrical = Cylindrical;
  30017. exports.DataTexture = DataTexture;
  30018. exports.DataTexture2DArray = DataTexture2DArray;
  30019. exports.DataTexture3D = DataTexture3D;
  30020. exports.DataTextureLoader = DataTextureLoader;
  30021. exports.DecrementStencilOp = DecrementStencilOp;
  30022. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30023. exports.DefaultLoadingManager = DefaultLoadingManager;
  30024. exports.DepthFormat = DepthFormat;
  30025. exports.DepthStencilFormat = DepthStencilFormat;
  30026. exports.DepthTexture = DepthTexture;
  30027. exports.DirectionalLight = DirectionalLight;
  30028. exports.DirectionalLightHelper = DirectionalLightHelper;
  30029. exports.DirectionalLightShadow = DirectionalLightShadow;
  30030. exports.DiscreteInterpolant = DiscreteInterpolant;
  30031. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30032. exports.DodecahedronGeometry = DodecahedronGeometry;
  30033. exports.DoubleSide = DoubleSide;
  30034. exports.DstAlphaFactor = DstAlphaFactor;
  30035. exports.DstColorFactor = DstColorFactor;
  30036. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30037. exports.DynamicCopyUsage = DynamicCopyUsage;
  30038. exports.DynamicDrawUsage = DynamicDrawUsage;
  30039. exports.DynamicReadUsage = DynamicReadUsage;
  30040. exports.EdgesGeometry = EdgesGeometry;
  30041. exports.EdgesHelper = EdgesHelper;
  30042. exports.EllipseCurve = EllipseCurve;
  30043. exports.EqualDepth = EqualDepth;
  30044. exports.EqualStencilFunc = EqualStencilFunc;
  30045. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30046. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30047. exports.Euler = Euler;
  30048. exports.EventDispatcher = EventDispatcher;
  30049. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30050. exports.ExtrudeGeometry = ExtrudeGeometry;
  30051. exports.Face3 = Face3;
  30052. exports.Face4 = Face4;
  30053. exports.FaceColors = FaceColors;
  30054. exports.FileLoader = FileLoader;
  30055. exports.FlatShading = FlatShading;
  30056. exports.Float32Attribute = Float32Attribute;
  30057. exports.Float32BufferAttribute = Float32BufferAttribute;
  30058. exports.Float64Attribute = Float64Attribute;
  30059. exports.Float64BufferAttribute = Float64BufferAttribute;
  30060. exports.FloatType = FloatType;
  30061. exports.Fog = Fog;
  30062. exports.FogExp2 = FogExp2;
  30063. exports.Font = Font;
  30064. exports.FontLoader = FontLoader;
  30065. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30066. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30067. exports.FrontSide = FrontSide;
  30068. exports.Frustum = Frustum;
  30069. exports.GammaEncoding = GammaEncoding;
  30070. exports.Geometry = Geometry;
  30071. exports.GeometryUtils = GeometryUtils;
  30072. exports.GreaterDepth = GreaterDepth;
  30073. exports.GreaterEqualDepth = GreaterEqualDepth;
  30074. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30075. exports.GreaterStencilFunc = GreaterStencilFunc;
  30076. exports.GridHelper = GridHelper;
  30077. exports.Group = Group;
  30078. exports.HalfFloatType = HalfFloatType;
  30079. exports.HemisphereLight = HemisphereLight;
  30080. exports.HemisphereLightHelper = HemisphereLightHelper;
  30081. exports.HemisphereLightProbe = HemisphereLightProbe;
  30082. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30083. exports.IcosahedronGeometry = IcosahedronGeometry;
  30084. exports.ImageBitmapLoader = ImageBitmapLoader;
  30085. exports.ImageLoader = ImageLoader;
  30086. exports.ImageUtils = ImageUtils;
  30087. exports.ImmediateRenderObject = ImmediateRenderObject;
  30088. exports.IncrementStencilOp = IncrementStencilOp;
  30089. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30090. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30091. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30092. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30093. exports.InstancedMesh = InstancedMesh;
  30094. exports.Int16Attribute = Int16Attribute;
  30095. exports.Int16BufferAttribute = Int16BufferAttribute;
  30096. exports.Int32Attribute = Int32Attribute;
  30097. exports.Int32BufferAttribute = Int32BufferAttribute;
  30098. exports.Int8Attribute = Int8Attribute;
  30099. exports.Int8BufferAttribute = Int8BufferAttribute;
  30100. exports.IntType = IntType;
  30101. exports.InterleavedBuffer = InterleavedBuffer;
  30102. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30103. exports.Interpolant = Interpolant;
  30104. exports.InterpolateDiscrete = InterpolateDiscrete;
  30105. exports.InterpolateLinear = InterpolateLinear;
  30106. exports.InterpolateSmooth = InterpolateSmooth;
  30107. exports.InvertStencilOp = InvertStencilOp;
  30108. exports.JSONLoader = JSONLoader;
  30109. exports.KeepStencilOp = KeepStencilOp;
  30110. exports.KeyframeTrack = KeyframeTrack;
  30111. exports.LOD = LOD;
  30112. exports.LatheBufferGeometry = LatheBufferGeometry;
  30113. exports.LatheGeometry = LatheGeometry;
  30114. exports.Layers = Layers;
  30115. exports.LensFlare = LensFlare;
  30116. exports.LessDepth = LessDepth;
  30117. exports.LessEqualDepth = LessEqualDepth;
  30118. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30119. exports.LessStencilFunc = LessStencilFunc;
  30120. exports.Light = Light;
  30121. exports.LightProbe = LightProbe;
  30122. exports.LightShadow = LightShadow;
  30123. exports.Line = Line;
  30124. exports.Line3 = Line3;
  30125. exports.LineBasicMaterial = LineBasicMaterial;
  30126. exports.LineCurve = LineCurve;
  30127. exports.LineCurve3 = LineCurve3;
  30128. exports.LineDashedMaterial = LineDashedMaterial;
  30129. exports.LineLoop = LineLoop;
  30130. exports.LinePieces = LinePieces;
  30131. exports.LineSegments = LineSegments;
  30132. exports.LineStrip = LineStrip;
  30133. exports.LinearEncoding = LinearEncoding;
  30134. exports.LinearFilter = LinearFilter;
  30135. exports.LinearInterpolant = LinearInterpolant;
  30136. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30137. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30138. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30139. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30140. exports.LinearToneMapping = LinearToneMapping;
  30141. exports.Loader = Loader;
  30142. exports.LoaderUtils = LoaderUtils;
  30143. exports.LoadingManager = LoadingManager;
  30144. exports.LogLuvEncoding = LogLuvEncoding;
  30145. exports.LoopOnce = LoopOnce;
  30146. exports.LoopPingPong = LoopPingPong;
  30147. exports.LoopRepeat = LoopRepeat;
  30148. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30149. exports.LuminanceFormat = LuminanceFormat;
  30150. exports.MOUSE = MOUSE;
  30151. exports.Material = Material;
  30152. exports.MaterialLoader = MaterialLoader;
  30153. exports.Math = MathUtils;
  30154. exports.MathUtils = MathUtils;
  30155. exports.Matrix3 = Matrix3;
  30156. exports.Matrix4 = Matrix4;
  30157. exports.MaxEquation = MaxEquation;
  30158. exports.Mesh = Mesh;
  30159. exports.MeshBasicMaterial = MeshBasicMaterial;
  30160. exports.MeshDepthMaterial = MeshDepthMaterial;
  30161. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30162. exports.MeshFaceMaterial = MeshFaceMaterial;
  30163. exports.MeshLambertMaterial = MeshLambertMaterial;
  30164. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30165. exports.MeshNormalMaterial = MeshNormalMaterial;
  30166. exports.MeshPhongMaterial = MeshPhongMaterial;
  30167. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30168. exports.MeshStandardMaterial = MeshStandardMaterial;
  30169. exports.MeshToonMaterial = MeshToonMaterial;
  30170. exports.MinEquation = MinEquation;
  30171. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30172. exports.MixOperation = MixOperation;
  30173. exports.MultiMaterial = MultiMaterial;
  30174. exports.MultiplyBlending = MultiplyBlending;
  30175. exports.MultiplyOperation = MultiplyOperation;
  30176. exports.NearestFilter = NearestFilter;
  30177. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30178. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30179. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30180. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30181. exports.NeverDepth = NeverDepth;
  30182. exports.NeverStencilFunc = NeverStencilFunc;
  30183. exports.NoBlending = NoBlending;
  30184. exports.NoColors = NoColors;
  30185. exports.NoToneMapping = NoToneMapping;
  30186. exports.NormalBlending = NormalBlending;
  30187. exports.NotEqualDepth = NotEqualDepth;
  30188. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30189. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30190. exports.Object3D = Object3D;
  30191. exports.ObjectLoader = ObjectLoader;
  30192. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30193. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30194. exports.OctahedronGeometry = OctahedronGeometry;
  30195. exports.OneFactor = OneFactor;
  30196. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30197. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30198. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30199. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30200. exports.OrthographicCamera = OrthographicCamera;
  30201. exports.PCFShadowMap = PCFShadowMap;
  30202. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30203. exports.PMREMGenerator = PMREMGenerator;
  30204. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30205. exports.ParametricGeometry = ParametricGeometry;
  30206. exports.Particle = Particle;
  30207. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30208. exports.ParticleSystem = ParticleSystem;
  30209. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30210. exports.Path = Path;
  30211. exports.PerspectiveCamera = PerspectiveCamera;
  30212. exports.Plane = Plane;
  30213. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30214. exports.PlaneGeometry = PlaneGeometry;
  30215. exports.PlaneHelper = PlaneHelper;
  30216. exports.PointCloud = PointCloud;
  30217. exports.PointCloudMaterial = PointCloudMaterial;
  30218. exports.PointLight = PointLight;
  30219. exports.PointLightHelper = PointLightHelper;
  30220. exports.Points = Points;
  30221. exports.PointsMaterial = PointsMaterial;
  30222. exports.PolarGridHelper = PolarGridHelper;
  30223. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30224. exports.PolyhedronGeometry = PolyhedronGeometry;
  30225. exports.PositionalAudio = PositionalAudio;
  30226. exports.PropertyBinding = PropertyBinding;
  30227. exports.PropertyMixer = PropertyMixer;
  30228. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30229. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30230. exports.Quaternion = Quaternion;
  30231. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30232. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30233. exports.REVISION = REVISION;
  30234. exports.RGBADepthPacking = RGBADepthPacking;
  30235. exports.RGBAFormat = RGBAFormat;
  30236. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30237. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30238. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30239. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30240. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30241. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30242. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30243. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30244. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30245. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30246. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30247. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30248. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30249. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30250. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30251. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30252. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30253. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30254. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30255. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30256. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30257. exports.RGBDEncoding = RGBDEncoding;
  30258. exports.RGBEEncoding = RGBEEncoding;
  30259. exports.RGBEFormat = RGBEFormat;
  30260. exports.RGBFormat = RGBFormat;
  30261. exports.RGBIntegerFormat = RGBIntegerFormat;
  30262. exports.RGBM16Encoding = RGBM16Encoding;
  30263. exports.RGBM7Encoding = RGBM7Encoding;
  30264. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30265. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30266. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30267. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30268. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30269. exports.RGFormat = RGFormat;
  30270. exports.RGIntegerFormat = RGIntegerFormat;
  30271. exports.RawShaderMaterial = RawShaderMaterial;
  30272. exports.Ray = Ray;
  30273. exports.Raycaster = Raycaster;
  30274. exports.RectAreaLight = RectAreaLight;
  30275. exports.RedFormat = RedFormat;
  30276. exports.RedIntegerFormat = RedIntegerFormat;
  30277. exports.ReinhardToneMapping = ReinhardToneMapping;
  30278. exports.RepeatWrapping = RepeatWrapping;
  30279. exports.ReplaceStencilOp = ReplaceStencilOp;
  30280. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30281. exports.RingBufferGeometry = RingBufferGeometry;
  30282. exports.RingGeometry = RingGeometry;
  30283. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30284. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30285. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30286. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30287. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30288. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30289. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30290. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30291. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30292. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30293. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30294. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30295. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30296. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30297. exports.Scene = Scene;
  30298. exports.SceneUtils = SceneUtils;
  30299. exports.ShaderChunk = ShaderChunk;
  30300. exports.ShaderLib = ShaderLib;
  30301. exports.ShaderMaterial = ShaderMaterial;
  30302. exports.ShadowMaterial = ShadowMaterial;
  30303. exports.Shape = Shape;
  30304. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30305. exports.ShapeGeometry = ShapeGeometry;
  30306. exports.ShapePath = ShapePath;
  30307. exports.ShapeUtils = ShapeUtils;
  30308. exports.ShortType = ShortType;
  30309. exports.Skeleton = Skeleton;
  30310. exports.SkeletonHelper = SkeletonHelper;
  30311. exports.SkinnedMesh = SkinnedMesh;
  30312. exports.SmoothShading = SmoothShading;
  30313. exports.Sphere = Sphere;
  30314. exports.SphereBufferGeometry = SphereBufferGeometry;
  30315. exports.SphereGeometry = SphereGeometry;
  30316. exports.Spherical = Spherical;
  30317. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30318. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30319. exports.Spline = Spline;
  30320. exports.SplineCurve = SplineCurve;
  30321. exports.SplineCurve3 = SplineCurve3;
  30322. exports.SpotLight = SpotLight;
  30323. exports.SpotLightHelper = SpotLightHelper;
  30324. exports.SpotLightShadow = SpotLightShadow;
  30325. exports.Sprite = Sprite;
  30326. exports.SpriteMaterial = SpriteMaterial;
  30327. exports.SrcAlphaFactor = SrcAlphaFactor;
  30328. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30329. exports.SrcColorFactor = SrcColorFactor;
  30330. exports.StaticCopyUsage = StaticCopyUsage;
  30331. exports.StaticDrawUsage = StaticDrawUsage;
  30332. exports.StaticReadUsage = StaticReadUsage;
  30333. exports.StereoCamera = StereoCamera;
  30334. exports.StreamCopyUsage = StreamCopyUsage;
  30335. exports.StreamDrawUsage = StreamDrawUsage;
  30336. exports.StreamReadUsage = StreamReadUsage;
  30337. exports.StringKeyframeTrack = StringKeyframeTrack;
  30338. exports.SubtractEquation = SubtractEquation;
  30339. exports.SubtractiveBlending = SubtractiveBlending;
  30340. exports.TOUCH = TOUCH;
  30341. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30342. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30343. exports.TetrahedronGeometry = TetrahedronGeometry;
  30344. exports.TextBufferGeometry = TextBufferGeometry;
  30345. exports.TextGeometry = TextGeometry;
  30346. exports.Texture = Texture;
  30347. exports.TextureLoader = TextureLoader;
  30348. exports.TorusBufferGeometry = TorusBufferGeometry;
  30349. exports.TorusGeometry = TorusGeometry;
  30350. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30351. exports.TorusKnotGeometry = TorusKnotGeometry;
  30352. exports.Triangle = Triangle;
  30353. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30354. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30355. exports.TrianglesDrawMode = TrianglesDrawMode;
  30356. exports.TubeBufferGeometry = TubeBufferGeometry;
  30357. exports.TubeGeometry = TubeGeometry;
  30358. exports.UVMapping = UVMapping;
  30359. exports.Uint16Attribute = Uint16Attribute;
  30360. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30361. exports.Uint32Attribute = Uint32Attribute;
  30362. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30363. exports.Uint8Attribute = Uint8Attribute;
  30364. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30365. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30366. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30367. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30368. exports.Uniform = Uniform;
  30369. exports.UniformsLib = UniformsLib;
  30370. exports.UniformsUtils = UniformsUtils;
  30371. exports.UnsignedByteType = UnsignedByteType;
  30372. exports.UnsignedInt248Type = UnsignedInt248Type;
  30373. exports.UnsignedIntType = UnsignedIntType;
  30374. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30375. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30376. exports.UnsignedShort565Type = UnsignedShort565Type;
  30377. exports.UnsignedShortType = UnsignedShortType;
  30378. exports.VSMShadowMap = VSMShadowMap;
  30379. exports.Vector2 = Vector2;
  30380. exports.Vector3 = Vector3;
  30381. exports.Vector4 = Vector4;
  30382. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30383. exports.Vertex = Vertex;
  30384. exports.VertexColors = VertexColors;
  30385. exports.VideoTexture = VideoTexture;
  30386. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30387. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30388. exports.WebGLRenderTarget = WebGLRenderTarget;
  30389. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30390. exports.WebGLRenderer = WebGLRenderer;
  30391. exports.WebGLUtils = WebGLUtils;
  30392. exports.WireframeGeometry = WireframeGeometry;
  30393. exports.WireframeHelper = WireframeHelper;
  30394. exports.WrapAroundEnding = WrapAroundEnding;
  30395. exports.XHRLoader = XHRLoader;
  30396. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30397. exports.ZeroFactor = ZeroFactor;
  30398. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30399. exports.ZeroStencilOp = ZeroStencilOp;
  30400. exports.sRGBEncoding = sRGBEncoding;
  30401. Object.defineProperty(exports, '__esModule', { value: true });
  30402. })));
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