three.webgpu.js 1.6 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2024 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '169dev';
  7. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  8. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  9. const CullFaceNone = 0;
  10. const CullFaceBack = 1;
  11. const CullFaceFront = 2;
  12. const CullFaceFrontBack = 3;
  13. const BasicShadowMap$1 = 0;
  14. const PCFShadowMap$1 = 1;
  15. const PCFSoftShadowMap$1 = 2;
  16. const VSMShadowMap = 3;
  17. const FrontSide = 0;
  18. const BackSide = 1;
  19. const DoubleSide = 2;
  20. const NoBlending = 0;
  21. const NormalBlending = 1;
  22. const AdditiveBlending = 2;
  23. const SubtractiveBlending = 3;
  24. const MultiplyBlending = 4;
  25. const CustomBlending = 5;
  26. const AddEquation = 100;
  27. const SubtractEquation = 101;
  28. const ReverseSubtractEquation = 102;
  29. const MinEquation = 103;
  30. const MaxEquation = 104;
  31. const ZeroFactor = 200;
  32. const OneFactor = 201;
  33. const SrcColorFactor = 202;
  34. const OneMinusSrcColorFactor = 203;
  35. const SrcAlphaFactor = 204;
  36. const OneMinusSrcAlphaFactor = 205;
  37. const DstAlphaFactor = 206;
  38. const OneMinusDstAlphaFactor = 207;
  39. const DstColorFactor = 208;
  40. const OneMinusDstColorFactor = 209;
  41. const SrcAlphaSaturateFactor = 210;
  42. const ConstantColorFactor = 211;
  43. const OneMinusConstantColorFactor = 212;
  44. const ConstantAlphaFactor = 213;
  45. const OneMinusConstantAlphaFactor = 214;
  46. const NeverDepth = 0;
  47. const AlwaysDepth = 1;
  48. const LessDepth = 2;
  49. const LessEqualDepth = 3;
  50. const EqualDepth = 4;
  51. const GreaterEqualDepth = 5;
  52. const GreaterDepth = 6;
  53. const NotEqualDepth = 7;
  54. const MultiplyOperation = 0;
  55. const MixOperation = 1;
  56. const AddOperation = 2;
  57. const NoToneMapping = 0;
  58. const LinearToneMapping = 1;
  59. const ReinhardToneMapping = 2;
  60. const CineonToneMapping = 3;
  61. const ACESFilmicToneMapping = 4;
  62. const CustomToneMapping = 5;
  63. const AgXToneMapping = 6;
  64. const NeutralToneMapping = 7;
  65. const AttachedBindMode = 'attached';
  66. const DetachedBindMode = 'detached';
  67. const UVMapping = 300;
  68. const CubeReflectionMapping = 301;
  69. const CubeRefractionMapping = 302;
  70. const EquirectangularReflectionMapping = 303;
  71. const EquirectangularRefractionMapping = 304;
  72. const CubeUVReflectionMapping = 306;
  73. const RepeatWrapping = 1000;
  74. const ClampToEdgeWrapping = 1001;
  75. const MirroredRepeatWrapping = 1002;
  76. const NearestFilter = 1003;
  77. const NearestMipmapNearestFilter = 1004;
  78. const NearestMipMapNearestFilter = 1004;
  79. const NearestMipmapLinearFilter = 1005;
  80. const NearestMipMapLinearFilter = 1005;
  81. const LinearFilter = 1006;
  82. const LinearMipmapNearestFilter = 1007;
  83. const LinearMipMapNearestFilter = 1007;
  84. const LinearMipmapLinearFilter = 1008;
  85. const LinearMipMapLinearFilter = 1008;
  86. const UnsignedByteType = 1009;
  87. const ByteType = 1010;
  88. const ShortType = 1011;
  89. const UnsignedShortType = 1012;
  90. const IntType = 1013;
  91. const UnsignedIntType = 1014;
  92. const FloatType = 1015;
  93. const HalfFloatType = 1016;
  94. const UnsignedShort4444Type = 1017;
  95. const UnsignedShort5551Type = 1018;
  96. const UnsignedInt248Type = 1020;
  97. const UnsignedInt5999Type = 35902;
  98. const AlphaFormat = 1021;
  99. const RGBFormat = 1022;
  100. const RGBAFormat = 1023;
  101. const LuminanceFormat = 1024;
  102. const LuminanceAlphaFormat = 1025;
  103. const DepthFormat = 1026;
  104. const DepthStencilFormat = 1027;
  105. const RedFormat = 1028;
  106. const RedIntegerFormat = 1029;
  107. const RGFormat = 1030;
  108. const RGIntegerFormat = 1031;
  109. const RGBIntegerFormat = 1032;
  110. const RGBAIntegerFormat = 1033;
  111. const RGB_S3TC_DXT1_Format = 33776;
  112. const RGBA_S3TC_DXT1_Format = 33777;
  113. const RGBA_S3TC_DXT3_Format = 33778;
  114. const RGBA_S3TC_DXT5_Format = 33779;
  115. const RGB_PVRTC_4BPPV1_Format = 35840;
  116. const RGB_PVRTC_2BPPV1_Format = 35841;
  117. const RGBA_PVRTC_4BPPV1_Format = 35842;
  118. const RGBA_PVRTC_2BPPV1_Format = 35843;
  119. const RGB_ETC1_Format = 36196;
  120. const RGB_ETC2_Format = 37492;
  121. const RGBA_ETC2_EAC_Format = 37496;
  122. const RGBA_ASTC_4x4_Format = 37808;
  123. const RGBA_ASTC_5x4_Format = 37809;
  124. const RGBA_ASTC_5x5_Format = 37810;
  125. const RGBA_ASTC_6x5_Format = 37811;
  126. const RGBA_ASTC_6x6_Format = 37812;
  127. const RGBA_ASTC_8x5_Format = 37813;
  128. const RGBA_ASTC_8x6_Format = 37814;
  129. const RGBA_ASTC_8x8_Format = 37815;
  130. const RGBA_ASTC_10x5_Format = 37816;
  131. const RGBA_ASTC_10x6_Format = 37817;
  132. const RGBA_ASTC_10x8_Format = 37818;
  133. const RGBA_ASTC_10x10_Format = 37819;
  134. const RGBA_ASTC_12x10_Format = 37820;
  135. const RGBA_ASTC_12x12_Format = 37821;
  136. const RGBA_BPTC_Format = 36492;
  137. const RGB_BPTC_SIGNED_Format = 36494;
  138. const RGB_BPTC_UNSIGNED_Format = 36495;
  139. const RED_RGTC1_Format = 36283;
  140. const SIGNED_RED_RGTC1_Format = 36284;
  141. const RED_GREEN_RGTC2_Format = 36285;
  142. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  143. const LoopOnce = 2200;
  144. const LoopRepeat = 2201;
  145. const LoopPingPong = 2202;
  146. const InterpolateDiscrete = 2300;
  147. const InterpolateLinear = 2301;
  148. const InterpolateSmooth = 2302;
  149. const ZeroCurvatureEnding = 2400;
  150. const ZeroSlopeEnding = 2401;
  151. const WrapAroundEnding = 2402;
  152. const NormalAnimationBlendMode = 2500;
  153. const AdditiveAnimationBlendMode = 2501;
  154. const TrianglesDrawMode = 0;
  155. const TriangleStripDrawMode = 1;
  156. const TriangleFanDrawMode = 2;
  157. const BasicDepthPacking = 3200;
  158. const RGBADepthPacking = 3201;
  159. const RGBDepthPacking = 3202;
  160. const RGDepthPacking = 3203;
  161. const TangentSpaceNormalMap = 0;
  162. const ObjectSpaceNormalMap = 1;
  163. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  164. const NoColorSpace = '';
  165. const SRGBColorSpace = 'srgb';
  166. const LinearSRGBColorSpace = 'srgb-linear';
  167. const DisplayP3ColorSpace = 'display-p3';
  168. const LinearDisplayP3ColorSpace = 'display-p3-linear';
  169. const LinearTransfer = 'linear';
  170. const SRGBTransfer = 'srgb';
  171. const Rec709Primaries = 'rec709';
  172. const P3Primaries = 'p3';
  173. const ZeroStencilOp = 0;
  174. const KeepStencilOp = 7680;
  175. const ReplaceStencilOp = 7681;
  176. const IncrementStencilOp = 7682;
  177. const DecrementStencilOp = 7683;
  178. const IncrementWrapStencilOp = 34055;
  179. const DecrementWrapStencilOp = 34056;
  180. const InvertStencilOp = 5386;
  181. const NeverStencilFunc = 512;
  182. const LessStencilFunc = 513;
  183. const EqualStencilFunc = 514;
  184. const LessEqualStencilFunc = 515;
  185. const GreaterStencilFunc = 516;
  186. const NotEqualStencilFunc = 517;
  187. const GreaterEqualStencilFunc = 518;
  188. const AlwaysStencilFunc = 519;
  189. const NeverCompare = 512;
  190. const LessCompare = 513;
  191. const EqualCompare = 514;
  192. const LessEqualCompare = 515;
  193. const GreaterCompare = 516;
  194. const NotEqualCompare = 517;
  195. const GreaterEqualCompare = 518;
  196. const AlwaysCompare = 519;
  197. const StaticDrawUsage = 35044;
  198. const DynamicDrawUsage = 35048;
  199. const StreamDrawUsage = 35040;
  200. const StaticReadUsage = 35045;
  201. const DynamicReadUsage = 35049;
  202. const StreamReadUsage = 35041;
  203. const StaticCopyUsage = 35046;
  204. const DynamicCopyUsage = 35050;
  205. const StreamCopyUsage = 35042;
  206. const GLSL1 = '100';
  207. const GLSL3 = '300 es';
  208. const WebGLCoordinateSystem = 2000;
  209. const WebGPUCoordinateSystem = 2001;
  210. /**
  211. * https://github.com/mrdoob/eventdispatcher.js/
  212. */
  213. class EventDispatcher {
  214. addEventListener( type, listener ) {
  215. if ( this._listeners === undefined ) this._listeners = {};
  216. const listeners = this._listeners;
  217. if ( listeners[ type ] === undefined ) {
  218. listeners[ type ] = [];
  219. }
  220. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  221. listeners[ type ].push( listener );
  222. }
  223. }
  224. hasEventListener( type, listener ) {
  225. if ( this._listeners === undefined ) return false;
  226. const listeners = this._listeners;
  227. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  228. }
  229. removeEventListener( type, listener ) {
  230. if ( this._listeners === undefined ) return;
  231. const listeners = this._listeners;
  232. const listenerArray = listeners[ type ];
  233. if ( listenerArray !== undefined ) {
  234. const index = listenerArray.indexOf( listener );
  235. if ( index !== - 1 ) {
  236. listenerArray.splice( index, 1 );
  237. }
  238. }
  239. }
  240. dispatchEvent( event ) {
  241. if ( this._listeners === undefined ) return;
  242. const listeners = this._listeners;
  243. const listenerArray = listeners[ event.type ];
  244. if ( listenerArray !== undefined ) {
  245. event.target = this;
  246. // Make a copy, in case listeners are removed while iterating.
  247. const array = listenerArray.slice( 0 );
  248. for ( let i = 0, l = array.length; i < l; i ++ ) {
  249. array[ i ].call( this, event );
  250. }
  251. event.target = null;
  252. }
  253. }
  254. }
  255. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  256. let _seed = 1234567;
  257. const DEG2RAD = Math.PI / 180;
  258. const RAD2DEG = 180 / Math.PI;
  259. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  260. function generateUUID() {
  261. const d0 = Math.random() * 0xffffffff | 0;
  262. const d1 = Math.random() * 0xffffffff | 0;
  263. const d2 = Math.random() * 0xffffffff | 0;
  264. const d3 = Math.random() * 0xffffffff | 0;
  265. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  266. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  267. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  268. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  269. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  270. return uuid.toLowerCase();
  271. }
  272. function clamp$1( value, min, max ) {
  273. return Math.max( min, Math.min( max, value ) );
  274. }
  275. // compute euclidean modulo of m % n
  276. // https://en.wikipedia.org/wiki/Modulo_operation
  277. function euclideanModulo( n, m ) {
  278. return ( ( n % m ) + m ) % m;
  279. }
  280. // Linear mapping from range <a1, a2> to range <b1, b2>
  281. function mapLinear( x, a1, a2, b1, b2 ) {
  282. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  283. }
  284. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  285. function inverseLerp( x, y, value ) {
  286. if ( x !== y ) {
  287. return ( value - x ) / ( y - x );
  288. } else {
  289. return 0;
  290. }
  291. }
  292. // https://en.wikipedia.org/wiki/Linear_interpolation
  293. function lerp( x, y, t ) {
  294. return ( 1 - t ) * x + t * y;
  295. }
  296. // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  297. function damp( x, y, lambda, dt ) {
  298. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  299. }
  300. // https://www.desmos.com/calculator/vcsjnyz7x4
  301. function pingpong( x, length = 1 ) {
  302. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  303. }
  304. // http://en.wikipedia.org/wiki/Smoothstep
  305. function smoothstep$1( x, min, max ) {
  306. if ( x <= min ) return 0;
  307. if ( x >= max ) return 1;
  308. x = ( x - min ) / ( max - min );
  309. return x * x * ( 3 - 2 * x );
  310. }
  311. function smootherstep( x, min, max ) {
  312. if ( x <= min ) return 0;
  313. if ( x >= max ) return 1;
  314. x = ( x - min ) / ( max - min );
  315. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  316. }
  317. // Random integer from <low, high> interval
  318. function randInt( low, high ) {
  319. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  320. }
  321. // Random float from <low, high> interval
  322. function randFloat( low, high ) {
  323. return low + Math.random() * ( high - low );
  324. }
  325. // Random float from <-range/2, range/2> interval
  326. function randFloatSpread( range ) {
  327. return range * ( 0.5 - Math.random() );
  328. }
  329. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  330. function seededRandom( s ) {
  331. if ( s !== undefined ) _seed = s;
  332. // Mulberry32 generator
  333. let t = _seed += 0x6D2B79F5;
  334. t = Math.imul( t ^ t >>> 15, t | 1 );
  335. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  336. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  337. }
  338. function degToRad( degrees ) {
  339. return degrees * DEG2RAD;
  340. }
  341. function radToDeg( radians ) {
  342. return radians * RAD2DEG;
  343. }
  344. function isPowerOfTwo( value ) {
  345. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  346. }
  347. function ceilPowerOfTwo( value ) {
  348. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  349. }
  350. function floorPowerOfTwo( value ) {
  351. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  352. }
  353. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  354. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  355. // rotations are applied to the axes in the order specified by 'order'
  356. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  357. // angles are in radians
  358. const cos = Math.cos;
  359. const sin = Math.sin;
  360. const c2 = cos( b / 2 );
  361. const s2 = sin( b / 2 );
  362. const c13 = cos( ( a + c ) / 2 );
  363. const s13 = sin( ( a + c ) / 2 );
  364. const c1_3 = cos( ( a - c ) / 2 );
  365. const s1_3 = sin( ( a - c ) / 2 );
  366. const c3_1 = cos( ( c - a ) / 2 );
  367. const s3_1 = sin( ( c - a ) / 2 );
  368. switch ( order ) {
  369. case 'XYX':
  370. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  371. break;
  372. case 'YZY':
  373. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  374. break;
  375. case 'ZXZ':
  376. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  377. break;
  378. case 'XZX':
  379. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  380. break;
  381. case 'YXY':
  382. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  383. break;
  384. case 'ZYZ':
  385. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  386. break;
  387. default:
  388. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  389. }
  390. }
  391. function denormalize( value, array ) {
  392. switch ( array.constructor ) {
  393. case Float32Array:
  394. return value;
  395. case Uint32Array:
  396. return value / 4294967295.0;
  397. case Uint16Array:
  398. return value / 65535.0;
  399. case Uint8Array:
  400. return value / 255.0;
  401. case Int32Array:
  402. return Math.max( value / 2147483647.0, - 1.0 );
  403. case Int16Array:
  404. return Math.max( value / 32767.0, - 1.0 );
  405. case Int8Array:
  406. return Math.max( value / 127.0, - 1.0 );
  407. default:
  408. throw new Error( 'Invalid component type.' );
  409. }
  410. }
  411. function normalize$1( value, array ) {
  412. switch ( array.constructor ) {
  413. case Float32Array:
  414. return value;
  415. case Uint32Array:
  416. return Math.round( value * 4294967295.0 );
  417. case Uint16Array:
  418. return Math.round( value * 65535.0 );
  419. case Uint8Array:
  420. return Math.round( value * 255.0 );
  421. case Int32Array:
  422. return Math.round( value * 2147483647.0 );
  423. case Int16Array:
  424. return Math.round( value * 32767.0 );
  425. case Int8Array:
  426. return Math.round( value * 127.0 );
  427. default:
  428. throw new Error( 'Invalid component type.' );
  429. }
  430. }
  431. const MathUtils = {
  432. DEG2RAD: DEG2RAD,
  433. RAD2DEG: RAD2DEG,
  434. generateUUID: generateUUID,
  435. clamp: clamp$1,
  436. euclideanModulo: euclideanModulo,
  437. mapLinear: mapLinear,
  438. inverseLerp: inverseLerp,
  439. lerp: lerp,
  440. damp: damp,
  441. pingpong: pingpong,
  442. smoothstep: smoothstep$1,
  443. smootherstep: smootherstep,
  444. randInt: randInt,
  445. randFloat: randFloat,
  446. randFloatSpread: randFloatSpread,
  447. seededRandom: seededRandom,
  448. degToRad: degToRad,
  449. radToDeg: radToDeg,
  450. isPowerOfTwo: isPowerOfTwo,
  451. ceilPowerOfTwo: ceilPowerOfTwo,
  452. floorPowerOfTwo: floorPowerOfTwo,
  453. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  454. normalize: normalize$1,
  455. denormalize: denormalize
  456. };
  457. class Vector2 {
  458. constructor( x = 0, y = 0 ) {
  459. Vector2.prototype.isVector2 = true;
  460. this.x = x;
  461. this.y = y;
  462. }
  463. get width() {
  464. return this.x;
  465. }
  466. set width( value ) {
  467. this.x = value;
  468. }
  469. get height() {
  470. return this.y;
  471. }
  472. set height( value ) {
  473. this.y = value;
  474. }
  475. set( x, y ) {
  476. this.x = x;
  477. this.y = y;
  478. return this;
  479. }
  480. setScalar( scalar ) {
  481. this.x = scalar;
  482. this.y = scalar;
  483. return this;
  484. }
  485. setX( x ) {
  486. this.x = x;
  487. return this;
  488. }
  489. setY( y ) {
  490. this.y = y;
  491. return this;
  492. }
  493. setComponent( index, value ) {
  494. switch ( index ) {
  495. case 0: this.x = value; break;
  496. case 1: this.y = value; break;
  497. default: throw new Error( 'index is out of range: ' + index );
  498. }
  499. return this;
  500. }
  501. getComponent( index ) {
  502. switch ( index ) {
  503. case 0: return this.x;
  504. case 1: return this.y;
  505. default: throw new Error( 'index is out of range: ' + index );
  506. }
  507. }
  508. clone() {
  509. return new this.constructor( this.x, this.y );
  510. }
  511. copy( v ) {
  512. this.x = v.x;
  513. this.y = v.y;
  514. return this;
  515. }
  516. add( v ) {
  517. this.x += v.x;
  518. this.y += v.y;
  519. return this;
  520. }
  521. addScalar( s ) {
  522. this.x += s;
  523. this.y += s;
  524. return this;
  525. }
  526. addVectors( a, b ) {
  527. this.x = a.x + b.x;
  528. this.y = a.y + b.y;
  529. return this;
  530. }
  531. addScaledVector( v, s ) {
  532. this.x += v.x * s;
  533. this.y += v.y * s;
  534. return this;
  535. }
  536. sub( v ) {
  537. this.x -= v.x;
  538. this.y -= v.y;
  539. return this;
  540. }
  541. subScalar( s ) {
  542. this.x -= s;
  543. this.y -= s;
  544. return this;
  545. }
  546. subVectors( a, b ) {
  547. this.x = a.x - b.x;
  548. this.y = a.y - b.y;
  549. return this;
  550. }
  551. multiply( v ) {
  552. this.x *= v.x;
  553. this.y *= v.y;
  554. return this;
  555. }
  556. multiplyScalar( scalar ) {
  557. this.x *= scalar;
  558. this.y *= scalar;
  559. return this;
  560. }
  561. divide( v ) {
  562. this.x /= v.x;
  563. this.y /= v.y;
  564. return this;
  565. }
  566. divideScalar( scalar ) {
  567. return this.multiplyScalar( 1 / scalar );
  568. }
  569. applyMatrix3( m ) {
  570. const x = this.x, y = this.y;
  571. const e = m.elements;
  572. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  573. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  574. return this;
  575. }
  576. min( v ) {
  577. this.x = Math.min( this.x, v.x );
  578. this.y = Math.min( this.y, v.y );
  579. return this;
  580. }
  581. max( v ) {
  582. this.x = Math.max( this.x, v.x );
  583. this.y = Math.max( this.y, v.y );
  584. return this;
  585. }
  586. clamp( min, max ) {
  587. // assumes min < max, componentwise
  588. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  589. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  590. return this;
  591. }
  592. clampScalar( minVal, maxVal ) {
  593. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  594. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  595. return this;
  596. }
  597. clampLength( min, max ) {
  598. const length = this.length();
  599. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  600. }
  601. floor() {
  602. this.x = Math.floor( this.x );
  603. this.y = Math.floor( this.y );
  604. return this;
  605. }
  606. ceil() {
  607. this.x = Math.ceil( this.x );
  608. this.y = Math.ceil( this.y );
  609. return this;
  610. }
  611. round() {
  612. this.x = Math.round( this.x );
  613. this.y = Math.round( this.y );
  614. return this;
  615. }
  616. roundToZero() {
  617. this.x = Math.trunc( this.x );
  618. this.y = Math.trunc( this.y );
  619. return this;
  620. }
  621. negate() {
  622. this.x = - this.x;
  623. this.y = - this.y;
  624. return this;
  625. }
  626. dot( v ) {
  627. return this.x * v.x + this.y * v.y;
  628. }
  629. cross( v ) {
  630. return this.x * v.y - this.y * v.x;
  631. }
  632. lengthSq() {
  633. return this.x * this.x + this.y * this.y;
  634. }
  635. length() {
  636. return Math.sqrt( this.x * this.x + this.y * this.y );
  637. }
  638. manhattanLength() {
  639. return Math.abs( this.x ) + Math.abs( this.y );
  640. }
  641. normalize() {
  642. return this.divideScalar( this.length() || 1 );
  643. }
  644. angle() {
  645. // computes the angle in radians with respect to the positive x-axis
  646. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  647. return angle;
  648. }
  649. angleTo( v ) {
  650. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  651. if ( denominator === 0 ) return Math.PI / 2;
  652. const theta = this.dot( v ) / denominator;
  653. // clamp, to handle numerical problems
  654. return Math.acos( clamp$1( theta, - 1, 1 ) );
  655. }
  656. distanceTo( v ) {
  657. return Math.sqrt( this.distanceToSquared( v ) );
  658. }
  659. distanceToSquared( v ) {
  660. const dx = this.x - v.x, dy = this.y - v.y;
  661. return dx * dx + dy * dy;
  662. }
  663. manhattanDistanceTo( v ) {
  664. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  665. }
  666. setLength( length ) {
  667. return this.normalize().multiplyScalar( length );
  668. }
  669. lerp( v, alpha ) {
  670. this.x += ( v.x - this.x ) * alpha;
  671. this.y += ( v.y - this.y ) * alpha;
  672. return this;
  673. }
  674. lerpVectors( v1, v2, alpha ) {
  675. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  676. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  677. return this;
  678. }
  679. equals( v ) {
  680. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  681. }
  682. fromArray( array, offset = 0 ) {
  683. this.x = array[ offset ];
  684. this.y = array[ offset + 1 ];
  685. return this;
  686. }
  687. toArray( array = [], offset = 0 ) {
  688. array[ offset ] = this.x;
  689. array[ offset + 1 ] = this.y;
  690. return array;
  691. }
  692. fromBufferAttribute( attribute, index ) {
  693. this.x = attribute.getX( index );
  694. this.y = attribute.getY( index );
  695. return this;
  696. }
  697. rotateAround( center, angle ) {
  698. const c = Math.cos( angle ), s = Math.sin( angle );
  699. const x = this.x - center.x;
  700. const y = this.y - center.y;
  701. this.x = x * c - y * s + center.x;
  702. this.y = x * s + y * c + center.y;
  703. return this;
  704. }
  705. random() {
  706. this.x = Math.random();
  707. this.y = Math.random();
  708. return this;
  709. }
  710. *[ Symbol.iterator ]() {
  711. yield this.x;
  712. yield this.y;
  713. }
  714. }
  715. class Matrix3 {
  716. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  717. Matrix3.prototype.isMatrix3 = true;
  718. this.elements = [
  719. 1, 0, 0,
  720. 0, 1, 0,
  721. 0, 0, 1
  722. ];
  723. if ( n11 !== undefined ) {
  724. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  725. }
  726. }
  727. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  728. const te = this.elements;
  729. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  730. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  731. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  732. return this;
  733. }
  734. identity() {
  735. this.set(
  736. 1, 0, 0,
  737. 0, 1, 0,
  738. 0, 0, 1
  739. );
  740. return this;
  741. }
  742. copy( m ) {
  743. const te = this.elements;
  744. const me = m.elements;
  745. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  746. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  747. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  748. return this;
  749. }
  750. extractBasis( xAxis, yAxis, zAxis ) {
  751. xAxis.setFromMatrix3Column( this, 0 );
  752. yAxis.setFromMatrix3Column( this, 1 );
  753. zAxis.setFromMatrix3Column( this, 2 );
  754. return this;
  755. }
  756. setFromMatrix4( m ) {
  757. const me = m.elements;
  758. this.set(
  759. me[ 0 ], me[ 4 ], me[ 8 ],
  760. me[ 1 ], me[ 5 ], me[ 9 ],
  761. me[ 2 ], me[ 6 ], me[ 10 ]
  762. );
  763. return this;
  764. }
  765. multiply( m ) {
  766. return this.multiplyMatrices( this, m );
  767. }
  768. premultiply( m ) {
  769. return this.multiplyMatrices( m, this );
  770. }
  771. multiplyMatrices( a, b ) {
  772. const ae = a.elements;
  773. const be = b.elements;
  774. const te = this.elements;
  775. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  776. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  777. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  778. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  779. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  780. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  781. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  782. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  783. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  784. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  785. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  786. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  787. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  788. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  789. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  790. return this;
  791. }
  792. multiplyScalar( s ) {
  793. const te = this.elements;
  794. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  795. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  796. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  797. return this;
  798. }
  799. determinant() {
  800. const te = this.elements;
  801. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  802. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  803. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  804. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  805. }
  806. invert() {
  807. const te = this.elements,
  808. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  809. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  810. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  811. t11 = n33 * n22 - n32 * n23,
  812. t12 = n32 * n13 - n33 * n12,
  813. t13 = n23 * n12 - n22 * n13,
  814. det = n11 * t11 + n21 * t12 + n31 * t13;
  815. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  816. const detInv = 1 / det;
  817. te[ 0 ] = t11 * detInv;
  818. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  819. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  820. te[ 3 ] = t12 * detInv;
  821. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  822. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  823. te[ 6 ] = t13 * detInv;
  824. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  825. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  826. return this;
  827. }
  828. transpose() {
  829. let tmp;
  830. const m = this.elements;
  831. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  832. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  833. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  834. return this;
  835. }
  836. getNormalMatrix( matrix4 ) {
  837. return this.setFromMatrix4( matrix4 ).invert().transpose();
  838. }
  839. transposeIntoArray( r ) {
  840. const m = this.elements;
  841. r[ 0 ] = m[ 0 ];
  842. r[ 1 ] = m[ 3 ];
  843. r[ 2 ] = m[ 6 ];
  844. r[ 3 ] = m[ 1 ];
  845. r[ 4 ] = m[ 4 ];
  846. r[ 5 ] = m[ 7 ];
  847. r[ 6 ] = m[ 2 ];
  848. r[ 7 ] = m[ 5 ];
  849. r[ 8 ] = m[ 8 ];
  850. return this;
  851. }
  852. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  853. const c = Math.cos( rotation );
  854. const s = Math.sin( rotation );
  855. this.set(
  856. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  857. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  858. 0, 0, 1
  859. );
  860. return this;
  861. }
  862. //
  863. scale( sx, sy ) {
  864. this.premultiply( _m3.makeScale( sx, sy ) );
  865. return this;
  866. }
  867. rotate( theta ) {
  868. this.premultiply( _m3.makeRotation( - theta ) );
  869. return this;
  870. }
  871. translate( tx, ty ) {
  872. this.premultiply( _m3.makeTranslation( tx, ty ) );
  873. return this;
  874. }
  875. // for 2D Transforms
  876. makeTranslation( x, y ) {
  877. if ( x.isVector2 ) {
  878. this.set(
  879. 1, 0, x.x,
  880. 0, 1, x.y,
  881. 0, 0, 1
  882. );
  883. } else {
  884. this.set(
  885. 1, 0, x,
  886. 0, 1, y,
  887. 0, 0, 1
  888. );
  889. }
  890. return this;
  891. }
  892. makeRotation( theta ) {
  893. // counterclockwise
  894. const c = Math.cos( theta );
  895. const s = Math.sin( theta );
  896. this.set(
  897. c, - s, 0,
  898. s, c, 0,
  899. 0, 0, 1
  900. );
  901. return this;
  902. }
  903. makeScale( x, y ) {
  904. this.set(
  905. x, 0, 0,
  906. 0, y, 0,
  907. 0, 0, 1
  908. );
  909. return this;
  910. }
  911. //
  912. equals( matrix ) {
  913. const te = this.elements;
  914. const me = matrix.elements;
  915. for ( let i = 0; i < 9; i ++ ) {
  916. if ( te[ i ] !== me[ i ] ) return false;
  917. }
  918. return true;
  919. }
  920. fromArray( array, offset = 0 ) {
  921. for ( let i = 0; i < 9; i ++ ) {
  922. this.elements[ i ] = array[ i + offset ];
  923. }
  924. return this;
  925. }
  926. toArray( array = [], offset = 0 ) {
  927. const te = this.elements;
  928. array[ offset ] = te[ 0 ];
  929. array[ offset + 1 ] = te[ 1 ];
  930. array[ offset + 2 ] = te[ 2 ];
  931. array[ offset + 3 ] = te[ 3 ];
  932. array[ offset + 4 ] = te[ 4 ];
  933. array[ offset + 5 ] = te[ 5 ];
  934. array[ offset + 6 ] = te[ 6 ];
  935. array[ offset + 7 ] = te[ 7 ];
  936. array[ offset + 8 ] = te[ 8 ];
  937. return array;
  938. }
  939. clone() {
  940. return new this.constructor().fromArray( this.elements );
  941. }
  942. }
  943. const _m3 = /*@__PURE__*/ new Matrix3();
  944. function arrayNeedsUint32$1( array ) {
  945. // assumes larger values usually on last
  946. for ( let i = array.length - 1; i >= 0; -- i ) {
  947. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  948. }
  949. return false;
  950. }
  951. const TYPED_ARRAYS = {
  952. Int8Array: Int8Array,
  953. Uint8Array: Uint8Array,
  954. Uint8ClampedArray: Uint8ClampedArray,
  955. Int16Array: Int16Array,
  956. Uint16Array: Uint16Array,
  957. Int32Array: Int32Array,
  958. Uint32Array: Uint32Array,
  959. Float32Array: Float32Array,
  960. Float64Array: Float64Array
  961. };
  962. function getTypedArray( type, buffer ) {
  963. return new TYPED_ARRAYS[ type ]( buffer );
  964. }
  965. function createElementNS( name ) {
  966. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  967. }
  968. function createCanvasElement() {
  969. const canvas = createElementNS( 'canvas' );
  970. canvas.style.display = 'block';
  971. return canvas;
  972. }
  973. const _cache$2 = {};
  974. function warnOnce( message ) {
  975. if ( message in _cache$2 ) return;
  976. _cache$2[ message ] = true;
  977. console.warn( message );
  978. }
  979. /**
  980. * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
  981. * or clipping. Based on W3C specifications for sRGB and Display P3,
  982. * and ICC specifications for the D50 connection space. Values in/out
  983. * are _linear_ sRGB and _linear_ Display P3.
  984. *
  985. * Note that both sRGB and Display P3 use the sRGB transfer functions.
  986. *
  987. * Reference:
  988. * - http://www.russellcottrell.com/photo/matrixCalculator.htm
  989. */
  990. const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
  991. 0.8224621, 0.177538, 0.0,
  992. 0.0331941, 0.9668058, 0.0,
  993. 0.0170827, 0.0723974, 0.9105199,
  994. );
  995. const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
  996. 1.2249401, - 0.2249404, 0.0,
  997. - 0.0420569, 1.0420571, 0.0,
  998. - 0.0196376, - 0.0786361, 1.0982735
  999. );
  1000. /**
  1001. * Defines supported color spaces by transfer function and primaries,
  1002. * and provides conversions to/from the Linear-sRGB reference space.
  1003. */
  1004. const COLOR_SPACES = {
  1005. [ LinearSRGBColorSpace ]: {
  1006. transfer: LinearTransfer,
  1007. primaries: Rec709Primaries,
  1008. luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
  1009. toReference: ( color ) => color,
  1010. fromReference: ( color ) => color,
  1011. },
  1012. [ SRGBColorSpace ]: {
  1013. transfer: SRGBTransfer,
  1014. primaries: Rec709Primaries,
  1015. luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ],
  1016. toReference: ( color ) => color.convertSRGBToLinear(),
  1017. fromReference: ( color ) => color.convertLinearToSRGB(),
  1018. },
  1019. [ LinearDisplayP3ColorSpace ]: {
  1020. transfer: LinearTransfer,
  1021. primaries: P3Primaries,
  1022. luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
  1023. toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  1024. fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
  1025. },
  1026. [ DisplayP3ColorSpace ]: {
  1027. transfer: SRGBTransfer,
  1028. primaries: P3Primaries,
  1029. luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ],
  1030. toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  1031. fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
  1032. },
  1033. };
  1034. const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );
  1035. const ColorManagement = {
  1036. enabled: true,
  1037. _workingColorSpace: LinearSRGBColorSpace,
  1038. get workingColorSpace() {
  1039. return this._workingColorSpace;
  1040. },
  1041. set workingColorSpace( colorSpace ) {
  1042. if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {
  1043. throw new Error( `Unsupported working color space, "${ colorSpace }".` );
  1044. }
  1045. this._workingColorSpace = colorSpace;
  1046. },
  1047. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  1048. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  1049. return color;
  1050. }
  1051. const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
  1052. const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;
  1053. return targetFromReference( sourceToReference( color ) );
  1054. },
  1055. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  1056. return this.convert( color, this._workingColorSpace, targetColorSpace );
  1057. },
  1058. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  1059. return this.convert( color, sourceColorSpace, this._workingColorSpace );
  1060. },
  1061. getPrimaries: function ( colorSpace ) {
  1062. return COLOR_SPACES[ colorSpace ].primaries;
  1063. },
  1064. getTransfer: function ( colorSpace ) {
  1065. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  1066. return COLOR_SPACES[ colorSpace ].transfer;
  1067. },
  1068. getLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) {
  1069. return target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients );
  1070. },
  1071. };
  1072. function SRGBToLinear( c ) {
  1073. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  1074. }
  1075. function LinearToSRGB( c ) {
  1076. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  1077. }
  1078. let _canvas;
  1079. class ImageUtils {
  1080. static getDataURL( image ) {
  1081. if ( /^data:/i.test( image.src ) ) {
  1082. return image.src;
  1083. }
  1084. if ( typeof HTMLCanvasElement === 'undefined' ) {
  1085. return image.src;
  1086. }
  1087. let canvas;
  1088. if ( image instanceof HTMLCanvasElement ) {
  1089. canvas = image;
  1090. } else {
  1091. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  1092. _canvas.width = image.width;
  1093. _canvas.height = image.height;
  1094. const context = _canvas.getContext( '2d' );
  1095. if ( image instanceof ImageData ) {
  1096. context.putImageData( image, 0, 0 );
  1097. } else {
  1098. context.drawImage( image, 0, 0, image.width, image.height );
  1099. }
  1100. canvas = _canvas;
  1101. }
  1102. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1103. console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
  1104. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1105. } else {
  1106. return canvas.toDataURL( 'image/png' );
  1107. }
  1108. }
  1109. static sRGBToLinear( image ) {
  1110. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1111. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1112. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1113. const canvas = createElementNS( 'canvas' );
  1114. canvas.width = image.width;
  1115. canvas.height = image.height;
  1116. const context = canvas.getContext( '2d' );
  1117. context.drawImage( image, 0, 0, image.width, image.height );
  1118. const imageData = context.getImageData( 0, 0, image.width, image.height );
  1119. const data = imageData.data;
  1120. for ( let i = 0; i < data.length; i ++ ) {
  1121. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  1122. }
  1123. context.putImageData( imageData, 0, 0 );
  1124. return canvas;
  1125. } else if ( image.data ) {
  1126. const data = image.data.slice( 0 );
  1127. for ( let i = 0; i < data.length; i ++ ) {
  1128. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  1129. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  1130. } else {
  1131. // assuming float
  1132. data[ i ] = SRGBToLinear( data[ i ] );
  1133. }
  1134. }
  1135. return {
  1136. data: data,
  1137. width: image.width,
  1138. height: image.height
  1139. };
  1140. } else {
  1141. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  1142. return image;
  1143. }
  1144. }
  1145. }
  1146. let _sourceId = 0;
  1147. class Source {
  1148. constructor( data = null ) {
  1149. this.isSource = true;
  1150. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  1151. this.uuid = generateUUID();
  1152. this.data = data;
  1153. this.dataReady = true;
  1154. this.version = 0;
  1155. }
  1156. set needsUpdate( value ) {
  1157. if ( value === true ) this.version ++;
  1158. }
  1159. toJSON( meta ) {
  1160. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1161. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  1162. return meta.images[ this.uuid ];
  1163. }
  1164. const output = {
  1165. uuid: this.uuid,
  1166. url: ''
  1167. };
  1168. const data = this.data;
  1169. if ( data !== null ) {
  1170. let url;
  1171. if ( Array.isArray( data ) ) {
  1172. // cube texture
  1173. url = [];
  1174. for ( let i = 0, l = data.length; i < l; i ++ ) {
  1175. if ( data[ i ].isDataTexture ) {
  1176. url.push( serializeImage( data[ i ].image ) );
  1177. } else {
  1178. url.push( serializeImage( data[ i ] ) );
  1179. }
  1180. }
  1181. } else {
  1182. // texture
  1183. url = serializeImage( data );
  1184. }
  1185. output.url = url;
  1186. }
  1187. if ( ! isRootObject ) {
  1188. meta.images[ this.uuid ] = output;
  1189. }
  1190. return output;
  1191. }
  1192. }
  1193. function serializeImage( image ) {
  1194. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  1195. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  1196. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  1197. // default images
  1198. return ImageUtils.getDataURL( image );
  1199. } else {
  1200. if ( image.data ) {
  1201. // images of DataTexture
  1202. return {
  1203. data: Array.from( image.data ),
  1204. width: image.width,
  1205. height: image.height,
  1206. type: image.data.constructor.name
  1207. };
  1208. } else {
  1209. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  1210. return {};
  1211. }
  1212. }
  1213. }
  1214. let _textureId = 0;
  1215. class Texture extends EventDispatcher {
  1216. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  1217. super();
  1218. this.isTexture = true;
  1219. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  1220. this.uuid = generateUUID();
  1221. this.name = '';
  1222. this.source = new Source( image );
  1223. this.mipmaps = [];
  1224. this.mapping = mapping;
  1225. this.channel = 0;
  1226. this.wrapS = wrapS;
  1227. this.wrapT = wrapT;
  1228. this.magFilter = magFilter;
  1229. this.minFilter = minFilter;
  1230. this.anisotropy = anisotropy;
  1231. this.format = format;
  1232. this.internalFormat = null;
  1233. this.type = type;
  1234. this.offset = new Vector2( 0, 0 );
  1235. this.repeat = new Vector2( 1, 1 );
  1236. this.center = new Vector2( 0, 0 );
  1237. this.rotation = 0;
  1238. this.matrixAutoUpdate = true;
  1239. this.matrix = new Matrix3();
  1240. this.generateMipmaps = true;
  1241. this.premultiplyAlpha = false;
  1242. this.flipY = true;
  1243. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1244. this.colorSpace = colorSpace;
  1245. this.userData = {};
  1246. this.version = 0;
  1247. this.onUpdate = null;
  1248. this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
  1249. this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
  1250. }
  1251. get image() {
  1252. return this.source.data;
  1253. }
  1254. set image( value = null ) {
  1255. this.source.data = value;
  1256. }
  1257. updateMatrix() {
  1258. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1259. }
  1260. clone() {
  1261. return new this.constructor().copy( this );
  1262. }
  1263. copy( source ) {
  1264. this.name = source.name;
  1265. this.source = source.source;
  1266. this.mipmaps = source.mipmaps.slice( 0 );
  1267. this.mapping = source.mapping;
  1268. this.channel = source.channel;
  1269. this.wrapS = source.wrapS;
  1270. this.wrapT = source.wrapT;
  1271. this.magFilter = source.magFilter;
  1272. this.minFilter = source.minFilter;
  1273. this.anisotropy = source.anisotropy;
  1274. this.format = source.format;
  1275. this.internalFormat = source.internalFormat;
  1276. this.type = source.type;
  1277. this.offset.copy( source.offset );
  1278. this.repeat.copy( source.repeat );
  1279. this.center.copy( source.center );
  1280. this.rotation = source.rotation;
  1281. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1282. this.matrix.copy( source.matrix );
  1283. this.generateMipmaps = source.generateMipmaps;
  1284. this.premultiplyAlpha = source.premultiplyAlpha;
  1285. this.flipY = source.flipY;
  1286. this.unpackAlignment = source.unpackAlignment;
  1287. this.colorSpace = source.colorSpace;
  1288. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  1289. this.needsUpdate = true;
  1290. return this;
  1291. }
  1292. toJSON( meta ) {
  1293. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  1294. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1295. return meta.textures[ this.uuid ];
  1296. }
  1297. const output = {
  1298. metadata: {
  1299. version: 4.6,
  1300. type: 'Texture',
  1301. generator: 'Texture.toJSON'
  1302. },
  1303. uuid: this.uuid,
  1304. name: this.name,
  1305. image: this.source.toJSON( meta ).uuid,
  1306. mapping: this.mapping,
  1307. channel: this.channel,
  1308. repeat: [ this.repeat.x, this.repeat.y ],
  1309. offset: [ this.offset.x, this.offset.y ],
  1310. center: [ this.center.x, this.center.y ],
  1311. rotation: this.rotation,
  1312. wrap: [ this.wrapS, this.wrapT ],
  1313. format: this.format,
  1314. internalFormat: this.internalFormat,
  1315. type: this.type,
  1316. colorSpace: this.colorSpace,
  1317. minFilter: this.minFilter,
  1318. magFilter: this.magFilter,
  1319. anisotropy: this.anisotropy,
  1320. flipY: this.flipY,
  1321. generateMipmaps: this.generateMipmaps,
  1322. premultiplyAlpha: this.premultiplyAlpha,
  1323. unpackAlignment: this.unpackAlignment
  1324. };
  1325. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  1326. if ( ! isRootObject ) {
  1327. meta.textures[ this.uuid ] = output;
  1328. }
  1329. return output;
  1330. }
  1331. dispose() {
  1332. this.dispatchEvent( { type: 'dispose' } );
  1333. }
  1334. transformUv( uv ) {
  1335. if ( this.mapping !== UVMapping ) return uv;
  1336. uv.applyMatrix3( this.matrix );
  1337. if ( uv.x < 0 || uv.x > 1 ) {
  1338. switch ( this.wrapS ) {
  1339. case RepeatWrapping:
  1340. uv.x = uv.x - Math.floor( uv.x );
  1341. break;
  1342. case ClampToEdgeWrapping:
  1343. uv.x = uv.x < 0 ? 0 : 1;
  1344. break;
  1345. case MirroredRepeatWrapping:
  1346. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1347. uv.x = Math.ceil( uv.x ) - uv.x;
  1348. } else {
  1349. uv.x = uv.x - Math.floor( uv.x );
  1350. }
  1351. break;
  1352. }
  1353. }
  1354. if ( uv.y < 0 || uv.y > 1 ) {
  1355. switch ( this.wrapT ) {
  1356. case RepeatWrapping:
  1357. uv.y = uv.y - Math.floor( uv.y );
  1358. break;
  1359. case ClampToEdgeWrapping:
  1360. uv.y = uv.y < 0 ? 0 : 1;
  1361. break;
  1362. case MirroredRepeatWrapping:
  1363. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1364. uv.y = Math.ceil( uv.y ) - uv.y;
  1365. } else {
  1366. uv.y = uv.y - Math.floor( uv.y );
  1367. }
  1368. break;
  1369. }
  1370. }
  1371. if ( this.flipY ) {
  1372. uv.y = 1 - uv.y;
  1373. }
  1374. return uv;
  1375. }
  1376. set needsUpdate( value ) {
  1377. if ( value === true ) {
  1378. this.version ++;
  1379. this.source.needsUpdate = true;
  1380. }
  1381. }
  1382. set needsPMREMUpdate( value ) {
  1383. if ( value === true ) {
  1384. this.pmremVersion ++;
  1385. }
  1386. }
  1387. }
  1388. Texture.DEFAULT_IMAGE = null;
  1389. Texture.DEFAULT_MAPPING = UVMapping;
  1390. Texture.DEFAULT_ANISOTROPY = 1;
  1391. class Vector4 {
  1392. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1393. Vector4.prototype.isVector4 = true;
  1394. this.x = x;
  1395. this.y = y;
  1396. this.z = z;
  1397. this.w = w;
  1398. }
  1399. get width() {
  1400. return this.z;
  1401. }
  1402. set width( value ) {
  1403. this.z = value;
  1404. }
  1405. get height() {
  1406. return this.w;
  1407. }
  1408. set height( value ) {
  1409. this.w = value;
  1410. }
  1411. set( x, y, z, w ) {
  1412. this.x = x;
  1413. this.y = y;
  1414. this.z = z;
  1415. this.w = w;
  1416. return this;
  1417. }
  1418. setScalar( scalar ) {
  1419. this.x = scalar;
  1420. this.y = scalar;
  1421. this.z = scalar;
  1422. this.w = scalar;
  1423. return this;
  1424. }
  1425. setX( x ) {
  1426. this.x = x;
  1427. return this;
  1428. }
  1429. setY( y ) {
  1430. this.y = y;
  1431. return this;
  1432. }
  1433. setZ( z ) {
  1434. this.z = z;
  1435. return this;
  1436. }
  1437. setW( w ) {
  1438. this.w = w;
  1439. return this;
  1440. }
  1441. setComponent( index, value ) {
  1442. switch ( index ) {
  1443. case 0: this.x = value; break;
  1444. case 1: this.y = value; break;
  1445. case 2: this.z = value; break;
  1446. case 3: this.w = value; break;
  1447. default: throw new Error( 'index is out of range: ' + index );
  1448. }
  1449. return this;
  1450. }
  1451. getComponent( index ) {
  1452. switch ( index ) {
  1453. case 0: return this.x;
  1454. case 1: return this.y;
  1455. case 2: return this.z;
  1456. case 3: return this.w;
  1457. default: throw new Error( 'index is out of range: ' + index );
  1458. }
  1459. }
  1460. clone() {
  1461. return new this.constructor( this.x, this.y, this.z, this.w );
  1462. }
  1463. copy( v ) {
  1464. this.x = v.x;
  1465. this.y = v.y;
  1466. this.z = v.z;
  1467. this.w = ( v.w !== undefined ) ? v.w : 1;
  1468. return this;
  1469. }
  1470. add( v ) {
  1471. this.x += v.x;
  1472. this.y += v.y;
  1473. this.z += v.z;
  1474. this.w += v.w;
  1475. return this;
  1476. }
  1477. addScalar( s ) {
  1478. this.x += s;
  1479. this.y += s;
  1480. this.z += s;
  1481. this.w += s;
  1482. return this;
  1483. }
  1484. addVectors( a, b ) {
  1485. this.x = a.x + b.x;
  1486. this.y = a.y + b.y;
  1487. this.z = a.z + b.z;
  1488. this.w = a.w + b.w;
  1489. return this;
  1490. }
  1491. addScaledVector( v, s ) {
  1492. this.x += v.x * s;
  1493. this.y += v.y * s;
  1494. this.z += v.z * s;
  1495. this.w += v.w * s;
  1496. return this;
  1497. }
  1498. sub( v ) {
  1499. this.x -= v.x;
  1500. this.y -= v.y;
  1501. this.z -= v.z;
  1502. this.w -= v.w;
  1503. return this;
  1504. }
  1505. subScalar( s ) {
  1506. this.x -= s;
  1507. this.y -= s;
  1508. this.z -= s;
  1509. this.w -= s;
  1510. return this;
  1511. }
  1512. subVectors( a, b ) {
  1513. this.x = a.x - b.x;
  1514. this.y = a.y - b.y;
  1515. this.z = a.z - b.z;
  1516. this.w = a.w - b.w;
  1517. return this;
  1518. }
  1519. multiply( v ) {
  1520. this.x *= v.x;
  1521. this.y *= v.y;
  1522. this.z *= v.z;
  1523. this.w *= v.w;
  1524. return this;
  1525. }
  1526. multiplyScalar( scalar ) {
  1527. this.x *= scalar;
  1528. this.y *= scalar;
  1529. this.z *= scalar;
  1530. this.w *= scalar;
  1531. return this;
  1532. }
  1533. applyMatrix4( m ) {
  1534. const x = this.x, y = this.y, z = this.z, w = this.w;
  1535. const e = m.elements;
  1536. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1537. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1538. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1539. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1540. return this;
  1541. }
  1542. divideScalar( scalar ) {
  1543. return this.multiplyScalar( 1 / scalar );
  1544. }
  1545. setAxisAngleFromQuaternion( q ) {
  1546. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1547. // q is assumed to be normalized
  1548. this.w = 2 * Math.acos( q.w );
  1549. const s = Math.sqrt( 1 - q.w * q.w );
  1550. if ( s < 0.0001 ) {
  1551. this.x = 1;
  1552. this.y = 0;
  1553. this.z = 0;
  1554. } else {
  1555. this.x = q.x / s;
  1556. this.y = q.y / s;
  1557. this.z = q.z / s;
  1558. }
  1559. return this;
  1560. }
  1561. setAxisAngleFromRotationMatrix( m ) {
  1562. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1563. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1564. let angle, x, y, z; // variables for result
  1565. const epsilon = 0.01, // margin to allow for rounding errors
  1566. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1567. te = m.elements,
  1568. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1569. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1570. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1571. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1572. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1573. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1574. // singularity found
  1575. // first check for identity matrix which must have +1 for all terms
  1576. // in leading diagonal and zero in other terms
  1577. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1578. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1579. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1580. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1581. // this singularity is identity matrix so angle = 0
  1582. this.set( 1, 0, 0, 0 );
  1583. return this; // zero angle, arbitrary axis
  1584. }
  1585. // otherwise this singularity is angle = 180
  1586. angle = Math.PI;
  1587. const xx = ( m11 + 1 ) / 2;
  1588. const yy = ( m22 + 1 ) / 2;
  1589. const zz = ( m33 + 1 ) / 2;
  1590. const xy = ( m12 + m21 ) / 4;
  1591. const xz = ( m13 + m31 ) / 4;
  1592. const yz = ( m23 + m32 ) / 4;
  1593. if ( ( xx > yy ) && ( xx > zz ) ) {
  1594. // m11 is the largest diagonal term
  1595. if ( xx < epsilon ) {
  1596. x = 0;
  1597. y = 0.707106781;
  1598. z = 0.707106781;
  1599. } else {
  1600. x = Math.sqrt( xx );
  1601. y = xy / x;
  1602. z = xz / x;
  1603. }
  1604. } else if ( yy > zz ) {
  1605. // m22 is the largest diagonal term
  1606. if ( yy < epsilon ) {
  1607. x = 0.707106781;
  1608. y = 0;
  1609. z = 0.707106781;
  1610. } else {
  1611. y = Math.sqrt( yy );
  1612. x = xy / y;
  1613. z = yz / y;
  1614. }
  1615. } else {
  1616. // m33 is the largest diagonal term so base result on this
  1617. if ( zz < epsilon ) {
  1618. x = 0.707106781;
  1619. y = 0.707106781;
  1620. z = 0;
  1621. } else {
  1622. z = Math.sqrt( zz );
  1623. x = xz / z;
  1624. y = yz / z;
  1625. }
  1626. }
  1627. this.set( x, y, z, angle );
  1628. return this; // return 180 deg rotation
  1629. }
  1630. // as we have reached here there are no singularities so we can handle normally
  1631. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1632. ( m13 - m31 ) * ( m13 - m31 ) +
  1633. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1634. if ( Math.abs( s ) < 0.001 ) s = 1;
  1635. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1636. // caught by singularity test above, but I've left it in just in case
  1637. this.x = ( m32 - m23 ) / s;
  1638. this.y = ( m13 - m31 ) / s;
  1639. this.z = ( m21 - m12 ) / s;
  1640. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1641. return this;
  1642. }
  1643. setFromMatrixPosition( m ) {
  1644. const e = m.elements;
  1645. this.x = e[ 12 ];
  1646. this.y = e[ 13 ];
  1647. this.z = e[ 14 ];
  1648. this.w = e[ 15 ];
  1649. return this;
  1650. }
  1651. min( v ) {
  1652. this.x = Math.min( this.x, v.x );
  1653. this.y = Math.min( this.y, v.y );
  1654. this.z = Math.min( this.z, v.z );
  1655. this.w = Math.min( this.w, v.w );
  1656. return this;
  1657. }
  1658. max( v ) {
  1659. this.x = Math.max( this.x, v.x );
  1660. this.y = Math.max( this.y, v.y );
  1661. this.z = Math.max( this.z, v.z );
  1662. this.w = Math.max( this.w, v.w );
  1663. return this;
  1664. }
  1665. clamp( min, max ) {
  1666. // assumes min < max, componentwise
  1667. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1668. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1669. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1670. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1671. return this;
  1672. }
  1673. clampScalar( minVal, maxVal ) {
  1674. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1675. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1676. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1677. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1678. return this;
  1679. }
  1680. clampLength( min, max ) {
  1681. const length = this.length();
  1682. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1683. }
  1684. floor() {
  1685. this.x = Math.floor( this.x );
  1686. this.y = Math.floor( this.y );
  1687. this.z = Math.floor( this.z );
  1688. this.w = Math.floor( this.w );
  1689. return this;
  1690. }
  1691. ceil() {
  1692. this.x = Math.ceil( this.x );
  1693. this.y = Math.ceil( this.y );
  1694. this.z = Math.ceil( this.z );
  1695. this.w = Math.ceil( this.w );
  1696. return this;
  1697. }
  1698. round() {
  1699. this.x = Math.round( this.x );
  1700. this.y = Math.round( this.y );
  1701. this.z = Math.round( this.z );
  1702. this.w = Math.round( this.w );
  1703. return this;
  1704. }
  1705. roundToZero() {
  1706. this.x = Math.trunc( this.x );
  1707. this.y = Math.trunc( this.y );
  1708. this.z = Math.trunc( this.z );
  1709. this.w = Math.trunc( this.w );
  1710. return this;
  1711. }
  1712. negate() {
  1713. this.x = - this.x;
  1714. this.y = - this.y;
  1715. this.z = - this.z;
  1716. this.w = - this.w;
  1717. return this;
  1718. }
  1719. dot( v ) {
  1720. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1721. }
  1722. lengthSq() {
  1723. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1724. }
  1725. length() {
  1726. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1727. }
  1728. manhattanLength() {
  1729. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1730. }
  1731. normalize() {
  1732. return this.divideScalar( this.length() || 1 );
  1733. }
  1734. setLength( length ) {
  1735. return this.normalize().multiplyScalar( length );
  1736. }
  1737. lerp( v, alpha ) {
  1738. this.x += ( v.x - this.x ) * alpha;
  1739. this.y += ( v.y - this.y ) * alpha;
  1740. this.z += ( v.z - this.z ) * alpha;
  1741. this.w += ( v.w - this.w ) * alpha;
  1742. return this;
  1743. }
  1744. lerpVectors( v1, v2, alpha ) {
  1745. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1746. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1747. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1748. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1749. return this;
  1750. }
  1751. equals( v ) {
  1752. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1753. }
  1754. fromArray( array, offset = 0 ) {
  1755. this.x = array[ offset ];
  1756. this.y = array[ offset + 1 ];
  1757. this.z = array[ offset + 2 ];
  1758. this.w = array[ offset + 3 ];
  1759. return this;
  1760. }
  1761. toArray( array = [], offset = 0 ) {
  1762. array[ offset ] = this.x;
  1763. array[ offset + 1 ] = this.y;
  1764. array[ offset + 2 ] = this.z;
  1765. array[ offset + 3 ] = this.w;
  1766. return array;
  1767. }
  1768. fromBufferAttribute( attribute, index ) {
  1769. this.x = attribute.getX( index );
  1770. this.y = attribute.getY( index );
  1771. this.z = attribute.getZ( index );
  1772. this.w = attribute.getW( index );
  1773. return this;
  1774. }
  1775. random() {
  1776. this.x = Math.random();
  1777. this.y = Math.random();
  1778. this.z = Math.random();
  1779. this.w = Math.random();
  1780. return this;
  1781. }
  1782. *[ Symbol.iterator ]() {
  1783. yield this.x;
  1784. yield this.y;
  1785. yield this.z;
  1786. yield this.w;
  1787. }
  1788. }
  1789. /*
  1790. In options, we can specify:
  1791. * Texture parameters for an auto-generated target texture
  1792. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1793. */
  1794. class RenderTarget extends EventDispatcher {
  1795. constructor( width = 1, height = 1, options = {} ) {
  1796. super();
  1797. this.isRenderTarget = true;
  1798. this.width = width;
  1799. this.height = height;
  1800. this.depth = 1;
  1801. this.scissor = new Vector4( 0, 0, width, height );
  1802. this.scissorTest = false;
  1803. this.viewport = new Vector4( 0, 0, width, height );
  1804. const image = { width: width, height: height, depth: 1 };
  1805. options = Object.assign( {
  1806. generateMipmaps: false,
  1807. internalFormat: null,
  1808. minFilter: LinearFilter,
  1809. depthBuffer: true,
  1810. stencilBuffer: false,
  1811. resolveDepthBuffer: true,
  1812. resolveStencilBuffer: true,
  1813. depthTexture: null,
  1814. samples: 0,
  1815. count: 1
  1816. }, options );
  1817. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  1818. texture.flipY = false;
  1819. texture.generateMipmaps = options.generateMipmaps;
  1820. texture.internalFormat = options.internalFormat;
  1821. this.textures = [];
  1822. const count = options.count;
  1823. for ( let i = 0; i < count; i ++ ) {
  1824. this.textures[ i ] = texture.clone();
  1825. this.textures[ i ].isRenderTargetTexture = true;
  1826. }
  1827. this.depthBuffer = options.depthBuffer;
  1828. this.stencilBuffer = options.stencilBuffer;
  1829. this.resolveDepthBuffer = options.resolveDepthBuffer;
  1830. this.resolveStencilBuffer = options.resolveStencilBuffer;
  1831. this.depthTexture = options.depthTexture;
  1832. this.samples = options.samples;
  1833. }
  1834. get texture() {
  1835. return this.textures[ 0 ];
  1836. }
  1837. set texture( value ) {
  1838. this.textures[ 0 ] = value;
  1839. }
  1840. setSize( width, height, depth = 1 ) {
  1841. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  1842. this.width = width;
  1843. this.height = height;
  1844. this.depth = depth;
  1845. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  1846. this.textures[ i ].image.width = width;
  1847. this.textures[ i ].image.height = height;
  1848. this.textures[ i ].image.depth = depth;
  1849. }
  1850. this.dispose();
  1851. }
  1852. this.viewport.set( 0, 0, width, height );
  1853. this.scissor.set( 0, 0, width, height );
  1854. }
  1855. clone() {
  1856. return new this.constructor().copy( this );
  1857. }
  1858. copy( source ) {
  1859. this.width = source.width;
  1860. this.height = source.height;
  1861. this.depth = source.depth;
  1862. this.scissor.copy( source.scissor );
  1863. this.scissorTest = source.scissorTest;
  1864. this.viewport.copy( source.viewport );
  1865. this.textures.length = 0;
  1866. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  1867. this.textures[ i ] = source.textures[ i ].clone();
  1868. this.textures[ i ].isRenderTargetTexture = true;
  1869. }
  1870. // ensure image object is not shared, see #20328
  1871. const image = Object.assign( {}, source.texture.image );
  1872. this.texture.source = new Source( image );
  1873. this.depthBuffer = source.depthBuffer;
  1874. this.stencilBuffer = source.stencilBuffer;
  1875. this.resolveDepthBuffer = source.resolveDepthBuffer;
  1876. this.resolveStencilBuffer = source.resolveStencilBuffer;
  1877. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  1878. this.samples = source.samples;
  1879. return this;
  1880. }
  1881. dispose() {
  1882. this.dispatchEvent( { type: 'dispose' } );
  1883. }
  1884. }
  1885. class WebGLRenderTarget extends RenderTarget {
  1886. constructor( width = 1, height = 1, options = {} ) {
  1887. super( width, height, options );
  1888. this.isWebGLRenderTarget = true;
  1889. }
  1890. }
  1891. class DataArrayTexture extends Texture {
  1892. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1893. super( null );
  1894. this.isDataArrayTexture = true;
  1895. this.image = { data, width, height, depth };
  1896. this.magFilter = NearestFilter;
  1897. this.minFilter = NearestFilter;
  1898. this.wrapR = ClampToEdgeWrapping;
  1899. this.generateMipmaps = false;
  1900. this.flipY = false;
  1901. this.unpackAlignment = 1;
  1902. this.layerUpdates = new Set();
  1903. }
  1904. addLayerUpdate( layerIndex ) {
  1905. this.layerUpdates.add( layerIndex );
  1906. }
  1907. clearLayerUpdates() {
  1908. this.layerUpdates.clear();
  1909. }
  1910. }
  1911. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  1912. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1913. super( width, height, options );
  1914. this.isWebGLArrayRenderTarget = true;
  1915. this.depth = depth;
  1916. this.texture = new DataArrayTexture( null, width, height, depth );
  1917. this.texture.isRenderTargetTexture = true;
  1918. }
  1919. }
  1920. class Data3DTexture extends Texture {
  1921. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  1922. // We're going to add .setXXX() methods for setting properties later.
  1923. // Users can still set in DataTexture3D directly.
  1924. //
  1925. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  1926. // texture.anisotropy = 16;
  1927. //
  1928. // See #14839
  1929. super( null );
  1930. this.isData3DTexture = true;
  1931. this.image = { data, width, height, depth };
  1932. this.magFilter = NearestFilter;
  1933. this.minFilter = NearestFilter;
  1934. this.wrapR = ClampToEdgeWrapping;
  1935. this.generateMipmaps = false;
  1936. this.flipY = false;
  1937. this.unpackAlignment = 1;
  1938. }
  1939. }
  1940. class WebGL3DRenderTarget extends WebGLRenderTarget {
  1941. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  1942. super( width, height, options );
  1943. this.isWebGL3DRenderTarget = true;
  1944. this.depth = depth;
  1945. this.texture = new Data3DTexture( null, width, height, depth );
  1946. this.texture.isRenderTargetTexture = true;
  1947. }
  1948. }
  1949. class Quaternion {
  1950. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  1951. this.isQuaternion = true;
  1952. this._x = x;
  1953. this._y = y;
  1954. this._z = z;
  1955. this._w = w;
  1956. }
  1957. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1958. // fuzz-free, array-based Quaternion SLERP operation
  1959. let x0 = src0[ srcOffset0 + 0 ],
  1960. y0 = src0[ srcOffset0 + 1 ],
  1961. z0 = src0[ srcOffset0 + 2 ],
  1962. w0 = src0[ srcOffset0 + 3 ];
  1963. const x1 = src1[ srcOffset1 + 0 ],
  1964. y1 = src1[ srcOffset1 + 1 ],
  1965. z1 = src1[ srcOffset1 + 2 ],
  1966. w1 = src1[ srcOffset1 + 3 ];
  1967. if ( t === 0 ) {
  1968. dst[ dstOffset + 0 ] = x0;
  1969. dst[ dstOffset + 1 ] = y0;
  1970. dst[ dstOffset + 2 ] = z0;
  1971. dst[ dstOffset + 3 ] = w0;
  1972. return;
  1973. }
  1974. if ( t === 1 ) {
  1975. dst[ dstOffset + 0 ] = x1;
  1976. dst[ dstOffset + 1 ] = y1;
  1977. dst[ dstOffset + 2 ] = z1;
  1978. dst[ dstOffset + 3 ] = w1;
  1979. return;
  1980. }
  1981. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1982. let s = 1 - t;
  1983. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1984. dir = ( cos >= 0 ? 1 : - 1 ),
  1985. sqrSin = 1 - cos * cos;
  1986. // Skip the Slerp for tiny steps to avoid numeric problems:
  1987. if ( sqrSin > Number.EPSILON ) {
  1988. const sin = Math.sqrt( sqrSin ),
  1989. len = Math.atan2( sin, cos * dir );
  1990. s = Math.sin( s * len ) / sin;
  1991. t = Math.sin( t * len ) / sin;
  1992. }
  1993. const tDir = t * dir;
  1994. x0 = x0 * s + x1 * tDir;
  1995. y0 = y0 * s + y1 * tDir;
  1996. z0 = z0 * s + z1 * tDir;
  1997. w0 = w0 * s + w1 * tDir;
  1998. // Normalize in case we just did a lerp:
  1999. if ( s === 1 - t ) {
  2000. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2001. x0 *= f;
  2002. y0 *= f;
  2003. z0 *= f;
  2004. w0 *= f;
  2005. }
  2006. }
  2007. dst[ dstOffset ] = x0;
  2008. dst[ dstOffset + 1 ] = y0;
  2009. dst[ dstOffset + 2 ] = z0;
  2010. dst[ dstOffset + 3 ] = w0;
  2011. }
  2012. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  2013. const x0 = src0[ srcOffset0 ];
  2014. const y0 = src0[ srcOffset0 + 1 ];
  2015. const z0 = src0[ srcOffset0 + 2 ];
  2016. const w0 = src0[ srcOffset0 + 3 ];
  2017. const x1 = src1[ srcOffset1 ];
  2018. const y1 = src1[ srcOffset1 + 1 ];
  2019. const z1 = src1[ srcOffset1 + 2 ];
  2020. const w1 = src1[ srcOffset1 + 3 ];
  2021. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  2022. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  2023. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  2024. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  2025. return dst;
  2026. }
  2027. get x() {
  2028. return this._x;
  2029. }
  2030. set x( value ) {
  2031. this._x = value;
  2032. this._onChangeCallback();
  2033. }
  2034. get y() {
  2035. return this._y;
  2036. }
  2037. set y( value ) {
  2038. this._y = value;
  2039. this._onChangeCallback();
  2040. }
  2041. get z() {
  2042. return this._z;
  2043. }
  2044. set z( value ) {
  2045. this._z = value;
  2046. this._onChangeCallback();
  2047. }
  2048. get w() {
  2049. return this._w;
  2050. }
  2051. set w( value ) {
  2052. this._w = value;
  2053. this._onChangeCallback();
  2054. }
  2055. set( x, y, z, w ) {
  2056. this._x = x;
  2057. this._y = y;
  2058. this._z = z;
  2059. this._w = w;
  2060. this._onChangeCallback();
  2061. return this;
  2062. }
  2063. clone() {
  2064. return new this.constructor( this._x, this._y, this._z, this._w );
  2065. }
  2066. copy( quaternion ) {
  2067. this._x = quaternion.x;
  2068. this._y = quaternion.y;
  2069. this._z = quaternion.z;
  2070. this._w = quaternion.w;
  2071. this._onChangeCallback();
  2072. return this;
  2073. }
  2074. setFromEuler( euler, update = true ) {
  2075. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  2076. // http://www.mathworks.com/matlabcentral/fileexchange/
  2077. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  2078. // content/SpinCalc.m
  2079. const cos = Math.cos;
  2080. const sin = Math.sin;
  2081. const c1 = cos( x / 2 );
  2082. const c2 = cos( y / 2 );
  2083. const c3 = cos( z / 2 );
  2084. const s1 = sin( x / 2 );
  2085. const s2 = sin( y / 2 );
  2086. const s3 = sin( z / 2 );
  2087. switch ( order ) {
  2088. case 'XYZ':
  2089. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2090. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2091. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2092. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2093. break;
  2094. case 'YXZ':
  2095. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2096. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2097. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2098. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2099. break;
  2100. case 'ZXY':
  2101. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2102. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2103. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2104. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2105. break;
  2106. case 'ZYX':
  2107. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2108. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2109. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2110. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2111. break;
  2112. case 'YZX':
  2113. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  2114. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  2115. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  2116. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  2117. break;
  2118. case 'XZY':
  2119. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  2120. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  2121. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  2122. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  2123. break;
  2124. default:
  2125. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  2126. }
  2127. if ( update === true ) this._onChangeCallback();
  2128. return this;
  2129. }
  2130. setFromAxisAngle( axis, angle ) {
  2131. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  2132. // assumes axis is normalized
  2133. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  2134. this._x = axis.x * s;
  2135. this._y = axis.y * s;
  2136. this._z = axis.z * s;
  2137. this._w = Math.cos( halfAngle );
  2138. this._onChangeCallback();
  2139. return this;
  2140. }
  2141. setFromRotationMatrix( m ) {
  2142. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  2143. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2144. const te = m.elements,
  2145. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2146. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2147. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  2148. trace = m11 + m22 + m33;
  2149. if ( trace > 0 ) {
  2150. const s = 0.5 / Math.sqrt( trace + 1.0 );
  2151. this._w = 0.25 / s;
  2152. this._x = ( m32 - m23 ) * s;
  2153. this._y = ( m13 - m31 ) * s;
  2154. this._z = ( m21 - m12 ) * s;
  2155. } else if ( m11 > m22 && m11 > m33 ) {
  2156. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  2157. this._w = ( m32 - m23 ) / s;
  2158. this._x = 0.25 * s;
  2159. this._y = ( m12 + m21 ) / s;
  2160. this._z = ( m13 + m31 ) / s;
  2161. } else if ( m22 > m33 ) {
  2162. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  2163. this._w = ( m13 - m31 ) / s;
  2164. this._x = ( m12 + m21 ) / s;
  2165. this._y = 0.25 * s;
  2166. this._z = ( m23 + m32 ) / s;
  2167. } else {
  2168. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  2169. this._w = ( m21 - m12 ) / s;
  2170. this._x = ( m13 + m31 ) / s;
  2171. this._y = ( m23 + m32 ) / s;
  2172. this._z = 0.25 * s;
  2173. }
  2174. this._onChangeCallback();
  2175. return this;
  2176. }
  2177. setFromUnitVectors( vFrom, vTo ) {
  2178. // assumes direction vectors vFrom and vTo are normalized
  2179. let r = vFrom.dot( vTo ) + 1;
  2180. if ( r < Number.EPSILON ) {
  2181. // vFrom and vTo point in opposite directions
  2182. r = 0;
  2183. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  2184. this._x = - vFrom.y;
  2185. this._y = vFrom.x;
  2186. this._z = 0;
  2187. this._w = r;
  2188. } else {
  2189. this._x = 0;
  2190. this._y = - vFrom.z;
  2191. this._z = vFrom.y;
  2192. this._w = r;
  2193. }
  2194. } else {
  2195. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  2196. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  2197. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  2198. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  2199. this._w = r;
  2200. }
  2201. return this.normalize();
  2202. }
  2203. angleTo( q ) {
  2204. return 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), - 1, 1 ) ) );
  2205. }
  2206. rotateTowards( q, step ) {
  2207. const angle = this.angleTo( q );
  2208. if ( angle === 0 ) return this;
  2209. const t = Math.min( 1, step / angle );
  2210. this.slerp( q, t );
  2211. return this;
  2212. }
  2213. identity() {
  2214. return this.set( 0, 0, 0, 1 );
  2215. }
  2216. invert() {
  2217. // quaternion is assumed to have unit length
  2218. return this.conjugate();
  2219. }
  2220. conjugate() {
  2221. this._x *= - 1;
  2222. this._y *= - 1;
  2223. this._z *= - 1;
  2224. this._onChangeCallback();
  2225. return this;
  2226. }
  2227. dot( v ) {
  2228. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  2229. }
  2230. lengthSq() {
  2231. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  2232. }
  2233. length() {
  2234. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  2235. }
  2236. normalize() {
  2237. let l = this.length();
  2238. if ( l === 0 ) {
  2239. this._x = 0;
  2240. this._y = 0;
  2241. this._z = 0;
  2242. this._w = 1;
  2243. } else {
  2244. l = 1 / l;
  2245. this._x = this._x * l;
  2246. this._y = this._y * l;
  2247. this._z = this._z * l;
  2248. this._w = this._w * l;
  2249. }
  2250. this._onChangeCallback();
  2251. return this;
  2252. }
  2253. multiply( q ) {
  2254. return this.multiplyQuaternions( this, q );
  2255. }
  2256. premultiply( q ) {
  2257. return this.multiplyQuaternions( q, this );
  2258. }
  2259. multiplyQuaternions( a, b ) {
  2260. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2261. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  2262. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  2263. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2264. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2265. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2266. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2267. this._onChangeCallback();
  2268. return this;
  2269. }
  2270. slerp( qb, t ) {
  2271. if ( t === 0 ) return this;
  2272. if ( t === 1 ) return this.copy( qb );
  2273. const x = this._x, y = this._y, z = this._z, w = this._w;
  2274. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2275. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2276. if ( cosHalfTheta < 0 ) {
  2277. this._w = - qb._w;
  2278. this._x = - qb._x;
  2279. this._y = - qb._y;
  2280. this._z = - qb._z;
  2281. cosHalfTheta = - cosHalfTheta;
  2282. } else {
  2283. this.copy( qb );
  2284. }
  2285. if ( cosHalfTheta >= 1.0 ) {
  2286. this._w = w;
  2287. this._x = x;
  2288. this._y = y;
  2289. this._z = z;
  2290. return this;
  2291. }
  2292. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2293. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  2294. const s = 1 - t;
  2295. this._w = s * w + t * this._w;
  2296. this._x = s * x + t * this._x;
  2297. this._y = s * y + t * this._y;
  2298. this._z = s * z + t * this._z;
  2299. this.normalize(); // normalize calls _onChangeCallback()
  2300. return this;
  2301. }
  2302. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  2303. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  2304. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  2305. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  2306. this._w = ( w * ratioA + this._w * ratioB );
  2307. this._x = ( x * ratioA + this._x * ratioB );
  2308. this._y = ( y * ratioA + this._y * ratioB );
  2309. this._z = ( z * ratioA + this._z * ratioB );
  2310. this._onChangeCallback();
  2311. return this;
  2312. }
  2313. slerpQuaternions( qa, qb, t ) {
  2314. return this.copy( qa ).slerp( qb, t );
  2315. }
  2316. random() {
  2317. // sets this quaternion to a uniform random unit quaternnion
  2318. // Ken Shoemake
  2319. // Uniform random rotations
  2320. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  2321. const theta1 = 2 * Math.PI * Math.random();
  2322. const theta2 = 2 * Math.PI * Math.random();
  2323. const x0 = Math.random();
  2324. const r1 = Math.sqrt( 1 - x0 );
  2325. const r2 = Math.sqrt( x0 );
  2326. return this.set(
  2327. r1 * Math.sin( theta1 ),
  2328. r1 * Math.cos( theta1 ),
  2329. r2 * Math.sin( theta2 ),
  2330. r2 * Math.cos( theta2 ),
  2331. );
  2332. }
  2333. equals( quaternion ) {
  2334. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2335. }
  2336. fromArray( array, offset = 0 ) {
  2337. this._x = array[ offset ];
  2338. this._y = array[ offset + 1 ];
  2339. this._z = array[ offset + 2 ];
  2340. this._w = array[ offset + 3 ];
  2341. this._onChangeCallback();
  2342. return this;
  2343. }
  2344. toArray( array = [], offset = 0 ) {
  2345. array[ offset ] = this._x;
  2346. array[ offset + 1 ] = this._y;
  2347. array[ offset + 2 ] = this._z;
  2348. array[ offset + 3 ] = this._w;
  2349. return array;
  2350. }
  2351. fromBufferAttribute( attribute, index ) {
  2352. this._x = attribute.getX( index );
  2353. this._y = attribute.getY( index );
  2354. this._z = attribute.getZ( index );
  2355. this._w = attribute.getW( index );
  2356. this._onChangeCallback();
  2357. return this;
  2358. }
  2359. toJSON() {
  2360. return this.toArray();
  2361. }
  2362. _onChange( callback ) {
  2363. this._onChangeCallback = callback;
  2364. return this;
  2365. }
  2366. _onChangeCallback() {}
  2367. *[ Symbol.iterator ]() {
  2368. yield this._x;
  2369. yield this._y;
  2370. yield this._z;
  2371. yield this._w;
  2372. }
  2373. }
  2374. class Vector3 {
  2375. constructor( x = 0, y = 0, z = 0 ) {
  2376. Vector3.prototype.isVector3 = true;
  2377. this.x = x;
  2378. this.y = y;
  2379. this.z = z;
  2380. }
  2381. set( x, y, z ) {
  2382. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  2383. this.x = x;
  2384. this.y = y;
  2385. this.z = z;
  2386. return this;
  2387. }
  2388. setScalar( scalar ) {
  2389. this.x = scalar;
  2390. this.y = scalar;
  2391. this.z = scalar;
  2392. return this;
  2393. }
  2394. setX( x ) {
  2395. this.x = x;
  2396. return this;
  2397. }
  2398. setY( y ) {
  2399. this.y = y;
  2400. return this;
  2401. }
  2402. setZ( z ) {
  2403. this.z = z;
  2404. return this;
  2405. }
  2406. setComponent( index, value ) {
  2407. switch ( index ) {
  2408. case 0: this.x = value; break;
  2409. case 1: this.y = value; break;
  2410. case 2: this.z = value; break;
  2411. default: throw new Error( 'index is out of range: ' + index );
  2412. }
  2413. return this;
  2414. }
  2415. getComponent( index ) {
  2416. switch ( index ) {
  2417. case 0: return this.x;
  2418. case 1: return this.y;
  2419. case 2: return this.z;
  2420. default: throw new Error( 'index is out of range: ' + index );
  2421. }
  2422. }
  2423. clone() {
  2424. return new this.constructor( this.x, this.y, this.z );
  2425. }
  2426. copy( v ) {
  2427. this.x = v.x;
  2428. this.y = v.y;
  2429. this.z = v.z;
  2430. return this;
  2431. }
  2432. add( v ) {
  2433. this.x += v.x;
  2434. this.y += v.y;
  2435. this.z += v.z;
  2436. return this;
  2437. }
  2438. addScalar( s ) {
  2439. this.x += s;
  2440. this.y += s;
  2441. this.z += s;
  2442. return this;
  2443. }
  2444. addVectors( a, b ) {
  2445. this.x = a.x + b.x;
  2446. this.y = a.y + b.y;
  2447. this.z = a.z + b.z;
  2448. return this;
  2449. }
  2450. addScaledVector( v, s ) {
  2451. this.x += v.x * s;
  2452. this.y += v.y * s;
  2453. this.z += v.z * s;
  2454. return this;
  2455. }
  2456. sub( v ) {
  2457. this.x -= v.x;
  2458. this.y -= v.y;
  2459. this.z -= v.z;
  2460. return this;
  2461. }
  2462. subScalar( s ) {
  2463. this.x -= s;
  2464. this.y -= s;
  2465. this.z -= s;
  2466. return this;
  2467. }
  2468. subVectors( a, b ) {
  2469. this.x = a.x - b.x;
  2470. this.y = a.y - b.y;
  2471. this.z = a.z - b.z;
  2472. return this;
  2473. }
  2474. multiply( v ) {
  2475. this.x *= v.x;
  2476. this.y *= v.y;
  2477. this.z *= v.z;
  2478. return this;
  2479. }
  2480. multiplyScalar( scalar ) {
  2481. this.x *= scalar;
  2482. this.y *= scalar;
  2483. this.z *= scalar;
  2484. return this;
  2485. }
  2486. multiplyVectors( a, b ) {
  2487. this.x = a.x * b.x;
  2488. this.y = a.y * b.y;
  2489. this.z = a.z * b.z;
  2490. return this;
  2491. }
  2492. applyEuler( euler ) {
  2493. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  2494. }
  2495. applyAxisAngle( axis, angle ) {
  2496. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  2497. }
  2498. applyMatrix3( m ) {
  2499. const x = this.x, y = this.y, z = this.z;
  2500. const e = m.elements;
  2501. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2502. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2503. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2504. return this;
  2505. }
  2506. applyNormalMatrix( m ) {
  2507. return this.applyMatrix3( m ).normalize();
  2508. }
  2509. applyMatrix4( m ) {
  2510. const x = this.x, y = this.y, z = this.z;
  2511. const e = m.elements;
  2512. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2513. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2514. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2515. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2516. return this;
  2517. }
  2518. applyQuaternion( q ) {
  2519. // quaternion q is assumed to have unit length
  2520. const vx = this.x, vy = this.y, vz = this.z;
  2521. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2522. // t = 2 * cross( q.xyz, v );
  2523. const tx = 2 * ( qy * vz - qz * vy );
  2524. const ty = 2 * ( qz * vx - qx * vz );
  2525. const tz = 2 * ( qx * vy - qy * vx );
  2526. // v + q.w * t + cross( q.xyz, t );
  2527. this.x = vx + qw * tx + qy * tz - qz * ty;
  2528. this.y = vy + qw * ty + qz * tx - qx * tz;
  2529. this.z = vz + qw * tz + qx * ty - qy * tx;
  2530. return this;
  2531. }
  2532. project( camera ) {
  2533. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2534. }
  2535. unproject( camera ) {
  2536. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2537. }
  2538. transformDirection( m ) {
  2539. // input: THREE.Matrix4 affine matrix
  2540. // vector interpreted as a direction
  2541. const x = this.x, y = this.y, z = this.z;
  2542. const e = m.elements;
  2543. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2544. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2545. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2546. return this.normalize();
  2547. }
  2548. divide( v ) {
  2549. this.x /= v.x;
  2550. this.y /= v.y;
  2551. this.z /= v.z;
  2552. return this;
  2553. }
  2554. divideScalar( scalar ) {
  2555. return this.multiplyScalar( 1 / scalar );
  2556. }
  2557. min( v ) {
  2558. this.x = Math.min( this.x, v.x );
  2559. this.y = Math.min( this.y, v.y );
  2560. this.z = Math.min( this.z, v.z );
  2561. return this;
  2562. }
  2563. max( v ) {
  2564. this.x = Math.max( this.x, v.x );
  2565. this.y = Math.max( this.y, v.y );
  2566. this.z = Math.max( this.z, v.z );
  2567. return this;
  2568. }
  2569. clamp( min, max ) {
  2570. // assumes min < max, componentwise
  2571. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2572. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2573. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2574. return this;
  2575. }
  2576. clampScalar( minVal, maxVal ) {
  2577. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2578. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2579. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2580. return this;
  2581. }
  2582. clampLength( min, max ) {
  2583. const length = this.length();
  2584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2585. }
  2586. floor() {
  2587. this.x = Math.floor( this.x );
  2588. this.y = Math.floor( this.y );
  2589. this.z = Math.floor( this.z );
  2590. return this;
  2591. }
  2592. ceil() {
  2593. this.x = Math.ceil( this.x );
  2594. this.y = Math.ceil( this.y );
  2595. this.z = Math.ceil( this.z );
  2596. return this;
  2597. }
  2598. round() {
  2599. this.x = Math.round( this.x );
  2600. this.y = Math.round( this.y );
  2601. this.z = Math.round( this.z );
  2602. return this;
  2603. }
  2604. roundToZero() {
  2605. this.x = Math.trunc( this.x );
  2606. this.y = Math.trunc( this.y );
  2607. this.z = Math.trunc( this.z );
  2608. return this;
  2609. }
  2610. negate() {
  2611. this.x = - this.x;
  2612. this.y = - this.y;
  2613. this.z = - this.z;
  2614. return this;
  2615. }
  2616. dot( v ) {
  2617. return this.x * v.x + this.y * v.y + this.z * v.z;
  2618. }
  2619. // TODO lengthSquared?
  2620. lengthSq() {
  2621. return this.x * this.x + this.y * this.y + this.z * this.z;
  2622. }
  2623. length() {
  2624. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2625. }
  2626. manhattanLength() {
  2627. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2628. }
  2629. normalize() {
  2630. return this.divideScalar( this.length() || 1 );
  2631. }
  2632. setLength( length ) {
  2633. return this.normalize().multiplyScalar( length );
  2634. }
  2635. lerp( v, alpha ) {
  2636. this.x += ( v.x - this.x ) * alpha;
  2637. this.y += ( v.y - this.y ) * alpha;
  2638. this.z += ( v.z - this.z ) * alpha;
  2639. return this;
  2640. }
  2641. lerpVectors( v1, v2, alpha ) {
  2642. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2643. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2644. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2645. return this;
  2646. }
  2647. cross( v ) {
  2648. return this.crossVectors( this, v );
  2649. }
  2650. crossVectors( a, b ) {
  2651. const ax = a.x, ay = a.y, az = a.z;
  2652. const bx = b.x, by = b.y, bz = b.z;
  2653. this.x = ay * bz - az * by;
  2654. this.y = az * bx - ax * bz;
  2655. this.z = ax * by - ay * bx;
  2656. return this;
  2657. }
  2658. projectOnVector( v ) {
  2659. const denominator = v.lengthSq();
  2660. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  2661. const scalar = v.dot( this ) / denominator;
  2662. return this.copy( v ).multiplyScalar( scalar );
  2663. }
  2664. projectOnPlane( planeNormal ) {
  2665. _vector$c.copy( this ).projectOnVector( planeNormal );
  2666. return this.sub( _vector$c );
  2667. }
  2668. reflect( normal ) {
  2669. // reflect incident vector off plane orthogonal to normal
  2670. // normal is assumed to have unit length
  2671. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2672. }
  2673. angleTo( v ) {
  2674. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2675. if ( denominator === 0 ) return Math.PI / 2;
  2676. const theta = this.dot( v ) / denominator;
  2677. // clamp, to handle numerical problems
  2678. return Math.acos( clamp$1( theta, - 1, 1 ) );
  2679. }
  2680. distanceTo( v ) {
  2681. return Math.sqrt( this.distanceToSquared( v ) );
  2682. }
  2683. distanceToSquared( v ) {
  2684. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2685. return dx * dx + dy * dy + dz * dz;
  2686. }
  2687. manhattanDistanceTo( v ) {
  2688. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2689. }
  2690. setFromSpherical( s ) {
  2691. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2692. }
  2693. setFromSphericalCoords( radius, phi, theta ) {
  2694. const sinPhiRadius = Math.sin( phi ) * radius;
  2695. this.x = sinPhiRadius * Math.sin( theta );
  2696. this.y = Math.cos( phi ) * radius;
  2697. this.z = sinPhiRadius * Math.cos( theta );
  2698. return this;
  2699. }
  2700. setFromCylindrical( c ) {
  2701. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2702. }
  2703. setFromCylindricalCoords( radius, theta, y ) {
  2704. this.x = radius * Math.sin( theta );
  2705. this.y = y;
  2706. this.z = radius * Math.cos( theta );
  2707. return this;
  2708. }
  2709. setFromMatrixPosition( m ) {
  2710. const e = m.elements;
  2711. this.x = e[ 12 ];
  2712. this.y = e[ 13 ];
  2713. this.z = e[ 14 ];
  2714. return this;
  2715. }
  2716. setFromMatrixScale( m ) {
  2717. const sx = this.setFromMatrixColumn( m, 0 ).length();
  2718. const sy = this.setFromMatrixColumn( m, 1 ).length();
  2719. const sz = this.setFromMatrixColumn( m, 2 ).length();
  2720. this.x = sx;
  2721. this.y = sy;
  2722. this.z = sz;
  2723. return this;
  2724. }
  2725. setFromMatrixColumn( m, index ) {
  2726. return this.fromArray( m.elements, index * 4 );
  2727. }
  2728. setFromMatrix3Column( m, index ) {
  2729. return this.fromArray( m.elements, index * 3 );
  2730. }
  2731. setFromEuler( e ) {
  2732. this.x = e._x;
  2733. this.y = e._y;
  2734. this.z = e._z;
  2735. return this;
  2736. }
  2737. setFromColor( c ) {
  2738. this.x = c.r;
  2739. this.y = c.g;
  2740. this.z = c.b;
  2741. return this;
  2742. }
  2743. equals( v ) {
  2744. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2745. }
  2746. fromArray( array, offset = 0 ) {
  2747. this.x = array[ offset ];
  2748. this.y = array[ offset + 1 ];
  2749. this.z = array[ offset + 2 ];
  2750. return this;
  2751. }
  2752. toArray( array = [], offset = 0 ) {
  2753. array[ offset ] = this.x;
  2754. array[ offset + 1 ] = this.y;
  2755. array[ offset + 2 ] = this.z;
  2756. return array;
  2757. }
  2758. fromBufferAttribute( attribute, index ) {
  2759. this.x = attribute.getX( index );
  2760. this.y = attribute.getY( index );
  2761. this.z = attribute.getZ( index );
  2762. return this;
  2763. }
  2764. random() {
  2765. this.x = Math.random();
  2766. this.y = Math.random();
  2767. this.z = Math.random();
  2768. return this;
  2769. }
  2770. randomDirection() {
  2771. // https://mathworld.wolfram.com/SpherePointPicking.html
  2772. const theta = Math.random() * Math.PI * 2;
  2773. const u = Math.random() * 2 - 1;
  2774. const c = Math.sqrt( 1 - u * u );
  2775. this.x = c * Math.cos( theta );
  2776. this.y = u;
  2777. this.z = c * Math.sin( theta );
  2778. return this;
  2779. }
  2780. *[ Symbol.iterator ]() {
  2781. yield this.x;
  2782. yield this.y;
  2783. yield this.z;
  2784. }
  2785. }
  2786. const _vector$c = /*@__PURE__*/ new Vector3();
  2787. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  2788. class Box3 {
  2789. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  2790. this.isBox3 = true;
  2791. this.min = min;
  2792. this.max = max;
  2793. }
  2794. set( min, max ) {
  2795. this.min.copy( min );
  2796. this.max.copy( max );
  2797. return this;
  2798. }
  2799. setFromArray( array ) {
  2800. this.makeEmpty();
  2801. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  2802. this.expandByPoint( _vector$b.fromArray( array, i ) );
  2803. }
  2804. return this;
  2805. }
  2806. setFromBufferAttribute( attribute ) {
  2807. this.makeEmpty();
  2808. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  2809. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  2810. }
  2811. return this;
  2812. }
  2813. setFromPoints( points ) {
  2814. this.makeEmpty();
  2815. for ( let i = 0, il = points.length; i < il; i ++ ) {
  2816. this.expandByPoint( points[ i ] );
  2817. }
  2818. return this;
  2819. }
  2820. setFromCenterAndSize( center, size ) {
  2821. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  2822. this.min.copy( center ).sub( halfSize );
  2823. this.max.copy( center ).add( halfSize );
  2824. return this;
  2825. }
  2826. setFromObject( object, precise = false ) {
  2827. this.makeEmpty();
  2828. return this.expandByObject( object, precise );
  2829. }
  2830. clone() {
  2831. return new this.constructor().copy( this );
  2832. }
  2833. copy( box ) {
  2834. this.min.copy( box.min );
  2835. this.max.copy( box.max );
  2836. return this;
  2837. }
  2838. makeEmpty() {
  2839. this.min.x = this.min.y = this.min.z = + Infinity;
  2840. this.max.x = this.max.y = this.max.z = - Infinity;
  2841. return this;
  2842. }
  2843. isEmpty() {
  2844. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2845. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2846. }
  2847. getCenter( target ) {
  2848. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2849. }
  2850. getSize( target ) {
  2851. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2852. }
  2853. expandByPoint( point ) {
  2854. this.min.min( point );
  2855. this.max.max( point );
  2856. return this;
  2857. }
  2858. expandByVector( vector ) {
  2859. this.min.sub( vector );
  2860. this.max.add( vector );
  2861. return this;
  2862. }
  2863. expandByScalar( scalar ) {
  2864. this.min.addScalar( - scalar );
  2865. this.max.addScalar( scalar );
  2866. return this;
  2867. }
  2868. expandByObject( object, precise = false ) {
  2869. // Computes the world-axis-aligned bounding box of an object (including its children),
  2870. // accounting for both the object's, and children's, world transforms
  2871. object.updateWorldMatrix( false, false );
  2872. const geometry = object.geometry;
  2873. if ( geometry !== undefined ) {
  2874. const positionAttribute = geometry.getAttribute( 'position' );
  2875. // precise AABB computation based on vertex data requires at least a position attribute.
  2876. // instancing isn't supported so far and uses the normal (conservative) code path.
  2877. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  2878. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  2879. if ( object.isMesh === true ) {
  2880. object.getVertexPosition( i, _vector$b );
  2881. } else {
  2882. _vector$b.fromBufferAttribute( positionAttribute, i );
  2883. }
  2884. _vector$b.applyMatrix4( object.matrixWorld );
  2885. this.expandByPoint( _vector$b );
  2886. }
  2887. } else {
  2888. if ( object.boundingBox !== undefined ) {
  2889. // object-level bounding box
  2890. if ( object.boundingBox === null ) {
  2891. object.computeBoundingBox();
  2892. }
  2893. _box$4.copy( object.boundingBox );
  2894. } else {
  2895. // geometry-level bounding box
  2896. if ( geometry.boundingBox === null ) {
  2897. geometry.computeBoundingBox();
  2898. }
  2899. _box$4.copy( geometry.boundingBox );
  2900. }
  2901. _box$4.applyMatrix4( object.matrixWorld );
  2902. this.union( _box$4 );
  2903. }
  2904. }
  2905. const children = object.children;
  2906. for ( let i = 0, l = children.length; i < l; i ++ ) {
  2907. this.expandByObject( children[ i ], precise );
  2908. }
  2909. return this;
  2910. }
  2911. containsPoint( point ) {
  2912. return point.x >= this.min.x && point.x <= this.max.x &&
  2913. point.y >= this.min.y && point.y <= this.max.y &&
  2914. point.z >= this.min.z && point.z <= this.max.z;
  2915. }
  2916. containsBox( box ) {
  2917. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2918. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2919. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2920. }
  2921. getParameter( point, target ) {
  2922. // This can potentially have a divide by zero if the box
  2923. // has a size dimension of 0.
  2924. return target.set(
  2925. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2926. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2927. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2928. );
  2929. }
  2930. intersectsBox( box ) {
  2931. // using 6 splitting planes to rule out intersections.
  2932. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  2933. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  2934. box.max.z >= this.min.z && box.min.z <= this.max.z;
  2935. }
  2936. intersectsSphere( sphere ) {
  2937. // Find the point on the AABB closest to the sphere center.
  2938. this.clampPoint( sphere.center, _vector$b );
  2939. // If that point is inside the sphere, the AABB and sphere intersect.
  2940. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2941. }
  2942. intersectsPlane( plane ) {
  2943. // We compute the minimum and maximum dot product values. If those values
  2944. // are on the same side (back or front) of the plane, then there is no intersection.
  2945. let min, max;
  2946. if ( plane.normal.x > 0 ) {
  2947. min = plane.normal.x * this.min.x;
  2948. max = plane.normal.x * this.max.x;
  2949. } else {
  2950. min = plane.normal.x * this.max.x;
  2951. max = plane.normal.x * this.min.x;
  2952. }
  2953. if ( plane.normal.y > 0 ) {
  2954. min += plane.normal.y * this.min.y;
  2955. max += plane.normal.y * this.max.y;
  2956. } else {
  2957. min += plane.normal.y * this.max.y;
  2958. max += plane.normal.y * this.min.y;
  2959. }
  2960. if ( plane.normal.z > 0 ) {
  2961. min += plane.normal.z * this.min.z;
  2962. max += plane.normal.z * this.max.z;
  2963. } else {
  2964. min += plane.normal.z * this.max.z;
  2965. max += plane.normal.z * this.min.z;
  2966. }
  2967. return ( min <= - plane.constant && max >= - plane.constant );
  2968. }
  2969. intersectsTriangle( triangle ) {
  2970. if ( this.isEmpty() ) {
  2971. return false;
  2972. }
  2973. // compute box center and extents
  2974. this.getCenter( _center );
  2975. _extents.subVectors( this.max, _center );
  2976. // translate triangle to aabb origin
  2977. _v0$2.subVectors( triangle.a, _center );
  2978. _v1$7.subVectors( triangle.b, _center );
  2979. _v2$4.subVectors( triangle.c, _center );
  2980. // compute edge vectors for triangle
  2981. _f0.subVectors( _v1$7, _v0$2 );
  2982. _f1.subVectors( _v2$4, _v1$7 );
  2983. _f2.subVectors( _v0$2, _v2$4 );
  2984. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2985. // 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
  2986. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2987. let axes = [
  2988. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  2989. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  2990. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  2991. ];
  2992. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  2993. return false;
  2994. }
  2995. // test 3 face normals from the aabb
  2996. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  2997. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  2998. return false;
  2999. }
  3000. // finally testing the face normal of the triangle
  3001. // use already existing triangle edge vectors here
  3002. _triangleNormal.crossVectors( _f0, _f1 );
  3003. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3004. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  3005. }
  3006. clampPoint( point, target ) {
  3007. return target.copy( point ).clamp( this.min, this.max );
  3008. }
  3009. distanceToPoint( point ) {
  3010. return this.clampPoint( point, _vector$b ).distanceTo( point );
  3011. }
  3012. getBoundingSphere( target ) {
  3013. if ( this.isEmpty() ) {
  3014. target.makeEmpty();
  3015. } else {
  3016. this.getCenter( target.center );
  3017. target.radius = this.getSize( _vector$b ).length() * 0.5;
  3018. }
  3019. return target;
  3020. }
  3021. intersect( box ) {
  3022. this.min.max( box.min );
  3023. this.max.min( box.max );
  3024. // 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.
  3025. if ( this.isEmpty() ) this.makeEmpty();
  3026. return this;
  3027. }
  3028. union( box ) {
  3029. this.min.min( box.min );
  3030. this.max.max( box.max );
  3031. return this;
  3032. }
  3033. applyMatrix4( matrix ) {
  3034. // transform of empty box is an empty box.
  3035. if ( this.isEmpty() ) return this;
  3036. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3037. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3038. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3039. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3040. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3041. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3042. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3043. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3044. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3045. this.setFromPoints( _points );
  3046. return this;
  3047. }
  3048. translate( offset ) {
  3049. this.min.add( offset );
  3050. this.max.add( offset );
  3051. return this;
  3052. }
  3053. equals( box ) {
  3054. return box.min.equals( this.min ) && box.max.equals( this.max );
  3055. }
  3056. }
  3057. const _points = [
  3058. /*@__PURE__*/ new Vector3(),
  3059. /*@__PURE__*/ new Vector3(),
  3060. /*@__PURE__*/ new Vector3(),
  3061. /*@__PURE__*/ new Vector3(),
  3062. /*@__PURE__*/ new Vector3(),
  3063. /*@__PURE__*/ new Vector3(),
  3064. /*@__PURE__*/ new Vector3(),
  3065. /*@__PURE__*/ new Vector3()
  3066. ];
  3067. const _vector$b = /*@__PURE__*/ new Vector3();
  3068. const _box$4 = /*@__PURE__*/ new Box3();
  3069. // triangle centered vertices
  3070. const _v0$2 = /*@__PURE__*/ new Vector3();
  3071. const _v1$7 = /*@__PURE__*/ new Vector3();
  3072. const _v2$4 = /*@__PURE__*/ new Vector3();
  3073. // triangle edge vectors
  3074. const _f0 = /*@__PURE__*/ new Vector3();
  3075. const _f1 = /*@__PURE__*/ new Vector3();
  3076. const _f2 = /*@__PURE__*/ new Vector3();
  3077. const _center = /*@__PURE__*/ new Vector3();
  3078. const _extents = /*@__PURE__*/ new Vector3();
  3079. const _triangleNormal = /*@__PURE__*/ new Vector3();
  3080. const _testAxis = /*@__PURE__*/ new Vector3();
  3081. function satForAxes( axes, v0, v1, v2, extents ) {
  3082. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3083. _testAxis.fromArray( axes, i );
  3084. // project the aabb onto the separating axis
  3085. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3086. // project all 3 vertices of the triangle onto the separating axis
  3087. const p0 = v0.dot( _testAxis );
  3088. const p1 = v1.dot( _testAxis );
  3089. const p2 = v2.dot( _testAxis );
  3090. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3091. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3092. // points of the projected triangle are outside the projected half-length of the aabb
  3093. // the axis is separating and we can exit
  3094. return false;
  3095. }
  3096. }
  3097. return true;
  3098. }
  3099. const _box$3 = /*@__PURE__*/ new Box3();
  3100. const _v1$6 = /*@__PURE__*/ new Vector3();
  3101. const _v2$3 = /*@__PURE__*/ new Vector3();
  3102. class Sphere {
  3103. constructor( center = new Vector3(), radius = - 1 ) {
  3104. this.isSphere = true;
  3105. this.center = center;
  3106. this.radius = radius;
  3107. }
  3108. set( center, radius ) {
  3109. this.center.copy( center );
  3110. this.radius = radius;
  3111. return this;
  3112. }
  3113. setFromPoints( points, optionalCenter ) {
  3114. const center = this.center;
  3115. if ( optionalCenter !== undefined ) {
  3116. center.copy( optionalCenter );
  3117. } else {
  3118. _box$3.setFromPoints( points ).getCenter( center );
  3119. }
  3120. let maxRadiusSq = 0;
  3121. for ( let i = 0, il = points.length; i < il; i ++ ) {
  3122. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3123. }
  3124. this.radius = Math.sqrt( maxRadiusSq );
  3125. return this;
  3126. }
  3127. copy( sphere ) {
  3128. this.center.copy( sphere.center );
  3129. this.radius = sphere.radius;
  3130. return this;
  3131. }
  3132. isEmpty() {
  3133. return ( this.radius < 0 );
  3134. }
  3135. makeEmpty() {
  3136. this.center.set( 0, 0, 0 );
  3137. this.radius = - 1;
  3138. return this;
  3139. }
  3140. containsPoint( point ) {
  3141. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3142. }
  3143. distanceToPoint( point ) {
  3144. return ( point.distanceTo( this.center ) - this.radius );
  3145. }
  3146. intersectsSphere( sphere ) {
  3147. const radiusSum = this.radius + sphere.radius;
  3148. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3149. }
  3150. intersectsBox( box ) {
  3151. return box.intersectsSphere( this );
  3152. }
  3153. intersectsPlane( plane ) {
  3154. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3155. }
  3156. clampPoint( point, target ) {
  3157. const deltaLengthSq = this.center.distanceToSquared( point );
  3158. target.copy( point );
  3159. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3160. target.sub( this.center ).normalize();
  3161. target.multiplyScalar( this.radius ).add( this.center );
  3162. }
  3163. return target;
  3164. }
  3165. getBoundingBox( target ) {
  3166. if ( this.isEmpty() ) {
  3167. // Empty sphere produces empty bounding box
  3168. target.makeEmpty();
  3169. return target;
  3170. }
  3171. target.set( this.center, this.center );
  3172. target.expandByScalar( this.radius );
  3173. return target;
  3174. }
  3175. applyMatrix4( matrix ) {
  3176. this.center.applyMatrix4( matrix );
  3177. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3178. return this;
  3179. }
  3180. translate( offset ) {
  3181. this.center.add( offset );
  3182. return this;
  3183. }
  3184. expandByPoint( point ) {
  3185. if ( this.isEmpty() ) {
  3186. this.center.copy( point );
  3187. this.radius = 0;
  3188. return this;
  3189. }
  3190. _v1$6.subVectors( point, this.center );
  3191. const lengthSq = _v1$6.lengthSq();
  3192. if ( lengthSq > ( this.radius * this.radius ) ) {
  3193. // calculate the minimal sphere
  3194. const length = Math.sqrt( lengthSq );
  3195. const delta = ( length - this.radius ) * 0.5;
  3196. this.center.addScaledVector( _v1$6, delta / length );
  3197. this.radius += delta;
  3198. }
  3199. return this;
  3200. }
  3201. union( sphere ) {
  3202. if ( sphere.isEmpty() ) {
  3203. return this;
  3204. }
  3205. if ( this.isEmpty() ) {
  3206. this.copy( sphere );
  3207. return this;
  3208. }
  3209. if ( this.center.equals( sphere.center ) === true ) {
  3210. this.radius = Math.max( this.radius, sphere.radius );
  3211. } else {
  3212. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  3213. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  3214. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  3215. }
  3216. return this;
  3217. }
  3218. equals( sphere ) {
  3219. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3220. }
  3221. clone() {
  3222. return new this.constructor().copy( this );
  3223. }
  3224. }
  3225. const _vector$a = /*@__PURE__*/ new Vector3();
  3226. const _segCenter = /*@__PURE__*/ new Vector3();
  3227. const _segDir = /*@__PURE__*/ new Vector3();
  3228. const _diff = /*@__PURE__*/ new Vector3();
  3229. const _edge1 = /*@__PURE__*/ new Vector3();
  3230. const _edge2 = /*@__PURE__*/ new Vector3();
  3231. const _normal$2 = /*@__PURE__*/ new Vector3();
  3232. class Ray {
  3233. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
  3234. this.origin = origin;
  3235. this.direction = direction;
  3236. }
  3237. set( origin, direction ) {
  3238. this.origin.copy( origin );
  3239. this.direction.copy( direction );
  3240. return this;
  3241. }
  3242. copy( ray ) {
  3243. this.origin.copy( ray.origin );
  3244. this.direction.copy( ray.direction );
  3245. return this;
  3246. }
  3247. at( t, target ) {
  3248. return target.copy( this.origin ).addScaledVector( this.direction, t );
  3249. }
  3250. lookAt( v ) {
  3251. this.direction.copy( v ).sub( this.origin ).normalize();
  3252. return this;
  3253. }
  3254. recast( t ) {
  3255. this.origin.copy( this.at( t, _vector$a ) );
  3256. return this;
  3257. }
  3258. closestPointToPoint( point, target ) {
  3259. target.subVectors( point, this.origin );
  3260. const directionDistance = target.dot( this.direction );
  3261. if ( directionDistance < 0 ) {
  3262. return target.copy( this.origin );
  3263. }
  3264. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3265. }
  3266. distanceToPoint( point ) {
  3267. return Math.sqrt( this.distanceSqToPoint( point ) );
  3268. }
  3269. distanceSqToPoint( point ) {
  3270. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  3271. // point behind the ray
  3272. if ( directionDistance < 0 ) {
  3273. return this.origin.distanceToSquared( point );
  3274. }
  3275. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  3276. return _vector$a.distanceToSquared( point );
  3277. }
  3278. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3279. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3280. // It returns the min distance between the ray and the segment
  3281. // defined by v0 and v1
  3282. // It can also set two optional targets :
  3283. // - The closest point on the ray
  3284. // - The closest point on the segment
  3285. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  3286. _segDir.copy( v1 ).sub( v0 ).normalize();
  3287. _diff.copy( this.origin ).sub( _segCenter );
  3288. const segExtent = v0.distanceTo( v1 ) * 0.5;
  3289. const a01 = - this.direction.dot( _segDir );
  3290. const b0 = _diff.dot( this.direction );
  3291. const b1 = - _diff.dot( _segDir );
  3292. const c = _diff.lengthSq();
  3293. const det = Math.abs( 1 - a01 * a01 );
  3294. let s0, s1, sqrDist, extDet;
  3295. if ( det > 0 ) {
  3296. // The ray and segment are not parallel.
  3297. s0 = a01 * b1 - b0;
  3298. s1 = a01 * b0 - b1;
  3299. extDet = segExtent * det;
  3300. if ( s0 >= 0 ) {
  3301. if ( s1 >= - extDet ) {
  3302. if ( s1 <= extDet ) {
  3303. // region 0
  3304. // Minimum at interior points of ray and segment.
  3305. const invDet = 1 / det;
  3306. s0 *= invDet;
  3307. s1 *= invDet;
  3308. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3309. } else {
  3310. // region 1
  3311. s1 = segExtent;
  3312. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3313. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3314. }
  3315. } else {
  3316. // region 5
  3317. s1 = - segExtent;
  3318. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3319. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3320. }
  3321. } else {
  3322. if ( s1 <= - extDet ) {
  3323. // region 4
  3324. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3325. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3326. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3327. } else if ( s1 <= extDet ) {
  3328. // region 3
  3329. s0 = 0;
  3330. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3331. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3332. } else {
  3333. // region 2
  3334. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3335. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3336. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3337. }
  3338. }
  3339. } else {
  3340. // Ray and segment are parallel.
  3341. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3342. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3343. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3344. }
  3345. if ( optionalPointOnRay ) {
  3346. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  3347. }
  3348. if ( optionalPointOnSegment ) {
  3349. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  3350. }
  3351. return sqrDist;
  3352. }
  3353. intersectSphere( sphere, target ) {
  3354. _vector$a.subVectors( sphere.center, this.origin );
  3355. const tca = _vector$a.dot( this.direction );
  3356. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  3357. const radius2 = sphere.radius * sphere.radius;
  3358. if ( d2 > radius2 ) return null;
  3359. const thc = Math.sqrt( radius2 - d2 );
  3360. // t0 = first intersect point - entrance on front of sphere
  3361. const t0 = tca - thc;
  3362. // t1 = second intersect point - exit point on back of sphere
  3363. const t1 = tca + thc;
  3364. // test to see if t1 is behind the ray - if so, return null
  3365. if ( t1 < 0 ) return null;
  3366. // test to see if t0 is behind the ray:
  3367. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3368. // in order to always return an intersect point that is in front of the ray.
  3369. if ( t0 < 0 ) return this.at( t1, target );
  3370. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3371. return this.at( t0, target );
  3372. }
  3373. intersectsSphere( sphere ) {
  3374. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  3375. }
  3376. distanceToPlane( plane ) {
  3377. const denominator = plane.normal.dot( this.direction );
  3378. if ( denominator === 0 ) {
  3379. // line is coplanar, return origin
  3380. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  3381. return 0;
  3382. }
  3383. // Null is preferable to undefined since undefined means.... it is undefined
  3384. return null;
  3385. }
  3386. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3387. // Return if the ray never intersects the plane
  3388. return t >= 0 ? t : null;
  3389. }
  3390. intersectPlane( plane, target ) {
  3391. const t = this.distanceToPlane( plane );
  3392. if ( t === null ) {
  3393. return null;
  3394. }
  3395. return this.at( t, target );
  3396. }
  3397. intersectsPlane( plane ) {
  3398. // check if the ray lies on the plane first
  3399. const distToPoint = plane.distanceToPoint( this.origin );
  3400. if ( distToPoint === 0 ) {
  3401. return true;
  3402. }
  3403. const denominator = plane.normal.dot( this.direction );
  3404. if ( denominator * distToPoint < 0 ) {
  3405. return true;
  3406. }
  3407. // ray origin is behind the plane (and is pointing behind it)
  3408. return false;
  3409. }
  3410. intersectBox( box, target ) {
  3411. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3412. const invdirx = 1 / this.direction.x,
  3413. invdiry = 1 / this.direction.y,
  3414. invdirz = 1 / this.direction.z;
  3415. const origin = this.origin;
  3416. if ( invdirx >= 0 ) {
  3417. tmin = ( box.min.x - origin.x ) * invdirx;
  3418. tmax = ( box.max.x - origin.x ) * invdirx;
  3419. } else {
  3420. tmin = ( box.max.x - origin.x ) * invdirx;
  3421. tmax = ( box.min.x - origin.x ) * invdirx;
  3422. }
  3423. if ( invdiry >= 0 ) {
  3424. tymin = ( box.min.y - origin.y ) * invdiry;
  3425. tymax = ( box.max.y - origin.y ) * invdiry;
  3426. } else {
  3427. tymin = ( box.max.y - origin.y ) * invdiry;
  3428. tymax = ( box.min.y - origin.y ) * invdiry;
  3429. }
  3430. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3431. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  3432. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  3433. if ( invdirz >= 0 ) {
  3434. tzmin = ( box.min.z - origin.z ) * invdirz;
  3435. tzmax = ( box.max.z - origin.z ) * invdirz;
  3436. } else {
  3437. tzmin = ( box.max.z - origin.z ) * invdirz;
  3438. tzmax = ( box.min.z - origin.z ) * invdirz;
  3439. }
  3440. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3441. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3442. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3443. //return point closest to the ray (positive side)
  3444. if ( tmax < 0 ) return null;
  3445. return this.at( tmin >= 0 ? tmin : tmax, target );
  3446. }
  3447. intersectsBox( box ) {
  3448. return this.intersectBox( box, _vector$a ) !== null;
  3449. }
  3450. intersectTriangle( a, b, c, backfaceCulling, target ) {
  3451. // Compute the offset origin, edges, and normal.
  3452. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3453. _edge1.subVectors( b, a );
  3454. _edge2.subVectors( c, a );
  3455. _normal$2.crossVectors( _edge1, _edge2 );
  3456. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3457. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3458. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3459. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3460. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3461. let DdN = this.direction.dot( _normal$2 );
  3462. let sign;
  3463. if ( DdN > 0 ) {
  3464. if ( backfaceCulling ) return null;
  3465. sign = 1;
  3466. } else if ( DdN < 0 ) {
  3467. sign = - 1;
  3468. DdN = - DdN;
  3469. } else {
  3470. return null;
  3471. }
  3472. _diff.subVectors( this.origin, a );
  3473. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  3474. // b1 < 0, no intersection
  3475. if ( DdQxE2 < 0 ) {
  3476. return null;
  3477. }
  3478. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  3479. // b2 < 0, no intersection
  3480. if ( DdE1xQ < 0 ) {
  3481. return null;
  3482. }
  3483. // b1+b2 > 1, no intersection
  3484. if ( DdQxE2 + DdE1xQ > DdN ) {
  3485. return null;
  3486. }
  3487. // Line intersects triangle, check if ray does.
  3488. const QdN = - sign * _diff.dot( _normal$2 );
  3489. // t < 0, no intersection
  3490. if ( QdN < 0 ) {
  3491. return null;
  3492. }
  3493. // Ray intersects triangle.
  3494. return this.at( QdN / DdN, target );
  3495. }
  3496. applyMatrix4( matrix4 ) {
  3497. this.origin.applyMatrix4( matrix4 );
  3498. this.direction.transformDirection( matrix4 );
  3499. return this;
  3500. }
  3501. equals( ray ) {
  3502. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3503. }
  3504. clone() {
  3505. return new this.constructor().copy( this );
  3506. }
  3507. }
  3508. class Matrix4 {
  3509. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3510. Matrix4.prototype.isMatrix4 = true;
  3511. this.elements = [
  3512. 1, 0, 0, 0,
  3513. 0, 1, 0, 0,
  3514. 0, 0, 1, 0,
  3515. 0, 0, 0, 1
  3516. ];
  3517. if ( n11 !== undefined ) {
  3518. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  3519. }
  3520. }
  3521. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3522. const te = this.elements;
  3523. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3524. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3525. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3526. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3527. return this;
  3528. }
  3529. identity() {
  3530. this.set(
  3531. 1, 0, 0, 0,
  3532. 0, 1, 0, 0,
  3533. 0, 0, 1, 0,
  3534. 0, 0, 0, 1
  3535. );
  3536. return this;
  3537. }
  3538. clone() {
  3539. return new Matrix4().fromArray( this.elements );
  3540. }
  3541. copy( m ) {
  3542. const te = this.elements;
  3543. const me = m.elements;
  3544. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3545. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3546. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3547. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3548. return this;
  3549. }
  3550. copyPosition( m ) {
  3551. const te = this.elements, me = m.elements;
  3552. te[ 12 ] = me[ 12 ];
  3553. te[ 13 ] = me[ 13 ];
  3554. te[ 14 ] = me[ 14 ];
  3555. return this;
  3556. }
  3557. setFromMatrix3( m ) {
  3558. const me = m.elements;
  3559. this.set(
  3560. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  3561. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  3562. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  3563. 0, 0, 0, 1
  3564. );
  3565. return this;
  3566. }
  3567. extractBasis( xAxis, yAxis, zAxis ) {
  3568. xAxis.setFromMatrixColumn( this, 0 );
  3569. yAxis.setFromMatrixColumn( this, 1 );
  3570. zAxis.setFromMatrixColumn( this, 2 );
  3571. return this;
  3572. }
  3573. makeBasis( xAxis, yAxis, zAxis ) {
  3574. this.set(
  3575. xAxis.x, yAxis.x, zAxis.x, 0,
  3576. xAxis.y, yAxis.y, zAxis.y, 0,
  3577. xAxis.z, yAxis.z, zAxis.z, 0,
  3578. 0, 0, 0, 1
  3579. );
  3580. return this;
  3581. }
  3582. extractRotation( m ) {
  3583. // this method does not support reflection matrices
  3584. const te = this.elements;
  3585. const me = m.elements;
  3586. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  3587. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  3588. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  3589. te[ 0 ] = me[ 0 ] * scaleX;
  3590. te[ 1 ] = me[ 1 ] * scaleX;
  3591. te[ 2 ] = me[ 2 ] * scaleX;
  3592. te[ 3 ] = 0;
  3593. te[ 4 ] = me[ 4 ] * scaleY;
  3594. te[ 5 ] = me[ 5 ] * scaleY;
  3595. te[ 6 ] = me[ 6 ] * scaleY;
  3596. te[ 7 ] = 0;
  3597. te[ 8 ] = me[ 8 ] * scaleZ;
  3598. te[ 9 ] = me[ 9 ] * scaleZ;
  3599. te[ 10 ] = me[ 10 ] * scaleZ;
  3600. te[ 11 ] = 0;
  3601. te[ 12 ] = 0;
  3602. te[ 13 ] = 0;
  3603. te[ 14 ] = 0;
  3604. te[ 15 ] = 1;
  3605. return this;
  3606. }
  3607. makeRotationFromEuler( euler ) {
  3608. const te = this.elements;
  3609. const x = euler.x, y = euler.y, z = euler.z;
  3610. const a = Math.cos( x ), b = Math.sin( x );
  3611. const c = Math.cos( y ), d = Math.sin( y );
  3612. const e = Math.cos( z ), f = Math.sin( z );
  3613. if ( euler.order === 'XYZ' ) {
  3614. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3615. te[ 0 ] = c * e;
  3616. te[ 4 ] = - c * f;
  3617. te[ 8 ] = d;
  3618. te[ 1 ] = af + be * d;
  3619. te[ 5 ] = ae - bf * d;
  3620. te[ 9 ] = - b * c;
  3621. te[ 2 ] = bf - ae * d;
  3622. te[ 6 ] = be + af * d;
  3623. te[ 10 ] = a * c;
  3624. } else if ( euler.order === 'YXZ' ) {
  3625. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3626. te[ 0 ] = ce + df * b;
  3627. te[ 4 ] = de * b - cf;
  3628. te[ 8 ] = a * d;
  3629. te[ 1 ] = a * f;
  3630. te[ 5 ] = a * e;
  3631. te[ 9 ] = - b;
  3632. te[ 2 ] = cf * b - de;
  3633. te[ 6 ] = df + ce * b;
  3634. te[ 10 ] = a * c;
  3635. } else if ( euler.order === 'ZXY' ) {
  3636. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  3637. te[ 0 ] = ce - df * b;
  3638. te[ 4 ] = - a * f;
  3639. te[ 8 ] = de + cf * b;
  3640. te[ 1 ] = cf + de * b;
  3641. te[ 5 ] = a * e;
  3642. te[ 9 ] = df - ce * b;
  3643. te[ 2 ] = - a * d;
  3644. te[ 6 ] = b;
  3645. te[ 10 ] = a * c;
  3646. } else if ( euler.order === 'ZYX' ) {
  3647. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  3648. te[ 0 ] = c * e;
  3649. te[ 4 ] = be * d - af;
  3650. te[ 8 ] = ae * d + bf;
  3651. te[ 1 ] = c * f;
  3652. te[ 5 ] = bf * d + ae;
  3653. te[ 9 ] = af * d - be;
  3654. te[ 2 ] = - d;
  3655. te[ 6 ] = b * c;
  3656. te[ 10 ] = a * c;
  3657. } else if ( euler.order === 'YZX' ) {
  3658. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3659. te[ 0 ] = c * e;
  3660. te[ 4 ] = bd - ac * f;
  3661. te[ 8 ] = bc * f + ad;
  3662. te[ 1 ] = f;
  3663. te[ 5 ] = a * e;
  3664. te[ 9 ] = - b * e;
  3665. te[ 2 ] = - d * e;
  3666. te[ 6 ] = ad * f + bc;
  3667. te[ 10 ] = ac - bd * f;
  3668. } else if ( euler.order === 'XZY' ) {
  3669. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3670. te[ 0 ] = c * e;
  3671. te[ 4 ] = - f;
  3672. te[ 8 ] = d * e;
  3673. te[ 1 ] = ac * f + bd;
  3674. te[ 5 ] = a * e;
  3675. te[ 9 ] = ad * f - bc;
  3676. te[ 2 ] = bc * f - ad;
  3677. te[ 6 ] = b * e;
  3678. te[ 10 ] = bd * f + ac;
  3679. }
  3680. // bottom row
  3681. te[ 3 ] = 0;
  3682. te[ 7 ] = 0;
  3683. te[ 11 ] = 0;
  3684. // last column
  3685. te[ 12 ] = 0;
  3686. te[ 13 ] = 0;
  3687. te[ 14 ] = 0;
  3688. te[ 15 ] = 1;
  3689. return this;
  3690. }
  3691. makeRotationFromQuaternion( q ) {
  3692. return this.compose( _zero, q, _one );
  3693. }
  3694. lookAt( eye, target, up ) {
  3695. const te = this.elements;
  3696. _z.subVectors( eye, target );
  3697. if ( _z.lengthSq() === 0 ) {
  3698. // eye and target are in the same position
  3699. _z.z = 1;
  3700. }
  3701. _z.normalize();
  3702. _x.crossVectors( up, _z );
  3703. if ( _x.lengthSq() === 0 ) {
  3704. // up and z are parallel
  3705. if ( Math.abs( up.z ) === 1 ) {
  3706. _z.x += 0.0001;
  3707. } else {
  3708. _z.z += 0.0001;
  3709. }
  3710. _z.normalize();
  3711. _x.crossVectors( up, _z );
  3712. }
  3713. _x.normalize();
  3714. _y.crossVectors( _z, _x );
  3715. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  3716. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  3717. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  3718. return this;
  3719. }
  3720. multiply( m ) {
  3721. return this.multiplyMatrices( this, m );
  3722. }
  3723. premultiply( m ) {
  3724. return this.multiplyMatrices( m, this );
  3725. }
  3726. multiplyMatrices( a, b ) {
  3727. const ae = a.elements;
  3728. const be = b.elements;
  3729. const te = this.elements;
  3730. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3731. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3732. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3733. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3734. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3735. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3736. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3737. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3738. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3739. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3740. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3741. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3742. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3743. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3744. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3745. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3746. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3747. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3748. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3749. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3750. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3751. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3752. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3753. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3754. return this;
  3755. }
  3756. multiplyScalar( s ) {
  3757. const te = this.elements;
  3758. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3759. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3760. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3761. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3762. return this;
  3763. }
  3764. determinant() {
  3765. const te = this.elements;
  3766. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3767. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3768. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3769. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3770. //TODO: make this more efficient
  3771. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3772. return (
  3773. n41 * (
  3774. + n14 * n23 * n32
  3775. - n13 * n24 * n32
  3776. - n14 * n22 * n33
  3777. + n12 * n24 * n33
  3778. + n13 * n22 * n34
  3779. - n12 * n23 * n34
  3780. ) +
  3781. n42 * (
  3782. + n11 * n23 * n34
  3783. - n11 * n24 * n33
  3784. + n14 * n21 * n33
  3785. - n13 * n21 * n34
  3786. + n13 * n24 * n31
  3787. - n14 * n23 * n31
  3788. ) +
  3789. n43 * (
  3790. + n11 * n24 * n32
  3791. - n11 * n22 * n34
  3792. - n14 * n21 * n32
  3793. + n12 * n21 * n34
  3794. + n14 * n22 * n31
  3795. - n12 * n24 * n31
  3796. ) +
  3797. n44 * (
  3798. - n13 * n22 * n31
  3799. - n11 * n23 * n32
  3800. + n11 * n22 * n33
  3801. + n13 * n21 * n32
  3802. - n12 * n21 * n33
  3803. + n12 * n23 * n31
  3804. )
  3805. );
  3806. }
  3807. transpose() {
  3808. const te = this.elements;
  3809. let tmp;
  3810. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3811. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3812. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3813. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3814. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3815. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3816. return this;
  3817. }
  3818. setPosition( x, y, z ) {
  3819. const te = this.elements;
  3820. if ( x.isVector3 ) {
  3821. te[ 12 ] = x.x;
  3822. te[ 13 ] = x.y;
  3823. te[ 14 ] = x.z;
  3824. } else {
  3825. te[ 12 ] = x;
  3826. te[ 13 ] = y;
  3827. te[ 14 ] = z;
  3828. }
  3829. return this;
  3830. }
  3831. invert() {
  3832. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3833. const te = this.elements,
  3834. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  3835. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  3836. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  3837. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  3838. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3839. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3840. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3841. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3842. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3843. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  3844. const detInv = 1 / det;
  3845. te[ 0 ] = t11 * detInv;
  3846. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3847. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3848. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3849. te[ 4 ] = t12 * detInv;
  3850. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3851. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3852. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3853. te[ 8 ] = t13 * detInv;
  3854. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3855. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3856. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3857. te[ 12 ] = t14 * detInv;
  3858. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3859. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3860. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3861. return this;
  3862. }
  3863. scale( v ) {
  3864. const te = this.elements;
  3865. const x = v.x, y = v.y, z = v.z;
  3866. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3867. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3868. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3869. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3870. return this;
  3871. }
  3872. getMaxScaleOnAxis() {
  3873. const te = this.elements;
  3874. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3875. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3876. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3877. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3878. }
  3879. makeTranslation( x, y, z ) {
  3880. if ( x.isVector3 ) {
  3881. this.set(
  3882. 1, 0, 0, x.x,
  3883. 0, 1, 0, x.y,
  3884. 0, 0, 1, x.z,
  3885. 0, 0, 0, 1
  3886. );
  3887. } else {
  3888. this.set(
  3889. 1, 0, 0, x,
  3890. 0, 1, 0, y,
  3891. 0, 0, 1, z,
  3892. 0, 0, 0, 1
  3893. );
  3894. }
  3895. return this;
  3896. }
  3897. makeRotationX( theta ) {
  3898. const c = Math.cos( theta ), s = Math.sin( theta );
  3899. this.set(
  3900. 1, 0, 0, 0,
  3901. 0, c, - s, 0,
  3902. 0, s, c, 0,
  3903. 0, 0, 0, 1
  3904. );
  3905. return this;
  3906. }
  3907. makeRotationY( theta ) {
  3908. const c = Math.cos( theta ), s = Math.sin( theta );
  3909. this.set(
  3910. c, 0, s, 0,
  3911. 0, 1, 0, 0,
  3912. - s, 0, c, 0,
  3913. 0, 0, 0, 1
  3914. );
  3915. return this;
  3916. }
  3917. makeRotationZ( theta ) {
  3918. const c = Math.cos( theta ), s = Math.sin( theta );
  3919. this.set(
  3920. c, - s, 0, 0,
  3921. s, c, 0, 0,
  3922. 0, 0, 1, 0,
  3923. 0, 0, 0, 1
  3924. );
  3925. return this;
  3926. }
  3927. makeRotationAxis( axis, angle ) {
  3928. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3929. const c = Math.cos( angle );
  3930. const s = Math.sin( angle );
  3931. const t = 1 - c;
  3932. const x = axis.x, y = axis.y, z = axis.z;
  3933. const tx = t * x, ty = t * y;
  3934. this.set(
  3935. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3936. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3937. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3938. 0, 0, 0, 1
  3939. );
  3940. return this;
  3941. }
  3942. makeScale( x, y, z ) {
  3943. this.set(
  3944. x, 0, 0, 0,
  3945. 0, y, 0, 0,
  3946. 0, 0, z, 0,
  3947. 0, 0, 0, 1
  3948. );
  3949. return this;
  3950. }
  3951. makeShear( xy, xz, yx, yz, zx, zy ) {
  3952. this.set(
  3953. 1, yx, zx, 0,
  3954. xy, 1, zy, 0,
  3955. xz, yz, 1, 0,
  3956. 0, 0, 0, 1
  3957. );
  3958. return this;
  3959. }
  3960. compose( position, quaternion, scale ) {
  3961. const te = this.elements;
  3962. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3963. const x2 = x + x, y2 = y + y, z2 = z + z;
  3964. const xx = x * x2, xy = x * y2, xz = x * z2;
  3965. const yy = y * y2, yz = y * z2, zz = z * z2;
  3966. const wx = w * x2, wy = w * y2, wz = w * z2;
  3967. const sx = scale.x, sy = scale.y, sz = scale.z;
  3968. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3969. te[ 1 ] = ( xy + wz ) * sx;
  3970. te[ 2 ] = ( xz - wy ) * sx;
  3971. te[ 3 ] = 0;
  3972. te[ 4 ] = ( xy - wz ) * sy;
  3973. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3974. te[ 6 ] = ( yz + wx ) * sy;
  3975. te[ 7 ] = 0;
  3976. te[ 8 ] = ( xz + wy ) * sz;
  3977. te[ 9 ] = ( yz - wx ) * sz;
  3978. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3979. te[ 11 ] = 0;
  3980. te[ 12 ] = position.x;
  3981. te[ 13 ] = position.y;
  3982. te[ 14 ] = position.z;
  3983. te[ 15 ] = 1;
  3984. return this;
  3985. }
  3986. decompose( position, quaternion, scale ) {
  3987. const te = this.elements;
  3988. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3989. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3990. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3991. // if determine is negative, we need to invert one scale
  3992. const det = this.determinant();
  3993. if ( det < 0 ) sx = - sx;
  3994. position.x = te[ 12 ];
  3995. position.y = te[ 13 ];
  3996. position.z = te[ 14 ];
  3997. // scale the rotation part
  3998. _m1$2.copy( this );
  3999. const invSX = 1 / sx;
  4000. const invSY = 1 / sy;
  4001. const invSZ = 1 / sz;
  4002. _m1$2.elements[ 0 ] *= invSX;
  4003. _m1$2.elements[ 1 ] *= invSX;
  4004. _m1$2.elements[ 2 ] *= invSX;
  4005. _m1$2.elements[ 4 ] *= invSY;
  4006. _m1$2.elements[ 5 ] *= invSY;
  4007. _m1$2.elements[ 6 ] *= invSY;
  4008. _m1$2.elements[ 8 ] *= invSZ;
  4009. _m1$2.elements[ 9 ] *= invSZ;
  4010. _m1$2.elements[ 10 ] *= invSZ;
  4011. quaternion.setFromRotationMatrix( _m1$2 );
  4012. scale.x = sx;
  4013. scale.y = sy;
  4014. scale.z = sz;
  4015. return this;
  4016. }
  4017. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4018. const te = this.elements;
  4019. const x = 2 * near / ( right - left );
  4020. const y = 2 * near / ( top - bottom );
  4021. const a = ( right + left ) / ( right - left );
  4022. const b = ( top + bottom ) / ( top - bottom );
  4023. let c, d;
  4024. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4025. c = - ( far + near ) / ( far - near );
  4026. d = ( - 2 * far * near ) / ( far - near );
  4027. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4028. c = - far / ( far - near );
  4029. d = ( - far * near ) / ( far - near );
  4030. } else {
  4031. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  4032. }
  4033. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  4034. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  4035. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  4036. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  4037. return this;
  4038. }
  4039. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  4040. const te = this.elements;
  4041. const w = 1.0 / ( right - left );
  4042. const h = 1.0 / ( top - bottom );
  4043. const p = 1.0 / ( far - near );
  4044. const x = ( right + left ) * w;
  4045. const y = ( top + bottom ) * h;
  4046. let z, zInv;
  4047. if ( coordinateSystem === WebGLCoordinateSystem ) {
  4048. z = ( far + near ) * p;
  4049. zInv = - 2 * p;
  4050. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  4051. z = near * p;
  4052. zInv = - 1 * p;
  4053. } else {
  4054. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  4055. }
  4056. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  4057. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  4058. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  4059. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  4060. return this;
  4061. }
  4062. equals( matrix ) {
  4063. const te = this.elements;
  4064. const me = matrix.elements;
  4065. for ( let i = 0; i < 16; i ++ ) {
  4066. if ( te[ i ] !== me[ i ] ) return false;
  4067. }
  4068. return true;
  4069. }
  4070. fromArray( array, offset = 0 ) {
  4071. for ( let i = 0; i < 16; i ++ ) {
  4072. this.elements[ i ] = array[ i + offset ];
  4073. }
  4074. return this;
  4075. }
  4076. toArray( array = [], offset = 0 ) {
  4077. const te = this.elements;
  4078. array[ offset ] = te[ 0 ];
  4079. array[ offset + 1 ] = te[ 1 ];
  4080. array[ offset + 2 ] = te[ 2 ];
  4081. array[ offset + 3 ] = te[ 3 ];
  4082. array[ offset + 4 ] = te[ 4 ];
  4083. array[ offset + 5 ] = te[ 5 ];
  4084. array[ offset + 6 ] = te[ 6 ];
  4085. array[ offset + 7 ] = te[ 7 ];
  4086. array[ offset + 8 ] = te[ 8 ];
  4087. array[ offset + 9 ] = te[ 9 ];
  4088. array[ offset + 10 ] = te[ 10 ];
  4089. array[ offset + 11 ] = te[ 11 ];
  4090. array[ offset + 12 ] = te[ 12 ];
  4091. array[ offset + 13 ] = te[ 13 ];
  4092. array[ offset + 14 ] = te[ 14 ];
  4093. array[ offset + 15 ] = te[ 15 ];
  4094. return array;
  4095. }
  4096. }
  4097. const _v1$5 = /*@__PURE__*/ new Vector3();
  4098. const _m1$2 = /*@__PURE__*/ new Matrix4();
  4099. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  4100. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  4101. const _x = /*@__PURE__*/ new Vector3();
  4102. const _y = /*@__PURE__*/ new Vector3();
  4103. const _z = /*@__PURE__*/ new Vector3();
  4104. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  4105. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  4106. class Euler {
  4107. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  4108. this.isEuler = true;
  4109. this._x = x;
  4110. this._y = y;
  4111. this._z = z;
  4112. this._order = order;
  4113. }
  4114. get x() {
  4115. return this._x;
  4116. }
  4117. set x( value ) {
  4118. this._x = value;
  4119. this._onChangeCallback();
  4120. }
  4121. get y() {
  4122. return this._y;
  4123. }
  4124. set y( value ) {
  4125. this._y = value;
  4126. this._onChangeCallback();
  4127. }
  4128. get z() {
  4129. return this._z;
  4130. }
  4131. set z( value ) {
  4132. this._z = value;
  4133. this._onChangeCallback();
  4134. }
  4135. get order() {
  4136. return this._order;
  4137. }
  4138. set order( value ) {
  4139. this._order = value;
  4140. this._onChangeCallback();
  4141. }
  4142. set( x, y, z, order = this._order ) {
  4143. this._x = x;
  4144. this._y = y;
  4145. this._z = z;
  4146. this._order = order;
  4147. this._onChangeCallback();
  4148. return this;
  4149. }
  4150. clone() {
  4151. return new this.constructor( this._x, this._y, this._z, this._order );
  4152. }
  4153. copy( euler ) {
  4154. this._x = euler._x;
  4155. this._y = euler._y;
  4156. this._z = euler._z;
  4157. this._order = euler._order;
  4158. this._onChangeCallback();
  4159. return this;
  4160. }
  4161. setFromRotationMatrix( m, order = this._order, update = true ) {
  4162. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4163. const te = m.elements;
  4164. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4165. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4166. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4167. switch ( order ) {
  4168. case 'XYZ':
  4169. this._y = Math.asin( clamp$1( m13, - 1, 1 ) );
  4170. if ( Math.abs( m13 ) < 0.9999999 ) {
  4171. this._x = Math.atan2( - m23, m33 );
  4172. this._z = Math.atan2( - m12, m11 );
  4173. } else {
  4174. this._x = Math.atan2( m32, m22 );
  4175. this._z = 0;
  4176. }
  4177. break;
  4178. case 'YXZ':
  4179. this._x = Math.asin( - clamp$1( m23, - 1, 1 ) );
  4180. if ( Math.abs( m23 ) < 0.9999999 ) {
  4181. this._y = Math.atan2( m13, m33 );
  4182. this._z = Math.atan2( m21, m22 );
  4183. } else {
  4184. this._y = Math.atan2( - m31, m11 );
  4185. this._z = 0;
  4186. }
  4187. break;
  4188. case 'ZXY':
  4189. this._x = Math.asin( clamp$1( m32, - 1, 1 ) );
  4190. if ( Math.abs( m32 ) < 0.9999999 ) {
  4191. this._y = Math.atan2( - m31, m33 );
  4192. this._z = Math.atan2( - m12, m22 );
  4193. } else {
  4194. this._y = 0;
  4195. this._z = Math.atan2( m21, m11 );
  4196. }
  4197. break;
  4198. case 'ZYX':
  4199. this._y = Math.asin( - clamp$1( m31, - 1, 1 ) );
  4200. if ( Math.abs( m31 ) < 0.9999999 ) {
  4201. this._x = Math.atan2( m32, m33 );
  4202. this._z = Math.atan2( m21, m11 );
  4203. } else {
  4204. this._x = 0;
  4205. this._z = Math.atan2( - m12, m22 );
  4206. }
  4207. break;
  4208. case 'YZX':
  4209. this._z = Math.asin( clamp$1( m21, - 1, 1 ) );
  4210. if ( Math.abs( m21 ) < 0.9999999 ) {
  4211. this._x = Math.atan2( - m23, m22 );
  4212. this._y = Math.atan2( - m31, m11 );
  4213. } else {
  4214. this._x = 0;
  4215. this._y = Math.atan2( m13, m33 );
  4216. }
  4217. break;
  4218. case 'XZY':
  4219. this._z = Math.asin( - clamp$1( m12, - 1, 1 ) );
  4220. if ( Math.abs( m12 ) < 0.9999999 ) {
  4221. this._x = Math.atan2( m32, m22 );
  4222. this._y = Math.atan2( m13, m11 );
  4223. } else {
  4224. this._x = Math.atan2( - m23, m33 );
  4225. this._y = 0;
  4226. }
  4227. break;
  4228. default:
  4229. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  4230. }
  4231. this._order = order;
  4232. if ( update === true ) this._onChangeCallback();
  4233. return this;
  4234. }
  4235. setFromQuaternion( q, order, update ) {
  4236. _matrix$2.makeRotationFromQuaternion( q );
  4237. return this.setFromRotationMatrix( _matrix$2, order, update );
  4238. }
  4239. setFromVector3( v, order = this._order ) {
  4240. return this.set( v.x, v.y, v.z, order );
  4241. }
  4242. reorder( newOrder ) {
  4243. // WARNING: this discards revolution information -bhouston
  4244. _quaternion$3.setFromEuler( this );
  4245. return this.setFromQuaternion( _quaternion$3, newOrder );
  4246. }
  4247. equals( euler ) {
  4248. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4249. }
  4250. fromArray( array ) {
  4251. this._x = array[ 0 ];
  4252. this._y = array[ 1 ];
  4253. this._z = array[ 2 ];
  4254. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4255. this._onChangeCallback();
  4256. return this;
  4257. }
  4258. toArray( array = [], offset = 0 ) {
  4259. array[ offset ] = this._x;
  4260. array[ offset + 1 ] = this._y;
  4261. array[ offset + 2 ] = this._z;
  4262. array[ offset + 3 ] = this._order;
  4263. return array;
  4264. }
  4265. _onChange( callback ) {
  4266. this._onChangeCallback = callback;
  4267. return this;
  4268. }
  4269. _onChangeCallback() {}
  4270. *[ Symbol.iterator ]() {
  4271. yield this._x;
  4272. yield this._y;
  4273. yield this._z;
  4274. yield this._order;
  4275. }
  4276. }
  4277. Euler.DEFAULT_ORDER = 'XYZ';
  4278. class Layers {
  4279. constructor() {
  4280. this.mask = 1 | 0;
  4281. }
  4282. set( channel ) {
  4283. this.mask = ( 1 << channel | 0 ) >>> 0;
  4284. }
  4285. enable( channel ) {
  4286. this.mask |= 1 << channel | 0;
  4287. }
  4288. enableAll() {
  4289. this.mask = 0xffffffff | 0;
  4290. }
  4291. toggle( channel ) {
  4292. this.mask ^= 1 << channel | 0;
  4293. }
  4294. disable( channel ) {
  4295. this.mask &= ~ ( 1 << channel | 0 );
  4296. }
  4297. disableAll() {
  4298. this.mask = 0;
  4299. }
  4300. test( layers ) {
  4301. return ( this.mask & layers.mask ) !== 0;
  4302. }
  4303. isEnabled( channel ) {
  4304. return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
  4305. }
  4306. }
  4307. let _object3DId = 0;
  4308. const _v1$4 = /*@__PURE__*/ new Vector3();
  4309. const _q1 = /*@__PURE__*/ new Quaternion();
  4310. const _m1$1 = /*@__PURE__*/ new Matrix4();
  4311. const _target$1 = /*@__PURE__*/ new Vector3();
  4312. const _position$3 = /*@__PURE__*/ new Vector3();
  4313. const _scale$2 = /*@__PURE__*/ new Vector3();
  4314. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  4315. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  4316. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4317. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  4318. const _addedEvent = { type: 'added' };
  4319. const _removedEvent = { type: 'removed' };
  4320. const _childaddedEvent = { type: 'childadded', child: null };
  4321. const _childremovedEvent = { type: 'childremoved', child: null };
  4322. class Object3D extends EventDispatcher {
  4323. constructor() {
  4324. super();
  4325. this.isObject3D = true;
  4326. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  4327. this.uuid = generateUUID();
  4328. this.name = '';
  4329. this.type = 'Object3D';
  4330. this.parent = null;
  4331. this.children = [];
  4332. this.up = Object3D.DEFAULT_UP.clone();
  4333. const position = new Vector3();
  4334. const rotation = new Euler();
  4335. const quaternion = new Quaternion();
  4336. const scale = new Vector3( 1, 1, 1 );
  4337. function onRotationChange() {
  4338. quaternion.setFromEuler( rotation, false );
  4339. }
  4340. function onQuaternionChange() {
  4341. rotation.setFromQuaternion( quaternion, undefined, false );
  4342. }
  4343. rotation._onChange( onRotationChange );
  4344. quaternion._onChange( onQuaternionChange );
  4345. Object.defineProperties( this, {
  4346. position: {
  4347. configurable: true,
  4348. enumerable: true,
  4349. value: position
  4350. },
  4351. rotation: {
  4352. configurable: true,
  4353. enumerable: true,
  4354. value: rotation
  4355. },
  4356. quaternion: {
  4357. configurable: true,
  4358. enumerable: true,
  4359. value: quaternion
  4360. },
  4361. scale: {
  4362. configurable: true,
  4363. enumerable: true,
  4364. value: scale
  4365. },
  4366. modelViewMatrix: {
  4367. value: new Matrix4()
  4368. },
  4369. normalMatrix: {
  4370. value: new Matrix3()
  4371. }
  4372. } );
  4373. this.matrix = new Matrix4();
  4374. this.matrixWorld = new Matrix4();
  4375. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  4376. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  4377. this.matrixWorldNeedsUpdate = false;
  4378. this.layers = new Layers();
  4379. this.visible = true;
  4380. this.castShadow = false;
  4381. this.receiveShadow = false;
  4382. this.frustumCulled = true;
  4383. this.renderOrder = 0;
  4384. this.animations = [];
  4385. this.userData = {};
  4386. }
  4387. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4388. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  4389. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4390. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  4391. applyMatrix4( matrix ) {
  4392. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4393. this.matrix.premultiply( matrix );
  4394. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4395. }
  4396. applyQuaternion( q ) {
  4397. this.quaternion.premultiply( q );
  4398. return this;
  4399. }
  4400. setRotationFromAxisAngle( axis, angle ) {
  4401. // assumes axis is normalized
  4402. this.quaternion.setFromAxisAngle( axis, angle );
  4403. }
  4404. setRotationFromEuler( euler ) {
  4405. this.quaternion.setFromEuler( euler, true );
  4406. }
  4407. setRotationFromMatrix( m ) {
  4408. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4409. this.quaternion.setFromRotationMatrix( m );
  4410. }
  4411. setRotationFromQuaternion( q ) {
  4412. // assumes q is normalized
  4413. this.quaternion.copy( q );
  4414. }
  4415. rotateOnAxis( axis, angle ) {
  4416. // rotate object on axis in object space
  4417. // axis is assumed to be normalized
  4418. _q1.setFromAxisAngle( axis, angle );
  4419. this.quaternion.multiply( _q1 );
  4420. return this;
  4421. }
  4422. rotateOnWorldAxis( axis, angle ) {
  4423. // rotate object on axis in world space
  4424. // axis is assumed to be normalized
  4425. // method assumes no rotated parent
  4426. _q1.setFromAxisAngle( axis, angle );
  4427. this.quaternion.premultiply( _q1 );
  4428. return this;
  4429. }
  4430. rotateX( angle ) {
  4431. return this.rotateOnAxis( _xAxis, angle );
  4432. }
  4433. rotateY( angle ) {
  4434. return this.rotateOnAxis( _yAxis, angle );
  4435. }
  4436. rotateZ( angle ) {
  4437. return this.rotateOnAxis( _zAxis, angle );
  4438. }
  4439. translateOnAxis( axis, distance ) {
  4440. // translate object by distance along axis in object space
  4441. // axis is assumed to be normalized
  4442. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  4443. this.position.add( _v1$4.multiplyScalar( distance ) );
  4444. return this;
  4445. }
  4446. translateX( distance ) {
  4447. return this.translateOnAxis( _xAxis, distance );
  4448. }
  4449. translateY( distance ) {
  4450. return this.translateOnAxis( _yAxis, distance );
  4451. }
  4452. translateZ( distance ) {
  4453. return this.translateOnAxis( _zAxis, distance );
  4454. }
  4455. localToWorld( vector ) {
  4456. this.updateWorldMatrix( true, false );
  4457. return vector.applyMatrix4( this.matrixWorld );
  4458. }
  4459. worldToLocal( vector ) {
  4460. this.updateWorldMatrix( true, false );
  4461. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  4462. }
  4463. lookAt( x, y, z ) {
  4464. // This method does not support objects having non-uniformly-scaled parent(s)
  4465. if ( x.isVector3 ) {
  4466. _target$1.copy( x );
  4467. } else {
  4468. _target$1.set( x, y, z );
  4469. }
  4470. const parent = this.parent;
  4471. this.updateWorldMatrix( true, false );
  4472. _position$3.setFromMatrixPosition( this.matrixWorld );
  4473. if ( this.isCamera || this.isLight ) {
  4474. _m1$1.lookAt( _position$3, _target$1, this.up );
  4475. } else {
  4476. _m1$1.lookAt( _target$1, _position$3, this.up );
  4477. }
  4478. this.quaternion.setFromRotationMatrix( _m1$1 );
  4479. if ( parent ) {
  4480. _m1$1.extractRotation( parent.matrixWorld );
  4481. _q1.setFromRotationMatrix( _m1$1 );
  4482. this.quaternion.premultiply( _q1.invert() );
  4483. }
  4484. }
  4485. add( object ) {
  4486. if ( arguments.length > 1 ) {
  4487. for ( let i = 0; i < arguments.length; i ++ ) {
  4488. this.add( arguments[ i ] );
  4489. }
  4490. return this;
  4491. }
  4492. if ( object === this ) {
  4493. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  4494. return this;
  4495. }
  4496. if ( object && object.isObject3D ) {
  4497. object.removeFromParent();
  4498. object.parent = this;
  4499. this.children.push( object );
  4500. object.dispatchEvent( _addedEvent );
  4501. _childaddedEvent.child = object;
  4502. this.dispatchEvent( _childaddedEvent );
  4503. _childaddedEvent.child = null;
  4504. } else {
  4505. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  4506. }
  4507. return this;
  4508. }
  4509. remove( object ) {
  4510. if ( arguments.length > 1 ) {
  4511. for ( let i = 0; i < arguments.length; i ++ ) {
  4512. this.remove( arguments[ i ] );
  4513. }
  4514. return this;
  4515. }
  4516. const index = this.children.indexOf( object );
  4517. if ( index !== - 1 ) {
  4518. object.parent = null;
  4519. this.children.splice( index, 1 );
  4520. object.dispatchEvent( _removedEvent );
  4521. _childremovedEvent.child = object;
  4522. this.dispatchEvent( _childremovedEvent );
  4523. _childremovedEvent.child = null;
  4524. }
  4525. return this;
  4526. }
  4527. removeFromParent() {
  4528. const parent = this.parent;
  4529. if ( parent !== null ) {
  4530. parent.remove( this );
  4531. }
  4532. return this;
  4533. }
  4534. clear() {
  4535. return this.remove( ... this.children );
  4536. }
  4537. attach( object ) {
  4538. // adds object as a child of this, while maintaining the object's world transform
  4539. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  4540. this.updateWorldMatrix( true, false );
  4541. _m1$1.copy( this.matrixWorld ).invert();
  4542. if ( object.parent !== null ) {
  4543. object.parent.updateWorldMatrix( true, false );
  4544. _m1$1.multiply( object.parent.matrixWorld );
  4545. }
  4546. object.applyMatrix4( _m1$1 );
  4547. object.removeFromParent();
  4548. object.parent = this;
  4549. this.children.push( object );
  4550. object.updateWorldMatrix( false, true );
  4551. object.dispatchEvent( _addedEvent );
  4552. _childaddedEvent.child = object;
  4553. this.dispatchEvent( _childaddedEvent );
  4554. _childaddedEvent.child = null;
  4555. return this;
  4556. }
  4557. getObjectById( id ) {
  4558. return this.getObjectByProperty( 'id', id );
  4559. }
  4560. getObjectByName( name ) {
  4561. return this.getObjectByProperty( 'name', name );
  4562. }
  4563. getObjectByProperty( name, value ) {
  4564. if ( this[ name ] === value ) return this;
  4565. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  4566. const child = this.children[ i ];
  4567. const object = child.getObjectByProperty( name, value );
  4568. if ( object !== undefined ) {
  4569. return object;
  4570. }
  4571. }
  4572. return undefined;
  4573. }
  4574. getObjectsByProperty( name, value, result = [] ) {
  4575. if ( this[ name ] === value ) result.push( this );
  4576. const children = this.children;
  4577. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4578. children[ i ].getObjectsByProperty( name, value, result );
  4579. }
  4580. return result;
  4581. }
  4582. getWorldPosition( target ) {
  4583. this.updateWorldMatrix( true, false );
  4584. return target.setFromMatrixPosition( this.matrixWorld );
  4585. }
  4586. getWorldQuaternion( target ) {
  4587. this.updateWorldMatrix( true, false );
  4588. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  4589. return target;
  4590. }
  4591. getWorldScale( target ) {
  4592. this.updateWorldMatrix( true, false );
  4593. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  4594. return target;
  4595. }
  4596. getWorldDirection( target ) {
  4597. this.updateWorldMatrix( true, false );
  4598. const e = this.matrixWorld.elements;
  4599. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  4600. }
  4601. raycast( /* raycaster, intersects */ ) {}
  4602. traverse( callback ) {
  4603. callback( this );
  4604. const children = this.children;
  4605. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4606. children[ i ].traverse( callback );
  4607. }
  4608. }
  4609. traverseVisible( callback ) {
  4610. if ( this.visible === false ) return;
  4611. callback( this );
  4612. const children = this.children;
  4613. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4614. children[ i ].traverseVisible( callback );
  4615. }
  4616. }
  4617. traverseAncestors( callback ) {
  4618. const parent = this.parent;
  4619. if ( parent !== null ) {
  4620. callback( parent );
  4621. parent.traverseAncestors( callback );
  4622. }
  4623. }
  4624. updateMatrix() {
  4625. this.matrix.compose( this.position, this.quaternion, this.scale );
  4626. this.matrixWorldNeedsUpdate = true;
  4627. }
  4628. updateMatrixWorld( force ) {
  4629. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4630. if ( this.matrixWorldNeedsUpdate || force ) {
  4631. if ( this.matrixWorldAutoUpdate === true ) {
  4632. if ( this.parent === null ) {
  4633. this.matrixWorld.copy( this.matrix );
  4634. } else {
  4635. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4636. }
  4637. }
  4638. this.matrixWorldNeedsUpdate = false;
  4639. force = true;
  4640. }
  4641. // make sure descendants are updated if required
  4642. const children = this.children;
  4643. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4644. const child = children[ i ];
  4645. child.updateMatrixWorld( force );
  4646. }
  4647. }
  4648. updateWorldMatrix( updateParents, updateChildren ) {
  4649. const parent = this.parent;
  4650. if ( updateParents === true && parent !== null ) {
  4651. parent.updateWorldMatrix( true, false );
  4652. }
  4653. if ( this.matrixAutoUpdate ) this.updateMatrix();
  4654. if ( this.matrixWorldAutoUpdate === true ) {
  4655. if ( this.parent === null ) {
  4656. this.matrixWorld.copy( this.matrix );
  4657. } else {
  4658. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4659. }
  4660. }
  4661. // make sure descendants are updated
  4662. if ( updateChildren === true ) {
  4663. const children = this.children;
  4664. for ( let i = 0, l = children.length; i < l; i ++ ) {
  4665. const child = children[ i ];
  4666. child.updateWorldMatrix( false, true );
  4667. }
  4668. }
  4669. }
  4670. toJSON( meta ) {
  4671. // meta is a string when called from JSON.stringify
  4672. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  4673. const output = {};
  4674. // meta is a hash used to collect geometries, materials.
  4675. // not providing it implies that this is the root object
  4676. // being serialized.
  4677. if ( isRootObject ) {
  4678. // initialize meta obj
  4679. meta = {
  4680. geometries: {},
  4681. materials: {},
  4682. textures: {},
  4683. images: {},
  4684. shapes: {},
  4685. skeletons: {},
  4686. animations: {},
  4687. nodes: {}
  4688. };
  4689. output.metadata = {
  4690. version: 4.6,
  4691. type: 'Object',
  4692. generator: 'Object3D.toJSON'
  4693. };
  4694. }
  4695. // standard Object3D serialization
  4696. const object = {};
  4697. object.uuid = this.uuid;
  4698. object.type = this.type;
  4699. if ( this.name !== '' ) object.name = this.name;
  4700. if ( this.castShadow === true ) object.castShadow = true;
  4701. if ( this.receiveShadow === true ) object.receiveShadow = true;
  4702. if ( this.visible === false ) object.visible = false;
  4703. if ( this.frustumCulled === false ) object.frustumCulled = false;
  4704. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  4705. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  4706. object.layers = this.layers.mask;
  4707. object.matrix = this.matrix.toArray();
  4708. object.up = this.up.toArray();
  4709. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  4710. // object specific properties
  4711. if ( this.isInstancedMesh ) {
  4712. object.type = 'InstancedMesh';
  4713. object.count = this.count;
  4714. object.instanceMatrix = this.instanceMatrix.toJSON();
  4715. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  4716. }
  4717. if ( this.isBatchedMesh ) {
  4718. object.type = 'BatchedMesh';
  4719. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  4720. object.sortObjects = this.sortObjects;
  4721. object.drawRanges = this._drawRanges;
  4722. object.reservedRanges = this._reservedRanges;
  4723. object.visibility = this._visibility;
  4724. object.active = this._active;
  4725. object.bounds = this._bounds.map( bound => ( {
  4726. boxInitialized: bound.boxInitialized,
  4727. boxMin: bound.box.min.toArray(),
  4728. boxMax: bound.box.max.toArray(),
  4729. sphereInitialized: bound.sphereInitialized,
  4730. sphereRadius: bound.sphere.radius,
  4731. sphereCenter: bound.sphere.center.toArray()
  4732. } ) );
  4733. object.maxInstanceCount = this._maxInstanceCount;
  4734. object.maxVertexCount = this._maxVertexCount;
  4735. object.maxIndexCount = this._maxIndexCount;
  4736. object.geometryInitialized = this._geometryInitialized;
  4737. object.geometryCount = this._geometryCount;
  4738. object.matricesTexture = this._matricesTexture.toJSON( meta );
  4739. if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
  4740. if ( this.boundingSphere !== null ) {
  4741. object.boundingSphere = {
  4742. center: object.boundingSphere.center.toArray(),
  4743. radius: object.boundingSphere.radius
  4744. };
  4745. }
  4746. if ( this.boundingBox !== null ) {
  4747. object.boundingBox = {
  4748. min: object.boundingBox.min.toArray(),
  4749. max: object.boundingBox.max.toArray()
  4750. };
  4751. }
  4752. }
  4753. //
  4754. function serialize( library, element ) {
  4755. if ( library[ element.uuid ] === undefined ) {
  4756. library[ element.uuid ] = element.toJSON( meta );
  4757. }
  4758. return element.uuid;
  4759. }
  4760. if ( this.isScene ) {
  4761. if ( this.background ) {
  4762. if ( this.background.isColor ) {
  4763. object.background = this.background.toJSON();
  4764. } else if ( this.background.isTexture ) {
  4765. object.background = this.background.toJSON( meta ).uuid;
  4766. }
  4767. }
  4768. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  4769. object.environment = this.environment.toJSON( meta ).uuid;
  4770. }
  4771. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  4772. object.geometry = serialize( meta.geometries, this.geometry );
  4773. const parameters = this.geometry.parameters;
  4774. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  4775. const shapes = parameters.shapes;
  4776. if ( Array.isArray( shapes ) ) {
  4777. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  4778. const shape = shapes[ i ];
  4779. serialize( meta.shapes, shape );
  4780. }
  4781. } else {
  4782. serialize( meta.shapes, shapes );
  4783. }
  4784. }
  4785. }
  4786. if ( this.isSkinnedMesh ) {
  4787. object.bindMode = this.bindMode;
  4788. object.bindMatrix = this.bindMatrix.toArray();
  4789. if ( this.skeleton !== undefined ) {
  4790. serialize( meta.skeletons, this.skeleton );
  4791. object.skeleton = this.skeleton.uuid;
  4792. }
  4793. }
  4794. if ( this.material !== undefined ) {
  4795. if ( Array.isArray( this.material ) ) {
  4796. const uuids = [];
  4797. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  4798. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  4799. }
  4800. object.material = uuids;
  4801. } else {
  4802. object.material = serialize( meta.materials, this.material );
  4803. }
  4804. }
  4805. //
  4806. if ( this.children.length > 0 ) {
  4807. object.children = [];
  4808. for ( let i = 0; i < this.children.length; i ++ ) {
  4809. object.children.push( this.children[ i ].toJSON( meta ).object );
  4810. }
  4811. }
  4812. //
  4813. if ( this.animations.length > 0 ) {
  4814. object.animations = [];
  4815. for ( let i = 0; i < this.animations.length; i ++ ) {
  4816. const animation = this.animations[ i ];
  4817. object.animations.push( serialize( meta.animations, animation ) );
  4818. }
  4819. }
  4820. if ( isRootObject ) {
  4821. const geometries = extractFromCache( meta.geometries );
  4822. const materials = extractFromCache( meta.materials );
  4823. const textures = extractFromCache( meta.textures );
  4824. const images = extractFromCache( meta.images );
  4825. const shapes = extractFromCache( meta.shapes );
  4826. const skeletons = extractFromCache( meta.skeletons );
  4827. const animations = extractFromCache( meta.animations );
  4828. const nodes = extractFromCache( meta.nodes );
  4829. if ( geometries.length > 0 ) output.geometries = geometries;
  4830. if ( materials.length > 0 ) output.materials = materials;
  4831. if ( textures.length > 0 ) output.textures = textures;
  4832. if ( images.length > 0 ) output.images = images;
  4833. if ( shapes.length > 0 ) output.shapes = shapes;
  4834. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  4835. if ( animations.length > 0 ) output.animations = animations;
  4836. if ( nodes.length > 0 ) output.nodes = nodes;
  4837. }
  4838. output.object = object;
  4839. return output;
  4840. // extract data from the cache hash
  4841. // remove metadata on each item
  4842. // and return as array
  4843. function extractFromCache( cache ) {
  4844. const values = [];
  4845. for ( const key in cache ) {
  4846. const data = cache[ key ];
  4847. delete data.metadata;
  4848. values.push( data );
  4849. }
  4850. return values;
  4851. }
  4852. }
  4853. clone( recursive ) {
  4854. return new this.constructor().copy( this, recursive );
  4855. }
  4856. copy( source, recursive = true ) {
  4857. this.name = source.name;
  4858. this.up.copy( source.up );
  4859. this.position.copy( source.position );
  4860. this.rotation.order = source.rotation.order;
  4861. this.quaternion.copy( source.quaternion );
  4862. this.scale.copy( source.scale );
  4863. this.matrix.copy( source.matrix );
  4864. this.matrixWorld.copy( source.matrixWorld );
  4865. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4866. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  4867. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4868. this.layers.mask = source.layers.mask;
  4869. this.visible = source.visible;
  4870. this.castShadow = source.castShadow;
  4871. this.receiveShadow = source.receiveShadow;
  4872. this.frustumCulled = source.frustumCulled;
  4873. this.renderOrder = source.renderOrder;
  4874. this.animations = source.animations.slice();
  4875. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4876. if ( recursive === true ) {
  4877. for ( let i = 0; i < source.children.length; i ++ ) {
  4878. const child = source.children[ i ];
  4879. this.add( child.clone() );
  4880. }
  4881. }
  4882. return this;
  4883. }
  4884. }
  4885. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  4886. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  4887. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  4888. const _v0$1 = /*@__PURE__*/ new Vector3();
  4889. const _v1$3 = /*@__PURE__*/ new Vector3();
  4890. const _v2$2 = /*@__PURE__*/ new Vector3();
  4891. const _v3$2 = /*@__PURE__*/ new Vector3();
  4892. const _vab = /*@__PURE__*/ new Vector3();
  4893. const _vac = /*@__PURE__*/ new Vector3();
  4894. const _vbc = /*@__PURE__*/ new Vector3();
  4895. const _vap = /*@__PURE__*/ new Vector3();
  4896. const _vbp = /*@__PURE__*/ new Vector3();
  4897. const _vcp = /*@__PURE__*/ new Vector3();
  4898. const _v40 = /*@__PURE__*/ new Vector4();
  4899. const _v41 = /*@__PURE__*/ new Vector4();
  4900. const _v42 = /*@__PURE__*/ new Vector4();
  4901. class Triangle {
  4902. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  4903. this.a = a;
  4904. this.b = b;
  4905. this.c = c;
  4906. }
  4907. static getNormal( a, b, c, target ) {
  4908. target.subVectors( c, b );
  4909. _v0$1.subVectors( a, b );
  4910. target.cross( _v0$1 );
  4911. const targetLengthSq = target.lengthSq();
  4912. if ( targetLengthSq > 0 ) {
  4913. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4914. }
  4915. return target.set( 0, 0, 0 );
  4916. }
  4917. // static/instance method to calculate barycentric coordinates
  4918. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4919. static getBarycoord( point, a, b, c, target ) {
  4920. _v0$1.subVectors( c, a );
  4921. _v1$3.subVectors( b, a );
  4922. _v2$2.subVectors( point, a );
  4923. const dot00 = _v0$1.dot( _v0$1 );
  4924. const dot01 = _v0$1.dot( _v1$3 );
  4925. const dot02 = _v0$1.dot( _v2$2 );
  4926. const dot11 = _v1$3.dot( _v1$3 );
  4927. const dot12 = _v1$3.dot( _v2$2 );
  4928. const denom = ( dot00 * dot11 - dot01 * dot01 );
  4929. // collinear or singular triangle
  4930. if ( denom === 0 ) {
  4931. target.set( 0, 0, 0 );
  4932. return null;
  4933. }
  4934. const invDenom = 1 / denom;
  4935. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4936. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4937. // barycentric coordinates must always sum to 1
  4938. return target.set( 1 - u - v, v, u );
  4939. }
  4940. static containsPoint( point, a, b, c ) {
  4941. // if the triangle is degenerate then we can't contain a point
  4942. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  4943. return false;
  4944. }
  4945. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  4946. }
  4947. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  4948. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  4949. target.x = 0;
  4950. target.y = 0;
  4951. if ( 'z' in target ) target.z = 0;
  4952. if ( 'w' in target ) target.w = 0;
  4953. return null;
  4954. }
  4955. target.setScalar( 0 );
  4956. target.addScaledVector( v1, _v3$2.x );
  4957. target.addScaledVector( v2, _v3$2.y );
  4958. target.addScaledVector( v3, _v3$2.z );
  4959. return target;
  4960. }
  4961. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  4962. _v40.setScalar( 0 );
  4963. _v41.setScalar( 0 );
  4964. _v42.setScalar( 0 );
  4965. _v40.fromBufferAttribute( attr, i1 );
  4966. _v41.fromBufferAttribute( attr, i2 );
  4967. _v42.fromBufferAttribute( attr, i3 );
  4968. target.setScalar( 0 );
  4969. target.addScaledVector( _v40, barycoord.x );
  4970. target.addScaledVector( _v41, barycoord.y );
  4971. target.addScaledVector( _v42, barycoord.z );
  4972. return target;
  4973. }
  4974. static isFrontFacing( a, b, c, direction ) {
  4975. _v0$1.subVectors( c, b );
  4976. _v1$3.subVectors( a, b );
  4977. // strictly front facing
  4978. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4979. }
  4980. set( a, b, c ) {
  4981. this.a.copy( a );
  4982. this.b.copy( b );
  4983. this.c.copy( c );
  4984. return this;
  4985. }
  4986. setFromPointsAndIndices( points, i0, i1, i2 ) {
  4987. this.a.copy( points[ i0 ] );
  4988. this.b.copy( points[ i1 ] );
  4989. this.c.copy( points[ i2 ] );
  4990. return this;
  4991. }
  4992. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  4993. this.a.fromBufferAttribute( attribute, i0 );
  4994. this.b.fromBufferAttribute( attribute, i1 );
  4995. this.c.fromBufferAttribute( attribute, i2 );
  4996. return this;
  4997. }
  4998. clone() {
  4999. return new this.constructor().copy( this );
  5000. }
  5001. copy( triangle ) {
  5002. this.a.copy( triangle.a );
  5003. this.b.copy( triangle.b );
  5004. this.c.copy( triangle.c );
  5005. return this;
  5006. }
  5007. getArea() {
  5008. _v0$1.subVectors( this.c, this.b );
  5009. _v1$3.subVectors( this.a, this.b );
  5010. return _v0$1.cross( _v1$3 ).length() * 0.5;
  5011. }
  5012. getMidpoint( target ) {
  5013. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  5014. }
  5015. getNormal( target ) {
  5016. return Triangle.getNormal( this.a, this.b, this.c, target );
  5017. }
  5018. getPlane( target ) {
  5019. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  5020. }
  5021. getBarycoord( point, target ) {
  5022. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  5023. }
  5024. getInterpolation( point, v1, v2, v3, target ) {
  5025. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  5026. }
  5027. containsPoint( point ) {
  5028. return Triangle.containsPoint( point, this.a, this.b, this.c );
  5029. }
  5030. isFrontFacing( direction ) {
  5031. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  5032. }
  5033. intersectsBox( box ) {
  5034. return box.intersectsTriangle( this );
  5035. }
  5036. closestPointToPoint( p, target ) {
  5037. const a = this.a, b = this.b, c = this.c;
  5038. let v, w;
  5039. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  5040. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  5041. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  5042. // basically, we're distinguishing which of the voronoi regions of the triangle
  5043. // the point lies in with the minimum amount of redundant computation.
  5044. _vab.subVectors( b, a );
  5045. _vac.subVectors( c, a );
  5046. _vap.subVectors( p, a );
  5047. const d1 = _vab.dot( _vap );
  5048. const d2 = _vac.dot( _vap );
  5049. if ( d1 <= 0 && d2 <= 0 ) {
  5050. // vertex region of A; barycentric coords (1, 0, 0)
  5051. return target.copy( a );
  5052. }
  5053. _vbp.subVectors( p, b );
  5054. const d3 = _vab.dot( _vbp );
  5055. const d4 = _vac.dot( _vbp );
  5056. if ( d3 >= 0 && d4 <= d3 ) {
  5057. // vertex region of B; barycentric coords (0, 1, 0)
  5058. return target.copy( b );
  5059. }
  5060. const vc = d1 * d4 - d3 * d2;
  5061. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  5062. v = d1 / ( d1 - d3 );
  5063. // edge region of AB; barycentric coords (1-v, v, 0)
  5064. return target.copy( a ).addScaledVector( _vab, v );
  5065. }
  5066. _vcp.subVectors( p, c );
  5067. const d5 = _vab.dot( _vcp );
  5068. const d6 = _vac.dot( _vcp );
  5069. if ( d6 >= 0 && d5 <= d6 ) {
  5070. // vertex region of C; barycentric coords (0, 0, 1)
  5071. return target.copy( c );
  5072. }
  5073. const vb = d5 * d2 - d1 * d6;
  5074. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  5075. w = d2 / ( d2 - d6 );
  5076. // edge region of AC; barycentric coords (1-w, 0, w)
  5077. return target.copy( a ).addScaledVector( _vac, w );
  5078. }
  5079. const va = d3 * d6 - d5 * d4;
  5080. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  5081. _vbc.subVectors( c, b );
  5082. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  5083. // edge region of BC; barycentric coords (0, 1-w, w)
  5084. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  5085. }
  5086. // face region
  5087. const denom = 1 / ( va + vb + vc );
  5088. // u = va * denom
  5089. v = vb * denom;
  5090. w = vc * denom;
  5091. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  5092. }
  5093. equals( triangle ) {
  5094. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  5095. }
  5096. }
  5097. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  5098. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  5099. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  5100. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  5101. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  5102. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  5103. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  5104. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  5105. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  5106. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  5107. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  5108. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  5109. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  5110. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  5111. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  5112. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  5113. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  5114. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  5115. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  5116. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  5117. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  5118. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  5119. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  5120. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  5121. const _hslA = { h: 0, s: 0, l: 0 };
  5122. const _hslB = { h: 0, s: 0, l: 0 };
  5123. function hue2rgb( p, q, t ) {
  5124. if ( t < 0 ) t += 1;
  5125. if ( t > 1 ) t -= 1;
  5126. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  5127. if ( t < 1 / 2 ) return q;
  5128. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  5129. return p;
  5130. }
  5131. class Color {
  5132. constructor( r, g, b ) {
  5133. this.isColor = true;
  5134. this.r = 1;
  5135. this.g = 1;
  5136. this.b = 1;
  5137. return this.set( r, g, b );
  5138. }
  5139. set( r, g, b ) {
  5140. if ( g === undefined && b === undefined ) {
  5141. // r is THREE.Color, hex or string
  5142. const value = r;
  5143. if ( value && value.isColor ) {
  5144. this.copy( value );
  5145. } else if ( typeof value === 'number' ) {
  5146. this.setHex( value );
  5147. } else if ( typeof value === 'string' ) {
  5148. this.setStyle( value );
  5149. }
  5150. } else {
  5151. this.setRGB( r, g, b );
  5152. }
  5153. return this;
  5154. }
  5155. setScalar( scalar ) {
  5156. this.r = scalar;
  5157. this.g = scalar;
  5158. this.b = scalar;
  5159. return this;
  5160. }
  5161. setHex( hex, colorSpace = SRGBColorSpace ) {
  5162. hex = Math.floor( hex );
  5163. this.r = ( hex >> 16 & 255 ) / 255;
  5164. this.g = ( hex >> 8 & 255 ) / 255;
  5165. this.b = ( hex & 255 ) / 255;
  5166. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5167. return this;
  5168. }
  5169. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  5170. this.r = r;
  5171. this.g = g;
  5172. this.b = b;
  5173. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5174. return this;
  5175. }
  5176. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  5177. // h,s,l ranges are in 0.0 - 1.0
  5178. h = euclideanModulo( h, 1 );
  5179. s = clamp$1( s, 0, 1 );
  5180. l = clamp$1( l, 0, 1 );
  5181. if ( s === 0 ) {
  5182. this.r = this.g = this.b = l;
  5183. } else {
  5184. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  5185. const q = ( 2 * l ) - p;
  5186. this.r = hue2rgb( q, p, h + 1 / 3 );
  5187. this.g = hue2rgb( q, p, h );
  5188. this.b = hue2rgb( q, p, h - 1 / 3 );
  5189. }
  5190. ColorManagement.toWorkingColorSpace( this, colorSpace );
  5191. return this;
  5192. }
  5193. setStyle( style, colorSpace = SRGBColorSpace ) {
  5194. function handleAlpha( string ) {
  5195. if ( string === undefined ) return;
  5196. if ( parseFloat( string ) < 1 ) {
  5197. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  5198. }
  5199. }
  5200. let m;
  5201. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  5202. // rgb / hsl
  5203. let color;
  5204. const name = m[ 1 ];
  5205. const components = m[ 2 ];
  5206. switch ( name ) {
  5207. case 'rgb':
  5208. case 'rgba':
  5209. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5210. // rgb(255,0,0) rgba(255,0,0,0.5)
  5211. handleAlpha( color[ 4 ] );
  5212. return this.setRGB(
  5213. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  5214. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  5215. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  5216. colorSpace
  5217. );
  5218. }
  5219. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5220. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5221. handleAlpha( color[ 4 ] );
  5222. return this.setRGB(
  5223. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  5224. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  5225. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  5226. colorSpace
  5227. );
  5228. }
  5229. break;
  5230. case 'hsl':
  5231. case 'hsla':
  5232. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  5233. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5234. handleAlpha( color[ 4 ] );
  5235. return this.setHSL(
  5236. parseFloat( color[ 1 ] ) / 360,
  5237. parseFloat( color[ 2 ] ) / 100,
  5238. parseFloat( color[ 3 ] ) / 100,
  5239. colorSpace
  5240. );
  5241. }
  5242. break;
  5243. default:
  5244. console.warn( 'THREE.Color: Unknown color model ' + style );
  5245. }
  5246. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  5247. // hex color
  5248. const hex = m[ 1 ];
  5249. const size = hex.length;
  5250. if ( size === 3 ) {
  5251. // #ff0
  5252. return this.setRGB(
  5253. parseInt( hex.charAt( 0 ), 16 ) / 15,
  5254. parseInt( hex.charAt( 1 ), 16 ) / 15,
  5255. parseInt( hex.charAt( 2 ), 16 ) / 15,
  5256. colorSpace
  5257. );
  5258. } else if ( size === 6 ) {
  5259. // #ff0000
  5260. return this.setHex( parseInt( hex, 16 ), colorSpace );
  5261. } else {
  5262. console.warn( 'THREE.Color: Invalid hex color ' + style );
  5263. }
  5264. } else if ( style && style.length > 0 ) {
  5265. return this.setColorName( style, colorSpace );
  5266. }
  5267. return this;
  5268. }
  5269. setColorName( style, colorSpace = SRGBColorSpace ) {
  5270. // color keywords
  5271. const hex = _colorKeywords[ style.toLowerCase() ];
  5272. if ( hex !== undefined ) {
  5273. // red
  5274. this.setHex( hex, colorSpace );
  5275. } else {
  5276. // unknown color
  5277. console.warn( 'THREE.Color: Unknown color ' + style );
  5278. }
  5279. return this;
  5280. }
  5281. clone() {
  5282. return new this.constructor( this.r, this.g, this.b );
  5283. }
  5284. copy( color ) {
  5285. this.r = color.r;
  5286. this.g = color.g;
  5287. this.b = color.b;
  5288. return this;
  5289. }
  5290. copySRGBToLinear( color ) {
  5291. this.r = SRGBToLinear( color.r );
  5292. this.g = SRGBToLinear( color.g );
  5293. this.b = SRGBToLinear( color.b );
  5294. return this;
  5295. }
  5296. copyLinearToSRGB( color ) {
  5297. this.r = LinearToSRGB( color.r );
  5298. this.g = LinearToSRGB( color.g );
  5299. this.b = LinearToSRGB( color.b );
  5300. return this;
  5301. }
  5302. convertSRGBToLinear() {
  5303. this.copySRGBToLinear( this );
  5304. return this;
  5305. }
  5306. convertLinearToSRGB() {
  5307. this.copyLinearToSRGB( this );
  5308. return this;
  5309. }
  5310. getHex( colorSpace = SRGBColorSpace ) {
  5311. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5312. return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) );
  5313. }
  5314. getHexString( colorSpace = SRGBColorSpace ) {
  5315. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
  5316. }
  5317. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  5318. // h,s,l ranges are in 0.0 - 1.0
  5319. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5320. const r = _color.r, g = _color.g, b = _color.b;
  5321. const max = Math.max( r, g, b );
  5322. const min = Math.min( r, g, b );
  5323. let hue, saturation;
  5324. const lightness = ( min + max ) / 2.0;
  5325. if ( min === max ) {
  5326. hue = 0;
  5327. saturation = 0;
  5328. } else {
  5329. const delta = max - min;
  5330. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5331. switch ( max ) {
  5332. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5333. case g: hue = ( b - r ) / delta + 2; break;
  5334. case b: hue = ( r - g ) / delta + 4; break;
  5335. }
  5336. hue /= 6;
  5337. }
  5338. target.h = hue;
  5339. target.s = saturation;
  5340. target.l = lightness;
  5341. return target;
  5342. }
  5343. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  5344. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5345. target.r = _color.r;
  5346. target.g = _color.g;
  5347. target.b = _color.b;
  5348. return target;
  5349. }
  5350. getStyle( colorSpace = SRGBColorSpace ) {
  5351. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  5352. const r = _color.r, g = _color.g, b = _color.b;
  5353. if ( colorSpace !== SRGBColorSpace ) {
  5354. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  5355. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  5356. }
  5357. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  5358. }
  5359. offsetHSL( h, s, l ) {
  5360. this.getHSL( _hslA );
  5361. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  5362. }
  5363. add( color ) {
  5364. this.r += color.r;
  5365. this.g += color.g;
  5366. this.b += color.b;
  5367. return this;
  5368. }
  5369. addColors( color1, color2 ) {
  5370. this.r = color1.r + color2.r;
  5371. this.g = color1.g + color2.g;
  5372. this.b = color1.b + color2.b;
  5373. return this;
  5374. }
  5375. addScalar( s ) {
  5376. this.r += s;
  5377. this.g += s;
  5378. this.b += s;
  5379. return this;
  5380. }
  5381. sub( color ) {
  5382. this.r = Math.max( 0, this.r - color.r );
  5383. this.g = Math.max( 0, this.g - color.g );
  5384. this.b = Math.max( 0, this.b - color.b );
  5385. return this;
  5386. }
  5387. multiply( color ) {
  5388. this.r *= color.r;
  5389. this.g *= color.g;
  5390. this.b *= color.b;
  5391. return this;
  5392. }
  5393. multiplyScalar( s ) {
  5394. this.r *= s;
  5395. this.g *= s;
  5396. this.b *= s;
  5397. return this;
  5398. }
  5399. lerp( color, alpha ) {
  5400. this.r += ( color.r - this.r ) * alpha;
  5401. this.g += ( color.g - this.g ) * alpha;
  5402. this.b += ( color.b - this.b ) * alpha;
  5403. return this;
  5404. }
  5405. lerpColors( color1, color2, alpha ) {
  5406. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  5407. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  5408. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  5409. return this;
  5410. }
  5411. lerpHSL( color, alpha ) {
  5412. this.getHSL( _hslA );
  5413. color.getHSL( _hslB );
  5414. const h = lerp( _hslA.h, _hslB.h, alpha );
  5415. const s = lerp( _hslA.s, _hslB.s, alpha );
  5416. const l = lerp( _hslA.l, _hslB.l, alpha );
  5417. this.setHSL( h, s, l );
  5418. return this;
  5419. }
  5420. setFromVector3( v ) {
  5421. this.r = v.x;
  5422. this.g = v.y;
  5423. this.b = v.z;
  5424. return this;
  5425. }
  5426. applyMatrix3( m ) {
  5427. const r = this.r, g = this.g, b = this.b;
  5428. const e = m.elements;
  5429. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  5430. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  5431. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  5432. return this;
  5433. }
  5434. equals( c ) {
  5435. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5436. }
  5437. fromArray( array, offset = 0 ) {
  5438. this.r = array[ offset ];
  5439. this.g = array[ offset + 1 ];
  5440. this.b = array[ offset + 2 ];
  5441. return this;
  5442. }
  5443. toArray( array = [], offset = 0 ) {
  5444. array[ offset ] = this.r;
  5445. array[ offset + 1 ] = this.g;
  5446. array[ offset + 2 ] = this.b;
  5447. return array;
  5448. }
  5449. fromBufferAttribute( attribute, index ) {
  5450. this.r = attribute.getX( index );
  5451. this.g = attribute.getY( index );
  5452. this.b = attribute.getZ( index );
  5453. return this;
  5454. }
  5455. toJSON() {
  5456. return this.getHex();
  5457. }
  5458. *[ Symbol.iterator ]() {
  5459. yield this.r;
  5460. yield this.g;
  5461. yield this.b;
  5462. }
  5463. }
  5464. const _color = /*@__PURE__*/ new Color();
  5465. Color.NAMES = _colorKeywords;
  5466. let _materialId = 0;
  5467. class Material extends EventDispatcher {
  5468. constructor() {
  5469. super();
  5470. this.isMaterial = true;
  5471. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  5472. this.uuid = generateUUID();
  5473. this.name = '';
  5474. this.type = 'Material';
  5475. this.blending = NormalBlending;
  5476. this.side = FrontSide;
  5477. this.vertexColors = false;
  5478. this.opacity = 1;
  5479. this.transparent = false;
  5480. this.alphaHash = false;
  5481. this.blendSrc = SrcAlphaFactor;
  5482. this.blendDst = OneMinusSrcAlphaFactor;
  5483. this.blendEquation = AddEquation;
  5484. this.blendSrcAlpha = null;
  5485. this.blendDstAlpha = null;
  5486. this.blendEquationAlpha = null;
  5487. this.blendColor = new Color( 0, 0, 0 );
  5488. this.blendAlpha = 0;
  5489. this.depthFunc = LessEqualDepth;
  5490. this.depthTest = true;
  5491. this.depthWrite = true;
  5492. this.stencilWriteMask = 0xff;
  5493. this.stencilFunc = AlwaysStencilFunc;
  5494. this.stencilRef = 0;
  5495. this.stencilFuncMask = 0xff;
  5496. this.stencilFail = KeepStencilOp;
  5497. this.stencilZFail = KeepStencilOp;
  5498. this.stencilZPass = KeepStencilOp;
  5499. this.stencilWrite = false;
  5500. this.clippingPlanes = null;
  5501. this.clipIntersection = false;
  5502. this.clipShadows = false;
  5503. this.shadowSide = null;
  5504. this.colorWrite = true;
  5505. this.precision = null; // override the renderer's default precision for this material
  5506. this.polygonOffset = false;
  5507. this.polygonOffsetFactor = 0;
  5508. this.polygonOffsetUnits = 0;
  5509. this.dithering = false;
  5510. this.alphaToCoverage = false;
  5511. this.premultipliedAlpha = false;
  5512. this.forceSinglePass = false;
  5513. this.visible = true;
  5514. this.toneMapped = true;
  5515. this.userData = {};
  5516. this.version = 0;
  5517. this._alphaTest = 0;
  5518. }
  5519. get alphaTest() {
  5520. return this._alphaTest;
  5521. }
  5522. set alphaTest( value ) {
  5523. if ( this._alphaTest > 0 !== value > 0 ) {
  5524. this.version ++;
  5525. }
  5526. this._alphaTest = value;
  5527. }
  5528. // onBeforeRender and onBeforeCompile only supported in WebGLRenderer
  5529. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  5530. onBeforeCompile( /* shaderobject, renderer */ ) {}
  5531. customProgramCacheKey() {
  5532. return this.onBeforeCompile.toString();
  5533. }
  5534. setValues( values ) {
  5535. if ( values === undefined ) return;
  5536. for ( const key in values ) {
  5537. const newValue = values[ key ];
  5538. if ( newValue === undefined ) {
  5539. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  5540. continue;
  5541. }
  5542. const currentValue = this[ key ];
  5543. if ( currentValue === undefined ) {
  5544. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  5545. continue;
  5546. }
  5547. if ( currentValue && currentValue.isColor ) {
  5548. currentValue.set( newValue );
  5549. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5550. currentValue.copy( newValue );
  5551. } else {
  5552. this[ key ] = newValue;
  5553. }
  5554. }
  5555. }
  5556. toJSON( meta ) {
  5557. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5558. if ( isRootObject ) {
  5559. meta = {
  5560. textures: {},
  5561. images: {}
  5562. };
  5563. }
  5564. const data = {
  5565. metadata: {
  5566. version: 4.6,
  5567. type: 'Material',
  5568. generator: 'Material.toJSON'
  5569. }
  5570. };
  5571. // standard Material serialization
  5572. data.uuid = this.uuid;
  5573. data.type = this.type;
  5574. if ( this.name !== '' ) data.name = this.name;
  5575. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5576. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5577. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5578. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  5579. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  5580. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  5581. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5582. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5583. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5584. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  5585. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  5586. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5587. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5588. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5589. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5590. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5591. }
  5592. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5593. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5594. }
  5595. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5596. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5597. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5598. }
  5599. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  5600. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  5601. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  5602. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  5603. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  5604. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  5605. }
  5606. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  5607. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  5608. }
  5609. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  5610. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  5611. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  5612. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  5613. }
  5614. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5615. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5616. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5617. if ( this.lightMap && this.lightMap.isTexture ) {
  5618. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5619. data.lightMapIntensity = this.lightMapIntensity;
  5620. }
  5621. if ( this.aoMap && this.aoMap.isTexture ) {
  5622. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5623. data.aoMapIntensity = this.aoMapIntensity;
  5624. }
  5625. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5626. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5627. data.bumpScale = this.bumpScale;
  5628. }
  5629. if ( this.normalMap && this.normalMap.isTexture ) {
  5630. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5631. data.normalMapType = this.normalMapType;
  5632. data.normalScale = this.normalScale.toArray();
  5633. }
  5634. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5635. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5636. data.displacementScale = this.displacementScale;
  5637. data.displacementBias = this.displacementBias;
  5638. }
  5639. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5640. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5641. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5642. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5643. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  5644. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  5645. if ( this.envMap && this.envMap.isTexture ) {
  5646. data.envMap = this.envMap.toJSON( meta ).uuid;
  5647. if ( this.combine !== undefined ) data.combine = this.combine;
  5648. }
  5649. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  5650. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5651. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  5652. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  5653. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5654. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5655. }
  5656. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  5657. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  5658. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  5659. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  5660. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  5661. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  5662. if ( this.size !== undefined ) data.size = this.size;
  5663. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  5664. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5665. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5666. if ( this.side !== FrontSide ) data.side = this.side;
  5667. if ( this.vertexColors === true ) data.vertexColors = true;
  5668. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5669. if ( this.transparent === true ) data.transparent = true;
  5670. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  5671. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  5672. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  5673. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  5674. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  5675. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  5676. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  5677. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  5678. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  5679. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  5680. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  5681. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  5682. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  5683. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  5684. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  5685. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  5686. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  5687. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  5688. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  5689. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  5690. // rotation (SpriteMaterial)
  5691. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  5692. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5693. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5694. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5695. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5696. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5697. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5698. if ( this.scale !== undefined ) data.scale = this.scale;
  5699. if ( this.dithering === true ) data.dithering = true;
  5700. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5701. if ( this.alphaHash === true ) data.alphaHash = true;
  5702. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  5703. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  5704. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  5705. if ( this.wireframe === true ) data.wireframe = true;
  5706. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5707. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5708. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5709. if ( this.flatShading === true ) data.flatShading = true;
  5710. if ( this.visible === false ) data.visible = false;
  5711. if ( this.toneMapped === false ) data.toneMapped = false;
  5712. if ( this.fog === false ) data.fog = false;
  5713. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  5714. // TODO: Copied from Object3D.toJSON
  5715. function extractFromCache( cache ) {
  5716. const values = [];
  5717. for ( const key in cache ) {
  5718. const data = cache[ key ];
  5719. delete data.metadata;
  5720. values.push( data );
  5721. }
  5722. return values;
  5723. }
  5724. if ( isRootObject ) {
  5725. const textures = extractFromCache( meta.textures );
  5726. const images = extractFromCache( meta.images );
  5727. if ( textures.length > 0 ) data.textures = textures;
  5728. if ( images.length > 0 ) data.images = images;
  5729. }
  5730. return data;
  5731. }
  5732. clone() {
  5733. return new this.constructor().copy( this );
  5734. }
  5735. copy( source ) {
  5736. this.name = source.name;
  5737. this.blending = source.blending;
  5738. this.side = source.side;
  5739. this.vertexColors = source.vertexColors;
  5740. this.opacity = source.opacity;
  5741. this.transparent = source.transparent;
  5742. this.blendSrc = source.blendSrc;
  5743. this.blendDst = source.blendDst;
  5744. this.blendEquation = source.blendEquation;
  5745. this.blendSrcAlpha = source.blendSrcAlpha;
  5746. this.blendDstAlpha = source.blendDstAlpha;
  5747. this.blendEquationAlpha = source.blendEquationAlpha;
  5748. this.blendColor.copy( source.blendColor );
  5749. this.blendAlpha = source.blendAlpha;
  5750. this.depthFunc = source.depthFunc;
  5751. this.depthTest = source.depthTest;
  5752. this.depthWrite = source.depthWrite;
  5753. this.stencilWriteMask = source.stencilWriteMask;
  5754. this.stencilFunc = source.stencilFunc;
  5755. this.stencilRef = source.stencilRef;
  5756. this.stencilFuncMask = source.stencilFuncMask;
  5757. this.stencilFail = source.stencilFail;
  5758. this.stencilZFail = source.stencilZFail;
  5759. this.stencilZPass = source.stencilZPass;
  5760. this.stencilWrite = source.stencilWrite;
  5761. const srcPlanes = source.clippingPlanes;
  5762. let dstPlanes = null;
  5763. if ( srcPlanes !== null ) {
  5764. const n = srcPlanes.length;
  5765. dstPlanes = new Array( n );
  5766. for ( let i = 0; i !== n; ++ i ) {
  5767. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5768. }
  5769. }
  5770. this.clippingPlanes = dstPlanes;
  5771. this.clipIntersection = source.clipIntersection;
  5772. this.clipShadows = source.clipShadows;
  5773. this.shadowSide = source.shadowSide;
  5774. this.colorWrite = source.colorWrite;
  5775. this.precision = source.precision;
  5776. this.polygonOffset = source.polygonOffset;
  5777. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5778. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5779. this.dithering = source.dithering;
  5780. this.alphaTest = source.alphaTest;
  5781. this.alphaHash = source.alphaHash;
  5782. this.alphaToCoverage = source.alphaToCoverage;
  5783. this.premultipliedAlpha = source.premultipliedAlpha;
  5784. this.forceSinglePass = source.forceSinglePass;
  5785. this.visible = source.visible;
  5786. this.toneMapped = source.toneMapped;
  5787. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5788. return this;
  5789. }
  5790. dispose() {
  5791. this.dispatchEvent( { type: 'dispose' } );
  5792. }
  5793. set needsUpdate( value ) {
  5794. if ( value === true ) this.version ++;
  5795. }
  5796. onBuild( /* shaderobject, renderer */ ) {
  5797. console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
  5798. }
  5799. }
  5800. class MeshBasicMaterial extends Material {
  5801. constructor( parameters ) {
  5802. super();
  5803. this.isMeshBasicMaterial = true;
  5804. this.type = 'MeshBasicMaterial';
  5805. this.color = new Color( 0xffffff ); // emissive
  5806. this.map = null;
  5807. this.lightMap = null;
  5808. this.lightMapIntensity = 1.0;
  5809. this.aoMap = null;
  5810. this.aoMapIntensity = 1.0;
  5811. this.specularMap = null;
  5812. this.alphaMap = null;
  5813. this.envMap = null;
  5814. this.envMapRotation = new Euler();
  5815. this.combine = MultiplyOperation;
  5816. this.reflectivity = 1;
  5817. this.refractionRatio = 0.98;
  5818. this.wireframe = false;
  5819. this.wireframeLinewidth = 1;
  5820. this.wireframeLinecap = 'round';
  5821. this.wireframeLinejoin = 'round';
  5822. this.fog = true;
  5823. this.setValues( parameters );
  5824. }
  5825. copy( source ) {
  5826. super.copy( source );
  5827. this.color.copy( source.color );
  5828. this.map = source.map;
  5829. this.lightMap = source.lightMap;
  5830. this.lightMapIntensity = source.lightMapIntensity;
  5831. this.aoMap = source.aoMap;
  5832. this.aoMapIntensity = source.aoMapIntensity;
  5833. this.specularMap = source.specularMap;
  5834. this.alphaMap = source.alphaMap;
  5835. this.envMap = source.envMap;
  5836. this.envMapRotation.copy( source.envMapRotation );
  5837. this.combine = source.combine;
  5838. this.reflectivity = source.reflectivity;
  5839. this.refractionRatio = source.refractionRatio;
  5840. this.wireframe = source.wireframe;
  5841. this.wireframeLinewidth = source.wireframeLinewidth;
  5842. this.wireframeLinecap = source.wireframeLinecap;
  5843. this.wireframeLinejoin = source.wireframeLinejoin;
  5844. this.fog = source.fog;
  5845. return this;
  5846. }
  5847. }
  5848. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  5849. const _tables = /*@__PURE__*/ _generateTables();
  5850. function _generateTables() {
  5851. // float32 to float16 helpers
  5852. const buffer = new ArrayBuffer( 4 );
  5853. const floatView = new Float32Array( buffer );
  5854. const uint32View = new Uint32Array( buffer );
  5855. const baseTable = new Uint32Array( 512 );
  5856. const shiftTable = new Uint32Array( 512 );
  5857. for ( let i = 0; i < 256; ++ i ) {
  5858. const e = i - 127;
  5859. // very small number (0, -0)
  5860. if ( e < - 27 ) {
  5861. baseTable[ i ] = 0x0000;
  5862. baseTable[ i | 0x100 ] = 0x8000;
  5863. shiftTable[ i ] = 24;
  5864. shiftTable[ i | 0x100 ] = 24;
  5865. // small number (denorm)
  5866. } else if ( e < - 14 ) {
  5867. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  5868. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  5869. shiftTable[ i ] = - e - 1;
  5870. shiftTable[ i | 0x100 ] = - e - 1;
  5871. // normal number
  5872. } else if ( e <= 15 ) {
  5873. baseTable[ i ] = ( e + 15 ) << 10;
  5874. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  5875. shiftTable[ i ] = 13;
  5876. shiftTable[ i | 0x100 ] = 13;
  5877. // large number (Infinity, -Infinity)
  5878. } else if ( e < 128 ) {
  5879. baseTable[ i ] = 0x7c00;
  5880. baseTable[ i | 0x100 ] = 0xfc00;
  5881. shiftTable[ i ] = 24;
  5882. shiftTable[ i | 0x100 ] = 24;
  5883. // stay (NaN, Infinity, -Infinity)
  5884. } else {
  5885. baseTable[ i ] = 0x7c00;
  5886. baseTable[ i | 0x100 ] = 0xfc00;
  5887. shiftTable[ i ] = 13;
  5888. shiftTable[ i | 0x100 ] = 13;
  5889. }
  5890. }
  5891. // float16 to float32 helpers
  5892. const mantissaTable = new Uint32Array( 2048 );
  5893. const exponentTable = new Uint32Array( 64 );
  5894. const offsetTable = new Uint32Array( 64 );
  5895. for ( let i = 1; i < 1024; ++ i ) {
  5896. let m = i << 13; // zero pad mantissa bits
  5897. let e = 0; // zero exponent
  5898. // normalized
  5899. while ( ( m & 0x00800000 ) === 0 ) {
  5900. m <<= 1;
  5901. e -= 0x00800000; // decrement exponent
  5902. }
  5903. m &= ~ 0x00800000; // clear leading 1 bit
  5904. e += 0x38800000; // adjust bias
  5905. mantissaTable[ i ] = m | e;
  5906. }
  5907. for ( let i = 1024; i < 2048; ++ i ) {
  5908. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  5909. }
  5910. for ( let i = 1; i < 31; ++ i ) {
  5911. exponentTable[ i ] = i << 23;
  5912. }
  5913. exponentTable[ 31 ] = 0x47800000;
  5914. exponentTable[ 32 ] = 0x80000000;
  5915. for ( let i = 33; i < 63; ++ i ) {
  5916. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  5917. }
  5918. exponentTable[ 63 ] = 0xc7800000;
  5919. for ( let i = 1; i < 64; ++ i ) {
  5920. if ( i !== 32 ) {
  5921. offsetTable[ i ] = 1024;
  5922. }
  5923. }
  5924. return {
  5925. floatView: floatView,
  5926. uint32View: uint32View,
  5927. baseTable: baseTable,
  5928. shiftTable: shiftTable,
  5929. mantissaTable: mantissaTable,
  5930. exponentTable: exponentTable,
  5931. offsetTable: offsetTable
  5932. };
  5933. }
  5934. // float32 to float16
  5935. function toHalfFloat( val ) {
  5936. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  5937. val = clamp$1( val, - 65504, 65504 );
  5938. _tables.floatView[ 0 ] = val;
  5939. const f = _tables.uint32View[ 0 ];
  5940. const e = ( f >> 23 ) & 0x1ff;
  5941. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  5942. }
  5943. // float16 to float32
  5944. function fromHalfFloat( val ) {
  5945. const m = val >> 10;
  5946. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  5947. return _tables.floatView[ 0 ];
  5948. }
  5949. const DataUtils = {
  5950. toHalfFloat: toHalfFloat,
  5951. fromHalfFloat: fromHalfFloat,
  5952. };
  5953. const _vector$9 = /*@__PURE__*/ new Vector3();
  5954. const _vector2$1 = /*@__PURE__*/ new Vector2();
  5955. class BufferAttribute {
  5956. constructor( array, itemSize, normalized = false ) {
  5957. if ( Array.isArray( array ) ) {
  5958. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5959. }
  5960. this.isBufferAttribute = true;
  5961. this.name = '';
  5962. this.array = array;
  5963. this.itemSize = itemSize;
  5964. this.count = array !== undefined ? array.length / itemSize : 0;
  5965. this.normalized = normalized;
  5966. this.usage = StaticDrawUsage;
  5967. this.updateRanges = [];
  5968. this.gpuType = FloatType;
  5969. this.version = 0;
  5970. }
  5971. onUploadCallback() {}
  5972. set needsUpdate( value ) {
  5973. if ( value === true ) this.version ++;
  5974. }
  5975. setUsage( value ) {
  5976. this.usage = value;
  5977. return this;
  5978. }
  5979. addUpdateRange( start, count ) {
  5980. this.updateRanges.push( { start, count } );
  5981. }
  5982. clearUpdateRanges() {
  5983. this.updateRanges.length = 0;
  5984. }
  5985. copy( source ) {
  5986. this.name = source.name;
  5987. this.array = new source.array.constructor( source.array );
  5988. this.itemSize = source.itemSize;
  5989. this.count = source.count;
  5990. this.normalized = source.normalized;
  5991. this.usage = source.usage;
  5992. this.gpuType = source.gpuType;
  5993. return this;
  5994. }
  5995. copyAt( index1, attribute, index2 ) {
  5996. index1 *= this.itemSize;
  5997. index2 *= attribute.itemSize;
  5998. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  5999. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6000. }
  6001. return this;
  6002. }
  6003. copyArray( array ) {
  6004. this.array.set( array );
  6005. return this;
  6006. }
  6007. applyMatrix3( m ) {
  6008. if ( this.itemSize === 2 ) {
  6009. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6010. _vector2$1.fromBufferAttribute( this, i );
  6011. _vector2$1.applyMatrix3( m );
  6012. this.setXY( i, _vector2$1.x, _vector2$1.y );
  6013. }
  6014. } else if ( this.itemSize === 3 ) {
  6015. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6016. _vector$9.fromBufferAttribute( this, i );
  6017. _vector$9.applyMatrix3( m );
  6018. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6019. }
  6020. }
  6021. return this;
  6022. }
  6023. applyMatrix4( m ) {
  6024. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6025. _vector$9.fromBufferAttribute( this, i );
  6026. _vector$9.applyMatrix4( m );
  6027. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6028. }
  6029. return this;
  6030. }
  6031. applyNormalMatrix( m ) {
  6032. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6033. _vector$9.fromBufferAttribute( this, i );
  6034. _vector$9.applyNormalMatrix( m );
  6035. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6036. }
  6037. return this;
  6038. }
  6039. transformDirection( m ) {
  6040. for ( let i = 0, l = this.count; i < l; i ++ ) {
  6041. _vector$9.fromBufferAttribute( this, i );
  6042. _vector$9.transformDirection( m );
  6043. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  6044. }
  6045. return this;
  6046. }
  6047. set( value, offset = 0 ) {
  6048. // Matching BufferAttribute constructor, do not normalize the array.
  6049. this.array.set( value, offset );
  6050. return this;
  6051. }
  6052. getComponent( index, component ) {
  6053. let value = this.array[ index * this.itemSize + component ];
  6054. if ( this.normalized ) value = denormalize( value, this.array );
  6055. return value;
  6056. }
  6057. setComponent( index, component, value ) {
  6058. if ( this.normalized ) value = normalize$1( value, this.array );
  6059. this.array[ index * this.itemSize + component ] = value;
  6060. return this;
  6061. }
  6062. getX( index ) {
  6063. let x = this.array[ index * this.itemSize ];
  6064. if ( this.normalized ) x = denormalize( x, this.array );
  6065. return x;
  6066. }
  6067. setX( index, x ) {
  6068. if ( this.normalized ) x = normalize$1( x, this.array );
  6069. this.array[ index * this.itemSize ] = x;
  6070. return this;
  6071. }
  6072. getY( index ) {
  6073. let y = this.array[ index * this.itemSize + 1 ];
  6074. if ( this.normalized ) y = denormalize( y, this.array );
  6075. return y;
  6076. }
  6077. setY( index, y ) {
  6078. if ( this.normalized ) y = normalize$1( y, this.array );
  6079. this.array[ index * this.itemSize + 1 ] = y;
  6080. return this;
  6081. }
  6082. getZ( index ) {
  6083. let z = this.array[ index * this.itemSize + 2 ];
  6084. if ( this.normalized ) z = denormalize( z, this.array );
  6085. return z;
  6086. }
  6087. setZ( index, z ) {
  6088. if ( this.normalized ) z = normalize$1( z, this.array );
  6089. this.array[ index * this.itemSize + 2 ] = z;
  6090. return this;
  6091. }
  6092. getW( index ) {
  6093. let w = this.array[ index * this.itemSize + 3 ];
  6094. if ( this.normalized ) w = denormalize( w, this.array );
  6095. return w;
  6096. }
  6097. setW( index, w ) {
  6098. if ( this.normalized ) w = normalize$1( w, this.array );
  6099. this.array[ index * this.itemSize + 3 ] = w;
  6100. return this;
  6101. }
  6102. setXY( index, x, y ) {
  6103. index *= this.itemSize;
  6104. if ( this.normalized ) {
  6105. x = normalize$1( x, this.array );
  6106. y = normalize$1( y, this.array );
  6107. }
  6108. this.array[ index + 0 ] = x;
  6109. this.array[ index + 1 ] = y;
  6110. return this;
  6111. }
  6112. setXYZ( index, x, y, z ) {
  6113. index *= this.itemSize;
  6114. if ( this.normalized ) {
  6115. x = normalize$1( x, this.array );
  6116. y = normalize$1( y, this.array );
  6117. z = normalize$1( z, this.array );
  6118. }
  6119. this.array[ index + 0 ] = x;
  6120. this.array[ index + 1 ] = y;
  6121. this.array[ index + 2 ] = z;
  6122. return this;
  6123. }
  6124. setXYZW( index, x, y, z, w ) {
  6125. index *= this.itemSize;
  6126. if ( this.normalized ) {
  6127. x = normalize$1( x, this.array );
  6128. y = normalize$1( y, this.array );
  6129. z = normalize$1( z, this.array );
  6130. w = normalize$1( w, this.array );
  6131. }
  6132. this.array[ index + 0 ] = x;
  6133. this.array[ index + 1 ] = y;
  6134. this.array[ index + 2 ] = z;
  6135. this.array[ index + 3 ] = w;
  6136. return this;
  6137. }
  6138. onUpload( callback ) {
  6139. this.onUploadCallback = callback;
  6140. return this;
  6141. }
  6142. clone() {
  6143. return new this.constructor( this.array, this.itemSize ).copy( this );
  6144. }
  6145. toJSON() {
  6146. const data = {
  6147. itemSize: this.itemSize,
  6148. type: this.array.constructor.name,
  6149. array: Array.from( this.array ),
  6150. normalized: this.normalized
  6151. };
  6152. if ( this.name !== '' ) data.name = this.name;
  6153. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  6154. return data;
  6155. }
  6156. }
  6157. //
  6158. class Int8BufferAttribute extends BufferAttribute {
  6159. constructor( array, itemSize, normalized ) {
  6160. super( new Int8Array( array ), itemSize, normalized );
  6161. }
  6162. }
  6163. class Uint8BufferAttribute extends BufferAttribute {
  6164. constructor( array, itemSize, normalized ) {
  6165. super( new Uint8Array( array ), itemSize, normalized );
  6166. }
  6167. }
  6168. class Uint8ClampedBufferAttribute extends BufferAttribute {
  6169. constructor( array, itemSize, normalized ) {
  6170. super( new Uint8ClampedArray( array ), itemSize, normalized );
  6171. }
  6172. }
  6173. class Int16BufferAttribute extends BufferAttribute {
  6174. constructor( array, itemSize, normalized ) {
  6175. super( new Int16Array( array ), itemSize, normalized );
  6176. }
  6177. }
  6178. class Uint16BufferAttribute extends BufferAttribute {
  6179. constructor( array, itemSize, normalized ) {
  6180. super( new Uint16Array( array ), itemSize, normalized );
  6181. }
  6182. }
  6183. class Int32BufferAttribute extends BufferAttribute {
  6184. constructor( array, itemSize, normalized ) {
  6185. super( new Int32Array( array ), itemSize, normalized );
  6186. }
  6187. }
  6188. class Uint32BufferAttribute extends BufferAttribute {
  6189. constructor( array, itemSize, normalized ) {
  6190. super( new Uint32Array( array ), itemSize, normalized );
  6191. }
  6192. }
  6193. class Float16BufferAttribute extends BufferAttribute {
  6194. constructor( array, itemSize, normalized ) {
  6195. super( new Uint16Array( array ), itemSize, normalized );
  6196. this.isFloat16BufferAttribute = true;
  6197. }
  6198. getX( index ) {
  6199. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  6200. if ( this.normalized ) x = denormalize( x, this.array );
  6201. return x;
  6202. }
  6203. setX( index, x ) {
  6204. if ( this.normalized ) x = normalize$1( x, this.array );
  6205. this.array[ index * this.itemSize ] = toHalfFloat( x );
  6206. return this;
  6207. }
  6208. getY( index ) {
  6209. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  6210. if ( this.normalized ) y = denormalize( y, this.array );
  6211. return y;
  6212. }
  6213. setY( index, y ) {
  6214. if ( this.normalized ) y = normalize$1( y, this.array );
  6215. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  6216. return this;
  6217. }
  6218. getZ( index ) {
  6219. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  6220. if ( this.normalized ) z = denormalize( z, this.array );
  6221. return z;
  6222. }
  6223. setZ( index, z ) {
  6224. if ( this.normalized ) z = normalize$1( z, this.array );
  6225. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  6226. return this;
  6227. }
  6228. getW( index ) {
  6229. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  6230. if ( this.normalized ) w = denormalize( w, this.array );
  6231. return w;
  6232. }
  6233. setW( index, w ) {
  6234. if ( this.normalized ) w = normalize$1( w, this.array );
  6235. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  6236. return this;
  6237. }
  6238. setXY( index, x, y ) {
  6239. index *= this.itemSize;
  6240. if ( this.normalized ) {
  6241. x = normalize$1( x, this.array );
  6242. y = normalize$1( y, this.array );
  6243. }
  6244. this.array[ index + 0 ] = toHalfFloat( x );
  6245. this.array[ index + 1 ] = toHalfFloat( y );
  6246. return this;
  6247. }
  6248. setXYZ( index, x, y, z ) {
  6249. index *= this.itemSize;
  6250. if ( this.normalized ) {
  6251. x = normalize$1( x, this.array );
  6252. y = normalize$1( y, this.array );
  6253. z = normalize$1( z, this.array );
  6254. }
  6255. this.array[ index + 0 ] = toHalfFloat( x );
  6256. this.array[ index + 1 ] = toHalfFloat( y );
  6257. this.array[ index + 2 ] = toHalfFloat( z );
  6258. return this;
  6259. }
  6260. setXYZW( index, x, y, z, w ) {
  6261. index *= this.itemSize;
  6262. if ( this.normalized ) {
  6263. x = normalize$1( x, this.array );
  6264. y = normalize$1( y, this.array );
  6265. z = normalize$1( z, this.array );
  6266. w = normalize$1( w, this.array );
  6267. }
  6268. this.array[ index + 0 ] = toHalfFloat( x );
  6269. this.array[ index + 1 ] = toHalfFloat( y );
  6270. this.array[ index + 2 ] = toHalfFloat( z );
  6271. this.array[ index + 3 ] = toHalfFloat( w );
  6272. return this;
  6273. }
  6274. }
  6275. class Float32BufferAttribute extends BufferAttribute {
  6276. constructor( array, itemSize, normalized ) {
  6277. super( new Float32Array( array ), itemSize, normalized );
  6278. }
  6279. }
  6280. let _id$9 = 0;
  6281. const _m1 = /*@__PURE__*/ new Matrix4();
  6282. const _obj = /*@__PURE__*/ new Object3D();
  6283. const _offset = /*@__PURE__*/ new Vector3();
  6284. const _box$2 = /*@__PURE__*/ new Box3();
  6285. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  6286. const _vector$8 = /*@__PURE__*/ new Vector3();
  6287. class BufferGeometry extends EventDispatcher {
  6288. constructor() {
  6289. super();
  6290. this.isBufferGeometry = true;
  6291. Object.defineProperty( this, 'id', { value: _id$9 ++ } );
  6292. this.uuid = generateUUID();
  6293. this.name = '';
  6294. this.type = 'BufferGeometry';
  6295. this.index = null;
  6296. this.attributes = {};
  6297. this.morphAttributes = {};
  6298. this.morphTargetsRelative = false;
  6299. this.groups = [];
  6300. this.boundingBox = null;
  6301. this.boundingSphere = null;
  6302. this.drawRange = { start: 0, count: Infinity };
  6303. this.userData = {};
  6304. }
  6305. getIndex() {
  6306. return this.index;
  6307. }
  6308. setIndex( index ) {
  6309. if ( Array.isArray( index ) ) {
  6310. this.index = new ( arrayNeedsUint32$1( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6311. } else {
  6312. this.index = index;
  6313. }
  6314. return this;
  6315. }
  6316. getAttribute( name ) {
  6317. return this.attributes[ name ];
  6318. }
  6319. setAttribute( name, attribute ) {
  6320. this.attributes[ name ] = attribute;
  6321. return this;
  6322. }
  6323. deleteAttribute( name ) {
  6324. delete this.attributes[ name ];
  6325. return this;
  6326. }
  6327. hasAttribute( name ) {
  6328. return this.attributes[ name ] !== undefined;
  6329. }
  6330. addGroup( start, count, materialIndex = 0 ) {
  6331. this.groups.push( {
  6332. start: start,
  6333. count: count,
  6334. materialIndex: materialIndex
  6335. } );
  6336. }
  6337. clearGroups() {
  6338. this.groups = [];
  6339. }
  6340. setDrawRange( start, count ) {
  6341. this.drawRange.start = start;
  6342. this.drawRange.count = count;
  6343. }
  6344. applyMatrix4( matrix ) {
  6345. const position = this.attributes.position;
  6346. if ( position !== undefined ) {
  6347. position.applyMatrix4( matrix );
  6348. position.needsUpdate = true;
  6349. }
  6350. const normal = this.attributes.normal;
  6351. if ( normal !== undefined ) {
  6352. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6353. normal.applyNormalMatrix( normalMatrix );
  6354. normal.needsUpdate = true;
  6355. }
  6356. const tangent = this.attributes.tangent;
  6357. if ( tangent !== undefined ) {
  6358. tangent.transformDirection( matrix );
  6359. tangent.needsUpdate = true;
  6360. }
  6361. if ( this.boundingBox !== null ) {
  6362. this.computeBoundingBox();
  6363. }
  6364. if ( this.boundingSphere !== null ) {
  6365. this.computeBoundingSphere();
  6366. }
  6367. return this;
  6368. }
  6369. applyQuaternion( q ) {
  6370. _m1.makeRotationFromQuaternion( q );
  6371. this.applyMatrix4( _m1 );
  6372. return this;
  6373. }
  6374. rotateX( angle ) {
  6375. // rotate geometry around world x-axis
  6376. _m1.makeRotationX( angle );
  6377. this.applyMatrix4( _m1 );
  6378. return this;
  6379. }
  6380. rotateY( angle ) {
  6381. // rotate geometry around world y-axis
  6382. _m1.makeRotationY( angle );
  6383. this.applyMatrix4( _m1 );
  6384. return this;
  6385. }
  6386. rotateZ( angle ) {
  6387. // rotate geometry around world z-axis
  6388. _m1.makeRotationZ( angle );
  6389. this.applyMatrix4( _m1 );
  6390. return this;
  6391. }
  6392. translate( x, y, z ) {
  6393. // translate geometry
  6394. _m1.makeTranslation( x, y, z );
  6395. this.applyMatrix4( _m1 );
  6396. return this;
  6397. }
  6398. scale( x, y, z ) {
  6399. // scale geometry
  6400. _m1.makeScale( x, y, z );
  6401. this.applyMatrix4( _m1 );
  6402. return this;
  6403. }
  6404. lookAt( vector ) {
  6405. _obj.lookAt( vector );
  6406. _obj.updateMatrix();
  6407. this.applyMatrix4( _obj.matrix );
  6408. return this;
  6409. }
  6410. center() {
  6411. this.computeBoundingBox();
  6412. this.boundingBox.getCenter( _offset ).negate();
  6413. this.translate( _offset.x, _offset.y, _offset.z );
  6414. return this;
  6415. }
  6416. setFromPoints( points ) {
  6417. const position = [];
  6418. for ( let i = 0, l = points.length; i < l; i ++ ) {
  6419. const point = points[ i ];
  6420. position.push( point.x, point.y, point.z || 0 );
  6421. }
  6422. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6423. return this;
  6424. }
  6425. computeBoundingBox() {
  6426. if ( this.boundingBox === null ) {
  6427. this.boundingBox = new Box3();
  6428. }
  6429. const position = this.attributes.position;
  6430. const morphAttributesPosition = this.morphAttributes.position;
  6431. if ( position && position.isGLBufferAttribute ) {
  6432. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  6433. this.boundingBox.set(
  6434. new Vector3( - Infinity, - Infinity, - Infinity ),
  6435. new Vector3( + Infinity, + Infinity, + Infinity )
  6436. );
  6437. return;
  6438. }
  6439. if ( position !== undefined ) {
  6440. this.boundingBox.setFromBufferAttribute( position );
  6441. // process morph attributes if present
  6442. if ( morphAttributesPosition ) {
  6443. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6444. const morphAttribute = morphAttributesPosition[ i ];
  6445. _box$2.setFromBufferAttribute( morphAttribute );
  6446. if ( this.morphTargetsRelative ) {
  6447. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  6448. this.boundingBox.expandByPoint( _vector$8 );
  6449. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  6450. this.boundingBox.expandByPoint( _vector$8 );
  6451. } else {
  6452. this.boundingBox.expandByPoint( _box$2.min );
  6453. this.boundingBox.expandByPoint( _box$2.max );
  6454. }
  6455. }
  6456. }
  6457. } else {
  6458. this.boundingBox.makeEmpty();
  6459. }
  6460. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6461. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6462. }
  6463. }
  6464. computeBoundingSphere() {
  6465. if ( this.boundingSphere === null ) {
  6466. this.boundingSphere = new Sphere();
  6467. }
  6468. const position = this.attributes.position;
  6469. const morphAttributesPosition = this.morphAttributes.position;
  6470. if ( position && position.isGLBufferAttribute ) {
  6471. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  6472. this.boundingSphere.set( new Vector3(), Infinity );
  6473. return;
  6474. }
  6475. if ( position ) {
  6476. // first, find the center of the bounding sphere
  6477. const center = this.boundingSphere.center;
  6478. _box$2.setFromBufferAttribute( position );
  6479. // process morph attributes if present
  6480. if ( morphAttributesPosition ) {
  6481. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6482. const morphAttribute = morphAttributesPosition[ i ];
  6483. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6484. if ( this.morphTargetsRelative ) {
  6485. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  6486. _box$2.expandByPoint( _vector$8 );
  6487. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  6488. _box$2.expandByPoint( _vector$8 );
  6489. } else {
  6490. _box$2.expandByPoint( _boxMorphTargets.min );
  6491. _box$2.expandByPoint( _boxMorphTargets.max );
  6492. }
  6493. }
  6494. }
  6495. _box$2.getCenter( center );
  6496. // second, try to find a boundingSphere with a radius smaller than the
  6497. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6498. let maxRadiusSq = 0;
  6499. for ( let i = 0, il = position.count; i < il; i ++ ) {
  6500. _vector$8.fromBufferAttribute( position, i );
  6501. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6502. }
  6503. // process morph attributes if present
  6504. if ( morphAttributesPosition ) {
  6505. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6506. const morphAttribute = morphAttributesPosition[ i ];
  6507. const morphTargetsRelative = this.morphTargetsRelative;
  6508. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6509. _vector$8.fromBufferAttribute( morphAttribute, j );
  6510. if ( morphTargetsRelative ) {
  6511. _offset.fromBufferAttribute( position, j );
  6512. _vector$8.add( _offset );
  6513. }
  6514. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  6515. }
  6516. }
  6517. }
  6518. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6519. if ( isNaN( this.boundingSphere.radius ) ) {
  6520. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6521. }
  6522. }
  6523. }
  6524. computeTangents() {
  6525. const index = this.index;
  6526. const attributes = this.attributes;
  6527. // based on http://www.terathon.com/code/tangent.html
  6528. // (per vertex tangents)
  6529. if ( index === null ||
  6530. attributes.position === undefined ||
  6531. attributes.normal === undefined ||
  6532. attributes.uv === undefined ) {
  6533. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  6534. return;
  6535. }
  6536. const positionAttribute = attributes.position;
  6537. const normalAttribute = attributes.normal;
  6538. const uvAttribute = attributes.uv;
  6539. if ( this.hasAttribute( 'tangent' ) === false ) {
  6540. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  6541. }
  6542. const tangentAttribute = this.getAttribute( 'tangent' );
  6543. const tan1 = [], tan2 = [];
  6544. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  6545. tan1[ i ] = new Vector3();
  6546. tan2[ i ] = new Vector3();
  6547. }
  6548. const vA = new Vector3(),
  6549. vB = new Vector3(),
  6550. vC = new Vector3(),
  6551. uvA = new Vector2(),
  6552. uvB = new Vector2(),
  6553. uvC = new Vector2(),
  6554. sdir = new Vector3(),
  6555. tdir = new Vector3();
  6556. function handleTriangle( a, b, c ) {
  6557. vA.fromBufferAttribute( positionAttribute, a );
  6558. vB.fromBufferAttribute( positionAttribute, b );
  6559. vC.fromBufferAttribute( positionAttribute, c );
  6560. uvA.fromBufferAttribute( uvAttribute, a );
  6561. uvB.fromBufferAttribute( uvAttribute, b );
  6562. uvC.fromBufferAttribute( uvAttribute, c );
  6563. vB.sub( vA );
  6564. vC.sub( vA );
  6565. uvB.sub( uvA );
  6566. uvC.sub( uvA );
  6567. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  6568. // silently ignore degenerate uv triangles having coincident or colinear vertices
  6569. if ( ! isFinite( r ) ) return;
  6570. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  6571. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  6572. tan1[ a ].add( sdir );
  6573. tan1[ b ].add( sdir );
  6574. tan1[ c ].add( sdir );
  6575. tan2[ a ].add( tdir );
  6576. tan2[ b ].add( tdir );
  6577. tan2[ c ].add( tdir );
  6578. }
  6579. let groups = this.groups;
  6580. if ( groups.length === 0 ) {
  6581. groups = [ {
  6582. start: 0,
  6583. count: index.count
  6584. } ];
  6585. }
  6586. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6587. const group = groups[ i ];
  6588. const start = group.start;
  6589. const count = group.count;
  6590. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6591. handleTriangle(
  6592. index.getX( j + 0 ),
  6593. index.getX( j + 1 ),
  6594. index.getX( j + 2 )
  6595. );
  6596. }
  6597. }
  6598. const tmp = new Vector3(), tmp2 = new Vector3();
  6599. const n = new Vector3(), n2 = new Vector3();
  6600. function handleVertex( v ) {
  6601. n.fromBufferAttribute( normalAttribute, v );
  6602. n2.copy( n );
  6603. const t = tan1[ v ];
  6604. // Gram-Schmidt orthogonalize
  6605. tmp.copy( t );
  6606. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6607. // Calculate handedness
  6608. tmp2.crossVectors( n2, t );
  6609. const test = tmp2.dot( tan2[ v ] );
  6610. const w = ( test < 0.0 ) ? - 1.0 : 1.0;
  6611. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  6612. }
  6613. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  6614. const group = groups[ i ];
  6615. const start = group.start;
  6616. const count = group.count;
  6617. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  6618. handleVertex( index.getX( j + 0 ) );
  6619. handleVertex( index.getX( j + 1 ) );
  6620. handleVertex( index.getX( j + 2 ) );
  6621. }
  6622. }
  6623. }
  6624. computeVertexNormals() {
  6625. const index = this.index;
  6626. const positionAttribute = this.getAttribute( 'position' );
  6627. if ( positionAttribute !== undefined ) {
  6628. let normalAttribute = this.getAttribute( 'normal' );
  6629. if ( normalAttribute === undefined ) {
  6630. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6631. this.setAttribute( 'normal', normalAttribute );
  6632. } else {
  6633. // reset existing normals to zero
  6634. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6635. normalAttribute.setXYZ( i, 0, 0, 0 );
  6636. }
  6637. }
  6638. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6639. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6640. const cb = new Vector3(), ab = new Vector3();
  6641. // indexed elements
  6642. if ( index ) {
  6643. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  6644. const vA = index.getX( i + 0 );
  6645. const vB = index.getX( i + 1 );
  6646. const vC = index.getX( i + 2 );
  6647. pA.fromBufferAttribute( positionAttribute, vA );
  6648. pB.fromBufferAttribute( positionAttribute, vB );
  6649. pC.fromBufferAttribute( positionAttribute, vC );
  6650. cb.subVectors( pC, pB );
  6651. ab.subVectors( pA, pB );
  6652. cb.cross( ab );
  6653. nA.fromBufferAttribute( normalAttribute, vA );
  6654. nB.fromBufferAttribute( normalAttribute, vB );
  6655. nC.fromBufferAttribute( normalAttribute, vC );
  6656. nA.add( cb );
  6657. nB.add( cb );
  6658. nC.add( cb );
  6659. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6660. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6661. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6662. }
  6663. } else {
  6664. // non-indexed elements (unconnected triangle soup)
  6665. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  6666. pA.fromBufferAttribute( positionAttribute, i + 0 );
  6667. pB.fromBufferAttribute( positionAttribute, i + 1 );
  6668. pC.fromBufferAttribute( positionAttribute, i + 2 );
  6669. cb.subVectors( pC, pB );
  6670. ab.subVectors( pA, pB );
  6671. cb.cross( ab );
  6672. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  6673. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  6674. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  6675. }
  6676. }
  6677. this.normalizeNormals();
  6678. normalAttribute.needsUpdate = true;
  6679. }
  6680. }
  6681. normalizeNormals() {
  6682. const normals = this.attributes.normal;
  6683. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  6684. _vector$8.fromBufferAttribute( normals, i );
  6685. _vector$8.normalize();
  6686. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  6687. }
  6688. }
  6689. toNonIndexed() {
  6690. function convertBufferAttribute( attribute, indices ) {
  6691. const array = attribute.array;
  6692. const itemSize = attribute.itemSize;
  6693. const normalized = attribute.normalized;
  6694. const array2 = new array.constructor( indices.length * itemSize );
  6695. let index = 0, index2 = 0;
  6696. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  6697. if ( attribute.isInterleavedBufferAttribute ) {
  6698. index = indices[ i ] * attribute.data.stride + attribute.offset;
  6699. } else {
  6700. index = indices[ i ] * itemSize;
  6701. }
  6702. for ( let j = 0; j < itemSize; j ++ ) {
  6703. array2[ index2 ++ ] = array[ index ++ ];
  6704. }
  6705. }
  6706. return new BufferAttribute( array2, itemSize, normalized );
  6707. }
  6708. //
  6709. if ( this.index === null ) {
  6710. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  6711. return this;
  6712. }
  6713. const geometry2 = new BufferGeometry();
  6714. const indices = this.index.array;
  6715. const attributes = this.attributes;
  6716. // attributes
  6717. for ( const name in attributes ) {
  6718. const attribute = attributes[ name ];
  6719. const newAttribute = convertBufferAttribute( attribute, indices );
  6720. geometry2.setAttribute( name, newAttribute );
  6721. }
  6722. // morph attributes
  6723. const morphAttributes = this.morphAttributes;
  6724. for ( const name in morphAttributes ) {
  6725. const morphArray = [];
  6726. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6727. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6728. const attribute = morphAttribute[ i ];
  6729. const newAttribute = convertBufferAttribute( attribute, indices );
  6730. morphArray.push( newAttribute );
  6731. }
  6732. geometry2.morphAttributes[ name ] = morphArray;
  6733. }
  6734. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6735. // groups
  6736. const groups = this.groups;
  6737. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6738. const group = groups[ i ];
  6739. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6740. }
  6741. return geometry2;
  6742. }
  6743. toJSON() {
  6744. const data = {
  6745. metadata: {
  6746. version: 4.6,
  6747. type: 'BufferGeometry',
  6748. generator: 'BufferGeometry.toJSON'
  6749. }
  6750. };
  6751. // standard BufferGeometry serialization
  6752. data.uuid = this.uuid;
  6753. data.type = this.type;
  6754. if ( this.name !== '' ) data.name = this.name;
  6755. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6756. if ( this.parameters !== undefined ) {
  6757. const parameters = this.parameters;
  6758. for ( const key in parameters ) {
  6759. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6760. }
  6761. return data;
  6762. }
  6763. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6764. data.data = { attributes: {} };
  6765. const index = this.index;
  6766. if ( index !== null ) {
  6767. data.data.index = {
  6768. type: index.array.constructor.name,
  6769. array: Array.prototype.slice.call( index.array )
  6770. };
  6771. }
  6772. const attributes = this.attributes;
  6773. for ( const key in attributes ) {
  6774. const attribute = attributes[ key ];
  6775. data.data.attributes[ key ] = attribute.toJSON( data.data );
  6776. }
  6777. const morphAttributes = {};
  6778. let hasMorphAttributes = false;
  6779. for ( const key in this.morphAttributes ) {
  6780. const attributeArray = this.morphAttributes[ key ];
  6781. const array = [];
  6782. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  6783. const attribute = attributeArray[ i ];
  6784. array.push( attribute.toJSON( data.data ) );
  6785. }
  6786. if ( array.length > 0 ) {
  6787. morphAttributes[ key ] = array;
  6788. hasMorphAttributes = true;
  6789. }
  6790. }
  6791. if ( hasMorphAttributes ) {
  6792. data.data.morphAttributes = morphAttributes;
  6793. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6794. }
  6795. const groups = this.groups;
  6796. if ( groups.length > 0 ) {
  6797. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6798. }
  6799. const boundingSphere = this.boundingSphere;
  6800. if ( boundingSphere !== null ) {
  6801. data.data.boundingSphere = {
  6802. center: boundingSphere.center.toArray(),
  6803. radius: boundingSphere.radius
  6804. };
  6805. }
  6806. return data;
  6807. }
  6808. clone() {
  6809. return new this.constructor().copy( this );
  6810. }
  6811. copy( source ) {
  6812. // reset
  6813. this.index = null;
  6814. this.attributes = {};
  6815. this.morphAttributes = {};
  6816. this.groups = [];
  6817. this.boundingBox = null;
  6818. this.boundingSphere = null;
  6819. // used for storing cloned, shared data
  6820. const data = {};
  6821. // name
  6822. this.name = source.name;
  6823. // index
  6824. const index = source.index;
  6825. if ( index !== null ) {
  6826. this.setIndex( index.clone( data ) );
  6827. }
  6828. // attributes
  6829. const attributes = source.attributes;
  6830. for ( const name in attributes ) {
  6831. const attribute = attributes[ name ];
  6832. this.setAttribute( name, attribute.clone( data ) );
  6833. }
  6834. // morph attributes
  6835. const morphAttributes = source.morphAttributes;
  6836. for ( const name in morphAttributes ) {
  6837. const array = [];
  6838. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6839. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6840. array.push( morphAttribute[ i ].clone( data ) );
  6841. }
  6842. this.morphAttributes[ name ] = array;
  6843. }
  6844. this.morphTargetsRelative = source.morphTargetsRelative;
  6845. // groups
  6846. const groups = source.groups;
  6847. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  6848. const group = groups[ i ];
  6849. this.addGroup( group.start, group.count, group.materialIndex );
  6850. }
  6851. // bounding box
  6852. const boundingBox = source.boundingBox;
  6853. if ( boundingBox !== null ) {
  6854. this.boundingBox = boundingBox.clone();
  6855. }
  6856. // bounding sphere
  6857. const boundingSphere = source.boundingSphere;
  6858. if ( boundingSphere !== null ) {
  6859. this.boundingSphere = boundingSphere.clone();
  6860. }
  6861. // draw range
  6862. this.drawRange.start = source.drawRange.start;
  6863. this.drawRange.count = source.drawRange.count;
  6864. // user data
  6865. this.userData = source.userData;
  6866. return this;
  6867. }
  6868. dispose() {
  6869. this.dispatchEvent( { type: 'dispose' } );
  6870. }
  6871. }
  6872. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  6873. const _ray$3 = /*@__PURE__*/ new Ray();
  6874. const _sphere$6 = /*@__PURE__*/ new Sphere();
  6875. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  6876. const _vA$1 = /*@__PURE__*/ new Vector3();
  6877. const _vB$1 = /*@__PURE__*/ new Vector3();
  6878. const _vC$1 = /*@__PURE__*/ new Vector3();
  6879. const _tempA = /*@__PURE__*/ new Vector3();
  6880. const _morphA = /*@__PURE__*/ new Vector3();
  6881. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  6882. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  6883. class Mesh extends Object3D {
  6884. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  6885. super();
  6886. this.isMesh = true;
  6887. this.type = 'Mesh';
  6888. this.geometry = geometry;
  6889. this.material = material;
  6890. this.updateMorphTargets();
  6891. }
  6892. copy( source, recursive ) {
  6893. super.copy( source, recursive );
  6894. if ( source.morphTargetInfluences !== undefined ) {
  6895. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6896. }
  6897. if ( source.morphTargetDictionary !== undefined ) {
  6898. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6899. }
  6900. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  6901. this.geometry = source.geometry;
  6902. return this;
  6903. }
  6904. updateMorphTargets() {
  6905. const geometry = this.geometry;
  6906. const morphAttributes = geometry.morphAttributes;
  6907. const keys = Object.keys( morphAttributes );
  6908. if ( keys.length > 0 ) {
  6909. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  6910. if ( morphAttribute !== undefined ) {
  6911. this.morphTargetInfluences = [];
  6912. this.morphTargetDictionary = {};
  6913. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6914. const name = morphAttribute[ m ].name || String( m );
  6915. this.morphTargetInfluences.push( 0 );
  6916. this.morphTargetDictionary[ name ] = m;
  6917. }
  6918. }
  6919. }
  6920. }
  6921. getVertexPosition( index, target ) {
  6922. const geometry = this.geometry;
  6923. const position = geometry.attributes.position;
  6924. const morphPosition = geometry.morphAttributes.position;
  6925. const morphTargetsRelative = geometry.morphTargetsRelative;
  6926. target.fromBufferAttribute( position, index );
  6927. const morphInfluences = this.morphTargetInfluences;
  6928. if ( morphPosition && morphInfluences ) {
  6929. _morphA.set( 0, 0, 0 );
  6930. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  6931. const influence = morphInfluences[ i ];
  6932. const morphAttribute = morphPosition[ i ];
  6933. if ( influence === 0 ) continue;
  6934. _tempA.fromBufferAttribute( morphAttribute, index );
  6935. if ( morphTargetsRelative ) {
  6936. _morphA.addScaledVector( _tempA, influence );
  6937. } else {
  6938. _morphA.addScaledVector( _tempA.sub( target ), influence );
  6939. }
  6940. }
  6941. target.add( _morphA );
  6942. }
  6943. return target;
  6944. }
  6945. raycast( raycaster, intersects ) {
  6946. const geometry = this.geometry;
  6947. const material = this.material;
  6948. const matrixWorld = this.matrixWorld;
  6949. if ( material === undefined ) return;
  6950. // test with bounding sphere in world space
  6951. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6952. _sphere$6.copy( geometry.boundingSphere );
  6953. _sphere$6.applyMatrix4( matrixWorld );
  6954. // check distance from ray origin to bounding sphere
  6955. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  6956. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  6957. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  6958. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  6959. }
  6960. // convert ray to local space of mesh
  6961. _inverseMatrix$3.copy( matrixWorld ).invert();
  6962. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  6963. // test with bounding box in local space
  6964. if ( geometry.boundingBox !== null ) {
  6965. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  6966. }
  6967. // test for intersections with geometry
  6968. this._computeIntersections( raycaster, intersects, _ray$3 );
  6969. }
  6970. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  6971. let intersection;
  6972. const geometry = this.geometry;
  6973. const material = this.material;
  6974. const index = geometry.index;
  6975. const position = geometry.attributes.position;
  6976. const uv = geometry.attributes.uv;
  6977. const uv1 = geometry.attributes.uv1;
  6978. const normal = geometry.attributes.normal;
  6979. const groups = geometry.groups;
  6980. const drawRange = geometry.drawRange;
  6981. if ( index !== null ) {
  6982. // indexed buffer geometry
  6983. if ( Array.isArray( material ) ) {
  6984. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  6985. const group = groups[ i ];
  6986. const groupMaterial = material[ group.materialIndex ];
  6987. const start = Math.max( group.start, drawRange.start );
  6988. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  6989. for ( let j = start, jl = end; j < jl; j += 3 ) {
  6990. const a = index.getX( j );
  6991. const b = index.getX( j + 1 );
  6992. const c = index.getX( j + 2 );
  6993. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  6994. if ( intersection ) {
  6995. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6996. intersection.face.materialIndex = group.materialIndex;
  6997. intersects.push( intersection );
  6998. }
  6999. }
  7000. }
  7001. } else {
  7002. const start = Math.max( 0, drawRange.start );
  7003. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  7004. for ( let i = start, il = end; i < il; i += 3 ) {
  7005. const a = index.getX( i );
  7006. const b = index.getX( i + 1 );
  7007. const c = index.getX( i + 2 );
  7008. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7009. if ( intersection ) {
  7010. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  7011. intersects.push( intersection );
  7012. }
  7013. }
  7014. }
  7015. } else if ( position !== undefined ) {
  7016. // non-indexed buffer geometry
  7017. if ( Array.isArray( material ) ) {
  7018. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  7019. const group = groups[ i ];
  7020. const groupMaterial = material[ group.materialIndex ];
  7021. const start = Math.max( group.start, drawRange.start );
  7022. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  7023. for ( let j = start, jl = end; j < jl; j += 3 ) {
  7024. const a = j;
  7025. const b = j + 1;
  7026. const c = j + 2;
  7027. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7028. if ( intersection ) {
  7029. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  7030. intersection.face.materialIndex = group.materialIndex;
  7031. intersects.push( intersection );
  7032. }
  7033. }
  7034. }
  7035. } else {
  7036. const start = Math.max( 0, drawRange.start );
  7037. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  7038. for ( let i = start, il = end; i < il; i += 3 ) {
  7039. const a = i;
  7040. const b = i + 1;
  7041. const c = i + 2;
  7042. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  7043. if ( intersection ) {
  7044. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  7045. intersects.push( intersection );
  7046. }
  7047. }
  7048. }
  7049. }
  7050. }
  7051. }
  7052. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  7053. let intersect;
  7054. if ( material.side === BackSide ) {
  7055. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  7056. } else {
  7057. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  7058. }
  7059. if ( intersect === null ) return null;
  7060. _intersectionPointWorld.copy( point );
  7061. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  7062. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  7063. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  7064. return {
  7065. distance: distance,
  7066. point: _intersectionPointWorld.clone(),
  7067. object: object
  7068. };
  7069. }
  7070. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  7071. object.getVertexPosition( a, _vA$1 );
  7072. object.getVertexPosition( b, _vB$1 );
  7073. object.getVertexPosition( c, _vC$1 );
  7074. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  7075. if ( intersection ) {
  7076. const barycoord = new Vector3();
  7077. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  7078. if ( uv ) {
  7079. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  7080. }
  7081. if ( uv1 ) {
  7082. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  7083. }
  7084. if ( normal ) {
  7085. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  7086. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  7087. intersection.normal.multiplyScalar( - 1 );
  7088. }
  7089. }
  7090. const face = {
  7091. a: a,
  7092. b: b,
  7093. c: c,
  7094. normal: new Vector3(),
  7095. materialIndex: 0
  7096. };
  7097. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  7098. intersection.face = face;
  7099. intersection.barycoord = barycoord;
  7100. }
  7101. return intersection;
  7102. }
  7103. class BoxGeometry extends BufferGeometry {
  7104. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  7105. super();
  7106. this.type = 'BoxGeometry';
  7107. this.parameters = {
  7108. width: width,
  7109. height: height,
  7110. depth: depth,
  7111. widthSegments: widthSegments,
  7112. heightSegments: heightSegments,
  7113. depthSegments: depthSegments
  7114. };
  7115. const scope = this;
  7116. // segments
  7117. widthSegments = Math.floor( widthSegments );
  7118. heightSegments = Math.floor( heightSegments );
  7119. depthSegments = Math.floor( depthSegments );
  7120. // buffers
  7121. const indices = [];
  7122. const vertices = [];
  7123. const normals = [];
  7124. const uvs = [];
  7125. // helper variables
  7126. let numberOfVertices = 0;
  7127. let groupStart = 0;
  7128. // build each side of the box geometry
  7129. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7130. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7131. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7132. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7133. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7134. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7135. // build geometry
  7136. this.setIndex( indices );
  7137. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7138. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7139. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7140. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7141. const segmentWidth = width / gridX;
  7142. const segmentHeight = height / gridY;
  7143. const widthHalf = width / 2;
  7144. const heightHalf = height / 2;
  7145. const depthHalf = depth / 2;
  7146. const gridX1 = gridX + 1;
  7147. const gridY1 = gridY + 1;
  7148. let vertexCounter = 0;
  7149. let groupCount = 0;
  7150. const vector = new Vector3();
  7151. // generate vertices, normals and uvs
  7152. for ( let iy = 0; iy < gridY1; iy ++ ) {
  7153. const y = iy * segmentHeight - heightHalf;
  7154. for ( let ix = 0; ix < gridX1; ix ++ ) {
  7155. const x = ix * segmentWidth - widthHalf;
  7156. // set values to correct vector component
  7157. vector[ u ] = x * udir;
  7158. vector[ v ] = y * vdir;
  7159. vector[ w ] = depthHalf;
  7160. // now apply vector to vertex buffer
  7161. vertices.push( vector.x, vector.y, vector.z );
  7162. // set values to correct vector component
  7163. vector[ u ] = 0;
  7164. vector[ v ] = 0;
  7165. vector[ w ] = depth > 0 ? 1 : - 1;
  7166. // now apply vector to normal buffer
  7167. normals.push( vector.x, vector.y, vector.z );
  7168. // uvs
  7169. uvs.push( ix / gridX );
  7170. uvs.push( 1 - ( iy / gridY ) );
  7171. // counters
  7172. vertexCounter += 1;
  7173. }
  7174. }
  7175. // indices
  7176. // 1. you need three indices to draw a single face
  7177. // 2. a single segment consists of two faces
  7178. // 3. so we need to generate six (2*3) indices per segment
  7179. for ( let iy = 0; iy < gridY; iy ++ ) {
  7180. for ( let ix = 0; ix < gridX; ix ++ ) {
  7181. const a = numberOfVertices + ix + gridX1 * iy;
  7182. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7183. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7184. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7185. // faces
  7186. indices.push( a, b, d );
  7187. indices.push( b, c, d );
  7188. // increase counter
  7189. groupCount += 6;
  7190. }
  7191. }
  7192. // add a group to the geometry. this will ensure multi material support
  7193. scope.addGroup( groupStart, groupCount, materialIndex );
  7194. // calculate new start value for groups
  7195. groupStart += groupCount;
  7196. // update total number of vertices
  7197. numberOfVertices += vertexCounter;
  7198. }
  7199. }
  7200. copy( source ) {
  7201. super.copy( source );
  7202. this.parameters = Object.assign( {}, source.parameters );
  7203. return this;
  7204. }
  7205. static fromJSON( data ) {
  7206. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  7207. }
  7208. }
  7209. /**
  7210. * Uniform Utilities
  7211. */
  7212. function cloneUniforms( src ) {
  7213. const dst = {};
  7214. for ( const u in src ) {
  7215. dst[ u ] = {};
  7216. for ( const p in src[ u ] ) {
  7217. const property = src[ u ][ p ];
  7218. if ( property && ( property.isColor ||
  7219. property.isMatrix3 || property.isMatrix4 ||
  7220. property.isVector2 || property.isVector3 || property.isVector4 ||
  7221. property.isTexture || property.isQuaternion ) ) {
  7222. if ( property.isRenderTargetTexture ) {
  7223. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  7224. dst[ u ][ p ] = null;
  7225. } else {
  7226. dst[ u ][ p ] = property.clone();
  7227. }
  7228. } else if ( Array.isArray( property ) ) {
  7229. dst[ u ][ p ] = property.slice();
  7230. } else {
  7231. dst[ u ][ p ] = property;
  7232. }
  7233. }
  7234. }
  7235. return dst;
  7236. }
  7237. function cloneUniformsGroups( src ) {
  7238. const dst = [];
  7239. for ( let u = 0; u < src.length; u ++ ) {
  7240. dst.push( src[ u ].clone() );
  7241. }
  7242. return dst;
  7243. }
  7244. var default_vertex = /* glsl */`
  7245. void main() {
  7246. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  7247. }
  7248. `;
  7249. var default_fragment = /* glsl */`
  7250. void main() {
  7251. gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
  7252. }
  7253. `;
  7254. class ShaderMaterial extends Material {
  7255. constructor( parameters ) {
  7256. super();
  7257. this.isShaderMaterial = true;
  7258. this.type = 'ShaderMaterial';
  7259. this.defines = {};
  7260. this.uniforms = {};
  7261. this.uniformsGroups = [];
  7262. this.vertexShader = default_vertex;
  7263. this.fragmentShader = default_fragment;
  7264. this.linewidth = 1;
  7265. this.wireframe = false;
  7266. this.wireframeLinewidth = 1;
  7267. this.fog = false; // set to use scene fog
  7268. this.lights = false; // set to use scene lights
  7269. this.clipping = false; // set to use user-defined clipping planes
  7270. this.forceSinglePass = true;
  7271. this.extensions = {
  7272. clipCullDistance: false, // set to use vertex shader clipping
  7273. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  7274. };
  7275. // When rendered geometry doesn't include these attributes but the material does,
  7276. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7277. this.defaultAttributeValues = {
  7278. 'color': [ 1, 1, 1 ],
  7279. 'uv': [ 0, 0 ],
  7280. 'uv1': [ 0, 0 ]
  7281. };
  7282. this.index0AttributeName = undefined;
  7283. this.uniformsNeedUpdate = false;
  7284. this.glslVersion = null;
  7285. if ( parameters !== undefined ) {
  7286. this.setValues( parameters );
  7287. }
  7288. }
  7289. copy( source ) {
  7290. super.copy( source );
  7291. this.fragmentShader = source.fragmentShader;
  7292. this.vertexShader = source.vertexShader;
  7293. this.uniforms = cloneUniforms( source.uniforms );
  7294. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  7295. this.defines = Object.assign( {}, source.defines );
  7296. this.wireframe = source.wireframe;
  7297. this.wireframeLinewidth = source.wireframeLinewidth;
  7298. this.fog = source.fog;
  7299. this.lights = source.lights;
  7300. this.clipping = source.clipping;
  7301. this.extensions = Object.assign( {}, source.extensions );
  7302. this.glslVersion = source.glslVersion;
  7303. return this;
  7304. }
  7305. toJSON( meta ) {
  7306. const data = super.toJSON( meta );
  7307. data.glslVersion = this.glslVersion;
  7308. data.uniforms = {};
  7309. for ( const name in this.uniforms ) {
  7310. const uniform = this.uniforms[ name ];
  7311. const value = uniform.value;
  7312. if ( value && value.isTexture ) {
  7313. data.uniforms[ name ] = {
  7314. type: 't',
  7315. value: value.toJSON( meta ).uuid
  7316. };
  7317. } else if ( value && value.isColor ) {
  7318. data.uniforms[ name ] = {
  7319. type: 'c',
  7320. value: value.getHex()
  7321. };
  7322. } else if ( value && value.isVector2 ) {
  7323. data.uniforms[ name ] = {
  7324. type: 'v2',
  7325. value: value.toArray()
  7326. };
  7327. } else if ( value && value.isVector3 ) {
  7328. data.uniforms[ name ] = {
  7329. type: 'v3',
  7330. value: value.toArray()
  7331. };
  7332. } else if ( value && value.isVector4 ) {
  7333. data.uniforms[ name ] = {
  7334. type: 'v4',
  7335. value: value.toArray()
  7336. };
  7337. } else if ( value && value.isMatrix3 ) {
  7338. data.uniforms[ name ] = {
  7339. type: 'm3',
  7340. value: value.toArray()
  7341. };
  7342. } else if ( value && value.isMatrix4 ) {
  7343. data.uniforms[ name ] = {
  7344. type: 'm4',
  7345. value: value.toArray()
  7346. };
  7347. } else {
  7348. data.uniforms[ name ] = {
  7349. value: value
  7350. };
  7351. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7352. }
  7353. }
  7354. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7355. data.vertexShader = this.vertexShader;
  7356. data.fragmentShader = this.fragmentShader;
  7357. data.lights = this.lights;
  7358. data.clipping = this.clipping;
  7359. const extensions = {};
  7360. for ( const key in this.extensions ) {
  7361. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7362. }
  7363. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7364. return data;
  7365. }
  7366. }
  7367. class Camera extends Object3D {
  7368. constructor() {
  7369. super();
  7370. this.isCamera = true;
  7371. this.type = 'Camera';
  7372. this.matrixWorldInverse = new Matrix4();
  7373. this.projectionMatrix = new Matrix4();
  7374. this.projectionMatrixInverse = new Matrix4();
  7375. this.coordinateSystem = WebGLCoordinateSystem;
  7376. }
  7377. copy( source, recursive ) {
  7378. super.copy( source, recursive );
  7379. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7380. this.projectionMatrix.copy( source.projectionMatrix );
  7381. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7382. this.coordinateSystem = source.coordinateSystem;
  7383. return this;
  7384. }
  7385. getWorldDirection( target ) {
  7386. return super.getWorldDirection( target ).negate();
  7387. }
  7388. updateMatrixWorld( force ) {
  7389. super.updateMatrixWorld( force );
  7390. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7391. }
  7392. updateWorldMatrix( updateParents, updateChildren ) {
  7393. super.updateWorldMatrix( updateParents, updateChildren );
  7394. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  7395. }
  7396. clone() {
  7397. return new this.constructor().copy( this );
  7398. }
  7399. }
  7400. const _v3$1 = /*@__PURE__*/ new Vector3();
  7401. const _minTarget = /*@__PURE__*/ new Vector2();
  7402. const _maxTarget = /*@__PURE__*/ new Vector2();
  7403. class PerspectiveCamera extends Camera {
  7404. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  7405. super();
  7406. this.isPerspectiveCamera = true;
  7407. this.type = 'PerspectiveCamera';
  7408. this.fov = fov;
  7409. this.zoom = 1;
  7410. this.near = near;
  7411. this.far = far;
  7412. this.focus = 10;
  7413. this.aspect = aspect;
  7414. this.view = null;
  7415. this.filmGauge = 35; // width of the film (default in millimeters)
  7416. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7417. this.updateProjectionMatrix();
  7418. }
  7419. copy( source, recursive ) {
  7420. super.copy( source, recursive );
  7421. this.fov = source.fov;
  7422. this.zoom = source.zoom;
  7423. this.near = source.near;
  7424. this.far = source.far;
  7425. this.focus = source.focus;
  7426. this.aspect = source.aspect;
  7427. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7428. this.filmGauge = source.filmGauge;
  7429. this.filmOffset = source.filmOffset;
  7430. return this;
  7431. }
  7432. /**
  7433. * Sets the FOV by focal length in respect to the current .filmGauge.
  7434. *
  7435. * The default film gauge is 35, so that the focal length can be specified for
  7436. * a 35mm (full frame) camera.
  7437. *
  7438. * Values for focal length and film gauge must have the same unit.
  7439. */
  7440. setFocalLength( focalLength ) {
  7441. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7442. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7443. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  7444. this.updateProjectionMatrix();
  7445. }
  7446. /**
  7447. * Calculates the focal length from the current .fov and .filmGauge.
  7448. */
  7449. getFocalLength() {
  7450. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  7451. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7452. }
  7453. getEffectiveFOV() {
  7454. return RAD2DEG * 2 * Math.atan(
  7455. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7456. }
  7457. getFilmWidth() {
  7458. // film not completely covered in portrait format (aspect < 1)
  7459. return this.filmGauge * Math.min( this.aspect, 1 );
  7460. }
  7461. getFilmHeight() {
  7462. // film not completely covered in landscape format (aspect > 1)
  7463. return this.filmGauge / Math.max( this.aspect, 1 );
  7464. }
  7465. /**
  7466. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  7467. * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
  7468. */
  7469. getViewBounds( distance, minTarget, maxTarget ) {
  7470. _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7471. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7472. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  7473. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  7474. }
  7475. /**
  7476. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  7477. * Copies the result into the target Vector2, where x is width and y is height.
  7478. */
  7479. getViewSize( distance, target ) {
  7480. this.getViewBounds( distance, _minTarget, _maxTarget );
  7481. return target.subVectors( _maxTarget, _minTarget );
  7482. }
  7483. /**
  7484. * Sets an offset in a larger frustum. This is useful for multi-window or
  7485. * multi-monitor/multi-machine setups.
  7486. *
  7487. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7488. * the monitors are in grid like this
  7489. *
  7490. * +---+---+---+
  7491. * | A | B | C |
  7492. * +---+---+---+
  7493. * | D | E | F |
  7494. * +---+---+---+
  7495. *
  7496. * then for each monitor you would call it like this
  7497. *
  7498. * const w = 1920;
  7499. * const h = 1080;
  7500. * const fullWidth = w * 3;
  7501. * const fullHeight = h * 2;
  7502. *
  7503. * --A--
  7504. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7505. * --B--
  7506. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7507. * --C--
  7508. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7509. * --D--
  7510. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7511. * --E--
  7512. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7513. * --F--
  7514. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7515. *
  7516. * Note there is no reason monitors have to be the same size or in a grid.
  7517. */
  7518. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  7519. this.aspect = fullWidth / fullHeight;
  7520. if ( this.view === null ) {
  7521. this.view = {
  7522. enabled: true,
  7523. fullWidth: 1,
  7524. fullHeight: 1,
  7525. offsetX: 0,
  7526. offsetY: 0,
  7527. width: 1,
  7528. height: 1
  7529. };
  7530. }
  7531. this.view.enabled = true;
  7532. this.view.fullWidth = fullWidth;
  7533. this.view.fullHeight = fullHeight;
  7534. this.view.offsetX = x;
  7535. this.view.offsetY = y;
  7536. this.view.width = width;
  7537. this.view.height = height;
  7538. this.updateProjectionMatrix();
  7539. }
  7540. clearViewOffset() {
  7541. if ( this.view !== null ) {
  7542. this.view.enabled = false;
  7543. }
  7544. this.updateProjectionMatrix();
  7545. }
  7546. updateProjectionMatrix() {
  7547. const near = this.near;
  7548. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  7549. let height = 2 * top;
  7550. let width = this.aspect * height;
  7551. let left = - 0.5 * width;
  7552. const view = this.view;
  7553. if ( this.view !== null && this.view.enabled ) {
  7554. const fullWidth = view.fullWidth,
  7555. fullHeight = view.fullHeight;
  7556. left += view.offsetX * width / fullWidth;
  7557. top -= view.offsetY * height / fullHeight;
  7558. width *= view.width / fullWidth;
  7559. height *= view.height / fullHeight;
  7560. }
  7561. const skew = this.filmOffset;
  7562. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7563. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  7564. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  7565. }
  7566. toJSON( meta ) {
  7567. const data = super.toJSON( meta );
  7568. data.object.fov = this.fov;
  7569. data.object.zoom = this.zoom;
  7570. data.object.near = this.near;
  7571. data.object.far = this.far;
  7572. data.object.focus = this.focus;
  7573. data.object.aspect = this.aspect;
  7574. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7575. data.object.filmGauge = this.filmGauge;
  7576. data.object.filmOffset = this.filmOffset;
  7577. return data;
  7578. }
  7579. }
  7580. const fov = - 90; // negative fov is not an error
  7581. const aspect = 1;
  7582. class CubeCamera extends Object3D {
  7583. constructor( near, far, renderTarget ) {
  7584. super();
  7585. this.type = 'CubeCamera';
  7586. this.renderTarget = renderTarget;
  7587. this.coordinateSystem = null;
  7588. this.activeMipmapLevel = 0;
  7589. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7590. cameraPX.layers = this.layers;
  7591. this.add( cameraPX );
  7592. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7593. cameraNX.layers = this.layers;
  7594. this.add( cameraNX );
  7595. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7596. cameraPY.layers = this.layers;
  7597. this.add( cameraPY );
  7598. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7599. cameraNY.layers = this.layers;
  7600. this.add( cameraNY );
  7601. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7602. cameraPZ.layers = this.layers;
  7603. this.add( cameraPZ );
  7604. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7605. cameraNZ.layers = this.layers;
  7606. this.add( cameraNZ );
  7607. }
  7608. updateCoordinateSystem() {
  7609. const coordinateSystem = this.coordinateSystem;
  7610. const cameras = this.children.concat();
  7611. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  7612. for ( const camera of cameras ) this.remove( camera );
  7613. if ( coordinateSystem === WebGLCoordinateSystem ) {
  7614. cameraPX.up.set( 0, 1, 0 );
  7615. cameraPX.lookAt( 1, 0, 0 );
  7616. cameraNX.up.set( 0, 1, 0 );
  7617. cameraNX.lookAt( - 1, 0, 0 );
  7618. cameraPY.up.set( 0, 0, - 1 );
  7619. cameraPY.lookAt( 0, 1, 0 );
  7620. cameraNY.up.set( 0, 0, 1 );
  7621. cameraNY.lookAt( 0, - 1, 0 );
  7622. cameraPZ.up.set( 0, 1, 0 );
  7623. cameraPZ.lookAt( 0, 0, 1 );
  7624. cameraNZ.up.set( 0, 1, 0 );
  7625. cameraNZ.lookAt( 0, 0, - 1 );
  7626. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  7627. cameraPX.up.set( 0, - 1, 0 );
  7628. cameraPX.lookAt( - 1, 0, 0 );
  7629. cameraNX.up.set( 0, - 1, 0 );
  7630. cameraNX.lookAt( 1, 0, 0 );
  7631. cameraPY.up.set( 0, 0, 1 );
  7632. cameraPY.lookAt( 0, 1, 0 );
  7633. cameraNY.up.set( 0, 0, - 1 );
  7634. cameraNY.lookAt( 0, - 1, 0 );
  7635. cameraPZ.up.set( 0, - 1, 0 );
  7636. cameraPZ.lookAt( 0, 0, 1 );
  7637. cameraNZ.up.set( 0, - 1, 0 );
  7638. cameraNZ.lookAt( 0, 0, - 1 );
  7639. } else {
  7640. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  7641. }
  7642. for ( const camera of cameras ) {
  7643. this.add( camera );
  7644. camera.updateMatrixWorld();
  7645. }
  7646. }
  7647. update( renderer, scene ) {
  7648. if ( this.parent === null ) this.updateMatrixWorld();
  7649. const { renderTarget, activeMipmapLevel } = this;
  7650. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  7651. this.coordinateSystem = renderer.coordinateSystem;
  7652. this.updateCoordinateSystem();
  7653. }
  7654. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  7655. const currentRenderTarget = renderer.getRenderTarget();
  7656. const currentActiveCubeFace = renderer.getActiveCubeFace();
  7657. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  7658. const currentXrEnabled = renderer.xr.enabled;
  7659. renderer.xr.enabled = false;
  7660. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7661. renderTarget.texture.generateMipmaps = false;
  7662. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  7663. renderer.render( scene, cameraPX );
  7664. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  7665. renderer.render( scene, cameraNX );
  7666. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  7667. renderer.render( scene, cameraPY );
  7668. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  7669. renderer.render( scene, cameraNY );
  7670. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  7671. renderer.render( scene, cameraPZ );
  7672. // mipmaps are generated during the last call of render()
  7673. // at this point, all sides of the cube render target are defined
  7674. renderTarget.texture.generateMipmaps = generateMipmaps;
  7675. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  7676. renderer.render( scene, cameraNZ );
  7677. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  7678. renderer.xr.enabled = currentXrEnabled;
  7679. renderTarget.texture.needsPMREMUpdate = true;
  7680. }
  7681. }
  7682. class CubeTexture extends Texture {
  7683. constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  7684. images = images !== undefined ? images : [];
  7685. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7686. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  7687. this.isCubeTexture = true;
  7688. this.flipY = false;
  7689. }
  7690. get images() {
  7691. return this.image;
  7692. }
  7693. set images( value ) {
  7694. this.image = value;
  7695. }
  7696. }
  7697. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7698. constructor( size = 1, options = {} ) {
  7699. super( size, size, options );
  7700. this.isWebGLCubeRenderTarget = true;
  7701. const image = { width: size, height: size, depth: 1 };
  7702. const images = [ image, image, image, image, image, image ];
  7703. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  7704. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7705. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7706. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7707. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7708. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  7709. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  7710. this.texture.isRenderTargetTexture = true;
  7711. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7712. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7713. }
  7714. fromEquirectangularTexture( renderer, texture ) {
  7715. this.texture.type = texture.type;
  7716. this.texture.colorSpace = texture.colorSpace;
  7717. this.texture.generateMipmaps = texture.generateMipmaps;
  7718. this.texture.minFilter = texture.minFilter;
  7719. this.texture.magFilter = texture.magFilter;
  7720. const shader = {
  7721. uniforms: {
  7722. tEquirect: { value: null },
  7723. },
  7724. vertexShader: /* glsl */`
  7725. varying vec3 vWorldDirection;
  7726. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7727. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7728. }
  7729. void main() {
  7730. vWorldDirection = transformDirection( position, modelMatrix );
  7731. #include <begin_vertex>
  7732. #include <project_vertex>
  7733. }
  7734. `,
  7735. fragmentShader: /* glsl */`
  7736. uniform sampler2D tEquirect;
  7737. varying vec3 vWorldDirection;
  7738. #include <common>
  7739. void main() {
  7740. vec3 direction = normalize( vWorldDirection );
  7741. vec2 sampleUV = equirectUv( direction );
  7742. gl_FragColor = texture2D( tEquirect, sampleUV );
  7743. }
  7744. `
  7745. };
  7746. const geometry = new BoxGeometry( 5, 5, 5 );
  7747. const material = new ShaderMaterial( {
  7748. name: 'CubemapFromEquirect',
  7749. uniforms: cloneUniforms( shader.uniforms ),
  7750. vertexShader: shader.vertexShader,
  7751. fragmentShader: shader.fragmentShader,
  7752. side: BackSide,
  7753. blending: NoBlending
  7754. } );
  7755. material.uniforms.tEquirect.value = texture;
  7756. const mesh = new Mesh( geometry, material );
  7757. const currentMinFilter = texture.minFilter;
  7758. // Avoid blurred poles
  7759. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  7760. const camera = new CubeCamera( 1, 10, this );
  7761. camera.update( renderer, mesh );
  7762. texture.minFilter = currentMinFilter;
  7763. mesh.geometry.dispose();
  7764. mesh.material.dispose();
  7765. return this;
  7766. }
  7767. clear( renderer, color, depth, stencil ) {
  7768. const currentRenderTarget = renderer.getRenderTarget();
  7769. for ( let i = 0; i < 6; i ++ ) {
  7770. renderer.setRenderTarget( this, i );
  7771. renderer.clear( color, depth, stencil );
  7772. }
  7773. renderer.setRenderTarget( currentRenderTarget );
  7774. }
  7775. }
  7776. class FogExp2 {
  7777. constructor( color, density = 0.00025 ) {
  7778. this.isFogExp2 = true;
  7779. this.name = '';
  7780. this.color = new Color( color );
  7781. this.density = density;
  7782. }
  7783. clone() {
  7784. return new FogExp2( this.color, this.density );
  7785. }
  7786. toJSON( /* meta */ ) {
  7787. return {
  7788. type: 'FogExp2',
  7789. name: this.name,
  7790. color: this.color.getHex(),
  7791. density: this.density
  7792. };
  7793. }
  7794. }
  7795. class Fog {
  7796. constructor( color, near = 1, far = 1000 ) {
  7797. this.isFog = true;
  7798. this.name = '';
  7799. this.color = new Color( color );
  7800. this.near = near;
  7801. this.far = far;
  7802. }
  7803. clone() {
  7804. return new Fog( this.color, this.near, this.far );
  7805. }
  7806. toJSON( /* meta */ ) {
  7807. return {
  7808. type: 'Fog',
  7809. name: this.name,
  7810. color: this.color.getHex(),
  7811. near: this.near,
  7812. far: this.far
  7813. };
  7814. }
  7815. }
  7816. class Scene extends Object3D {
  7817. constructor() {
  7818. super();
  7819. this.isScene = true;
  7820. this.type = 'Scene';
  7821. this.background = null;
  7822. this.environment = null;
  7823. this.fog = null;
  7824. this.backgroundBlurriness = 0;
  7825. this.backgroundIntensity = 1;
  7826. this.backgroundRotation = new Euler();
  7827. this.environmentIntensity = 1;
  7828. this.environmentRotation = new Euler();
  7829. this.overrideMaterial = null;
  7830. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  7831. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  7832. }
  7833. }
  7834. copy( source, recursive ) {
  7835. super.copy( source, recursive );
  7836. if ( source.background !== null ) this.background = source.background.clone();
  7837. if ( source.environment !== null ) this.environment = source.environment.clone();
  7838. if ( source.fog !== null ) this.fog = source.fog.clone();
  7839. this.backgroundBlurriness = source.backgroundBlurriness;
  7840. this.backgroundIntensity = source.backgroundIntensity;
  7841. this.backgroundRotation.copy( source.backgroundRotation );
  7842. this.environmentIntensity = source.environmentIntensity;
  7843. this.environmentRotation.copy( source.environmentRotation );
  7844. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  7845. this.matrixAutoUpdate = source.matrixAutoUpdate;
  7846. return this;
  7847. }
  7848. toJSON( meta ) {
  7849. const data = super.toJSON( meta );
  7850. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  7851. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  7852. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  7853. data.object.backgroundRotation = this.backgroundRotation.toArray();
  7854. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  7855. data.object.environmentRotation = this.environmentRotation.toArray();
  7856. return data;
  7857. }
  7858. }
  7859. class InterleavedBuffer {
  7860. constructor( array, stride ) {
  7861. this.isInterleavedBuffer = true;
  7862. this.array = array;
  7863. this.stride = stride;
  7864. this.count = array !== undefined ? array.length / stride : 0;
  7865. this.usage = StaticDrawUsage;
  7866. this.updateRanges = [];
  7867. this.version = 0;
  7868. this.uuid = generateUUID();
  7869. }
  7870. onUploadCallback() {}
  7871. set needsUpdate( value ) {
  7872. if ( value === true ) this.version ++;
  7873. }
  7874. setUsage( value ) {
  7875. this.usage = value;
  7876. return this;
  7877. }
  7878. addUpdateRange( start, count ) {
  7879. this.updateRanges.push( { start, count } );
  7880. }
  7881. clearUpdateRanges() {
  7882. this.updateRanges.length = 0;
  7883. }
  7884. copy( source ) {
  7885. this.array = new source.array.constructor( source.array );
  7886. this.count = source.count;
  7887. this.stride = source.stride;
  7888. this.usage = source.usage;
  7889. return this;
  7890. }
  7891. copyAt( index1, attribute, index2 ) {
  7892. index1 *= this.stride;
  7893. index2 *= attribute.stride;
  7894. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  7895. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  7896. }
  7897. return this;
  7898. }
  7899. set( value, offset = 0 ) {
  7900. this.array.set( value, offset );
  7901. return this;
  7902. }
  7903. clone( data ) {
  7904. if ( data.arrayBuffers === undefined ) {
  7905. data.arrayBuffers = {};
  7906. }
  7907. if ( this.array.buffer._uuid === undefined ) {
  7908. this.array.buffer._uuid = generateUUID();
  7909. }
  7910. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7911. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  7912. }
  7913. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  7914. const ib = new this.constructor( array, this.stride );
  7915. ib.setUsage( this.usage );
  7916. return ib;
  7917. }
  7918. onUpload( callback ) {
  7919. this.onUploadCallback = callback;
  7920. return this;
  7921. }
  7922. toJSON( data ) {
  7923. if ( data.arrayBuffers === undefined ) {
  7924. data.arrayBuffers = {};
  7925. }
  7926. // generate UUID for array buffer if necessary
  7927. if ( this.array.buffer._uuid === undefined ) {
  7928. this.array.buffer._uuid = generateUUID();
  7929. }
  7930. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  7931. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  7932. }
  7933. //
  7934. return {
  7935. uuid: this.uuid,
  7936. buffer: this.array.buffer._uuid,
  7937. type: this.array.constructor.name,
  7938. stride: this.stride
  7939. };
  7940. }
  7941. }
  7942. const _vector$7 = /*@__PURE__*/ new Vector3();
  7943. class InterleavedBufferAttribute {
  7944. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  7945. this.isInterleavedBufferAttribute = true;
  7946. this.name = '';
  7947. this.data = interleavedBuffer;
  7948. this.itemSize = itemSize;
  7949. this.offset = offset;
  7950. this.normalized = normalized;
  7951. }
  7952. get count() {
  7953. return this.data.count;
  7954. }
  7955. get array() {
  7956. return this.data.array;
  7957. }
  7958. set needsUpdate( value ) {
  7959. this.data.needsUpdate = value;
  7960. }
  7961. applyMatrix4( m ) {
  7962. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  7963. _vector$7.fromBufferAttribute( this, i );
  7964. _vector$7.applyMatrix4( m );
  7965. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7966. }
  7967. return this;
  7968. }
  7969. applyNormalMatrix( m ) {
  7970. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7971. _vector$7.fromBufferAttribute( this, i );
  7972. _vector$7.applyNormalMatrix( m );
  7973. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7974. }
  7975. return this;
  7976. }
  7977. transformDirection( m ) {
  7978. for ( let i = 0, l = this.count; i < l; i ++ ) {
  7979. _vector$7.fromBufferAttribute( this, i );
  7980. _vector$7.transformDirection( m );
  7981. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  7982. }
  7983. return this;
  7984. }
  7985. getComponent( index, component ) {
  7986. let value = this.array[ index * this.data.stride + this.offset + component ];
  7987. if ( this.normalized ) value = denormalize( value, this.array );
  7988. return value;
  7989. }
  7990. setComponent( index, component, value ) {
  7991. if ( this.normalized ) value = normalize$1( value, this.array );
  7992. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  7993. return this;
  7994. }
  7995. setX( index, x ) {
  7996. if ( this.normalized ) x = normalize$1( x, this.array );
  7997. this.data.array[ index * this.data.stride + this.offset ] = x;
  7998. return this;
  7999. }
  8000. setY( index, y ) {
  8001. if ( this.normalized ) y = normalize$1( y, this.array );
  8002. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  8003. return this;
  8004. }
  8005. setZ( index, z ) {
  8006. if ( this.normalized ) z = normalize$1( z, this.array );
  8007. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  8008. return this;
  8009. }
  8010. setW( index, w ) {
  8011. if ( this.normalized ) w = normalize$1( w, this.array );
  8012. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  8013. return this;
  8014. }
  8015. getX( index ) {
  8016. let x = this.data.array[ index * this.data.stride + this.offset ];
  8017. if ( this.normalized ) x = denormalize( x, this.array );
  8018. return x;
  8019. }
  8020. getY( index ) {
  8021. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  8022. if ( this.normalized ) y = denormalize( y, this.array );
  8023. return y;
  8024. }
  8025. getZ( index ) {
  8026. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  8027. if ( this.normalized ) z = denormalize( z, this.array );
  8028. return z;
  8029. }
  8030. getW( index ) {
  8031. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  8032. if ( this.normalized ) w = denormalize( w, this.array );
  8033. return w;
  8034. }
  8035. setXY( index, x, y ) {
  8036. index = index * this.data.stride + this.offset;
  8037. if ( this.normalized ) {
  8038. x = normalize$1( x, this.array );
  8039. y = normalize$1( y, this.array );
  8040. }
  8041. this.data.array[ index + 0 ] = x;
  8042. this.data.array[ index + 1 ] = y;
  8043. return this;
  8044. }
  8045. setXYZ( index, x, y, z ) {
  8046. index = index * this.data.stride + this.offset;
  8047. if ( this.normalized ) {
  8048. x = normalize$1( x, this.array );
  8049. y = normalize$1( y, this.array );
  8050. z = normalize$1( z, this.array );
  8051. }
  8052. this.data.array[ index + 0 ] = x;
  8053. this.data.array[ index + 1 ] = y;
  8054. this.data.array[ index + 2 ] = z;
  8055. return this;
  8056. }
  8057. setXYZW( index, x, y, z, w ) {
  8058. index = index * this.data.stride + this.offset;
  8059. if ( this.normalized ) {
  8060. x = normalize$1( x, this.array );
  8061. y = normalize$1( y, this.array );
  8062. z = normalize$1( z, this.array );
  8063. w = normalize$1( w, this.array );
  8064. }
  8065. this.data.array[ index + 0 ] = x;
  8066. this.data.array[ index + 1 ] = y;
  8067. this.data.array[ index + 2 ] = z;
  8068. this.data.array[ index + 3 ] = w;
  8069. return this;
  8070. }
  8071. clone( data ) {
  8072. if ( data === undefined ) {
  8073. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  8074. const array = [];
  8075. for ( let i = 0; i < this.count; i ++ ) {
  8076. const index = i * this.data.stride + this.offset;
  8077. for ( let j = 0; j < this.itemSize; j ++ ) {
  8078. array.push( this.data.array[ index + j ] );
  8079. }
  8080. }
  8081. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  8082. } else {
  8083. if ( data.interleavedBuffers === undefined ) {
  8084. data.interleavedBuffers = {};
  8085. }
  8086. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8087. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  8088. }
  8089. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  8090. }
  8091. }
  8092. toJSON( data ) {
  8093. if ( data === undefined ) {
  8094. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  8095. const array = [];
  8096. for ( let i = 0; i < this.count; i ++ ) {
  8097. const index = i * this.data.stride + this.offset;
  8098. for ( let j = 0; j < this.itemSize; j ++ ) {
  8099. array.push( this.data.array[ index + j ] );
  8100. }
  8101. }
  8102. // de-interleave data and save it as an ordinary buffer attribute for now
  8103. return {
  8104. itemSize: this.itemSize,
  8105. type: this.array.constructor.name,
  8106. array: array,
  8107. normalized: this.normalized
  8108. };
  8109. } else {
  8110. // save as true interleaved attribute
  8111. if ( data.interleavedBuffers === undefined ) {
  8112. data.interleavedBuffers = {};
  8113. }
  8114. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  8115. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  8116. }
  8117. return {
  8118. isInterleavedBufferAttribute: true,
  8119. itemSize: this.itemSize,
  8120. data: this.data.uuid,
  8121. offset: this.offset,
  8122. normalized: this.normalized
  8123. };
  8124. }
  8125. }
  8126. }
  8127. class SpriteMaterial extends Material {
  8128. constructor( parameters ) {
  8129. super();
  8130. this.isSpriteMaterial = true;
  8131. this.type = 'SpriteMaterial';
  8132. this.color = new Color( 0xffffff );
  8133. this.map = null;
  8134. this.alphaMap = null;
  8135. this.rotation = 0;
  8136. this.sizeAttenuation = true;
  8137. this.transparent = true;
  8138. this.fog = true;
  8139. this.setValues( parameters );
  8140. }
  8141. copy( source ) {
  8142. super.copy( source );
  8143. this.color.copy( source.color );
  8144. this.map = source.map;
  8145. this.alphaMap = source.alphaMap;
  8146. this.rotation = source.rotation;
  8147. this.sizeAttenuation = source.sizeAttenuation;
  8148. this.fog = source.fog;
  8149. return this;
  8150. }
  8151. }
  8152. let _geometry$1;
  8153. const _intersectPoint = /*@__PURE__*/ new Vector3();
  8154. const _worldScale = /*@__PURE__*/ new Vector3();
  8155. const _mvPosition = /*@__PURE__*/ new Vector3();
  8156. const _alignedPosition = /*@__PURE__*/ new Vector2();
  8157. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  8158. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  8159. const _vA = /*@__PURE__*/ new Vector3();
  8160. const _vB = /*@__PURE__*/ new Vector3();
  8161. const _vC = /*@__PURE__*/ new Vector3();
  8162. const _uvA = /*@__PURE__*/ new Vector2();
  8163. const _uvB = /*@__PURE__*/ new Vector2();
  8164. const _uvC = /*@__PURE__*/ new Vector2();
  8165. class Sprite extends Object3D {
  8166. constructor( material = new SpriteMaterial() ) {
  8167. super();
  8168. this.isSprite = true;
  8169. this.type = 'Sprite';
  8170. if ( _geometry$1 === undefined ) {
  8171. _geometry$1 = new BufferGeometry();
  8172. const float32Array = new Float32Array( [
  8173. - 0.5, - 0.5, 0, 0, 0,
  8174. 0.5, - 0.5, 0, 1, 0,
  8175. 0.5, 0.5, 0, 1, 1,
  8176. - 0.5, 0.5, 0, 0, 1
  8177. ] );
  8178. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  8179. _geometry$1.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  8180. _geometry$1.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  8181. _geometry$1.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  8182. }
  8183. this.geometry = _geometry$1;
  8184. this.material = material;
  8185. this.center = new Vector2( 0.5, 0.5 );
  8186. }
  8187. raycast( raycaster, intersects ) {
  8188. if ( raycaster.camera === null ) {
  8189. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  8190. }
  8191. _worldScale.setFromMatrixScale( this.matrixWorld );
  8192. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  8193. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  8194. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  8195. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  8196. _worldScale.multiplyScalar( - _mvPosition.z );
  8197. }
  8198. const rotation = this.material.rotation;
  8199. let sin, cos;
  8200. if ( rotation !== 0 ) {
  8201. cos = Math.cos( rotation );
  8202. sin = Math.sin( rotation );
  8203. }
  8204. const center = this.center;
  8205. transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8206. transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8207. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8208. _uvA.set( 0, 0 );
  8209. _uvB.set( 1, 0 );
  8210. _uvC.set( 1, 1 );
  8211. // check first triangle
  8212. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  8213. if ( intersect === null ) {
  8214. // check second triangle
  8215. transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  8216. _uvB.set( 0, 1 );
  8217. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  8218. if ( intersect === null ) {
  8219. return;
  8220. }
  8221. }
  8222. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  8223. if ( distance < raycaster.near || distance > raycaster.far ) return;
  8224. intersects.push( {
  8225. distance: distance,
  8226. point: _intersectPoint.clone(),
  8227. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  8228. face: null,
  8229. object: this
  8230. } );
  8231. }
  8232. copy( source, recursive ) {
  8233. super.copy( source, recursive );
  8234. if ( source.center !== undefined ) this.center.copy( source.center );
  8235. this.material = source.material;
  8236. return this;
  8237. }
  8238. }
  8239. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  8240. // compute position in camera space
  8241. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  8242. // to check if rotation is not zero
  8243. if ( sin !== undefined ) {
  8244. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  8245. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  8246. } else {
  8247. _rotatedPosition.copy( _alignedPosition );
  8248. }
  8249. vertexPosition.copy( mvPosition );
  8250. vertexPosition.x += _rotatedPosition.x;
  8251. vertexPosition.y += _rotatedPosition.y;
  8252. // transform to world space
  8253. vertexPosition.applyMatrix4( _viewWorldMatrix );
  8254. }
  8255. const _v1$2 = /*@__PURE__*/ new Vector3();
  8256. const _v2$1 = /*@__PURE__*/ new Vector3();
  8257. class LOD extends Object3D {
  8258. constructor() {
  8259. super();
  8260. this._currentLevel = 0;
  8261. this.type = 'LOD';
  8262. Object.defineProperties( this, {
  8263. levels: {
  8264. enumerable: true,
  8265. value: []
  8266. },
  8267. isLOD: {
  8268. value: true,
  8269. }
  8270. } );
  8271. this.autoUpdate = true;
  8272. }
  8273. copy( source ) {
  8274. super.copy( source, false );
  8275. const levels = source.levels;
  8276. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8277. const level = levels[ i ];
  8278. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  8279. }
  8280. this.autoUpdate = source.autoUpdate;
  8281. return this;
  8282. }
  8283. addLevel( object, distance = 0, hysteresis = 0 ) {
  8284. distance = Math.abs( distance );
  8285. const levels = this.levels;
  8286. let l;
  8287. for ( l = 0; l < levels.length; l ++ ) {
  8288. if ( distance < levels[ l ].distance ) {
  8289. break;
  8290. }
  8291. }
  8292. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  8293. this.add( object );
  8294. return this;
  8295. }
  8296. removeLevel( distance ) {
  8297. const levels = this.levels;
  8298. for ( let i = 0; i < levels.length; i ++ ) {
  8299. if ( levels[ i ].distance === distance ) {
  8300. const removedElements = levels.splice( i, 1 );
  8301. this.remove( removedElements[ 0 ].object );
  8302. return true;
  8303. }
  8304. }
  8305. return false;
  8306. }
  8307. getCurrentLevel() {
  8308. return this._currentLevel;
  8309. }
  8310. getObjectForDistance( distance ) {
  8311. const levels = this.levels;
  8312. if ( levels.length > 0 ) {
  8313. let i, l;
  8314. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8315. let levelDistance = levels[ i ].distance;
  8316. if ( levels[ i ].object.visible ) {
  8317. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8318. }
  8319. if ( distance < levelDistance ) {
  8320. break;
  8321. }
  8322. }
  8323. return levels[ i - 1 ].object;
  8324. }
  8325. return null;
  8326. }
  8327. raycast( raycaster, intersects ) {
  8328. const levels = this.levels;
  8329. if ( levels.length > 0 ) {
  8330. _v1$2.setFromMatrixPosition( this.matrixWorld );
  8331. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  8332. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  8333. }
  8334. }
  8335. update( camera ) {
  8336. const levels = this.levels;
  8337. if ( levels.length > 1 ) {
  8338. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  8339. _v2$1.setFromMatrixPosition( this.matrixWorld );
  8340. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  8341. levels[ 0 ].object.visible = true;
  8342. let i, l;
  8343. for ( i = 1, l = levels.length; i < l; i ++ ) {
  8344. let levelDistance = levels[ i ].distance;
  8345. if ( levels[ i ].object.visible ) {
  8346. levelDistance -= levelDistance * levels[ i ].hysteresis;
  8347. }
  8348. if ( distance >= levelDistance ) {
  8349. levels[ i - 1 ].object.visible = false;
  8350. levels[ i ].object.visible = true;
  8351. } else {
  8352. break;
  8353. }
  8354. }
  8355. this._currentLevel = i - 1;
  8356. for ( ; i < l; i ++ ) {
  8357. levels[ i ].object.visible = false;
  8358. }
  8359. }
  8360. }
  8361. toJSON( meta ) {
  8362. const data = super.toJSON( meta );
  8363. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  8364. data.object.levels = [];
  8365. const levels = this.levels;
  8366. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  8367. const level = levels[ i ];
  8368. data.object.levels.push( {
  8369. object: level.object.uuid,
  8370. distance: level.distance,
  8371. hysteresis: level.hysteresis
  8372. } );
  8373. }
  8374. return data;
  8375. }
  8376. }
  8377. const _basePosition = /*@__PURE__*/ new Vector3();
  8378. const _skinIndex = /*@__PURE__*/ new Vector4();
  8379. const _skinWeight = /*@__PURE__*/ new Vector4();
  8380. const _vector3 = /*@__PURE__*/ new Vector3();
  8381. const _matrix4 = /*@__PURE__*/ new Matrix4();
  8382. const _vertex = /*@__PURE__*/ new Vector3();
  8383. const _sphere$5 = /*@__PURE__*/ new Sphere();
  8384. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  8385. const _ray$2 = /*@__PURE__*/ new Ray();
  8386. class SkinnedMesh extends Mesh {
  8387. constructor( geometry, material ) {
  8388. super( geometry, material );
  8389. this.isSkinnedMesh = true;
  8390. this.type = 'SkinnedMesh';
  8391. this.bindMode = AttachedBindMode;
  8392. this.bindMatrix = new Matrix4();
  8393. this.bindMatrixInverse = new Matrix4();
  8394. this.boundingBox = null;
  8395. this.boundingSphere = null;
  8396. }
  8397. computeBoundingBox() {
  8398. const geometry = this.geometry;
  8399. if ( this.boundingBox === null ) {
  8400. this.boundingBox = new Box3();
  8401. }
  8402. this.boundingBox.makeEmpty();
  8403. const positionAttribute = geometry.getAttribute( 'position' );
  8404. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8405. this.getVertexPosition( i, _vertex );
  8406. this.boundingBox.expandByPoint( _vertex );
  8407. }
  8408. }
  8409. computeBoundingSphere() {
  8410. const geometry = this.geometry;
  8411. if ( this.boundingSphere === null ) {
  8412. this.boundingSphere = new Sphere();
  8413. }
  8414. this.boundingSphere.makeEmpty();
  8415. const positionAttribute = geometry.getAttribute( 'position' );
  8416. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  8417. this.getVertexPosition( i, _vertex );
  8418. this.boundingSphere.expandByPoint( _vertex );
  8419. }
  8420. }
  8421. copy( source, recursive ) {
  8422. super.copy( source, recursive );
  8423. this.bindMode = source.bindMode;
  8424. this.bindMatrix.copy( source.bindMatrix );
  8425. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  8426. this.skeleton = source.skeleton;
  8427. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8428. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8429. return this;
  8430. }
  8431. raycast( raycaster, intersects ) {
  8432. const material = this.material;
  8433. const matrixWorld = this.matrixWorld;
  8434. if ( material === undefined ) return;
  8435. // test with bounding sphere in world space
  8436. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8437. _sphere$5.copy( this.boundingSphere );
  8438. _sphere$5.applyMatrix4( matrixWorld );
  8439. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  8440. // convert ray to local space of skinned mesh
  8441. _inverseMatrix$2.copy( matrixWorld ).invert();
  8442. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  8443. // test with bounding box in local space
  8444. if ( this.boundingBox !== null ) {
  8445. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  8446. }
  8447. // test for intersections with geometry
  8448. this._computeIntersections( raycaster, intersects, _ray$2 );
  8449. }
  8450. getVertexPosition( index, target ) {
  8451. super.getVertexPosition( index, target );
  8452. this.applyBoneTransform( index, target );
  8453. return target;
  8454. }
  8455. bind( skeleton, bindMatrix ) {
  8456. this.skeleton = skeleton;
  8457. if ( bindMatrix === undefined ) {
  8458. this.updateMatrixWorld( true );
  8459. this.skeleton.calculateInverses();
  8460. bindMatrix = this.matrixWorld;
  8461. }
  8462. this.bindMatrix.copy( bindMatrix );
  8463. this.bindMatrixInverse.copy( bindMatrix ).invert();
  8464. }
  8465. pose() {
  8466. this.skeleton.pose();
  8467. }
  8468. normalizeSkinWeights() {
  8469. const vector = new Vector4();
  8470. const skinWeight = this.geometry.attributes.skinWeight;
  8471. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  8472. vector.fromBufferAttribute( skinWeight, i );
  8473. const scale = 1.0 / vector.manhattanLength();
  8474. if ( scale !== Infinity ) {
  8475. vector.multiplyScalar( scale );
  8476. } else {
  8477. vector.set( 1, 0, 0, 0 ); // do something reasonable
  8478. }
  8479. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  8480. }
  8481. }
  8482. updateMatrixWorld( force ) {
  8483. super.updateMatrixWorld( force );
  8484. if ( this.bindMode === AttachedBindMode ) {
  8485. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  8486. } else if ( this.bindMode === DetachedBindMode ) {
  8487. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  8488. } else {
  8489. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  8490. }
  8491. }
  8492. applyBoneTransform( index, vector ) {
  8493. const skeleton = this.skeleton;
  8494. const geometry = this.geometry;
  8495. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  8496. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  8497. _basePosition.copy( vector ).applyMatrix4( this.bindMatrix );
  8498. vector.set( 0, 0, 0 );
  8499. for ( let i = 0; i < 4; i ++ ) {
  8500. const weight = _skinWeight.getComponent( i );
  8501. if ( weight !== 0 ) {
  8502. const boneIndex = _skinIndex.getComponent( i );
  8503. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  8504. vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  8505. }
  8506. }
  8507. return vector.applyMatrix4( this.bindMatrixInverse );
  8508. }
  8509. }
  8510. class Bone extends Object3D {
  8511. constructor() {
  8512. super();
  8513. this.isBone = true;
  8514. this.type = 'Bone';
  8515. }
  8516. }
  8517. class DataTexture extends Texture {
  8518. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  8519. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  8520. this.isDataTexture = true;
  8521. this.image = { data: data, width: width, height: height };
  8522. this.generateMipmaps = false;
  8523. this.flipY = false;
  8524. this.unpackAlignment = 1;
  8525. }
  8526. }
  8527. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  8528. const _identityMatrix$1 = /*@__PURE__*/ new Matrix4();
  8529. class Skeleton {
  8530. constructor( bones = [], boneInverses = [] ) {
  8531. this.uuid = generateUUID();
  8532. this.bones = bones.slice( 0 );
  8533. this.boneInverses = boneInverses;
  8534. this.boneMatrices = null;
  8535. this.boneTexture = null;
  8536. this.init();
  8537. }
  8538. init() {
  8539. const bones = this.bones;
  8540. const boneInverses = this.boneInverses;
  8541. this.boneMatrices = new Float32Array( bones.length * 16 );
  8542. // calculate inverse bone matrices if necessary
  8543. if ( boneInverses.length === 0 ) {
  8544. this.calculateInverses();
  8545. } else {
  8546. // handle special case
  8547. if ( bones.length !== boneInverses.length ) {
  8548. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  8549. this.boneInverses = [];
  8550. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8551. this.boneInverses.push( new Matrix4() );
  8552. }
  8553. }
  8554. }
  8555. }
  8556. calculateInverses() {
  8557. this.boneInverses.length = 0;
  8558. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8559. const inverse = new Matrix4();
  8560. if ( this.bones[ i ] ) {
  8561. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  8562. }
  8563. this.boneInverses.push( inverse );
  8564. }
  8565. }
  8566. pose() {
  8567. // recover the bind-time world matrices
  8568. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8569. const bone = this.bones[ i ];
  8570. if ( bone ) {
  8571. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  8572. }
  8573. }
  8574. // compute the local matrices, positions, rotations and scales
  8575. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8576. const bone = this.bones[ i ];
  8577. if ( bone ) {
  8578. if ( bone.parent && bone.parent.isBone ) {
  8579. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  8580. bone.matrix.multiply( bone.matrixWorld );
  8581. } else {
  8582. bone.matrix.copy( bone.matrixWorld );
  8583. }
  8584. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  8585. }
  8586. }
  8587. }
  8588. update() {
  8589. const bones = this.bones;
  8590. const boneInverses = this.boneInverses;
  8591. const boneMatrices = this.boneMatrices;
  8592. const boneTexture = this.boneTexture;
  8593. // flatten bone matrices to array
  8594. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  8595. // compute the offset between the current and the original transform
  8596. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;
  8597. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  8598. _offsetMatrix.toArray( boneMatrices, i * 16 );
  8599. }
  8600. if ( boneTexture !== null ) {
  8601. boneTexture.needsUpdate = true;
  8602. }
  8603. }
  8604. clone() {
  8605. return new Skeleton( this.bones, this.boneInverses );
  8606. }
  8607. computeBoneTexture() {
  8608. // layout (1 matrix = 4 pixels)
  8609. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8610. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  8611. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  8612. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  8613. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  8614. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  8615. size = Math.ceil( size / 4 ) * 4;
  8616. size = Math.max( size, 4 );
  8617. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  8618. boneMatrices.set( this.boneMatrices ); // copy current values
  8619. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  8620. boneTexture.needsUpdate = true;
  8621. this.boneMatrices = boneMatrices;
  8622. this.boneTexture = boneTexture;
  8623. return this;
  8624. }
  8625. getBoneByName( name ) {
  8626. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  8627. const bone = this.bones[ i ];
  8628. if ( bone.name === name ) {
  8629. return bone;
  8630. }
  8631. }
  8632. return undefined;
  8633. }
  8634. dispose( ) {
  8635. if ( this.boneTexture !== null ) {
  8636. this.boneTexture.dispose();
  8637. this.boneTexture = null;
  8638. }
  8639. }
  8640. fromJSON( json, bones ) {
  8641. this.uuid = json.uuid;
  8642. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  8643. const uuid = json.bones[ i ];
  8644. let bone = bones[ uuid ];
  8645. if ( bone === undefined ) {
  8646. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  8647. bone = new Bone();
  8648. }
  8649. this.bones.push( bone );
  8650. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  8651. }
  8652. this.init();
  8653. return this;
  8654. }
  8655. toJSON() {
  8656. const data = {
  8657. metadata: {
  8658. version: 4.6,
  8659. type: 'Skeleton',
  8660. generator: 'Skeleton.toJSON'
  8661. },
  8662. bones: [],
  8663. boneInverses: []
  8664. };
  8665. data.uuid = this.uuid;
  8666. const bones = this.bones;
  8667. const boneInverses = this.boneInverses;
  8668. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  8669. const bone = bones[ i ];
  8670. data.bones.push( bone.uuid );
  8671. const boneInverse = boneInverses[ i ];
  8672. data.boneInverses.push( boneInverse.toArray() );
  8673. }
  8674. return data;
  8675. }
  8676. }
  8677. class InstancedBufferAttribute extends BufferAttribute {
  8678. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  8679. super( array, itemSize, normalized );
  8680. this.isInstancedBufferAttribute = true;
  8681. this.meshPerAttribute = meshPerAttribute;
  8682. }
  8683. copy( source ) {
  8684. super.copy( source );
  8685. this.meshPerAttribute = source.meshPerAttribute;
  8686. return this;
  8687. }
  8688. toJSON() {
  8689. const data = super.toJSON();
  8690. data.meshPerAttribute = this.meshPerAttribute;
  8691. data.isInstancedBufferAttribute = true;
  8692. return data;
  8693. }
  8694. }
  8695. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  8696. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  8697. const _instanceIntersects = [];
  8698. const _box3 = /*@__PURE__*/ new Box3();
  8699. const _identity = /*@__PURE__*/ new Matrix4();
  8700. const _mesh$1 = /*@__PURE__*/ new Mesh();
  8701. const _sphere$4 = /*@__PURE__*/ new Sphere();
  8702. class InstancedMesh extends Mesh {
  8703. constructor( geometry, material, count ) {
  8704. super( geometry, material );
  8705. this.isInstancedMesh = true;
  8706. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  8707. this.instanceColor = null;
  8708. this.morphTexture = null;
  8709. this.count = count;
  8710. this.boundingBox = null;
  8711. this.boundingSphere = null;
  8712. for ( let i = 0; i < count; i ++ ) {
  8713. this.setMatrixAt( i, _identity );
  8714. }
  8715. }
  8716. computeBoundingBox() {
  8717. const geometry = this.geometry;
  8718. const count = this.count;
  8719. if ( this.boundingBox === null ) {
  8720. this.boundingBox = new Box3();
  8721. }
  8722. if ( geometry.boundingBox === null ) {
  8723. geometry.computeBoundingBox();
  8724. }
  8725. this.boundingBox.makeEmpty();
  8726. for ( let i = 0; i < count; i ++ ) {
  8727. this.getMatrixAt( i, _instanceLocalMatrix );
  8728. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  8729. this.boundingBox.union( _box3 );
  8730. }
  8731. }
  8732. computeBoundingSphere() {
  8733. const geometry = this.geometry;
  8734. const count = this.count;
  8735. if ( this.boundingSphere === null ) {
  8736. this.boundingSphere = new Sphere();
  8737. }
  8738. if ( geometry.boundingSphere === null ) {
  8739. geometry.computeBoundingSphere();
  8740. }
  8741. this.boundingSphere.makeEmpty();
  8742. for ( let i = 0; i < count; i ++ ) {
  8743. this.getMatrixAt( i, _instanceLocalMatrix );
  8744. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  8745. this.boundingSphere.union( _sphere$4 );
  8746. }
  8747. }
  8748. copy( source, recursive ) {
  8749. super.copy( source, recursive );
  8750. this.instanceMatrix.copy( source.instanceMatrix );
  8751. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  8752. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  8753. this.count = source.count;
  8754. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  8755. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  8756. return this;
  8757. }
  8758. getColorAt( index, color ) {
  8759. color.fromArray( this.instanceColor.array, index * 3 );
  8760. }
  8761. getMatrixAt( index, matrix ) {
  8762. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  8763. }
  8764. getMorphAt( index, object ) {
  8765. const objectInfluences = object.morphTargetInfluences;
  8766. const array = this.morphTexture.source.data.data;
  8767. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  8768. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  8769. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8770. objectInfluences[ i ] = array[ dataIndex + i ];
  8771. }
  8772. }
  8773. raycast( raycaster, intersects ) {
  8774. const matrixWorld = this.matrixWorld;
  8775. const raycastTimes = this.count;
  8776. _mesh$1.geometry = this.geometry;
  8777. _mesh$1.material = this.material;
  8778. if ( _mesh$1.material === undefined ) return;
  8779. // test with bounding sphere first
  8780. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  8781. _sphere$4.copy( this.boundingSphere );
  8782. _sphere$4.applyMatrix4( matrixWorld );
  8783. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  8784. // now test each instance
  8785. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  8786. // calculate the world matrix for each instance
  8787. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  8788. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  8789. // the mesh represents this single instance
  8790. _mesh$1.matrixWorld = _instanceWorldMatrix;
  8791. _mesh$1.raycast( raycaster, _instanceIntersects );
  8792. // process the result of raycast
  8793. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  8794. const intersect = _instanceIntersects[ i ];
  8795. intersect.instanceId = instanceId;
  8796. intersect.object = this;
  8797. intersects.push( intersect );
  8798. }
  8799. _instanceIntersects.length = 0;
  8800. }
  8801. }
  8802. setColorAt( index, color ) {
  8803. if ( this.instanceColor === null ) {
  8804. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  8805. }
  8806. color.toArray( this.instanceColor.array, index * 3 );
  8807. }
  8808. setMatrixAt( index, matrix ) {
  8809. matrix.toArray( this.instanceMatrix.array, index * 16 );
  8810. }
  8811. setMorphAt( index, object ) {
  8812. const objectInfluences = object.morphTargetInfluences;
  8813. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  8814. if ( this.morphTexture === null ) {
  8815. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  8816. }
  8817. const array = this.morphTexture.source.data.data;
  8818. let morphInfluencesSum = 0;
  8819. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  8820. morphInfluencesSum += objectInfluences[ i ];
  8821. }
  8822. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  8823. const dataIndex = len * index;
  8824. array[ dataIndex ] = morphBaseInfluence;
  8825. array.set( objectInfluences, dataIndex + 1 );
  8826. }
  8827. updateMorphTargets() {
  8828. }
  8829. dispose() {
  8830. this.dispatchEvent( { type: 'dispose' } );
  8831. if ( this.morphTexture !== null ) {
  8832. this.morphTexture.dispose();
  8833. this.morphTexture = null;
  8834. }
  8835. return this;
  8836. }
  8837. }
  8838. const _vector1 = /*@__PURE__*/ new Vector3();
  8839. const _vector2 = /*@__PURE__*/ new Vector3();
  8840. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  8841. class Plane {
  8842. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  8843. this.isPlane = true;
  8844. // normal is assumed to be normalized
  8845. this.normal = normal;
  8846. this.constant = constant;
  8847. }
  8848. set( normal, constant ) {
  8849. this.normal.copy( normal );
  8850. this.constant = constant;
  8851. return this;
  8852. }
  8853. setComponents( x, y, z, w ) {
  8854. this.normal.set( x, y, z );
  8855. this.constant = w;
  8856. return this;
  8857. }
  8858. setFromNormalAndCoplanarPoint( normal, point ) {
  8859. this.normal.copy( normal );
  8860. this.constant = - point.dot( this.normal );
  8861. return this;
  8862. }
  8863. setFromCoplanarPoints( a, b, c ) {
  8864. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8865. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8866. this.setFromNormalAndCoplanarPoint( normal, a );
  8867. return this;
  8868. }
  8869. copy( plane ) {
  8870. this.normal.copy( plane.normal );
  8871. this.constant = plane.constant;
  8872. return this;
  8873. }
  8874. normalize() {
  8875. // Note: will lead to a divide by zero if the plane is invalid.
  8876. const inverseNormalLength = 1.0 / this.normal.length();
  8877. this.normal.multiplyScalar( inverseNormalLength );
  8878. this.constant *= inverseNormalLength;
  8879. return this;
  8880. }
  8881. negate() {
  8882. this.constant *= - 1;
  8883. this.normal.negate();
  8884. return this;
  8885. }
  8886. distanceToPoint( point ) {
  8887. return this.normal.dot( point ) + this.constant;
  8888. }
  8889. distanceToSphere( sphere ) {
  8890. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8891. }
  8892. projectPoint( point, target ) {
  8893. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  8894. }
  8895. intersectLine( line, target ) {
  8896. const direction = line.delta( _vector1 );
  8897. const denominator = this.normal.dot( direction );
  8898. if ( denominator === 0 ) {
  8899. // line is coplanar, return origin
  8900. if ( this.distanceToPoint( line.start ) === 0 ) {
  8901. return target.copy( line.start );
  8902. }
  8903. // Unsure if this is the correct method to handle this case.
  8904. return null;
  8905. }
  8906. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8907. if ( t < 0 || t > 1 ) {
  8908. return null;
  8909. }
  8910. return target.copy( line.start ).addScaledVector( direction, t );
  8911. }
  8912. intersectsLine( line ) {
  8913. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8914. const startSign = this.distanceToPoint( line.start );
  8915. const endSign = this.distanceToPoint( line.end );
  8916. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8917. }
  8918. intersectsBox( box ) {
  8919. return box.intersectsPlane( this );
  8920. }
  8921. intersectsSphere( sphere ) {
  8922. return sphere.intersectsPlane( this );
  8923. }
  8924. coplanarPoint( target ) {
  8925. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8926. }
  8927. applyMatrix4( matrix, optionalNormalMatrix ) {
  8928. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8929. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8930. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8931. this.constant = - referencePoint.dot( normal );
  8932. return this;
  8933. }
  8934. translate( offset ) {
  8935. this.constant -= offset.dot( this.normal );
  8936. return this;
  8937. }
  8938. equals( plane ) {
  8939. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8940. }
  8941. clone() {
  8942. return new this.constructor().copy( this );
  8943. }
  8944. }
  8945. const _sphere$3 = /*@__PURE__*/ new Sphere();
  8946. const _vector$6 = /*@__PURE__*/ new Vector3();
  8947. class Frustum {
  8948. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  8949. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  8950. }
  8951. set( p0, p1, p2, p3, p4, p5 ) {
  8952. const planes = this.planes;
  8953. planes[ 0 ].copy( p0 );
  8954. planes[ 1 ].copy( p1 );
  8955. planes[ 2 ].copy( p2 );
  8956. planes[ 3 ].copy( p3 );
  8957. planes[ 4 ].copy( p4 );
  8958. planes[ 5 ].copy( p5 );
  8959. return this;
  8960. }
  8961. copy( frustum ) {
  8962. const planes = this.planes;
  8963. for ( let i = 0; i < 6; i ++ ) {
  8964. planes[ i ].copy( frustum.planes[ i ] );
  8965. }
  8966. return this;
  8967. }
  8968. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  8969. const planes = this.planes;
  8970. const me = m.elements;
  8971. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8972. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8973. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8974. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8975. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8976. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8977. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8978. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8979. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8980. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8981. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8982. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8983. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  8984. } else {
  8985. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  8986. }
  8987. return this;
  8988. }
  8989. intersectsObject( object ) {
  8990. if ( object.boundingSphere !== undefined ) {
  8991. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  8992. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  8993. } else {
  8994. const geometry = object.geometry;
  8995. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8996. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8997. }
  8998. return this.intersectsSphere( _sphere$3 );
  8999. }
  9000. intersectsSprite( sprite ) {
  9001. _sphere$3.center.set( 0, 0, 0 );
  9002. _sphere$3.radius = 0.7071067811865476;
  9003. _sphere$3.applyMatrix4( sprite.matrixWorld );
  9004. return this.intersectsSphere( _sphere$3 );
  9005. }
  9006. intersectsSphere( sphere ) {
  9007. const planes = this.planes;
  9008. const center = sphere.center;
  9009. const negRadius = - sphere.radius;
  9010. for ( let i = 0; i < 6; i ++ ) {
  9011. const distance = planes[ i ].distanceToPoint( center );
  9012. if ( distance < negRadius ) {
  9013. return false;
  9014. }
  9015. }
  9016. return true;
  9017. }
  9018. intersectsBox( box ) {
  9019. const planes = this.planes;
  9020. for ( let i = 0; i < 6; i ++ ) {
  9021. const plane = planes[ i ];
  9022. // corner at max distance
  9023. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  9024. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  9025. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  9026. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  9027. return false;
  9028. }
  9029. }
  9030. return true;
  9031. }
  9032. containsPoint( point ) {
  9033. const planes = this.planes;
  9034. for ( let i = 0; i < 6; i ++ ) {
  9035. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  9036. return false;
  9037. }
  9038. }
  9039. return true;
  9040. }
  9041. clone() {
  9042. return new this.constructor().copy( this );
  9043. }
  9044. }
  9045. function sortOpaque( a, b ) {
  9046. return a.z - b.z;
  9047. }
  9048. function sortTransparent( a, b ) {
  9049. return b.z - a.z;
  9050. }
  9051. class MultiDrawRenderList {
  9052. constructor() {
  9053. this.index = 0;
  9054. this.pool = [];
  9055. this.list = [];
  9056. }
  9057. push( drawRange, z, index ) {
  9058. const pool = this.pool;
  9059. const list = this.list;
  9060. if ( this.index >= pool.length ) {
  9061. pool.push( {
  9062. start: - 1,
  9063. count: - 1,
  9064. z: - 1,
  9065. index: - 1,
  9066. } );
  9067. }
  9068. const item = pool[ this.index ];
  9069. list.push( item );
  9070. this.index ++;
  9071. item.start = drawRange.start;
  9072. item.count = drawRange.count;
  9073. item.z = z;
  9074. item.index = index;
  9075. }
  9076. reset() {
  9077. this.list.length = 0;
  9078. this.index = 0;
  9079. }
  9080. }
  9081. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  9082. const _invMatrixWorld = /*@__PURE__*/ new Matrix4();
  9083. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  9084. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  9085. const _projScreenMatrix$3 = /*@__PURE__*/ new Matrix4();
  9086. const _frustum$1 = /*@__PURE__*/ new Frustum();
  9087. const _box$1 = /*@__PURE__*/ new Box3();
  9088. const _sphere$2 = /*@__PURE__*/ new Sphere();
  9089. const _vector$5 = /*@__PURE__*/ new Vector3();
  9090. const _forward = /*@__PURE__*/ new Vector3();
  9091. const _temp = /*@__PURE__*/ new Vector3();
  9092. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  9093. const _mesh = /*@__PURE__*/ new Mesh();
  9094. const _batchIntersects = [];
  9095. // @TODO: SkinnedMesh support?
  9096. // @TODO: geometry.groups support?
  9097. // @TODO: geometry.drawRange support?
  9098. // @TODO: geometry.morphAttributes support?
  9099. // @TODO: Support uniform parameter per geometry
  9100. // @TODO: Add an "optimize" function to pack geometry and remove data gaps
  9101. // copies data from attribute "src" into "target" starting at "targetOffset"
  9102. function copyAttributeData( src, target, targetOffset = 0 ) {
  9103. const itemSize = target.itemSize;
  9104. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  9105. // use the component getters and setters if the array data cannot
  9106. // be copied directly
  9107. const vertexCount = src.count;
  9108. for ( let i = 0; i < vertexCount; i ++ ) {
  9109. for ( let c = 0; c < itemSize; c ++ ) {
  9110. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  9111. }
  9112. }
  9113. } else {
  9114. // faster copy approach using typed array set function
  9115. target.array.set( src.array, targetOffset * itemSize );
  9116. }
  9117. target.needsUpdate = true;
  9118. }
  9119. class BatchedMesh extends Mesh {
  9120. get maxInstanceCount() {
  9121. return this._maxInstanceCount;
  9122. }
  9123. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  9124. super( new BufferGeometry(), material );
  9125. this.isBatchedMesh = true;
  9126. this.perObjectFrustumCulled = true;
  9127. this.sortObjects = true;
  9128. this.boundingBox = null;
  9129. this.boundingSphere = null;
  9130. this.customSort = null;
  9131. // stores visible, active, and geometry id per object
  9132. this._drawInfo = [];
  9133. // geometry information
  9134. this._drawRanges = [];
  9135. this._reservedRanges = [];
  9136. this._bounds = [];
  9137. this._maxInstanceCount = maxInstanceCount;
  9138. this._maxVertexCount = maxVertexCount;
  9139. this._maxIndexCount = maxIndexCount;
  9140. this._geometryInitialized = false;
  9141. this._geometryCount = 0;
  9142. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  9143. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  9144. this._multiDrawCount = 0;
  9145. this._multiDrawInstances = null;
  9146. this._visibilityChanged = true;
  9147. // Local matrix per geometry by using data texture
  9148. this._matricesTexture = null;
  9149. this._indirectTexture = null;
  9150. this._colorsTexture = null;
  9151. this._initMatricesTexture();
  9152. this._initIndirectTexture();
  9153. }
  9154. _initMatricesTexture() {
  9155. // layout (1 matrix = 4 pixels)
  9156. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  9157. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  9158. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  9159. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  9160. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  9161. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  9162. size = Math.ceil( size / 4 ) * 4;
  9163. size = Math.max( size, 4 );
  9164. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  9165. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  9166. this._matricesTexture = matricesTexture;
  9167. }
  9168. _initIndirectTexture() {
  9169. let size = Math.sqrt( this._maxInstanceCount );
  9170. size = Math.ceil( size );
  9171. const indirectArray = new Uint32Array( size * size );
  9172. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  9173. this._indirectTexture = indirectTexture;
  9174. }
  9175. _initColorsTexture() {
  9176. let size = Math.sqrt( this._maxInstanceCount );
  9177. size = Math.ceil( size );
  9178. // 4 floats per RGBA pixel initialized to white
  9179. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  9180. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  9181. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  9182. this._colorsTexture = colorsTexture;
  9183. }
  9184. _initializeGeometry( reference ) {
  9185. const geometry = this.geometry;
  9186. const maxVertexCount = this._maxVertexCount;
  9187. const maxIndexCount = this._maxIndexCount;
  9188. if ( this._geometryInitialized === false ) {
  9189. for ( const attributeName in reference.attributes ) {
  9190. const srcAttribute = reference.getAttribute( attributeName );
  9191. const { array, itemSize, normalized } = srcAttribute;
  9192. const dstArray = new array.constructor( maxVertexCount * itemSize );
  9193. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  9194. geometry.setAttribute( attributeName, dstAttribute );
  9195. }
  9196. if ( reference.getIndex() !== null ) {
  9197. // Reserve last u16 index for primitive restart.
  9198. const indexArray = maxVertexCount > 65535
  9199. ? new Uint32Array( maxIndexCount )
  9200. : new Uint16Array( maxIndexCount );
  9201. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  9202. }
  9203. this._geometryInitialized = true;
  9204. }
  9205. }
  9206. // Make sure the geometry is compatible with the existing combined geometry attributes
  9207. _validateGeometry( geometry ) {
  9208. // check to ensure the geometries are using consistent attributes and indices
  9209. const batchGeometry = this.geometry;
  9210. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  9211. throw new Error( 'BatchedMesh: All geometries must consistently have "index".' );
  9212. }
  9213. for ( const attributeName in batchGeometry.attributes ) {
  9214. if ( ! geometry.hasAttribute( attributeName ) ) {
  9215. throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  9216. }
  9217. const srcAttribute = geometry.getAttribute( attributeName );
  9218. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9219. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  9220. throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  9221. }
  9222. }
  9223. }
  9224. setCustomSort( func ) {
  9225. this.customSort = func;
  9226. return this;
  9227. }
  9228. computeBoundingBox() {
  9229. if ( this.boundingBox === null ) {
  9230. this.boundingBox = new Box3();
  9231. }
  9232. const boundingBox = this.boundingBox;
  9233. const drawInfo = this._drawInfo;
  9234. boundingBox.makeEmpty();
  9235. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9236. if ( drawInfo[ i ].active === false ) continue;
  9237. const geometryId = drawInfo[ i ].geometryIndex;
  9238. this.getMatrixAt( i, _matrix$1 );
  9239. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  9240. boundingBox.union( _box$1 );
  9241. }
  9242. }
  9243. computeBoundingSphere() {
  9244. if ( this.boundingSphere === null ) {
  9245. this.boundingSphere = new Sphere();
  9246. }
  9247. const boundingSphere = this.boundingSphere;
  9248. const drawInfo = this._drawInfo;
  9249. boundingSphere.makeEmpty();
  9250. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9251. if ( drawInfo[ i ].active === false ) continue;
  9252. const geometryId = drawInfo[ i ].geometryIndex;
  9253. this.getMatrixAt( i, _matrix$1 );
  9254. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9255. boundingSphere.union( _sphere$2 );
  9256. }
  9257. }
  9258. addInstance( geometryId ) {
  9259. // ensure we're not over geometry
  9260. if ( this._drawInfo.length >= this._maxInstanceCount ) {
  9261. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9262. }
  9263. this._drawInfo.push( {
  9264. visible: true,
  9265. active: true,
  9266. geometryIndex: geometryId,
  9267. } );
  9268. // initialize the matrix
  9269. const drawId = this._drawInfo.length - 1;
  9270. const matricesTexture = this._matricesTexture;
  9271. const matricesArray = matricesTexture.image.data;
  9272. _identityMatrix.toArray( matricesArray, drawId * 16 );
  9273. matricesTexture.needsUpdate = true;
  9274. const colorsTexture = this._colorsTexture;
  9275. if ( colorsTexture ) {
  9276. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  9277. colorsTexture.needsUpdate = true;
  9278. }
  9279. return drawId;
  9280. }
  9281. addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {
  9282. this._initializeGeometry( geometry );
  9283. this._validateGeometry( geometry );
  9284. // ensure we're not over geometry
  9285. if ( this._drawInfo.length >= this._maxInstanceCount ) {
  9286. throw new Error( 'BatchedMesh: Maximum item count reached.' );
  9287. }
  9288. // get the necessary range fo the geometry
  9289. const reservedRange = {
  9290. vertexStart: - 1,
  9291. vertexCount: - 1,
  9292. indexStart: - 1,
  9293. indexCount: - 1,
  9294. };
  9295. let lastRange = null;
  9296. const reservedRanges = this._reservedRanges;
  9297. const drawRanges = this._drawRanges;
  9298. const bounds = this._bounds;
  9299. if ( this._geometryCount !== 0 ) {
  9300. lastRange = reservedRanges[ reservedRanges.length - 1 ];
  9301. }
  9302. if ( vertexCount === - 1 ) {
  9303. reservedRange.vertexCount = geometry.getAttribute( 'position' ).count;
  9304. } else {
  9305. reservedRange.vertexCount = vertexCount;
  9306. }
  9307. if ( lastRange === null ) {
  9308. reservedRange.vertexStart = 0;
  9309. } else {
  9310. reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;
  9311. }
  9312. const index = geometry.getIndex();
  9313. const hasIndex = index !== null;
  9314. if ( hasIndex ) {
  9315. if ( indexCount === - 1 ) {
  9316. reservedRange.indexCount = index.count;
  9317. } else {
  9318. reservedRange.indexCount = indexCount;
  9319. }
  9320. if ( lastRange === null ) {
  9321. reservedRange.indexStart = 0;
  9322. } else {
  9323. reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;
  9324. }
  9325. }
  9326. if (
  9327. reservedRange.indexStart !== - 1 &&
  9328. reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||
  9329. reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount
  9330. ) {
  9331. throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  9332. }
  9333. // update id
  9334. const geometryId = this._geometryCount;
  9335. this._geometryCount ++;
  9336. // add the reserved range and draw range objects
  9337. reservedRanges.push( reservedRange );
  9338. drawRanges.push( {
  9339. start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,
  9340. count: - 1
  9341. } );
  9342. bounds.push( {
  9343. boxInitialized: false,
  9344. box: new Box3(),
  9345. sphereInitialized: false,
  9346. sphere: new Sphere()
  9347. } );
  9348. // update the geometry
  9349. this.setGeometryAt( geometryId, geometry );
  9350. return geometryId;
  9351. }
  9352. setGeometryAt( geometryId, geometry ) {
  9353. if ( geometryId >= this._geometryCount ) {
  9354. throw new Error( 'BatchedMesh: Maximum geometry count reached.' );
  9355. }
  9356. this._validateGeometry( geometry );
  9357. const batchGeometry = this.geometry;
  9358. const hasIndex = batchGeometry.getIndex() !== null;
  9359. const dstIndex = batchGeometry.getIndex();
  9360. const srcIndex = geometry.getIndex();
  9361. const reservedRange = this._reservedRanges[ geometryId ];
  9362. if (
  9363. hasIndex &&
  9364. srcIndex.count > reservedRange.indexCount ||
  9365. geometry.attributes.position.count > reservedRange.vertexCount
  9366. ) {
  9367. throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );
  9368. }
  9369. // copy geometry over
  9370. const vertexStart = reservedRange.vertexStart;
  9371. const vertexCount = reservedRange.vertexCount;
  9372. for ( const attributeName in batchGeometry.attributes ) {
  9373. // copy attribute data
  9374. const srcAttribute = geometry.getAttribute( attributeName );
  9375. const dstAttribute = batchGeometry.getAttribute( attributeName );
  9376. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  9377. // fill the rest in with zeroes
  9378. const itemSize = srcAttribute.itemSize;
  9379. for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {
  9380. const index = vertexStart + i;
  9381. for ( let c = 0; c < itemSize; c ++ ) {
  9382. dstAttribute.setComponent( index, c, 0 );
  9383. }
  9384. }
  9385. dstAttribute.needsUpdate = true;
  9386. dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );
  9387. }
  9388. // copy index
  9389. if ( hasIndex ) {
  9390. const indexStart = reservedRange.indexStart;
  9391. // copy index data over
  9392. for ( let i = 0; i < srcIndex.count; i ++ ) {
  9393. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  9394. }
  9395. // fill the rest in with zeroes
  9396. for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {
  9397. dstIndex.setX( indexStart + i, vertexStart );
  9398. }
  9399. dstIndex.needsUpdate = true;
  9400. dstIndex.addUpdateRange( indexStart, reservedRange.indexCount );
  9401. }
  9402. // store the bounding boxes
  9403. const bound = this._bounds[ geometryId ];
  9404. if ( geometry.boundingBox !== null ) {
  9405. bound.box.copy( geometry.boundingBox );
  9406. bound.boxInitialized = true;
  9407. } else {
  9408. bound.boxInitialized = false;
  9409. }
  9410. if ( geometry.boundingSphere !== null ) {
  9411. bound.sphere.copy( geometry.boundingSphere );
  9412. bound.sphereInitialized = true;
  9413. } else {
  9414. bound.sphereInitialized = false;
  9415. }
  9416. // set drawRange count
  9417. const drawRange = this._drawRanges[ geometryId ];
  9418. const posAttr = geometry.getAttribute( 'position' );
  9419. drawRange.count = hasIndex ? srcIndex.count : posAttr.count;
  9420. this._visibilityChanged = true;
  9421. return geometryId;
  9422. }
  9423. /*
  9424. deleteGeometry( geometryId ) {
  9425. // TODO: delete geometry and associated instances
  9426. }
  9427. */
  9428. /*
  9429. deleteInstance( instanceId ) {
  9430. // Note: User needs to call optimize() afterward to pack the data.
  9431. const drawInfo = this._drawInfo;
  9432. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9433. return this;
  9434. }
  9435. drawInfo[ instanceId ].active = false;
  9436. this._visibilityChanged = true;
  9437. return this;
  9438. }
  9439. */
  9440. // get bounding box and compute it if it doesn't exist
  9441. getBoundingBoxAt( geometryId, target ) {
  9442. if ( geometryId >= this._geometryCount ) {
  9443. return null;
  9444. }
  9445. // compute bounding box
  9446. const bound = this._bounds[ geometryId ];
  9447. const box = bound.box;
  9448. const geometry = this.geometry;
  9449. if ( bound.boxInitialized === false ) {
  9450. box.makeEmpty();
  9451. const index = geometry.index;
  9452. const position = geometry.attributes.position;
  9453. const drawRange = this._drawRanges[ geometryId ];
  9454. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9455. let iv = i;
  9456. if ( index ) {
  9457. iv = index.getX( iv );
  9458. }
  9459. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  9460. }
  9461. bound.boxInitialized = true;
  9462. }
  9463. target.copy( box );
  9464. return target;
  9465. }
  9466. // get bounding sphere and compute it if it doesn't exist
  9467. getBoundingSphereAt( geometryId, target ) {
  9468. if ( geometryId >= this._geometryCount ) {
  9469. return null;
  9470. }
  9471. // compute bounding sphere
  9472. const bound = this._bounds[ geometryId ];
  9473. const sphere = bound.sphere;
  9474. const geometry = this.geometry;
  9475. if ( bound.sphereInitialized === false ) {
  9476. sphere.makeEmpty();
  9477. this.getBoundingBoxAt( geometryId, _box$1 );
  9478. _box$1.getCenter( sphere.center );
  9479. const index = geometry.index;
  9480. const position = geometry.attributes.position;
  9481. const drawRange = this._drawRanges[ geometryId ];
  9482. let maxRadiusSq = 0;
  9483. for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {
  9484. let iv = i;
  9485. if ( index ) {
  9486. iv = index.getX( iv );
  9487. }
  9488. _vector$5.fromBufferAttribute( position, iv );
  9489. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  9490. }
  9491. sphere.radius = Math.sqrt( maxRadiusSq );
  9492. bound.sphereInitialized = true;
  9493. }
  9494. target.copy( sphere );
  9495. return target;
  9496. }
  9497. setMatrixAt( instanceId, matrix ) {
  9498. // @TODO: Map geometryId to index of the arrays because
  9499. // optimize() can make geometryId mismatch the index
  9500. const drawInfo = this._drawInfo;
  9501. const matricesTexture = this._matricesTexture;
  9502. const matricesArray = this._matricesTexture.image.data;
  9503. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9504. return this;
  9505. }
  9506. matrix.toArray( matricesArray, instanceId * 16 );
  9507. matricesTexture.needsUpdate = true;
  9508. return this;
  9509. }
  9510. getMatrixAt( instanceId, matrix ) {
  9511. const drawInfo = this._drawInfo;
  9512. const matricesArray = this._matricesTexture.image.data;
  9513. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9514. return null;
  9515. }
  9516. return matrix.fromArray( matricesArray, instanceId * 16 );
  9517. }
  9518. setColorAt( instanceId, color ) {
  9519. if ( this._colorsTexture === null ) {
  9520. this._initColorsTexture();
  9521. }
  9522. // @TODO: Map id to index of the arrays because
  9523. // optimize() can make id mismatch the index
  9524. const colorsTexture = this._colorsTexture;
  9525. const colorsArray = this._colorsTexture.image.data;
  9526. const drawInfo = this._drawInfo;
  9527. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9528. return this;
  9529. }
  9530. color.toArray( colorsArray, instanceId * 4 );
  9531. colorsTexture.needsUpdate = true;
  9532. return this;
  9533. }
  9534. getColorAt( instanceId, color ) {
  9535. const colorsArray = this._colorsTexture.image.data;
  9536. const drawInfo = this._drawInfo;
  9537. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9538. return null;
  9539. }
  9540. return color.fromArray( colorsArray, instanceId * 4 );
  9541. }
  9542. setVisibleAt( instanceId, value ) {
  9543. // if the geometry is out of range, not active, or visibility state
  9544. // does not change then return early
  9545. const drawInfo = this._drawInfo;
  9546. if (
  9547. instanceId >= drawInfo.length ||
  9548. drawInfo[ instanceId ].active === false ||
  9549. drawInfo[ instanceId ].visible === value
  9550. ) {
  9551. return this;
  9552. }
  9553. drawInfo[ instanceId ].visible = value;
  9554. this._visibilityChanged = true;
  9555. return this;
  9556. }
  9557. getVisibleAt( instanceId ) {
  9558. // return early if the geometry is out of range or not active
  9559. const drawInfo = this._drawInfo;
  9560. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9561. return false;
  9562. }
  9563. return drawInfo[ instanceId ].visible;
  9564. }
  9565. setGeometryIdAt( instanceId, geometryId ) {
  9566. // return early if the geometry is out of range or not active
  9567. const drawInfo = this._drawInfo;
  9568. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9569. return null;
  9570. }
  9571. // check if the provided geometryId is within the valid range
  9572. if ( geometryId < 0 || geometryId >= this._geometryCount ) {
  9573. return null;
  9574. }
  9575. drawInfo[ instanceId ].geometryIndex = geometryId;
  9576. return this;
  9577. }
  9578. getGeometryIdAt( instanceId ) {
  9579. const drawInfo = this._drawInfo;
  9580. if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) {
  9581. return - 1;
  9582. }
  9583. return drawInfo[ instanceId ].geometryIndex;
  9584. }
  9585. raycast( raycaster, intersects ) {
  9586. const drawInfo = this._drawInfo;
  9587. const drawRanges = this._drawRanges;
  9588. const matrixWorld = this.matrixWorld;
  9589. const batchGeometry = this.geometry;
  9590. // iterate over each geometry
  9591. _mesh.material = this.material;
  9592. _mesh.geometry.index = batchGeometry.index;
  9593. _mesh.geometry.attributes = batchGeometry.attributes;
  9594. if ( _mesh.geometry.boundingBox === null ) {
  9595. _mesh.geometry.boundingBox = new Box3();
  9596. }
  9597. if ( _mesh.geometry.boundingSphere === null ) {
  9598. _mesh.geometry.boundingSphere = new Sphere();
  9599. }
  9600. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9601. if ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) {
  9602. continue;
  9603. }
  9604. const geometryId = drawInfo[ i ].geometryIndex;
  9605. const drawRange = drawRanges[ geometryId ];
  9606. _mesh.geometry.setDrawRange( drawRange.start, drawRange.count );
  9607. // ge the intersects
  9608. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  9609. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  9610. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  9611. _mesh.raycast( raycaster, _batchIntersects );
  9612. // add batch id to the intersects
  9613. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  9614. const intersect = _batchIntersects[ j ];
  9615. intersect.object = this;
  9616. intersect.batchId = i;
  9617. intersects.push( intersect );
  9618. }
  9619. _batchIntersects.length = 0;
  9620. }
  9621. _mesh.material = null;
  9622. _mesh.geometry.index = null;
  9623. _mesh.geometry.attributes = {};
  9624. _mesh.geometry.setDrawRange( 0, Infinity );
  9625. }
  9626. copy( source ) {
  9627. super.copy( source );
  9628. this.geometry = source.geometry.clone();
  9629. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  9630. this.sortObjects = source.sortObjects;
  9631. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  9632. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  9633. this._drawRanges = source._drawRanges.map( range => ( { ...range } ) );
  9634. this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );
  9635. this._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) );
  9636. this._bounds = source._bounds.map( bound => ( {
  9637. boxInitialized: bound.boxInitialized,
  9638. box: bound.box.clone(),
  9639. sphereInitialized: bound.sphereInitialized,
  9640. sphere: bound.sphere.clone()
  9641. } ) );
  9642. this._maxInstanceCount = source._maxInstanceCount;
  9643. this._maxVertexCount = source._maxVertexCount;
  9644. this._maxIndexCount = source._maxIndexCount;
  9645. this._geometryInitialized = source._geometryInitialized;
  9646. this._geometryCount = source._geometryCount;
  9647. this._multiDrawCounts = source._multiDrawCounts.slice();
  9648. this._multiDrawStarts = source._multiDrawStarts.slice();
  9649. this._matricesTexture = source._matricesTexture.clone();
  9650. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  9651. if ( this._colorsTexture !== null ) {
  9652. this._colorsTexture = source._colorsTexture.clone();
  9653. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  9654. }
  9655. return this;
  9656. }
  9657. dispose() {
  9658. // Assuming the geometry is not shared with other meshes
  9659. this.geometry.dispose();
  9660. this._matricesTexture.dispose();
  9661. this._matricesTexture = null;
  9662. this._indirectTexture.dispose();
  9663. this._indirectTexture = null;
  9664. if ( this._colorsTexture !== null ) {
  9665. this._colorsTexture.dispose();
  9666. this._colorsTexture = null;
  9667. }
  9668. return this;
  9669. }
  9670. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  9671. // if visibility has not changed and frustum culling and object sorting is not required
  9672. // then skip iterating over all items
  9673. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  9674. return;
  9675. }
  9676. // the indexed version of the multi draw function requires specifying the start
  9677. // offset in bytes.
  9678. const index = geometry.getIndex();
  9679. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  9680. const drawInfo = this._drawInfo;
  9681. const multiDrawStarts = this._multiDrawStarts;
  9682. const multiDrawCounts = this._multiDrawCounts;
  9683. const drawRanges = this._drawRanges;
  9684. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  9685. const indirectTexture = this._indirectTexture;
  9686. const indirectArray = indirectTexture.image.data;
  9687. // prepare the frustum in the local frame
  9688. if ( perObjectFrustumCulled ) {
  9689. _projScreenMatrix$3
  9690. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  9691. .multiply( this.matrixWorld );
  9692. _frustum$1.setFromProjectionMatrix(
  9693. _projScreenMatrix$3,
  9694. renderer.coordinateSystem
  9695. );
  9696. }
  9697. let count = 0;
  9698. if ( this.sortObjects ) {
  9699. // get the camera position in the local frame
  9700. _invMatrixWorld.copy( this.matrixWorld ).invert();
  9701. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );
  9702. _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld );
  9703. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9704. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9705. const geometryId = drawInfo[ i ].geometryIndex;
  9706. // get the bounds in world space
  9707. this.getMatrixAt( i, _matrix$1 );
  9708. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9709. // determine whether the batched geometry is within the frustum
  9710. let culled = false;
  9711. if ( perObjectFrustumCulled ) {
  9712. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9713. }
  9714. if ( ! culled ) {
  9715. // get the distance from camera used for sorting
  9716. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  9717. _renderList.push( drawRanges[ geometryId ], z, i );
  9718. }
  9719. }
  9720. }
  9721. // Sort the draw ranges and prep for rendering
  9722. const list = _renderList.list;
  9723. const customSort = this.customSort;
  9724. if ( customSort === null ) {
  9725. list.sort( material.transparent ? sortTransparent : sortOpaque );
  9726. } else {
  9727. customSort.call( this, list, camera );
  9728. }
  9729. for ( let i = 0, l = list.length; i < l; i ++ ) {
  9730. const item = list[ i ];
  9731. multiDrawStarts[ count ] = item.start * bytesPerElement;
  9732. multiDrawCounts[ count ] = item.count;
  9733. indirectArray[ count ] = item.index;
  9734. count ++;
  9735. }
  9736. _renderList.reset();
  9737. } else {
  9738. for ( let i = 0, l = drawInfo.length; i < l; i ++ ) {
  9739. if ( drawInfo[ i ].visible && drawInfo[ i ].active ) {
  9740. const geometryId = drawInfo[ i ].geometryIndex;
  9741. // determine whether the batched geometry is within the frustum
  9742. let culled = false;
  9743. if ( perObjectFrustumCulled ) {
  9744. // get the bounds in world space
  9745. this.getMatrixAt( i, _matrix$1 );
  9746. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  9747. culled = ! _frustum$1.intersectsSphere( _sphere$2 );
  9748. }
  9749. if ( ! culled ) {
  9750. const range = drawRanges[ geometryId ];
  9751. multiDrawStarts[ count ] = range.start * bytesPerElement;
  9752. multiDrawCounts[ count ] = range.count;
  9753. indirectArray[ count ] = i;
  9754. count ++;
  9755. }
  9756. }
  9757. }
  9758. }
  9759. indirectTexture.needsUpdate = true;
  9760. this._multiDrawCount = count;
  9761. this._visibilityChanged = false;
  9762. }
  9763. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  9764. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  9765. }
  9766. }
  9767. class LineBasicMaterial extends Material {
  9768. constructor( parameters ) {
  9769. super();
  9770. this.isLineBasicMaterial = true;
  9771. this.type = 'LineBasicMaterial';
  9772. this.color = new Color( 0xffffff );
  9773. this.map = null;
  9774. this.linewidth = 1;
  9775. this.linecap = 'round';
  9776. this.linejoin = 'round';
  9777. this.fog = true;
  9778. this.setValues( parameters );
  9779. }
  9780. copy( source ) {
  9781. super.copy( source );
  9782. this.color.copy( source.color );
  9783. this.map = source.map;
  9784. this.linewidth = source.linewidth;
  9785. this.linecap = source.linecap;
  9786. this.linejoin = source.linejoin;
  9787. this.fog = source.fog;
  9788. return this;
  9789. }
  9790. }
  9791. const _vStart = /*@__PURE__*/ new Vector3();
  9792. const _vEnd = /*@__PURE__*/ new Vector3();
  9793. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  9794. const _ray$1 = /*@__PURE__*/ new Ray();
  9795. const _sphere$1 = /*@__PURE__*/ new Sphere();
  9796. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  9797. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  9798. class Line extends Object3D {
  9799. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  9800. super();
  9801. this.isLine = true;
  9802. this.type = 'Line';
  9803. this.geometry = geometry;
  9804. this.material = material;
  9805. this.updateMorphTargets();
  9806. }
  9807. copy( source, recursive ) {
  9808. super.copy( source, recursive );
  9809. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  9810. this.geometry = source.geometry;
  9811. return this;
  9812. }
  9813. computeLineDistances() {
  9814. const geometry = this.geometry;
  9815. // we assume non-indexed geometry
  9816. if ( geometry.index === null ) {
  9817. const positionAttribute = geometry.attributes.position;
  9818. const lineDistances = [ 0 ];
  9819. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  9820. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  9821. _vEnd.fromBufferAttribute( positionAttribute, i );
  9822. lineDistances[ i ] = lineDistances[ i - 1 ];
  9823. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  9824. }
  9825. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9826. } else {
  9827. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9828. }
  9829. return this;
  9830. }
  9831. raycast( raycaster, intersects ) {
  9832. const geometry = this.geometry;
  9833. const matrixWorld = this.matrixWorld;
  9834. const threshold = raycaster.params.Line.threshold;
  9835. const drawRange = geometry.drawRange;
  9836. // Checking boundingSphere distance to ray
  9837. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  9838. _sphere$1.copy( geometry.boundingSphere );
  9839. _sphere$1.applyMatrix4( matrixWorld );
  9840. _sphere$1.radius += threshold;
  9841. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  9842. //
  9843. _inverseMatrix$1.copy( matrixWorld ).invert();
  9844. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  9845. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  9846. const localThresholdSq = localThreshold * localThreshold;
  9847. const step = this.isLineSegments ? 2 : 1;
  9848. const index = geometry.index;
  9849. const attributes = geometry.attributes;
  9850. const positionAttribute = attributes.position;
  9851. if ( index !== null ) {
  9852. const start = Math.max( 0, drawRange.start );
  9853. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  9854. for ( let i = start, l = end - 1; i < l; i += step ) {
  9855. const a = index.getX( i );
  9856. const b = index.getX( i + 1 );
  9857. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9858. if ( intersect ) {
  9859. intersects.push( intersect );
  9860. }
  9861. }
  9862. if ( this.isLineLoop ) {
  9863. const a = index.getX( end - 1 );
  9864. const b = index.getX( start );
  9865. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
  9866. if ( intersect ) {
  9867. intersects.push( intersect );
  9868. }
  9869. }
  9870. } else {
  9871. const start = Math.max( 0, drawRange.start );
  9872. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  9873. for ( let i = start, l = end - 1; i < l; i += step ) {
  9874. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );
  9875. if ( intersect ) {
  9876. intersects.push( intersect );
  9877. }
  9878. }
  9879. if ( this.isLineLoop ) {
  9880. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );
  9881. if ( intersect ) {
  9882. intersects.push( intersect );
  9883. }
  9884. }
  9885. }
  9886. }
  9887. updateMorphTargets() {
  9888. const geometry = this.geometry;
  9889. const morphAttributes = geometry.morphAttributes;
  9890. const keys = Object.keys( morphAttributes );
  9891. if ( keys.length > 0 ) {
  9892. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  9893. if ( morphAttribute !== undefined ) {
  9894. this.morphTargetInfluences = [];
  9895. this.morphTargetDictionary = {};
  9896. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  9897. const name = morphAttribute[ m ].name || String( m );
  9898. this.morphTargetInfluences.push( 0 );
  9899. this.morphTargetDictionary[ name ] = m;
  9900. }
  9901. }
  9902. }
  9903. }
  9904. }
  9905. function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {
  9906. const positionAttribute = object.geometry.attributes.position;
  9907. _vStart.fromBufferAttribute( positionAttribute, a );
  9908. _vEnd.fromBufferAttribute( positionAttribute, b );
  9909. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  9910. if ( distSq > thresholdSq ) return;
  9911. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  9912. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  9913. if ( distance < raycaster.near || distance > raycaster.far ) return;
  9914. return {
  9915. distance: distance,
  9916. // What do we want? intersection point on the ray or on the segment??
  9917. // point: raycaster.ray.at( distance ),
  9918. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  9919. index: a,
  9920. face: null,
  9921. faceIndex: null,
  9922. barycoord: null,
  9923. object: object
  9924. };
  9925. }
  9926. const _start = /*@__PURE__*/ new Vector3();
  9927. const _end = /*@__PURE__*/ new Vector3();
  9928. class LineSegments extends Line {
  9929. constructor( geometry, material ) {
  9930. super( geometry, material );
  9931. this.isLineSegments = true;
  9932. this.type = 'LineSegments';
  9933. }
  9934. computeLineDistances() {
  9935. const geometry = this.geometry;
  9936. // we assume non-indexed geometry
  9937. if ( geometry.index === null ) {
  9938. const positionAttribute = geometry.attributes.position;
  9939. const lineDistances = [];
  9940. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  9941. _start.fromBufferAttribute( positionAttribute, i );
  9942. _end.fromBufferAttribute( positionAttribute, i + 1 );
  9943. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  9944. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  9945. }
  9946. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  9947. } else {
  9948. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  9949. }
  9950. return this;
  9951. }
  9952. }
  9953. class LineLoop extends Line {
  9954. constructor( geometry, material ) {
  9955. super( geometry, material );
  9956. this.isLineLoop = true;
  9957. this.type = 'LineLoop';
  9958. }
  9959. }
  9960. class PointsMaterial extends Material {
  9961. constructor( parameters ) {
  9962. super();
  9963. this.isPointsMaterial = true;
  9964. this.type = 'PointsMaterial';
  9965. this.color = new Color( 0xffffff );
  9966. this.map = null;
  9967. this.alphaMap = null;
  9968. this.size = 1;
  9969. this.sizeAttenuation = true;
  9970. this.fog = true;
  9971. this.setValues( parameters );
  9972. }
  9973. copy( source ) {
  9974. super.copy( source );
  9975. this.color.copy( source.color );
  9976. this.map = source.map;
  9977. this.alphaMap = source.alphaMap;
  9978. this.size = source.size;
  9979. this.sizeAttenuation = source.sizeAttenuation;
  9980. this.fog = source.fog;
  9981. return this;
  9982. }
  9983. }
  9984. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  9985. const _ray = /*@__PURE__*/ new Ray();
  9986. const _sphere = /*@__PURE__*/ new Sphere();
  9987. const _position$2 = /*@__PURE__*/ new Vector3();
  9988. class Points extends Object3D {
  9989. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  9990. super();
  9991. this.isPoints = true;
  9992. this.type = 'Points';
  9993. this.geometry = geometry;
  9994. this.material = material;
  9995. this.updateMorphTargets();
  9996. }
  9997. copy( source, recursive ) {
  9998. super.copy( source, recursive );
  9999. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  10000. this.geometry = source.geometry;
  10001. return this;
  10002. }
  10003. raycast( raycaster, intersects ) {
  10004. const geometry = this.geometry;
  10005. const matrixWorld = this.matrixWorld;
  10006. const threshold = raycaster.params.Points.threshold;
  10007. const drawRange = geometry.drawRange;
  10008. // Checking boundingSphere distance to ray
  10009. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  10010. _sphere.copy( geometry.boundingSphere );
  10011. _sphere.applyMatrix4( matrixWorld );
  10012. _sphere.radius += threshold;
  10013. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  10014. //
  10015. _inverseMatrix.copy( matrixWorld ).invert();
  10016. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  10017. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  10018. const localThresholdSq = localThreshold * localThreshold;
  10019. const index = geometry.index;
  10020. const attributes = geometry.attributes;
  10021. const positionAttribute = attributes.position;
  10022. if ( index !== null ) {
  10023. const start = Math.max( 0, drawRange.start );
  10024. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  10025. for ( let i = start, il = end; i < il; i ++ ) {
  10026. const a = index.getX( i );
  10027. _position$2.fromBufferAttribute( positionAttribute, a );
  10028. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10029. }
  10030. } else {
  10031. const start = Math.max( 0, drawRange.start );
  10032. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  10033. for ( let i = start, l = end; i < l; i ++ ) {
  10034. _position$2.fromBufferAttribute( positionAttribute, i );
  10035. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  10036. }
  10037. }
  10038. }
  10039. updateMorphTargets() {
  10040. const geometry = this.geometry;
  10041. const morphAttributes = geometry.morphAttributes;
  10042. const keys = Object.keys( morphAttributes );
  10043. if ( keys.length > 0 ) {
  10044. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  10045. if ( morphAttribute !== undefined ) {
  10046. this.morphTargetInfluences = [];
  10047. this.morphTargetDictionary = {};
  10048. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  10049. const name = morphAttribute[ m ].name || String( m );
  10050. this.morphTargetInfluences.push( 0 );
  10051. this.morphTargetDictionary[ name ] = m;
  10052. }
  10053. }
  10054. }
  10055. }
  10056. }
  10057. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  10058. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  10059. if ( rayPointDistanceSq < localThresholdSq ) {
  10060. const intersectPoint = new Vector3();
  10061. _ray.closestPointToPoint( point, intersectPoint );
  10062. intersectPoint.applyMatrix4( matrixWorld );
  10063. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  10064. if ( distance < raycaster.near || distance > raycaster.far ) return;
  10065. intersects.push( {
  10066. distance: distance,
  10067. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  10068. point: intersectPoint,
  10069. index: index,
  10070. face: null,
  10071. faceIndex: null,
  10072. barycoord: null,
  10073. object: object
  10074. } );
  10075. }
  10076. }
  10077. class Group extends Object3D {
  10078. constructor() {
  10079. super();
  10080. this.isGroup = true;
  10081. this.type = 'Group';
  10082. }
  10083. }
  10084. class VideoTexture extends Texture {
  10085. constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10086. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10087. this.isVideoTexture = true;
  10088. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  10089. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  10090. this.generateMipmaps = false;
  10091. const scope = this;
  10092. function updateVideo() {
  10093. scope.needsUpdate = true;
  10094. video.requestVideoFrameCallback( updateVideo );
  10095. }
  10096. if ( 'requestVideoFrameCallback' in video ) {
  10097. video.requestVideoFrameCallback( updateVideo );
  10098. }
  10099. }
  10100. clone() {
  10101. return new this.constructor( this.image ).copy( this );
  10102. }
  10103. update() {
  10104. const video = this.image;
  10105. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  10106. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  10107. this.needsUpdate = true;
  10108. }
  10109. }
  10110. }
  10111. class FramebufferTexture extends Texture {
  10112. constructor( width, height ) {
  10113. super( { width, height } );
  10114. this.isFramebufferTexture = true;
  10115. this.magFilter = NearestFilter;
  10116. this.minFilter = NearestFilter;
  10117. this.generateMipmaps = false;
  10118. this.needsUpdate = true;
  10119. }
  10120. }
  10121. class CompressedTexture extends Texture {
  10122. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  10123. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  10124. this.isCompressedTexture = true;
  10125. this.image = { width: width, height: height };
  10126. this.mipmaps = mipmaps;
  10127. // no flipping for cube textures
  10128. // (also flipping doesn't work for compressed textures )
  10129. this.flipY = false;
  10130. // can't generate mipmaps for compressed textures
  10131. // mips must be embedded in DDS files
  10132. this.generateMipmaps = false;
  10133. }
  10134. }
  10135. class CompressedArrayTexture extends CompressedTexture {
  10136. constructor( mipmaps, width, height, depth, format, type ) {
  10137. super( mipmaps, width, height, format, type );
  10138. this.isCompressedArrayTexture = true;
  10139. this.image.depth = depth;
  10140. this.wrapR = ClampToEdgeWrapping;
  10141. this.layerUpdates = new Set();
  10142. }
  10143. addLayerUpdate( layerIndex ) {
  10144. this.layerUpdates.add( layerIndex );
  10145. }
  10146. clearLayerUpdates() {
  10147. this.layerUpdates.clear();
  10148. }
  10149. }
  10150. class CompressedCubeTexture extends CompressedTexture {
  10151. constructor( images, format, type ) {
  10152. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  10153. this.isCompressedCubeTexture = true;
  10154. this.isCubeTexture = true;
  10155. this.image = images;
  10156. }
  10157. }
  10158. class CanvasTexture extends Texture {
  10159. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  10160. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10161. this.isCanvasTexture = true;
  10162. this.needsUpdate = true;
  10163. }
  10164. }
  10165. class DepthTexture extends Texture {
  10166. constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {
  10167. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  10168. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  10169. }
  10170. if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
  10171. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  10172. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  10173. this.isDepthTexture = true;
  10174. this.image = { width: width, height: height };
  10175. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  10176. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  10177. this.flipY = false;
  10178. this.generateMipmaps = false;
  10179. this.compareFunction = null;
  10180. }
  10181. copy( source ) {
  10182. super.copy( source );
  10183. this.compareFunction = source.compareFunction;
  10184. return this;
  10185. }
  10186. toJSON( meta ) {
  10187. const data = super.toJSON( meta );
  10188. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  10189. return data;
  10190. }
  10191. }
  10192. /**
  10193. * Extensible curve object.
  10194. *
  10195. * Some common of curve methods:
  10196. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  10197. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  10198. * .getPoints(), .getSpacedPoints()
  10199. * .getLength()
  10200. * .updateArcLengths()
  10201. *
  10202. * This following curves inherit from THREE.Curve:
  10203. *
  10204. * -- 2D curves --
  10205. * THREE.ArcCurve
  10206. * THREE.CubicBezierCurve
  10207. * THREE.EllipseCurve
  10208. * THREE.LineCurve
  10209. * THREE.QuadraticBezierCurve
  10210. * THREE.SplineCurve
  10211. *
  10212. * -- 3D curves --
  10213. * THREE.CatmullRomCurve3
  10214. * THREE.CubicBezierCurve3
  10215. * THREE.LineCurve3
  10216. * THREE.QuadraticBezierCurve3
  10217. *
  10218. * A series of curves can be represented as a THREE.CurvePath.
  10219. *
  10220. **/
  10221. class Curve {
  10222. constructor() {
  10223. this.type = 'Curve';
  10224. this.arcLengthDivisions = 200;
  10225. }
  10226. // Virtual base class method to overwrite and implement in subclasses
  10227. // - t [0 .. 1]
  10228. getPoint( /* t, optionalTarget */ ) {
  10229. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  10230. return null;
  10231. }
  10232. // Get point at relative position in curve according to arc length
  10233. // - u [0 .. 1]
  10234. getPointAt( u, optionalTarget ) {
  10235. const t = this.getUtoTmapping( u );
  10236. return this.getPoint( t, optionalTarget );
  10237. }
  10238. // Get sequence of points using getPoint( t )
  10239. getPoints( divisions = 5 ) {
  10240. const points = [];
  10241. for ( let d = 0; d <= divisions; d ++ ) {
  10242. points.push( this.getPoint( d / divisions ) );
  10243. }
  10244. return points;
  10245. }
  10246. // Get sequence of points using getPointAt( u )
  10247. getSpacedPoints( divisions = 5 ) {
  10248. const points = [];
  10249. for ( let d = 0; d <= divisions; d ++ ) {
  10250. points.push( this.getPointAt( d / divisions ) );
  10251. }
  10252. return points;
  10253. }
  10254. // Get total curve arc length
  10255. getLength() {
  10256. const lengths = this.getLengths();
  10257. return lengths[ lengths.length - 1 ];
  10258. }
  10259. // Get list of cumulative segment lengths
  10260. getLengths( divisions = this.arcLengthDivisions ) {
  10261. if ( this.cacheArcLengths &&
  10262. ( this.cacheArcLengths.length === divisions + 1 ) &&
  10263. ! this.needsUpdate ) {
  10264. return this.cacheArcLengths;
  10265. }
  10266. this.needsUpdate = false;
  10267. const cache = [];
  10268. let current, last = this.getPoint( 0 );
  10269. let sum = 0;
  10270. cache.push( 0 );
  10271. for ( let p = 1; p <= divisions; p ++ ) {
  10272. current = this.getPoint( p / divisions );
  10273. sum += current.distanceTo( last );
  10274. cache.push( sum );
  10275. last = current;
  10276. }
  10277. this.cacheArcLengths = cache;
  10278. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  10279. }
  10280. updateArcLengths() {
  10281. this.needsUpdate = true;
  10282. this.getLengths();
  10283. }
  10284. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  10285. getUtoTmapping( u, distance ) {
  10286. const arcLengths = this.getLengths();
  10287. let i = 0;
  10288. const il = arcLengths.length;
  10289. let targetArcLength; // The targeted u distance value to get
  10290. if ( distance ) {
  10291. targetArcLength = distance;
  10292. } else {
  10293. targetArcLength = u * arcLengths[ il - 1 ];
  10294. }
  10295. // binary search for the index with largest value smaller than target u distance
  10296. let low = 0, high = il - 1, comparison;
  10297. while ( low <= high ) {
  10298. 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
  10299. comparison = arcLengths[ i ] - targetArcLength;
  10300. if ( comparison < 0 ) {
  10301. low = i + 1;
  10302. } else if ( comparison > 0 ) {
  10303. high = i - 1;
  10304. } else {
  10305. high = i;
  10306. break;
  10307. // DONE
  10308. }
  10309. }
  10310. i = high;
  10311. if ( arcLengths[ i ] === targetArcLength ) {
  10312. return i / ( il - 1 );
  10313. }
  10314. // we could get finer grain at lengths, or use simple interpolation between two points
  10315. const lengthBefore = arcLengths[ i ];
  10316. const lengthAfter = arcLengths[ i + 1 ];
  10317. const segmentLength = lengthAfter - lengthBefore;
  10318. // determine where we are between the 'before' and 'after' points
  10319. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  10320. // add that fractional amount to t
  10321. const t = ( i + segmentFraction ) / ( il - 1 );
  10322. return t;
  10323. }
  10324. // Returns a unit vector tangent at t
  10325. // In case any sub curve does not implement its tangent derivation,
  10326. // 2 points a small delta apart will be used to find its gradient
  10327. // which seems to give a reasonable approximation
  10328. getTangent( t, optionalTarget ) {
  10329. const delta = 0.0001;
  10330. let t1 = t - delta;
  10331. let t2 = t + delta;
  10332. // Capping in case of danger
  10333. if ( t1 < 0 ) t1 = 0;
  10334. if ( t2 > 1 ) t2 = 1;
  10335. const pt1 = this.getPoint( t1 );
  10336. const pt2 = this.getPoint( t2 );
  10337. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  10338. tangent.copy( pt2 ).sub( pt1 ).normalize();
  10339. return tangent;
  10340. }
  10341. getTangentAt( u, optionalTarget ) {
  10342. const t = this.getUtoTmapping( u );
  10343. return this.getTangent( t, optionalTarget );
  10344. }
  10345. computeFrenetFrames( segments, closed ) {
  10346. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  10347. const normal = new Vector3();
  10348. const tangents = [];
  10349. const normals = [];
  10350. const binormals = [];
  10351. const vec = new Vector3();
  10352. const mat = new Matrix4();
  10353. // compute the tangent vectors for each segment on the curve
  10354. for ( let i = 0; i <= segments; i ++ ) {
  10355. const u = i / segments;
  10356. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  10357. }
  10358. // select an initial normal vector perpendicular to the first tangent vector,
  10359. // and in the direction of the minimum tangent xyz component
  10360. normals[ 0 ] = new Vector3();
  10361. binormals[ 0 ] = new Vector3();
  10362. let min = Number.MAX_VALUE;
  10363. const tx = Math.abs( tangents[ 0 ].x );
  10364. const ty = Math.abs( tangents[ 0 ].y );
  10365. const tz = Math.abs( tangents[ 0 ].z );
  10366. if ( tx <= min ) {
  10367. min = tx;
  10368. normal.set( 1, 0, 0 );
  10369. }
  10370. if ( ty <= min ) {
  10371. min = ty;
  10372. normal.set( 0, 1, 0 );
  10373. }
  10374. if ( tz <= min ) {
  10375. normal.set( 0, 0, 1 );
  10376. }
  10377. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  10378. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  10379. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  10380. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  10381. for ( let i = 1; i <= segments; i ++ ) {
  10382. normals[ i ] = normals[ i - 1 ].clone();
  10383. binormals[ i ] = binormals[ i - 1 ].clone();
  10384. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  10385. if ( vec.length() > Number.EPSILON ) {
  10386. vec.normalize();
  10387. const theta = Math.acos( clamp$1( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  10388. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  10389. }
  10390. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10391. }
  10392. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  10393. if ( closed === true ) {
  10394. let theta = Math.acos( clamp$1( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  10395. theta /= segments;
  10396. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  10397. theta = - theta;
  10398. }
  10399. for ( let i = 1; i <= segments; i ++ ) {
  10400. // twist a little...
  10401. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  10402. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  10403. }
  10404. }
  10405. return {
  10406. tangents: tangents,
  10407. normals: normals,
  10408. binormals: binormals
  10409. };
  10410. }
  10411. clone() {
  10412. return new this.constructor().copy( this );
  10413. }
  10414. copy( source ) {
  10415. this.arcLengthDivisions = source.arcLengthDivisions;
  10416. return this;
  10417. }
  10418. toJSON() {
  10419. const data = {
  10420. metadata: {
  10421. version: 4.6,
  10422. type: 'Curve',
  10423. generator: 'Curve.toJSON'
  10424. }
  10425. };
  10426. data.arcLengthDivisions = this.arcLengthDivisions;
  10427. data.type = this.type;
  10428. return data;
  10429. }
  10430. fromJSON( json ) {
  10431. this.arcLengthDivisions = json.arcLengthDivisions;
  10432. return this;
  10433. }
  10434. }
  10435. class EllipseCurve extends Curve {
  10436. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  10437. super();
  10438. this.isEllipseCurve = true;
  10439. this.type = 'EllipseCurve';
  10440. this.aX = aX;
  10441. this.aY = aY;
  10442. this.xRadius = xRadius;
  10443. this.yRadius = yRadius;
  10444. this.aStartAngle = aStartAngle;
  10445. this.aEndAngle = aEndAngle;
  10446. this.aClockwise = aClockwise;
  10447. this.aRotation = aRotation;
  10448. }
  10449. getPoint( t, optionalTarget = new Vector2() ) {
  10450. const point = optionalTarget;
  10451. const twoPi = Math.PI * 2;
  10452. let deltaAngle = this.aEndAngle - this.aStartAngle;
  10453. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  10454. // ensures that deltaAngle is 0 .. 2 PI
  10455. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  10456. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  10457. if ( deltaAngle < Number.EPSILON ) {
  10458. if ( samePoints ) {
  10459. deltaAngle = 0;
  10460. } else {
  10461. deltaAngle = twoPi;
  10462. }
  10463. }
  10464. if ( this.aClockwise === true && ! samePoints ) {
  10465. if ( deltaAngle === twoPi ) {
  10466. deltaAngle = - twoPi;
  10467. } else {
  10468. deltaAngle = deltaAngle - twoPi;
  10469. }
  10470. }
  10471. const angle = this.aStartAngle + t * deltaAngle;
  10472. let x = this.aX + this.xRadius * Math.cos( angle );
  10473. let y = this.aY + this.yRadius * Math.sin( angle );
  10474. if ( this.aRotation !== 0 ) {
  10475. const cos = Math.cos( this.aRotation );
  10476. const sin = Math.sin( this.aRotation );
  10477. const tx = x - this.aX;
  10478. const ty = y - this.aY;
  10479. // Rotate the point about the center of the ellipse.
  10480. x = tx * cos - ty * sin + this.aX;
  10481. y = tx * sin + ty * cos + this.aY;
  10482. }
  10483. return point.set( x, y );
  10484. }
  10485. copy( source ) {
  10486. super.copy( source );
  10487. this.aX = source.aX;
  10488. this.aY = source.aY;
  10489. this.xRadius = source.xRadius;
  10490. this.yRadius = source.yRadius;
  10491. this.aStartAngle = source.aStartAngle;
  10492. this.aEndAngle = source.aEndAngle;
  10493. this.aClockwise = source.aClockwise;
  10494. this.aRotation = source.aRotation;
  10495. return this;
  10496. }
  10497. toJSON() {
  10498. const data = super.toJSON();
  10499. data.aX = this.aX;
  10500. data.aY = this.aY;
  10501. data.xRadius = this.xRadius;
  10502. data.yRadius = this.yRadius;
  10503. data.aStartAngle = this.aStartAngle;
  10504. data.aEndAngle = this.aEndAngle;
  10505. data.aClockwise = this.aClockwise;
  10506. data.aRotation = this.aRotation;
  10507. return data;
  10508. }
  10509. fromJSON( json ) {
  10510. super.fromJSON( json );
  10511. this.aX = json.aX;
  10512. this.aY = json.aY;
  10513. this.xRadius = json.xRadius;
  10514. this.yRadius = json.yRadius;
  10515. this.aStartAngle = json.aStartAngle;
  10516. this.aEndAngle = json.aEndAngle;
  10517. this.aClockwise = json.aClockwise;
  10518. this.aRotation = json.aRotation;
  10519. return this;
  10520. }
  10521. }
  10522. class ArcCurve extends EllipseCurve {
  10523. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  10524. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  10525. this.isArcCurve = true;
  10526. this.type = 'ArcCurve';
  10527. }
  10528. }
  10529. /**
  10530. * Centripetal CatmullRom Curve - which is useful for avoiding
  10531. * cusps and self-intersections in non-uniform catmull rom curves.
  10532. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  10533. *
  10534. * curve.type accepts centripetal(default), chordal and catmullrom
  10535. * curve.tension is used for catmullrom which defaults to 0.5
  10536. */
  10537. /*
  10538. Based on an optimized c++ solution in
  10539. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  10540. - http://ideone.com/NoEbVM
  10541. This CubicPoly class could be used for reusing some variables and calculations,
  10542. but for three.js curve use, it could be possible inlined and flatten into a single function call
  10543. which can be placed in CurveUtils.
  10544. */
  10545. function CubicPoly() {
  10546. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  10547. /*
  10548. * Compute coefficients for a cubic polynomial
  10549. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  10550. * such that
  10551. * p(0) = x0, p(1) = x1
  10552. * and
  10553. * p'(0) = t0, p'(1) = t1.
  10554. */
  10555. function init( x0, x1, t0, t1 ) {
  10556. c0 = x0;
  10557. c1 = t0;
  10558. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  10559. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  10560. }
  10561. return {
  10562. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  10563. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  10564. },
  10565. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  10566. // compute tangents when parameterized in [t1,t2]
  10567. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  10568. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  10569. // rescale tangents for parametrization in [0,1]
  10570. t1 *= dt1;
  10571. t2 *= dt1;
  10572. init( x1, x2, t1, t2 );
  10573. },
  10574. calc: function ( t ) {
  10575. const t2 = t * t;
  10576. const t3 = t2 * t;
  10577. return c0 + c1 * t + c2 * t2 + c3 * t3;
  10578. }
  10579. };
  10580. }
  10581. //
  10582. const tmp = /*@__PURE__*/ new Vector3();
  10583. const px = /*@__PURE__*/ new CubicPoly();
  10584. const py = /*@__PURE__*/ new CubicPoly();
  10585. const pz = /*@__PURE__*/ new CubicPoly();
  10586. class CatmullRomCurve3 extends Curve {
  10587. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  10588. super();
  10589. this.isCatmullRomCurve3 = true;
  10590. this.type = 'CatmullRomCurve3';
  10591. this.points = points;
  10592. this.closed = closed;
  10593. this.curveType = curveType;
  10594. this.tension = tension;
  10595. }
  10596. getPoint( t, optionalTarget = new Vector3() ) {
  10597. const point = optionalTarget;
  10598. const points = this.points;
  10599. const l = points.length;
  10600. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  10601. let intPoint = Math.floor( p );
  10602. let weight = p - intPoint;
  10603. if ( this.closed ) {
  10604. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  10605. } else if ( weight === 0 && intPoint === l - 1 ) {
  10606. intPoint = l - 2;
  10607. weight = 1;
  10608. }
  10609. let p0, p3; // 4 points (p1 & p2 defined below)
  10610. if ( this.closed || intPoint > 0 ) {
  10611. p0 = points[ ( intPoint - 1 ) % l ];
  10612. } else {
  10613. // extrapolate first point
  10614. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  10615. p0 = tmp;
  10616. }
  10617. const p1 = points[ intPoint % l ];
  10618. const p2 = points[ ( intPoint + 1 ) % l ];
  10619. if ( this.closed || intPoint + 2 < l ) {
  10620. p3 = points[ ( intPoint + 2 ) % l ];
  10621. } else {
  10622. // extrapolate last point
  10623. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  10624. p3 = tmp;
  10625. }
  10626. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  10627. // init Centripetal / Chordal Catmull-Rom
  10628. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  10629. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  10630. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  10631. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  10632. // safety check for repeated points
  10633. if ( dt1 < 1e-4 ) dt1 = 1.0;
  10634. if ( dt0 < 1e-4 ) dt0 = dt1;
  10635. if ( dt2 < 1e-4 ) dt2 = dt1;
  10636. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  10637. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  10638. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  10639. } else if ( this.curveType === 'catmullrom' ) {
  10640. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  10641. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  10642. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  10643. }
  10644. point.set(
  10645. px.calc( weight ),
  10646. py.calc( weight ),
  10647. pz.calc( weight )
  10648. );
  10649. return point;
  10650. }
  10651. copy( source ) {
  10652. super.copy( source );
  10653. this.points = [];
  10654. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  10655. const point = source.points[ i ];
  10656. this.points.push( point.clone() );
  10657. }
  10658. this.closed = source.closed;
  10659. this.curveType = source.curveType;
  10660. this.tension = source.tension;
  10661. return this;
  10662. }
  10663. toJSON() {
  10664. const data = super.toJSON();
  10665. data.points = [];
  10666. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  10667. const point = this.points[ i ];
  10668. data.points.push( point.toArray() );
  10669. }
  10670. data.closed = this.closed;
  10671. data.curveType = this.curveType;
  10672. data.tension = this.tension;
  10673. return data;
  10674. }
  10675. fromJSON( json ) {
  10676. super.fromJSON( json );
  10677. this.points = [];
  10678. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  10679. const point = json.points[ i ];
  10680. this.points.push( new Vector3().fromArray( point ) );
  10681. }
  10682. this.closed = json.closed;
  10683. this.curveType = json.curveType;
  10684. this.tension = json.tension;
  10685. return this;
  10686. }
  10687. }
  10688. /**
  10689. * Bezier Curves formulas obtained from
  10690. * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  10691. */
  10692. function CatmullRom( t, p0, p1, p2, p3 ) {
  10693. const v0 = ( p2 - p0 ) * 0.5;
  10694. const v1 = ( p3 - p1 ) * 0.5;
  10695. const t2 = t * t;
  10696. const t3 = t * t2;
  10697. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  10698. }
  10699. //
  10700. function QuadraticBezierP0( t, p ) {
  10701. const k = 1 - t;
  10702. return k * k * p;
  10703. }
  10704. function QuadraticBezierP1( t, p ) {
  10705. return 2 * ( 1 - t ) * t * p;
  10706. }
  10707. function QuadraticBezierP2( t, p ) {
  10708. return t * t * p;
  10709. }
  10710. function QuadraticBezier( t, p0, p1, p2 ) {
  10711. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  10712. QuadraticBezierP2( t, p2 );
  10713. }
  10714. //
  10715. function CubicBezierP0( t, p ) {
  10716. const k = 1 - t;
  10717. return k * k * k * p;
  10718. }
  10719. function CubicBezierP1( t, p ) {
  10720. const k = 1 - t;
  10721. return 3 * k * k * t * p;
  10722. }
  10723. function CubicBezierP2( t, p ) {
  10724. return 3 * ( 1 - t ) * t * t * p;
  10725. }
  10726. function CubicBezierP3( t, p ) {
  10727. return t * t * t * p;
  10728. }
  10729. function CubicBezier( t, p0, p1, p2, p3 ) {
  10730. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  10731. CubicBezierP3( t, p3 );
  10732. }
  10733. class CubicBezierCurve extends Curve {
  10734. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  10735. super();
  10736. this.isCubicBezierCurve = true;
  10737. this.type = 'CubicBezierCurve';
  10738. this.v0 = v0;
  10739. this.v1 = v1;
  10740. this.v2 = v2;
  10741. this.v3 = v3;
  10742. }
  10743. getPoint( t, optionalTarget = new Vector2() ) {
  10744. const point = optionalTarget;
  10745. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10746. point.set(
  10747. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10748. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  10749. );
  10750. return point;
  10751. }
  10752. copy( source ) {
  10753. super.copy( source );
  10754. this.v0.copy( source.v0 );
  10755. this.v1.copy( source.v1 );
  10756. this.v2.copy( source.v2 );
  10757. this.v3.copy( source.v3 );
  10758. return this;
  10759. }
  10760. toJSON() {
  10761. const data = super.toJSON();
  10762. data.v0 = this.v0.toArray();
  10763. data.v1 = this.v1.toArray();
  10764. data.v2 = this.v2.toArray();
  10765. data.v3 = this.v3.toArray();
  10766. return data;
  10767. }
  10768. fromJSON( json ) {
  10769. super.fromJSON( json );
  10770. this.v0.fromArray( json.v0 );
  10771. this.v1.fromArray( json.v1 );
  10772. this.v2.fromArray( json.v2 );
  10773. this.v3.fromArray( json.v3 );
  10774. return this;
  10775. }
  10776. }
  10777. class CubicBezierCurve3 extends Curve {
  10778. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  10779. super();
  10780. this.isCubicBezierCurve3 = true;
  10781. this.type = 'CubicBezierCurve3';
  10782. this.v0 = v0;
  10783. this.v1 = v1;
  10784. this.v2 = v2;
  10785. this.v3 = v3;
  10786. }
  10787. getPoint( t, optionalTarget = new Vector3() ) {
  10788. const point = optionalTarget;
  10789. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  10790. point.set(
  10791. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  10792. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  10793. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  10794. );
  10795. return point;
  10796. }
  10797. copy( source ) {
  10798. super.copy( source );
  10799. this.v0.copy( source.v0 );
  10800. this.v1.copy( source.v1 );
  10801. this.v2.copy( source.v2 );
  10802. this.v3.copy( source.v3 );
  10803. return this;
  10804. }
  10805. toJSON() {
  10806. const data = super.toJSON();
  10807. data.v0 = this.v0.toArray();
  10808. data.v1 = this.v1.toArray();
  10809. data.v2 = this.v2.toArray();
  10810. data.v3 = this.v3.toArray();
  10811. return data;
  10812. }
  10813. fromJSON( json ) {
  10814. super.fromJSON( json );
  10815. this.v0.fromArray( json.v0 );
  10816. this.v1.fromArray( json.v1 );
  10817. this.v2.fromArray( json.v2 );
  10818. this.v3.fromArray( json.v3 );
  10819. return this;
  10820. }
  10821. }
  10822. class LineCurve extends Curve {
  10823. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  10824. super();
  10825. this.isLineCurve = true;
  10826. this.type = 'LineCurve';
  10827. this.v1 = v1;
  10828. this.v2 = v2;
  10829. }
  10830. getPoint( t, optionalTarget = new Vector2() ) {
  10831. const point = optionalTarget;
  10832. if ( t === 1 ) {
  10833. point.copy( this.v2 );
  10834. } else {
  10835. point.copy( this.v2 ).sub( this.v1 );
  10836. point.multiplyScalar( t ).add( this.v1 );
  10837. }
  10838. return point;
  10839. }
  10840. // Line curve is linear, so we can overwrite default getPointAt
  10841. getPointAt( u, optionalTarget ) {
  10842. return this.getPoint( u, optionalTarget );
  10843. }
  10844. getTangent( t, optionalTarget = new Vector2() ) {
  10845. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10846. }
  10847. getTangentAt( u, optionalTarget ) {
  10848. return this.getTangent( u, optionalTarget );
  10849. }
  10850. copy( source ) {
  10851. super.copy( source );
  10852. this.v1.copy( source.v1 );
  10853. this.v2.copy( source.v2 );
  10854. return this;
  10855. }
  10856. toJSON() {
  10857. const data = super.toJSON();
  10858. data.v1 = this.v1.toArray();
  10859. data.v2 = this.v2.toArray();
  10860. return data;
  10861. }
  10862. fromJSON( json ) {
  10863. super.fromJSON( json );
  10864. this.v1.fromArray( json.v1 );
  10865. this.v2.fromArray( json.v2 );
  10866. return this;
  10867. }
  10868. }
  10869. class LineCurve3 extends Curve {
  10870. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  10871. super();
  10872. this.isLineCurve3 = true;
  10873. this.type = 'LineCurve3';
  10874. this.v1 = v1;
  10875. this.v2 = v2;
  10876. }
  10877. getPoint( t, optionalTarget = new Vector3() ) {
  10878. const point = optionalTarget;
  10879. if ( t === 1 ) {
  10880. point.copy( this.v2 );
  10881. } else {
  10882. point.copy( this.v2 ).sub( this.v1 );
  10883. point.multiplyScalar( t ).add( this.v1 );
  10884. }
  10885. return point;
  10886. }
  10887. // Line curve is linear, so we can overwrite default getPointAt
  10888. getPointAt( u, optionalTarget ) {
  10889. return this.getPoint( u, optionalTarget );
  10890. }
  10891. getTangent( t, optionalTarget = new Vector3() ) {
  10892. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  10893. }
  10894. getTangentAt( u, optionalTarget ) {
  10895. return this.getTangent( u, optionalTarget );
  10896. }
  10897. copy( source ) {
  10898. super.copy( source );
  10899. this.v1.copy( source.v1 );
  10900. this.v2.copy( source.v2 );
  10901. return this;
  10902. }
  10903. toJSON() {
  10904. const data = super.toJSON();
  10905. data.v1 = this.v1.toArray();
  10906. data.v2 = this.v2.toArray();
  10907. return data;
  10908. }
  10909. fromJSON( json ) {
  10910. super.fromJSON( json );
  10911. this.v1.fromArray( json.v1 );
  10912. this.v2.fromArray( json.v2 );
  10913. return this;
  10914. }
  10915. }
  10916. class QuadraticBezierCurve extends Curve {
  10917. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  10918. super();
  10919. this.isQuadraticBezierCurve = true;
  10920. this.type = 'QuadraticBezierCurve';
  10921. this.v0 = v0;
  10922. this.v1 = v1;
  10923. this.v2 = v2;
  10924. }
  10925. getPoint( t, optionalTarget = new Vector2() ) {
  10926. const point = optionalTarget;
  10927. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  10928. point.set(
  10929. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  10930. QuadraticBezier( t, v0.y, v1.y, v2.y )
  10931. );
  10932. return point;
  10933. }
  10934. copy( source ) {
  10935. super.copy( source );
  10936. this.v0.copy( source.v0 );
  10937. this.v1.copy( source.v1 );
  10938. this.v2.copy( source.v2 );
  10939. return this;
  10940. }
  10941. toJSON() {
  10942. const data = super.toJSON();
  10943. data.v0 = this.v0.toArray();
  10944. data.v1 = this.v1.toArray();
  10945. data.v2 = this.v2.toArray();
  10946. return data;
  10947. }
  10948. fromJSON( json ) {
  10949. super.fromJSON( json );
  10950. this.v0.fromArray( json.v0 );
  10951. this.v1.fromArray( json.v1 );
  10952. this.v2.fromArray( json.v2 );
  10953. return this;
  10954. }
  10955. }
  10956. class QuadraticBezierCurve3 extends Curve {
  10957. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  10958. super();
  10959. this.isQuadraticBezierCurve3 = true;
  10960. this.type = 'QuadraticBezierCurve3';
  10961. this.v0 = v0;
  10962. this.v1 = v1;
  10963. this.v2 = v2;
  10964. }
  10965. getPoint( t, optionalTarget = new Vector3() ) {
  10966. const point = optionalTarget;
  10967. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  10968. point.set(
  10969. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  10970. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  10971. QuadraticBezier( t, v0.z, v1.z, v2.z )
  10972. );
  10973. return point;
  10974. }
  10975. copy( source ) {
  10976. super.copy( source );
  10977. this.v0.copy( source.v0 );
  10978. this.v1.copy( source.v1 );
  10979. this.v2.copy( source.v2 );
  10980. return this;
  10981. }
  10982. toJSON() {
  10983. const data = super.toJSON();
  10984. data.v0 = this.v0.toArray();
  10985. data.v1 = this.v1.toArray();
  10986. data.v2 = this.v2.toArray();
  10987. return data;
  10988. }
  10989. fromJSON( json ) {
  10990. super.fromJSON( json );
  10991. this.v0.fromArray( json.v0 );
  10992. this.v1.fromArray( json.v1 );
  10993. this.v2.fromArray( json.v2 );
  10994. return this;
  10995. }
  10996. }
  10997. class SplineCurve extends Curve {
  10998. constructor( points = [] ) {
  10999. super();
  11000. this.isSplineCurve = true;
  11001. this.type = 'SplineCurve';
  11002. this.points = points;
  11003. }
  11004. getPoint( t, optionalTarget = new Vector2() ) {
  11005. const point = optionalTarget;
  11006. const points = this.points;
  11007. const p = ( points.length - 1 ) * t;
  11008. const intPoint = Math.floor( p );
  11009. const weight = p - intPoint;
  11010. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  11011. const p1 = points[ intPoint ];
  11012. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  11013. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  11014. point.set(
  11015. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  11016. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  11017. );
  11018. return point;
  11019. }
  11020. copy( source ) {
  11021. super.copy( source );
  11022. this.points = [];
  11023. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  11024. const point = source.points[ i ];
  11025. this.points.push( point.clone() );
  11026. }
  11027. return this;
  11028. }
  11029. toJSON() {
  11030. const data = super.toJSON();
  11031. data.points = [];
  11032. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  11033. const point = this.points[ i ];
  11034. data.points.push( point.toArray() );
  11035. }
  11036. return data;
  11037. }
  11038. fromJSON( json ) {
  11039. super.fromJSON( json );
  11040. this.points = [];
  11041. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  11042. const point = json.points[ i ];
  11043. this.points.push( new Vector2().fromArray( point ) );
  11044. }
  11045. return this;
  11046. }
  11047. }
  11048. var Curves = /*#__PURE__*/Object.freeze({
  11049. __proto__: null,
  11050. ArcCurve: ArcCurve,
  11051. CatmullRomCurve3: CatmullRomCurve3,
  11052. CubicBezierCurve: CubicBezierCurve,
  11053. CubicBezierCurve3: CubicBezierCurve3,
  11054. EllipseCurve: EllipseCurve,
  11055. LineCurve: LineCurve,
  11056. LineCurve3: LineCurve3,
  11057. QuadraticBezierCurve: QuadraticBezierCurve,
  11058. QuadraticBezierCurve3: QuadraticBezierCurve3,
  11059. SplineCurve: SplineCurve
  11060. });
  11061. /**************************************************************
  11062. * Curved Path - a curve path is simply a array of connected
  11063. * curves, but retains the api of a curve
  11064. **************************************************************/
  11065. class CurvePath extends Curve {
  11066. constructor() {
  11067. super();
  11068. this.type = 'CurvePath';
  11069. this.curves = [];
  11070. this.autoClose = false; // Automatically closes the path
  11071. }
  11072. add( curve ) {
  11073. this.curves.push( curve );
  11074. }
  11075. closePath() {
  11076. // Add a line curve if start and end of lines are not connected
  11077. const startPoint = this.curves[ 0 ].getPoint( 0 );
  11078. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  11079. if ( ! startPoint.equals( endPoint ) ) {
  11080. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  11081. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  11082. }
  11083. return this;
  11084. }
  11085. // To get accurate point with reference to
  11086. // entire path distance at time t,
  11087. // following has to be done:
  11088. // 1. Length of each sub path have to be known
  11089. // 2. Locate and identify type of curve
  11090. // 3. Get t for the curve
  11091. // 4. Return curve.getPointAt(t')
  11092. getPoint( t, optionalTarget ) {
  11093. const d = t * this.getLength();
  11094. const curveLengths = this.getCurveLengths();
  11095. let i = 0;
  11096. // To think about boundaries points.
  11097. while ( i < curveLengths.length ) {
  11098. if ( curveLengths[ i ] >= d ) {
  11099. const diff = curveLengths[ i ] - d;
  11100. const curve = this.curves[ i ];
  11101. const segmentLength = curve.getLength();
  11102. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  11103. return curve.getPointAt( u, optionalTarget );
  11104. }
  11105. i ++;
  11106. }
  11107. return null;
  11108. // loop where sum != 0, sum > d , sum+1 <d
  11109. }
  11110. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  11111. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  11112. // getPoint() depends on getLength
  11113. getLength() {
  11114. const lens = this.getCurveLengths();
  11115. return lens[ lens.length - 1 ];
  11116. }
  11117. // cacheLengths must be recalculated.
  11118. updateArcLengths() {
  11119. this.needsUpdate = true;
  11120. this.cacheLengths = null;
  11121. this.getCurveLengths();
  11122. }
  11123. // Compute lengths and cache them
  11124. // We cannot overwrite getLengths() because UtoT mapping uses it.
  11125. getCurveLengths() {
  11126. // We use cache values if curves and cache array are same length
  11127. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  11128. return this.cacheLengths;
  11129. }
  11130. // Get length of sub-curve
  11131. // Push sums into cached array
  11132. const lengths = [];
  11133. let sums = 0;
  11134. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11135. sums += this.curves[ i ].getLength();
  11136. lengths.push( sums );
  11137. }
  11138. this.cacheLengths = lengths;
  11139. return lengths;
  11140. }
  11141. getSpacedPoints( divisions = 40 ) {
  11142. const points = [];
  11143. for ( let i = 0; i <= divisions; i ++ ) {
  11144. points.push( this.getPoint( i / divisions ) );
  11145. }
  11146. if ( this.autoClose ) {
  11147. points.push( points[ 0 ] );
  11148. }
  11149. return points;
  11150. }
  11151. getPoints( divisions = 12 ) {
  11152. const points = [];
  11153. let last;
  11154. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  11155. const curve = curves[ i ];
  11156. const resolution = curve.isEllipseCurve ? divisions * 2
  11157. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  11158. : curve.isSplineCurve ? divisions * curve.points.length
  11159. : divisions;
  11160. const pts = curve.getPoints( resolution );
  11161. for ( let j = 0; j < pts.length; j ++ ) {
  11162. const point = pts[ j ];
  11163. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  11164. points.push( point );
  11165. last = point;
  11166. }
  11167. }
  11168. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  11169. points.push( points[ 0 ] );
  11170. }
  11171. return points;
  11172. }
  11173. copy( source ) {
  11174. super.copy( source );
  11175. this.curves = [];
  11176. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  11177. const curve = source.curves[ i ];
  11178. this.curves.push( curve.clone() );
  11179. }
  11180. this.autoClose = source.autoClose;
  11181. return this;
  11182. }
  11183. toJSON() {
  11184. const data = super.toJSON();
  11185. data.autoClose = this.autoClose;
  11186. data.curves = [];
  11187. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  11188. const curve = this.curves[ i ];
  11189. data.curves.push( curve.toJSON() );
  11190. }
  11191. return data;
  11192. }
  11193. fromJSON( json ) {
  11194. super.fromJSON( json );
  11195. this.autoClose = json.autoClose;
  11196. this.curves = [];
  11197. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  11198. const curve = json.curves[ i ];
  11199. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  11200. }
  11201. return this;
  11202. }
  11203. }
  11204. class Path extends CurvePath {
  11205. constructor( points ) {
  11206. super();
  11207. this.type = 'Path';
  11208. this.currentPoint = new Vector2();
  11209. if ( points ) {
  11210. this.setFromPoints( points );
  11211. }
  11212. }
  11213. setFromPoints( points ) {
  11214. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  11215. for ( let i = 1, l = points.length; i < l; i ++ ) {
  11216. this.lineTo( points[ i ].x, points[ i ].y );
  11217. }
  11218. return this;
  11219. }
  11220. moveTo( x, y ) {
  11221. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  11222. return this;
  11223. }
  11224. lineTo( x, y ) {
  11225. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  11226. this.curves.push( curve );
  11227. this.currentPoint.set( x, y );
  11228. return this;
  11229. }
  11230. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  11231. const curve = new QuadraticBezierCurve(
  11232. this.currentPoint.clone(),
  11233. new Vector2( aCPx, aCPy ),
  11234. new Vector2( aX, aY )
  11235. );
  11236. this.curves.push( curve );
  11237. this.currentPoint.set( aX, aY );
  11238. return this;
  11239. }
  11240. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  11241. const curve = new CubicBezierCurve(
  11242. this.currentPoint.clone(),
  11243. new Vector2( aCP1x, aCP1y ),
  11244. new Vector2( aCP2x, aCP2y ),
  11245. new Vector2( aX, aY )
  11246. );
  11247. this.curves.push( curve );
  11248. this.currentPoint.set( aX, aY );
  11249. return this;
  11250. }
  11251. splineThru( pts /*Array of Vector*/ ) {
  11252. const npts = [ this.currentPoint.clone() ].concat( pts );
  11253. const curve = new SplineCurve( npts );
  11254. this.curves.push( curve );
  11255. this.currentPoint.copy( pts[ pts.length - 1 ] );
  11256. return this;
  11257. }
  11258. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11259. const x0 = this.currentPoint.x;
  11260. const y0 = this.currentPoint.y;
  11261. this.absarc( aX + x0, aY + y0, aRadius,
  11262. aStartAngle, aEndAngle, aClockwise );
  11263. return this;
  11264. }
  11265. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  11266. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  11267. return this;
  11268. }
  11269. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11270. const x0 = this.currentPoint.x;
  11271. const y0 = this.currentPoint.y;
  11272. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11273. return this;
  11274. }
  11275. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  11276. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  11277. if ( this.curves.length > 0 ) {
  11278. // if a previous curve is present, attempt to join
  11279. const firstPoint = curve.getPoint( 0 );
  11280. if ( ! firstPoint.equals( this.currentPoint ) ) {
  11281. this.lineTo( firstPoint.x, firstPoint.y );
  11282. }
  11283. }
  11284. this.curves.push( curve );
  11285. const lastPoint = curve.getPoint( 1 );
  11286. this.currentPoint.copy( lastPoint );
  11287. return this;
  11288. }
  11289. copy( source ) {
  11290. super.copy( source );
  11291. this.currentPoint.copy( source.currentPoint );
  11292. return this;
  11293. }
  11294. toJSON() {
  11295. const data = super.toJSON();
  11296. data.currentPoint = this.currentPoint.toArray();
  11297. return data;
  11298. }
  11299. fromJSON( json ) {
  11300. super.fromJSON( json );
  11301. this.currentPoint.fromArray( json.currentPoint );
  11302. return this;
  11303. }
  11304. }
  11305. class LatheGeometry extends BufferGeometry {
  11306. constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
  11307. super();
  11308. this.type = 'LatheGeometry';
  11309. this.parameters = {
  11310. points: points,
  11311. segments: segments,
  11312. phiStart: phiStart,
  11313. phiLength: phiLength
  11314. };
  11315. segments = Math.floor( segments );
  11316. // clamp phiLength so it's in range of [ 0, 2PI ]
  11317. phiLength = clamp$1( phiLength, 0, Math.PI * 2 );
  11318. // buffers
  11319. const indices = [];
  11320. const vertices = [];
  11321. const uvs = [];
  11322. const initNormals = [];
  11323. const normals = [];
  11324. // helper variables
  11325. const inverseSegments = 1.0 / segments;
  11326. const vertex = new Vector3();
  11327. const uv = new Vector2();
  11328. const normal = new Vector3();
  11329. const curNormal = new Vector3();
  11330. const prevNormal = new Vector3();
  11331. let dx = 0;
  11332. let dy = 0;
  11333. // pre-compute normals for initial "meridian"
  11334. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11335. switch ( j ) {
  11336. case 0: // special handling for 1st vertex on path
  11337. dx = points[ j + 1 ].x - points[ j ].x;
  11338. dy = points[ j + 1 ].y - points[ j ].y;
  11339. normal.x = dy * 1.0;
  11340. normal.y = - dx;
  11341. normal.z = dy * 0.0;
  11342. prevNormal.copy( normal );
  11343. normal.normalize();
  11344. initNormals.push( normal.x, normal.y, normal.z );
  11345. break;
  11346. case ( points.length - 1 ): // special handling for last Vertex on path
  11347. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  11348. break;
  11349. default: // default handling for all vertices in between
  11350. dx = points[ j + 1 ].x - points[ j ].x;
  11351. dy = points[ j + 1 ].y - points[ j ].y;
  11352. normal.x = dy * 1.0;
  11353. normal.y = - dx;
  11354. normal.z = dy * 0.0;
  11355. curNormal.copy( normal );
  11356. normal.x += prevNormal.x;
  11357. normal.y += prevNormal.y;
  11358. normal.z += prevNormal.z;
  11359. normal.normalize();
  11360. initNormals.push( normal.x, normal.y, normal.z );
  11361. prevNormal.copy( curNormal );
  11362. }
  11363. }
  11364. // generate vertices, uvs and normals
  11365. for ( let i = 0; i <= segments; i ++ ) {
  11366. const phi = phiStart + i * inverseSegments * phiLength;
  11367. const sin = Math.sin( phi );
  11368. const cos = Math.cos( phi );
  11369. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  11370. // vertex
  11371. vertex.x = points[ j ].x * sin;
  11372. vertex.y = points[ j ].y;
  11373. vertex.z = points[ j ].x * cos;
  11374. vertices.push( vertex.x, vertex.y, vertex.z );
  11375. // uv
  11376. uv.x = i / segments;
  11377. uv.y = j / ( points.length - 1 );
  11378. uvs.push( uv.x, uv.y );
  11379. // normal
  11380. const x = initNormals[ 3 * j + 0 ] * sin;
  11381. const y = initNormals[ 3 * j + 1 ];
  11382. const z = initNormals[ 3 * j + 0 ] * cos;
  11383. normals.push( x, y, z );
  11384. }
  11385. }
  11386. // indices
  11387. for ( let i = 0; i < segments; i ++ ) {
  11388. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  11389. const base = j + i * points.length;
  11390. const a = base;
  11391. const b = base + points.length;
  11392. const c = base + points.length + 1;
  11393. const d = base + 1;
  11394. // faces
  11395. indices.push( a, b, d );
  11396. indices.push( c, d, b );
  11397. }
  11398. }
  11399. // build geometry
  11400. this.setIndex( indices );
  11401. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11402. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11403. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11404. }
  11405. copy( source ) {
  11406. super.copy( source );
  11407. this.parameters = Object.assign( {}, source.parameters );
  11408. return this;
  11409. }
  11410. static fromJSON( data ) {
  11411. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  11412. }
  11413. }
  11414. class CapsuleGeometry extends LatheGeometry {
  11415. constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
  11416. const path = new Path();
  11417. path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
  11418. path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
  11419. super( path.getPoints( capSegments ), radialSegments );
  11420. this.type = 'CapsuleGeometry';
  11421. this.parameters = {
  11422. radius: radius,
  11423. length: length,
  11424. capSegments: capSegments,
  11425. radialSegments: radialSegments,
  11426. };
  11427. }
  11428. static fromJSON( data ) {
  11429. return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
  11430. }
  11431. }
  11432. class CircleGeometry extends BufferGeometry {
  11433. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11434. super();
  11435. this.type = 'CircleGeometry';
  11436. this.parameters = {
  11437. radius: radius,
  11438. segments: segments,
  11439. thetaStart: thetaStart,
  11440. thetaLength: thetaLength
  11441. };
  11442. segments = Math.max( 3, segments );
  11443. // buffers
  11444. const indices = [];
  11445. const vertices = [];
  11446. const normals = [];
  11447. const uvs = [];
  11448. // helper variables
  11449. const vertex = new Vector3();
  11450. const uv = new Vector2();
  11451. // center point
  11452. vertices.push( 0, 0, 0 );
  11453. normals.push( 0, 0, 1 );
  11454. uvs.push( 0.5, 0.5 );
  11455. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  11456. const segment = thetaStart + s / segments * thetaLength;
  11457. // vertex
  11458. vertex.x = radius * Math.cos( segment );
  11459. vertex.y = radius * Math.sin( segment );
  11460. vertices.push( vertex.x, vertex.y, vertex.z );
  11461. // normal
  11462. normals.push( 0, 0, 1 );
  11463. // uvs
  11464. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  11465. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  11466. uvs.push( uv.x, uv.y );
  11467. }
  11468. // indices
  11469. for ( let i = 1; i <= segments; i ++ ) {
  11470. indices.push( i, i + 1, 0 );
  11471. }
  11472. // build geometry
  11473. this.setIndex( indices );
  11474. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11475. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11476. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11477. }
  11478. copy( source ) {
  11479. super.copy( source );
  11480. this.parameters = Object.assign( {}, source.parameters );
  11481. return this;
  11482. }
  11483. static fromJSON( data ) {
  11484. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  11485. }
  11486. }
  11487. class CylinderGeometry extends BufferGeometry {
  11488. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11489. super();
  11490. this.type = 'CylinderGeometry';
  11491. this.parameters = {
  11492. radiusTop: radiusTop,
  11493. radiusBottom: radiusBottom,
  11494. height: height,
  11495. radialSegments: radialSegments,
  11496. heightSegments: heightSegments,
  11497. openEnded: openEnded,
  11498. thetaStart: thetaStart,
  11499. thetaLength: thetaLength
  11500. };
  11501. const scope = this;
  11502. radialSegments = Math.floor( radialSegments );
  11503. heightSegments = Math.floor( heightSegments );
  11504. // buffers
  11505. const indices = [];
  11506. const vertices = [];
  11507. const normals = [];
  11508. const uvs = [];
  11509. // helper variables
  11510. let index = 0;
  11511. const indexArray = [];
  11512. const halfHeight = height / 2;
  11513. let groupStart = 0;
  11514. // generate geometry
  11515. generateTorso();
  11516. if ( openEnded === false ) {
  11517. if ( radiusTop > 0 ) generateCap( true );
  11518. if ( radiusBottom > 0 ) generateCap( false );
  11519. }
  11520. // build geometry
  11521. this.setIndex( indices );
  11522. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11523. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  11524. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  11525. function generateTorso() {
  11526. const normal = new Vector3();
  11527. const vertex = new Vector3();
  11528. let groupCount = 0;
  11529. // this will be used to calculate the normal
  11530. const slope = ( radiusBottom - radiusTop ) / height;
  11531. // generate vertices, normals and uvs
  11532. for ( let y = 0; y <= heightSegments; y ++ ) {
  11533. const indexRow = [];
  11534. const v = y / heightSegments;
  11535. // calculate the radius of the current row
  11536. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  11537. for ( let x = 0; x <= radialSegments; x ++ ) {
  11538. const u = x / radialSegments;
  11539. const theta = u * thetaLength + thetaStart;
  11540. const sinTheta = Math.sin( theta );
  11541. const cosTheta = Math.cos( theta );
  11542. // vertex
  11543. vertex.x = radius * sinTheta;
  11544. vertex.y = - v * height + halfHeight;
  11545. vertex.z = radius * cosTheta;
  11546. vertices.push( vertex.x, vertex.y, vertex.z );
  11547. // normal
  11548. normal.set( sinTheta, slope, cosTheta ).normalize();
  11549. normals.push( normal.x, normal.y, normal.z );
  11550. // uv
  11551. uvs.push( u, 1 - v );
  11552. // save index of vertex in respective row
  11553. indexRow.push( index ++ );
  11554. }
  11555. // now save vertices of the row in our index array
  11556. indexArray.push( indexRow );
  11557. }
  11558. // generate indices
  11559. for ( let x = 0; x < radialSegments; x ++ ) {
  11560. for ( let y = 0; y < heightSegments; y ++ ) {
  11561. // we use the index array to access the correct indices
  11562. const a = indexArray[ y ][ x ];
  11563. const b = indexArray[ y + 1 ][ x ];
  11564. const c = indexArray[ y + 1 ][ x + 1 ];
  11565. const d = indexArray[ y ][ x + 1 ];
  11566. // faces
  11567. indices.push( a, b, d );
  11568. indices.push( b, c, d );
  11569. // update group counter
  11570. groupCount += 6;
  11571. }
  11572. }
  11573. // add a group to the geometry. this will ensure multi material support
  11574. scope.addGroup( groupStart, groupCount, 0 );
  11575. // calculate new start value for groups
  11576. groupStart += groupCount;
  11577. }
  11578. function generateCap( top ) {
  11579. // save the index of the first center vertex
  11580. const centerIndexStart = index;
  11581. const uv = new Vector2();
  11582. const vertex = new Vector3();
  11583. let groupCount = 0;
  11584. const radius = ( top === true ) ? radiusTop : radiusBottom;
  11585. const sign = ( top === true ) ? 1 : - 1;
  11586. // first we generate the center vertex data of the cap.
  11587. // because the geometry needs one set of uvs per face,
  11588. // we must generate a center vertex per face/segment
  11589. for ( let x = 1; x <= radialSegments; x ++ ) {
  11590. // vertex
  11591. vertices.push( 0, halfHeight * sign, 0 );
  11592. // normal
  11593. normals.push( 0, sign, 0 );
  11594. // uv
  11595. uvs.push( 0.5, 0.5 );
  11596. // increase index
  11597. index ++;
  11598. }
  11599. // save the index of the last center vertex
  11600. const centerIndexEnd = index;
  11601. // now we generate the surrounding vertices, normals and uvs
  11602. for ( let x = 0; x <= radialSegments; x ++ ) {
  11603. const u = x / radialSegments;
  11604. const theta = u * thetaLength + thetaStart;
  11605. const cosTheta = Math.cos( theta );
  11606. const sinTheta = Math.sin( theta );
  11607. // vertex
  11608. vertex.x = radius * sinTheta;
  11609. vertex.y = halfHeight * sign;
  11610. vertex.z = radius * cosTheta;
  11611. vertices.push( vertex.x, vertex.y, vertex.z );
  11612. // normal
  11613. normals.push( 0, sign, 0 );
  11614. // uv
  11615. uv.x = ( cosTheta * 0.5 ) + 0.5;
  11616. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  11617. uvs.push( uv.x, uv.y );
  11618. // increase index
  11619. index ++;
  11620. }
  11621. // generate indices
  11622. for ( let x = 0; x < radialSegments; x ++ ) {
  11623. const c = centerIndexStart + x;
  11624. const i = centerIndexEnd + x;
  11625. if ( top === true ) {
  11626. // face top
  11627. indices.push( i, i + 1, c );
  11628. } else {
  11629. // face bottom
  11630. indices.push( i + 1, i, c );
  11631. }
  11632. groupCount += 3;
  11633. }
  11634. // add a group to the geometry. this will ensure multi material support
  11635. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  11636. // calculate new start value for groups
  11637. groupStart += groupCount;
  11638. }
  11639. }
  11640. copy( source ) {
  11641. super.copy( source );
  11642. this.parameters = Object.assign( {}, source.parameters );
  11643. return this;
  11644. }
  11645. static fromJSON( data ) {
  11646. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11647. }
  11648. }
  11649. class ConeGeometry extends CylinderGeometry {
  11650. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  11651. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  11652. this.type = 'ConeGeometry';
  11653. this.parameters = {
  11654. radius: radius,
  11655. height: height,
  11656. radialSegments: radialSegments,
  11657. heightSegments: heightSegments,
  11658. openEnded: openEnded,
  11659. thetaStart: thetaStart,
  11660. thetaLength: thetaLength
  11661. };
  11662. }
  11663. static fromJSON( data ) {
  11664. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  11665. }
  11666. }
  11667. class PolyhedronGeometry extends BufferGeometry {
  11668. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  11669. super();
  11670. this.type = 'PolyhedronGeometry';
  11671. this.parameters = {
  11672. vertices: vertices,
  11673. indices: indices,
  11674. radius: radius,
  11675. detail: detail
  11676. };
  11677. // default buffer data
  11678. const vertexBuffer = [];
  11679. const uvBuffer = [];
  11680. // the subdivision creates the vertex buffer data
  11681. subdivide( detail );
  11682. // all vertices should lie on a conceptual sphere with a given radius
  11683. applyRadius( radius );
  11684. // finally, create the uv data
  11685. generateUVs();
  11686. // build non-indexed geometry
  11687. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  11688. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  11689. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  11690. if ( detail === 0 ) {
  11691. this.computeVertexNormals(); // flat normals
  11692. } else {
  11693. this.normalizeNormals(); // smooth normals
  11694. }
  11695. // helper functions
  11696. function subdivide( detail ) {
  11697. const a = new Vector3();
  11698. const b = new Vector3();
  11699. const c = new Vector3();
  11700. // iterate over all faces and apply a subdivision with the given detail value
  11701. for ( let i = 0; i < indices.length; i += 3 ) {
  11702. // get the vertices of the face
  11703. getVertexByIndex( indices[ i + 0 ], a );
  11704. getVertexByIndex( indices[ i + 1 ], b );
  11705. getVertexByIndex( indices[ i + 2 ], c );
  11706. // perform subdivision
  11707. subdivideFace( a, b, c, detail );
  11708. }
  11709. }
  11710. function subdivideFace( a, b, c, detail ) {
  11711. const cols = detail + 1;
  11712. // we use this multidimensional array as a data structure for creating the subdivision
  11713. const v = [];
  11714. // construct all of the vertices for this subdivision
  11715. for ( let i = 0; i <= cols; i ++ ) {
  11716. v[ i ] = [];
  11717. const aj = a.clone().lerp( c, i / cols );
  11718. const bj = b.clone().lerp( c, i / cols );
  11719. const rows = cols - i;
  11720. for ( let j = 0; j <= rows; j ++ ) {
  11721. if ( j === 0 && i === cols ) {
  11722. v[ i ][ j ] = aj;
  11723. } else {
  11724. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  11725. }
  11726. }
  11727. }
  11728. // construct all of the faces
  11729. for ( let i = 0; i < cols; i ++ ) {
  11730. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  11731. const k = Math.floor( j / 2 );
  11732. if ( j % 2 === 0 ) {
  11733. pushVertex( v[ i ][ k + 1 ] );
  11734. pushVertex( v[ i + 1 ][ k ] );
  11735. pushVertex( v[ i ][ k ] );
  11736. } else {
  11737. pushVertex( v[ i ][ k + 1 ] );
  11738. pushVertex( v[ i + 1 ][ k + 1 ] );
  11739. pushVertex( v[ i + 1 ][ k ] );
  11740. }
  11741. }
  11742. }
  11743. }
  11744. function applyRadius( radius ) {
  11745. const vertex = new Vector3();
  11746. // iterate over the entire buffer and apply the radius to each vertex
  11747. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11748. vertex.x = vertexBuffer[ i + 0 ];
  11749. vertex.y = vertexBuffer[ i + 1 ];
  11750. vertex.z = vertexBuffer[ i + 2 ];
  11751. vertex.normalize().multiplyScalar( radius );
  11752. vertexBuffer[ i + 0 ] = vertex.x;
  11753. vertexBuffer[ i + 1 ] = vertex.y;
  11754. vertexBuffer[ i + 2 ] = vertex.z;
  11755. }
  11756. }
  11757. function generateUVs() {
  11758. const vertex = new Vector3();
  11759. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  11760. vertex.x = vertexBuffer[ i + 0 ];
  11761. vertex.y = vertexBuffer[ i + 1 ];
  11762. vertex.z = vertexBuffer[ i + 2 ];
  11763. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  11764. const v = inclination( vertex ) / Math.PI + 0.5;
  11765. uvBuffer.push( u, 1 - v );
  11766. }
  11767. correctUVs();
  11768. correctSeam();
  11769. }
  11770. function correctSeam() {
  11771. // handle case when face straddles the seam, see #3269
  11772. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  11773. // uv data of a single face
  11774. const x0 = uvBuffer[ i + 0 ];
  11775. const x1 = uvBuffer[ i + 2 ];
  11776. const x2 = uvBuffer[ i + 4 ];
  11777. const max = Math.max( x0, x1, x2 );
  11778. const min = Math.min( x0, x1, x2 );
  11779. // 0.9 is somewhat arbitrary
  11780. if ( max > 0.9 && min < 0.1 ) {
  11781. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  11782. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  11783. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  11784. }
  11785. }
  11786. }
  11787. function pushVertex( vertex ) {
  11788. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  11789. }
  11790. function getVertexByIndex( index, vertex ) {
  11791. const stride = index * 3;
  11792. vertex.x = vertices[ stride + 0 ];
  11793. vertex.y = vertices[ stride + 1 ];
  11794. vertex.z = vertices[ stride + 2 ];
  11795. }
  11796. function correctUVs() {
  11797. const a = new Vector3();
  11798. const b = new Vector3();
  11799. const c = new Vector3();
  11800. const centroid = new Vector3();
  11801. const uvA = new Vector2();
  11802. const uvB = new Vector2();
  11803. const uvC = new Vector2();
  11804. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  11805. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  11806. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  11807. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  11808. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  11809. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  11810. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  11811. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  11812. const azi = azimuth( centroid );
  11813. correctUV( uvA, j + 0, a, azi );
  11814. correctUV( uvB, j + 2, b, azi );
  11815. correctUV( uvC, j + 4, c, azi );
  11816. }
  11817. }
  11818. function correctUV( uv, stride, vector, azimuth ) {
  11819. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  11820. uvBuffer[ stride ] = uv.x - 1;
  11821. }
  11822. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  11823. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  11824. }
  11825. }
  11826. // Angle around the Y axis, counter-clockwise when looking from above.
  11827. function azimuth( vector ) {
  11828. return Math.atan2( vector.z, - vector.x );
  11829. }
  11830. // Angle above the XZ plane.
  11831. function inclination( vector ) {
  11832. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  11833. }
  11834. }
  11835. copy( source ) {
  11836. super.copy( source );
  11837. this.parameters = Object.assign( {}, source.parameters );
  11838. return this;
  11839. }
  11840. static fromJSON( data ) {
  11841. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  11842. }
  11843. }
  11844. class DodecahedronGeometry extends PolyhedronGeometry {
  11845. constructor( radius = 1, detail = 0 ) {
  11846. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  11847. const r = 1 / t;
  11848. const vertices = [
  11849. // (±1, ±1, ±1)
  11850. - 1, - 1, - 1, - 1, - 1, 1,
  11851. - 1, 1, - 1, - 1, 1, 1,
  11852. 1, - 1, - 1, 1, - 1, 1,
  11853. 1, 1, - 1, 1, 1, 1,
  11854. // (0, ±1/φ, ±φ)
  11855. 0, - r, - t, 0, - r, t,
  11856. 0, r, - t, 0, r, t,
  11857. // (±1/φ, ±φ, 0)
  11858. - r, - t, 0, - r, t, 0,
  11859. r, - t, 0, r, t, 0,
  11860. // (±φ, 0, ±1/φ)
  11861. - t, 0, - r, t, 0, - r,
  11862. - t, 0, r, t, 0, r
  11863. ];
  11864. const indices = [
  11865. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  11866. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  11867. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  11868. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  11869. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  11870. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  11871. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  11872. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  11873. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  11874. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  11875. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  11876. 1, 12, 14, 1, 14, 5, 1, 5, 9
  11877. ];
  11878. super( vertices, indices, radius, detail );
  11879. this.type = 'DodecahedronGeometry';
  11880. this.parameters = {
  11881. radius: radius,
  11882. detail: detail
  11883. };
  11884. }
  11885. static fromJSON( data ) {
  11886. return new DodecahedronGeometry( data.radius, data.detail );
  11887. }
  11888. }
  11889. const _v0 = /*@__PURE__*/ new Vector3();
  11890. const _v1$1 = /*@__PURE__*/ new Vector3();
  11891. const _normal$1 = /*@__PURE__*/ new Vector3();
  11892. const _triangle = /*@__PURE__*/ new Triangle();
  11893. class EdgesGeometry extends BufferGeometry {
  11894. constructor( geometry = null, thresholdAngle = 1 ) {
  11895. super();
  11896. this.type = 'EdgesGeometry';
  11897. this.parameters = {
  11898. geometry: geometry,
  11899. thresholdAngle: thresholdAngle
  11900. };
  11901. if ( geometry !== null ) {
  11902. const precisionPoints = 4;
  11903. const precision = Math.pow( 10, precisionPoints );
  11904. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  11905. const indexAttr = geometry.getIndex();
  11906. const positionAttr = geometry.getAttribute( 'position' );
  11907. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  11908. const indexArr = [ 0, 0, 0 ];
  11909. const vertKeys = [ 'a', 'b', 'c' ];
  11910. const hashes = new Array( 3 );
  11911. const edgeData = {};
  11912. const vertices = [];
  11913. for ( let i = 0; i < indexCount; i += 3 ) {
  11914. if ( indexAttr ) {
  11915. indexArr[ 0 ] = indexAttr.getX( i );
  11916. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  11917. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  11918. } else {
  11919. indexArr[ 0 ] = i;
  11920. indexArr[ 1 ] = i + 1;
  11921. indexArr[ 2 ] = i + 2;
  11922. }
  11923. const { a, b, c } = _triangle;
  11924. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  11925. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  11926. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  11927. _triangle.getNormal( _normal$1 );
  11928. // create hashes for the edge from the vertices
  11929. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  11930. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  11931. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  11932. // skip degenerate triangles
  11933. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  11934. continue;
  11935. }
  11936. // iterate over every edge
  11937. for ( let j = 0; j < 3; j ++ ) {
  11938. // get the first and next vertex making up the edge
  11939. const jNext = ( j + 1 ) % 3;
  11940. const vecHash0 = hashes[ j ];
  11941. const vecHash1 = hashes[ jNext ];
  11942. const v0 = _triangle[ vertKeys[ j ] ];
  11943. const v1 = _triangle[ vertKeys[ jNext ] ];
  11944. const hash = `${ vecHash0 }_${ vecHash1 }`;
  11945. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  11946. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  11947. // if we found a sibling edge add it into the vertex array if
  11948. // it meets the angle threshold and delete the edge from the map.
  11949. if ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  11950. vertices.push( v0.x, v0.y, v0.z );
  11951. vertices.push( v1.x, v1.y, v1.z );
  11952. }
  11953. edgeData[ reverseHash ] = null;
  11954. } else if ( ! ( hash in edgeData ) ) {
  11955. // if we've already got an edge here then skip adding a new one
  11956. edgeData[ hash ] = {
  11957. index0: indexArr[ j ],
  11958. index1: indexArr[ jNext ],
  11959. normal: _normal$1.clone(),
  11960. };
  11961. }
  11962. }
  11963. }
  11964. // iterate over all remaining, unmatched edges and add them to the vertex array
  11965. for ( const key in edgeData ) {
  11966. if ( edgeData[ key ] ) {
  11967. const { index0, index1 } = edgeData[ key ];
  11968. _v0.fromBufferAttribute( positionAttr, index0 );
  11969. _v1$1.fromBufferAttribute( positionAttr, index1 );
  11970. vertices.push( _v0.x, _v0.y, _v0.z );
  11971. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  11972. }
  11973. }
  11974. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  11975. }
  11976. }
  11977. copy( source ) {
  11978. super.copy( source );
  11979. this.parameters = Object.assign( {}, source.parameters );
  11980. return this;
  11981. }
  11982. }
  11983. class Shape extends Path {
  11984. constructor( points ) {
  11985. super( points );
  11986. this.uuid = generateUUID();
  11987. this.type = 'Shape';
  11988. this.holes = [];
  11989. }
  11990. getPointsHoles( divisions ) {
  11991. const holesPts = [];
  11992. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  11993. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  11994. }
  11995. return holesPts;
  11996. }
  11997. // get points of shape and holes (keypoints based on segments parameter)
  11998. extractPoints( divisions ) {
  11999. return {
  12000. shape: this.getPoints( divisions ),
  12001. holes: this.getPointsHoles( divisions )
  12002. };
  12003. }
  12004. copy( source ) {
  12005. super.copy( source );
  12006. this.holes = [];
  12007. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  12008. const hole = source.holes[ i ];
  12009. this.holes.push( hole.clone() );
  12010. }
  12011. return this;
  12012. }
  12013. toJSON() {
  12014. const data = super.toJSON();
  12015. data.uuid = this.uuid;
  12016. data.holes = [];
  12017. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  12018. const hole = this.holes[ i ];
  12019. data.holes.push( hole.toJSON() );
  12020. }
  12021. return data;
  12022. }
  12023. fromJSON( json ) {
  12024. super.fromJSON( json );
  12025. this.uuid = json.uuid;
  12026. this.holes = [];
  12027. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  12028. const hole = json.holes[ i ];
  12029. this.holes.push( new Path().fromJSON( hole ) );
  12030. }
  12031. return this;
  12032. }
  12033. }
  12034. /**
  12035. * Port from https://github.com/mapbox/earcut (v2.2.4)
  12036. */
  12037. const Earcut = {
  12038. triangulate: function ( data, holeIndices, dim = 2 ) {
  12039. const hasHoles = holeIndices && holeIndices.length;
  12040. const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  12041. let outerNode = linkedList( data, 0, outerLen, dim, true );
  12042. const triangles = [];
  12043. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  12044. let minX, minY, maxX, maxY, x, y, invSize;
  12045. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  12046. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  12047. if ( data.length > 80 * dim ) {
  12048. minX = maxX = data[ 0 ];
  12049. minY = maxY = data[ 1 ];
  12050. for ( let i = dim; i < outerLen; i += dim ) {
  12051. x = data[ i ];
  12052. y = data[ i + 1 ];
  12053. if ( x < minX ) minX = x;
  12054. if ( y < minY ) minY = y;
  12055. if ( x > maxX ) maxX = x;
  12056. if ( y > maxY ) maxY = y;
  12057. }
  12058. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  12059. invSize = Math.max( maxX - minX, maxY - minY );
  12060. invSize = invSize !== 0 ? 32767 / invSize : 0;
  12061. }
  12062. earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
  12063. return triangles;
  12064. }
  12065. };
  12066. // create a circular doubly linked list from polygon points in the specified winding order
  12067. function linkedList( data, start, end, dim, clockwise ) {
  12068. let i, last;
  12069. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  12070. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12071. } else {
  12072. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  12073. }
  12074. if ( last && equals$1( last, last.next ) ) {
  12075. removeNode( last );
  12076. last = last.next;
  12077. }
  12078. return last;
  12079. }
  12080. // eliminate colinear or duplicate points
  12081. function filterPoints( start, end ) {
  12082. if ( ! start ) return start;
  12083. if ( ! end ) end = start;
  12084. let p = start,
  12085. again;
  12086. do {
  12087. again = false;
  12088. if ( ! p.steiner && ( equals$1( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  12089. removeNode( p );
  12090. p = end = p.prev;
  12091. if ( p === p.next ) break;
  12092. again = true;
  12093. } else {
  12094. p = p.next;
  12095. }
  12096. } while ( again || p !== end );
  12097. return end;
  12098. }
  12099. // main ear slicing loop which triangulates a polygon (given as a linked list)
  12100. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  12101. if ( ! ear ) return;
  12102. // interlink polygon nodes in z-order
  12103. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  12104. let stop = ear,
  12105. prev, next;
  12106. // iterate through ears, slicing them one by one
  12107. while ( ear.prev !== ear.next ) {
  12108. prev = ear.prev;
  12109. next = ear.next;
  12110. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  12111. // cut off the triangle
  12112. triangles.push( prev.i / dim | 0 );
  12113. triangles.push( ear.i / dim | 0 );
  12114. triangles.push( next.i / dim | 0 );
  12115. removeNode( ear );
  12116. // skipping the next vertex leads to less sliver triangles
  12117. ear = next.next;
  12118. stop = next.next;
  12119. continue;
  12120. }
  12121. ear = next;
  12122. // if we looped through the whole remaining polygon and can't find any more ears
  12123. if ( ear === stop ) {
  12124. // try filtering points and slicing again
  12125. if ( ! pass ) {
  12126. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  12127. // if this didn't work, try curing all small self-intersections locally
  12128. } else if ( pass === 1 ) {
  12129. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  12130. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  12131. // as a last resort, try splitting the remaining polygon into two
  12132. } else if ( pass === 2 ) {
  12133. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  12134. }
  12135. break;
  12136. }
  12137. }
  12138. }
  12139. // check whether a polygon node forms a valid ear with adjacent nodes
  12140. function isEar( ear ) {
  12141. const a = ear.prev,
  12142. b = ear,
  12143. c = ear.next;
  12144. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12145. // now make sure we don't have other points inside the potential ear
  12146. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12147. // triangle bbox; min & max are calculated like this for speed
  12148. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12149. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12150. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12151. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12152. let p = c.next;
  12153. while ( p !== a ) {
  12154. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  12155. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
  12156. area( p.prev, p, p.next ) >= 0 ) return false;
  12157. p = p.next;
  12158. }
  12159. return true;
  12160. }
  12161. function isEarHashed( ear, minX, minY, invSize ) {
  12162. const a = ear.prev,
  12163. b = ear,
  12164. c = ear.next;
  12165. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  12166. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  12167. // triangle bbox; min & max are calculated like this for speed
  12168. const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  12169. y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  12170. x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  12171. y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
  12172. // z-order range for the current triangle bbox;
  12173. const minZ = zOrder( x0, y0, minX, minY, invSize ),
  12174. maxZ = zOrder( x1, y1, minX, minY, invSize );
  12175. let p = ear.prevZ,
  12176. n = ear.nextZ;
  12177. // look for points inside the triangle in both directions
  12178. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  12179. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12180. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12181. p = p.prevZ;
  12182. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12183. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12184. n = n.nextZ;
  12185. }
  12186. // look for remaining points in decreasing z-order
  12187. while ( p && p.z >= minZ ) {
  12188. if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  12189. pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
  12190. p = p.prevZ;
  12191. }
  12192. // look for remaining points in increasing z-order
  12193. while ( n && n.z <= maxZ ) {
  12194. if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  12195. pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
  12196. n = n.nextZ;
  12197. }
  12198. return true;
  12199. }
  12200. // go through all polygon nodes and cure small local self-intersections
  12201. function cureLocalIntersections( start, triangles, dim ) {
  12202. let p = start;
  12203. do {
  12204. const a = p.prev,
  12205. b = p.next.next;
  12206. if ( ! equals$1( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  12207. triangles.push( a.i / dim | 0 );
  12208. triangles.push( p.i / dim | 0 );
  12209. triangles.push( b.i / dim | 0 );
  12210. // remove two nodes involved
  12211. removeNode( p );
  12212. removeNode( p.next );
  12213. p = start = b;
  12214. }
  12215. p = p.next;
  12216. } while ( p !== start );
  12217. return filterPoints( p );
  12218. }
  12219. // try splitting polygon into two and triangulate them independently
  12220. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  12221. // look for a valid diagonal that divides the polygon into two
  12222. let a = start;
  12223. do {
  12224. let b = a.next.next;
  12225. while ( b !== a.prev ) {
  12226. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  12227. // split the polygon in two by the diagonal
  12228. let c = splitPolygon( a, b );
  12229. // filter colinear points around the cuts
  12230. a = filterPoints( a, a.next );
  12231. c = filterPoints( c, c.next );
  12232. // run earcut on each half
  12233. earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
  12234. earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
  12235. return;
  12236. }
  12237. b = b.next;
  12238. }
  12239. a = a.next;
  12240. } while ( a !== start );
  12241. }
  12242. // link every hole into the outer loop, producing a single-ring polygon without holes
  12243. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  12244. const queue = [];
  12245. let i, len, start, end, list;
  12246. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  12247. start = holeIndices[ i ] * dim;
  12248. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  12249. list = linkedList( data, start, end, dim, false );
  12250. if ( list === list.next ) list.steiner = true;
  12251. queue.push( getLeftmost( list ) );
  12252. }
  12253. queue.sort( compareX );
  12254. // process holes from left to right
  12255. for ( i = 0; i < queue.length; i ++ ) {
  12256. outerNode = eliminateHole( queue[ i ], outerNode );
  12257. }
  12258. return outerNode;
  12259. }
  12260. function compareX( a, b ) {
  12261. return a.x - b.x;
  12262. }
  12263. // find a bridge between vertices that connects hole with an outer ring and link it
  12264. function eliminateHole( hole, outerNode ) {
  12265. const bridge = findHoleBridge( hole, outerNode );
  12266. if ( ! bridge ) {
  12267. return outerNode;
  12268. }
  12269. const bridgeReverse = splitPolygon( bridge, hole );
  12270. // filter collinear points around the cuts
  12271. filterPoints( bridgeReverse, bridgeReverse.next );
  12272. return filterPoints( bridge, bridge.next );
  12273. }
  12274. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  12275. function findHoleBridge( hole, outerNode ) {
  12276. let p = outerNode,
  12277. qx = - Infinity,
  12278. m;
  12279. const hx = hole.x, hy = hole.y;
  12280. // find a segment intersected by a ray from the hole's leftmost point to the left;
  12281. // segment's endpoint with lesser x will be potential connection point
  12282. do {
  12283. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  12284. const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  12285. if ( x <= hx && x > qx ) {
  12286. qx = x;
  12287. m = p.x < p.next.x ? p : p.next;
  12288. if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
  12289. }
  12290. }
  12291. p = p.next;
  12292. } while ( p !== outerNode );
  12293. if ( ! m ) return null;
  12294. // look for points inside the triangle of hole point, segment intersection and endpoint;
  12295. // if there are no points found, we have a valid connection;
  12296. // otherwise choose the point of the minimum angle with the ray as connection point
  12297. const stop = m,
  12298. mx = m.x,
  12299. my = m.y;
  12300. let tanMin = Infinity, tan;
  12301. p = m;
  12302. do {
  12303. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  12304. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  12305. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  12306. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  12307. m = p;
  12308. tanMin = tan;
  12309. }
  12310. }
  12311. p = p.next;
  12312. } while ( p !== stop );
  12313. return m;
  12314. }
  12315. // whether sector in vertex m contains sector in vertex p in the same coordinates
  12316. function sectorContainsSector( m, p ) {
  12317. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  12318. }
  12319. // interlink polygon nodes in z-order
  12320. function indexCurve( start, minX, minY, invSize ) {
  12321. let p = start;
  12322. do {
  12323. if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  12324. p.prevZ = p.prev;
  12325. p.nextZ = p.next;
  12326. p = p.next;
  12327. } while ( p !== start );
  12328. p.prevZ.nextZ = null;
  12329. p.prevZ = null;
  12330. sortLinked( p );
  12331. }
  12332. // Simon Tatham's linked list merge sort algorithm
  12333. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  12334. function sortLinked( list ) {
  12335. let i, p, q, e, tail, numMerges, pSize, qSize,
  12336. inSize = 1;
  12337. do {
  12338. p = list;
  12339. list = null;
  12340. tail = null;
  12341. numMerges = 0;
  12342. while ( p ) {
  12343. numMerges ++;
  12344. q = p;
  12345. pSize = 0;
  12346. for ( i = 0; i < inSize; i ++ ) {
  12347. pSize ++;
  12348. q = q.nextZ;
  12349. if ( ! q ) break;
  12350. }
  12351. qSize = inSize;
  12352. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  12353. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  12354. e = p;
  12355. p = p.nextZ;
  12356. pSize --;
  12357. } else {
  12358. e = q;
  12359. q = q.nextZ;
  12360. qSize --;
  12361. }
  12362. if ( tail ) tail.nextZ = e;
  12363. else list = e;
  12364. e.prevZ = tail;
  12365. tail = e;
  12366. }
  12367. p = q;
  12368. }
  12369. tail.nextZ = null;
  12370. inSize *= 2;
  12371. } while ( numMerges > 1 );
  12372. return list;
  12373. }
  12374. // z-order of a point given coords and inverse of the longer side of data bbox
  12375. function zOrder( x, y, minX, minY, invSize ) {
  12376. // coords are transformed into non-negative 15-bit integer range
  12377. x = ( x - minX ) * invSize | 0;
  12378. y = ( y - minY ) * invSize | 0;
  12379. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  12380. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  12381. x = ( x | ( x << 2 ) ) & 0x33333333;
  12382. x = ( x | ( x << 1 ) ) & 0x55555555;
  12383. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  12384. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  12385. y = ( y | ( y << 2 ) ) & 0x33333333;
  12386. y = ( y | ( y << 1 ) ) & 0x55555555;
  12387. return x | ( y << 1 );
  12388. }
  12389. // find the leftmost node of a polygon ring
  12390. function getLeftmost( start ) {
  12391. let p = start,
  12392. leftmost = start;
  12393. do {
  12394. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  12395. p = p.next;
  12396. } while ( p !== start );
  12397. return leftmost;
  12398. }
  12399. // check if a point lies within a convex triangle
  12400. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  12401. return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
  12402. ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
  12403. ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
  12404. }
  12405. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  12406. function isValidDiagonal( a, b ) {
  12407. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  12408. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  12409. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  12410. equals$1( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  12411. }
  12412. // signed area of a triangle
  12413. function area( p, q, r ) {
  12414. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  12415. }
  12416. // check if two points are equal
  12417. function equals$1( p1, p2 ) {
  12418. return p1.x === p2.x && p1.y === p2.y;
  12419. }
  12420. // check if two segments intersect
  12421. function intersects( p1, q1, p2, q2 ) {
  12422. const o1 = sign$1( area( p1, q1, p2 ) );
  12423. const o2 = sign$1( area( p1, q1, q2 ) );
  12424. const o3 = sign$1( area( p2, q2, p1 ) );
  12425. const o4 = sign$1( area( p2, q2, q1 ) );
  12426. if ( o1 !== o2 && o3 !== o4 ) return true; // general case
  12427. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  12428. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  12429. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  12430. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  12431. return false;
  12432. }
  12433. // for collinear points p, q, r, check if point q lies on segment pr
  12434. function onSegment( p, q, r ) {
  12435. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  12436. }
  12437. function sign$1( num ) {
  12438. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  12439. }
  12440. // check if a polygon diagonal intersects any polygon segments
  12441. function intersectsPolygon( a, b ) {
  12442. let p = a;
  12443. do {
  12444. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  12445. intersects( p, p.next, a, b ) ) return true;
  12446. p = p.next;
  12447. } while ( p !== a );
  12448. return false;
  12449. }
  12450. // check if a polygon diagonal is locally inside the polygon
  12451. function locallyInside( a, b ) {
  12452. return area( a.prev, a, a.next ) < 0 ?
  12453. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  12454. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  12455. }
  12456. // check if the middle point of a polygon diagonal is inside the polygon
  12457. function middleInside( a, b ) {
  12458. let p = a,
  12459. inside = false;
  12460. const px = ( a.x + b.x ) / 2,
  12461. py = ( a.y + b.y ) / 2;
  12462. do {
  12463. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  12464. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  12465. inside = ! inside;
  12466. p = p.next;
  12467. } while ( p !== a );
  12468. return inside;
  12469. }
  12470. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  12471. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  12472. function splitPolygon( a, b ) {
  12473. const a2 = new Node$1( a.i, a.x, a.y ),
  12474. b2 = new Node$1( b.i, b.x, b.y ),
  12475. an = a.next,
  12476. bp = b.prev;
  12477. a.next = b;
  12478. b.prev = a;
  12479. a2.next = an;
  12480. an.prev = a2;
  12481. b2.next = a2;
  12482. a2.prev = b2;
  12483. bp.next = b2;
  12484. b2.prev = bp;
  12485. return b2;
  12486. }
  12487. // create a node and optionally link it with previous one (in a circular doubly linked list)
  12488. function insertNode( i, x, y, last ) {
  12489. const p = new Node$1( i, x, y );
  12490. if ( ! last ) {
  12491. p.prev = p;
  12492. p.next = p;
  12493. } else {
  12494. p.next = last.next;
  12495. p.prev = last;
  12496. last.next.prev = p;
  12497. last.next = p;
  12498. }
  12499. return p;
  12500. }
  12501. function removeNode( p ) {
  12502. p.next.prev = p.prev;
  12503. p.prev.next = p.next;
  12504. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  12505. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  12506. }
  12507. function Node$1( i, x, y ) {
  12508. // vertex index in coordinates array
  12509. this.i = i;
  12510. // vertex coordinates
  12511. this.x = x;
  12512. this.y = y;
  12513. // previous and next vertex nodes in a polygon ring
  12514. this.prev = null;
  12515. this.next = null;
  12516. // z-order curve value
  12517. this.z = 0;
  12518. // previous and next nodes in z-order
  12519. this.prevZ = null;
  12520. this.nextZ = null;
  12521. // indicates whether this is a steiner point
  12522. this.steiner = false;
  12523. }
  12524. function signedArea( data, start, end, dim ) {
  12525. let sum = 0;
  12526. for ( let i = start, j = end - dim; i < end; i += dim ) {
  12527. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  12528. j = i;
  12529. }
  12530. return sum;
  12531. }
  12532. class ShapeUtils {
  12533. // calculate area of the contour polygon
  12534. static area( contour ) {
  12535. const n = contour.length;
  12536. let a = 0.0;
  12537. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  12538. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  12539. }
  12540. return a * 0.5;
  12541. }
  12542. static isClockWise( pts ) {
  12543. return ShapeUtils.area( pts ) < 0;
  12544. }
  12545. static triangulateShape( contour, holes ) {
  12546. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  12547. const holeIndices = []; // array of hole indices
  12548. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  12549. removeDupEndPts( contour );
  12550. addContour( vertices, contour );
  12551. //
  12552. let holeIndex = contour.length;
  12553. holes.forEach( removeDupEndPts );
  12554. for ( let i = 0; i < holes.length; i ++ ) {
  12555. holeIndices.push( holeIndex );
  12556. holeIndex += holes[ i ].length;
  12557. addContour( vertices, holes[ i ] );
  12558. }
  12559. //
  12560. const triangles = Earcut.triangulate( vertices, holeIndices );
  12561. //
  12562. for ( let i = 0; i < triangles.length; i += 3 ) {
  12563. faces.push( triangles.slice( i, i + 3 ) );
  12564. }
  12565. return faces;
  12566. }
  12567. }
  12568. function removeDupEndPts( points ) {
  12569. const l = points.length;
  12570. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  12571. points.pop();
  12572. }
  12573. }
  12574. function addContour( vertices, contour ) {
  12575. for ( let i = 0; i < contour.length; i ++ ) {
  12576. vertices.push( contour[ i ].x );
  12577. vertices.push( contour[ i ].y );
  12578. }
  12579. }
  12580. /**
  12581. * Creates extruded geometry from a path shape.
  12582. *
  12583. * parameters = {
  12584. *
  12585. * curveSegments: <int>, // number of points on the curves
  12586. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  12587. * depth: <float>, // Depth to extrude the shape
  12588. *
  12589. * bevelEnabled: <bool>, // turn on bevel
  12590. * bevelThickness: <float>, // how deep into the original shape bevel goes
  12591. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  12592. * bevelOffset: <float>, // how far from shape outline does bevel start
  12593. * bevelSegments: <int>, // number of bevel layers
  12594. *
  12595. * extrudePath: <THREE.Curve> // curve to extrude shape along
  12596. *
  12597. * UVGenerator: <Object> // object that provides UV generator functions
  12598. *
  12599. * }
  12600. */
  12601. class ExtrudeGeometry extends BufferGeometry {
  12602. constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {
  12603. super();
  12604. this.type = 'ExtrudeGeometry';
  12605. this.parameters = {
  12606. shapes: shapes,
  12607. options: options
  12608. };
  12609. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  12610. const scope = this;
  12611. const verticesArray = [];
  12612. const uvArray = [];
  12613. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  12614. const shape = shapes[ i ];
  12615. addShape( shape );
  12616. }
  12617. // build geometry
  12618. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  12619. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  12620. this.computeVertexNormals();
  12621. // functions
  12622. function addShape( shape ) {
  12623. const placeholder = [];
  12624. // options
  12625. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  12626. const steps = options.steps !== undefined ? options.steps : 1;
  12627. const depth = options.depth !== undefined ? options.depth : 1;
  12628. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  12629. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  12630. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  12631. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  12632. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  12633. const extrudePath = options.extrudePath;
  12634. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  12635. //
  12636. let extrudePts, extrudeByPath = false;
  12637. let splineTube, binormal, normal, position2;
  12638. if ( extrudePath ) {
  12639. extrudePts = extrudePath.getSpacedPoints( steps );
  12640. extrudeByPath = true;
  12641. bevelEnabled = false; // bevels not supported for path extrusion
  12642. // SETUP TNB variables
  12643. // TODO1 - have a .isClosed in spline?
  12644. splineTube = extrudePath.computeFrenetFrames( steps, false );
  12645. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  12646. binormal = new Vector3();
  12647. normal = new Vector3();
  12648. position2 = new Vector3();
  12649. }
  12650. // Safeguards if bevels are not enabled
  12651. if ( ! bevelEnabled ) {
  12652. bevelSegments = 0;
  12653. bevelThickness = 0;
  12654. bevelSize = 0;
  12655. bevelOffset = 0;
  12656. }
  12657. // Variables initialization
  12658. const shapePoints = shape.extractPoints( curveSegments );
  12659. let vertices = shapePoints.shape;
  12660. const holes = shapePoints.holes;
  12661. const reverse = ! ShapeUtils.isClockWise( vertices );
  12662. if ( reverse ) {
  12663. vertices = vertices.reverse();
  12664. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  12665. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12666. const ahole = holes[ h ];
  12667. if ( ShapeUtils.isClockWise( ahole ) ) {
  12668. holes[ h ] = ahole.reverse();
  12669. }
  12670. }
  12671. }
  12672. const faces = ShapeUtils.triangulateShape( vertices, holes );
  12673. /* Vertices */
  12674. const contour = vertices; // vertices has all points but contour has only points of circumference
  12675. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12676. const ahole = holes[ h ];
  12677. vertices = vertices.concat( ahole );
  12678. }
  12679. function scalePt2( pt, vec, size ) {
  12680. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  12681. return pt.clone().addScaledVector( vec, size );
  12682. }
  12683. const vlen = vertices.length, flen = faces.length;
  12684. // Find directions for point movement
  12685. function getBevelVec( inPt, inPrev, inNext ) {
  12686. // computes for inPt the corresponding point inPt' on a new contour
  12687. // shifted by 1 unit (length of normalized vector) to the left
  12688. // if we walk along contour clockwise, this new contour is outside the old one
  12689. //
  12690. // inPt' is the intersection of the two lines parallel to the two
  12691. // adjacent edges of inPt at a distance of 1 unit on the left side.
  12692. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  12693. // good reading for geometry algorithms (here: line-line intersection)
  12694. // http://geomalgorithms.com/a05-_intersect-1.html
  12695. const v_prev_x = inPt.x - inPrev.x,
  12696. v_prev_y = inPt.y - inPrev.y;
  12697. const v_next_x = inNext.x - inPt.x,
  12698. v_next_y = inNext.y - inPt.y;
  12699. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  12700. // check for collinear edges
  12701. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12702. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  12703. // not collinear
  12704. // length of vectors for normalizing
  12705. const v_prev_len = Math.sqrt( v_prev_lensq );
  12706. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  12707. // shift adjacent points by unit vectors to the left
  12708. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  12709. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  12710. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  12711. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  12712. // scaling factor for v_prev to intersection point
  12713. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  12714. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  12715. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  12716. // vector from inPt to intersection point
  12717. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  12718. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  12719. // Don't normalize!, otherwise sharp corners become ugly
  12720. // but prevent crazy spikes
  12721. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  12722. if ( v_trans_lensq <= 2 ) {
  12723. return new Vector2( v_trans_x, v_trans_y );
  12724. } else {
  12725. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  12726. }
  12727. } else {
  12728. // handle special case of collinear edges
  12729. let direction_eq = false; // assumes: opposite
  12730. if ( v_prev_x > Number.EPSILON ) {
  12731. if ( v_next_x > Number.EPSILON ) {
  12732. direction_eq = true;
  12733. }
  12734. } else {
  12735. if ( v_prev_x < - Number.EPSILON ) {
  12736. if ( v_next_x < - Number.EPSILON ) {
  12737. direction_eq = true;
  12738. }
  12739. } else {
  12740. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  12741. direction_eq = true;
  12742. }
  12743. }
  12744. }
  12745. if ( direction_eq ) {
  12746. // console.log("Warning: lines are a straight sequence");
  12747. v_trans_x = - v_prev_y;
  12748. v_trans_y = v_prev_x;
  12749. shrink_by = Math.sqrt( v_prev_lensq );
  12750. } else {
  12751. // console.log("Warning: lines are a straight spike");
  12752. v_trans_x = v_prev_x;
  12753. v_trans_y = v_prev_y;
  12754. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  12755. }
  12756. }
  12757. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  12758. }
  12759. const contourMovements = [];
  12760. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12761. if ( j === il ) j = 0;
  12762. if ( k === il ) k = 0;
  12763. // (j)---(i)---(k)
  12764. // console.log('i,j,k', i, j , k)
  12765. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  12766. }
  12767. const holesMovements = [];
  12768. let oneHoleMovements, verticesMovements = contourMovements.concat();
  12769. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12770. const ahole = holes[ h ];
  12771. oneHoleMovements = [];
  12772. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  12773. if ( j === il ) j = 0;
  12774. if ( k === il ) k = 0;
  12775. // (j)---(i)---(k)
  12776. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  12777. }
  12778. holesMovements.push( oneHoleMovements );
  12779. verticesMovements = verticesMovements.concat( oneHoleMovements );
  12780. }
  12781. // Loop bevelSegments, 1 for the front, 1 for the back
  12782. for ( let b = 0; b < bevelSegments; b ++ ) {
  12783. //for ( b = bevelSegments; b > 0; b -- ) {
  12784. const t = b / bevelSegments;
  12785. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12786. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12787. // contract shape
  12788. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12789. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12790. v( vert.x, vert.y, - z );
  12791. }
  12792. // expand holes
  12793. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12794. const ahole = holes[ h ];
  12795. oneHoleMovements = holesMovements[ h ];
  12796. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12797. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12798. v( vert.x, vert.y, - z );
  12799. }
  12800. }
  12801. }
  12802. const bs = bevelSize + bevelOffset;
  12803. // Back facing vertices
  12804. for ( let i = 0; i < vlen; i ++ ) {
  12805. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12806. if ( ! extrudeByPath ) {
  12807. v( vert.x, vert.y, 0 );
  12808. } else {
  12809. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  12810. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  12811. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  12812. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  12813. v( position2.x, position2.y, position2.z );
  12814. }
  12815. }
  12816. // Add stepped vertices...
  12817. // Including front facing vertices
  12818. for ( let s = 1; s <= steps; s ++ ) {
  12819. for ( let i = 0; i < vlen; i ++ ) {
  12820. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  12821. if ( ! extrudeByPath ) {
  12822. v( vert.x, vert.y, depth / steps * s );
  12823. } else {
  12824. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  12825. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  12826. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  12827. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  12828. v( position2.x, position2.y, position2.z );
  12829. }
  12830. }
  12831. }
  12832. // Add bevel segments planes
  12833. //for ( b = 1; b <= bevelSegments; b ++ ) {
  12834. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  12835. const t = b / bevelSegments;
  12836. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  12837. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  12838. // contract shape
  12839. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  12840. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  12841. v( vert.x, vert.y, depth + z );
  12842. }
  12843. // expand holes
  12844. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12845. const ahole = holes[ h ];
  12846. oneHoleMovements = holesMovements[ h ];
  12847. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  12848. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  12849. if ( ! extrudeByPath ) {
  12850. v( vert.x, vert.y, depth + z );
  12851. } else {
  12852. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  12853. }
  12854. }
  12855. }
  12856. }
  12857. /* Faces */
  12858. // Top and bottom faces
  12859. buildLidFaces();
  12860. // Sides faces
  12861. buildSideFaces();
  12862. ///// Internal functions
  12863. function buildLidFaces() {
  12864. const start = verticesArray.length / 3;
  12865. if ( bevelEnabled ) {
  12866. let layer = 0; // steps + 1
  12867. let offset = vlen * layer;
  12868. // Bottom faces
  12869. for ( let i = 0; i < flen; i ++ ) {
  12870. const face = faces[ i ];
  12871. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  12872. }
  12873. layer = steps + bevelSegments * 2;
  12874. offset = vlen * layer;
  12875. // Top faces
  12876. for ( let i = 0; i < flen; i ++ ) {
  12877. const face = faces[ i ];
  12878. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  12879. }
  12880. } else {
  12881. // Bottom faces
  12882. for ( let i = 0; i < flen; i ++ ) {
  12883. const face = faces[ i ];
  12884. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  12885. }
  12886. // Top faces
  12887. for ( let i = 0; i < flen; i ++ ) {
  12888. const face = faces[ i ];
  12889. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  12890. }
  12891. }
  12892. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  12893. }
  12894. // Create faces for the z-sides of the shape
  12895. function buildSideFaces() {
  12896. const start = verticesArray.length / 3;
  12897. let layeroffset = 0;
  12898. sidewalls( contour, layeroffset );
  12899. layeroffset += contour.length;
  12900. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  12901. const ahole = holes[ h ];
  12902. sidewalls( ahole, layeroffset );
  12903. //, true
  12904. layeroffset += ahole.length;
  12905. }
  12906. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  12907. }
  12908. function sidewalls( contour, layeroffset ) {
  12909. let i = contour.length;
  12910. while ( -- i >= 0 ) {
  12911. const j = i;
  12912. let k = i - 1;
  12913. if ( k < 0 ) k = contour.length - 1;
  12914. //console.log('b', i,j, i-1, k,vertices.length);
  12915. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  12916. const slen1 = vlen * s;
  12917. const slen2 = vlen * ( s + 1 );
  12918. const a = layeroffset + j + slen1,
  12919. b = layeroffset + k + slen1,
  12920. c = layeroffset + k + slen2,
  12921. d = layeroffset + j + slen2;
  12922. f4( a, b, c, d );
  12923. }
  12924. }
  12925. }
  12926. function v( x, y, z ) {
  12927. placeholder.push( x );
  12928. placeholder.push( y );
  12929. placeholder.push( z );
  12930. }
  12931. function f3( a, b, c ) {
  12932. addVertex( a );
  12933. addVertex( b );
  12934. addVertex( c );
  12935. const nextIndex = verticesArray.length / 3;
  12936. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  12937. addUV( uvs[ 0 ] );
  12938. addUV( uvs[ 1 ] );
  12939. addUV( uvs[ 2 ] );
  12940. }
  12941. function f4( a, b, c, d ) {
  12942. addVertex( a );
  12943. addVertex( b );
  12944. addVertex( d );
  12945. addVertex( b );
  12946. addVertex( c );
  12947. addVertex( d );
  12948. const nextIndex = verticesArray.length / 3;
  12949. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  12950. addUV( uvs[ 0 ] );
  12951. addUV( uvs[ 1 ] );
  12952. addUV( uvs[ 3 ] );
  12953. addUV( uvs[ 1 ] );
  12954. addUV( uvs[ 2 ] );
  12955. addUV( uvs[ 3 ] );
  12956. }
  12957. function addVertex( index ) {
  12958. verticesArray.push( placeholder[ index * 3 + 0 ] );
  12959. verticesArray.push( placeholder[ index * 3 + 1 ] );
  12960. verticesArray.push( placeholder[ index * 3 + 2 ] );
  12961. }
  12962. function addUV( vector2 ) {
  12963. uvArray.push( vector2.x );
  12964. uvArray.push( vector2.y );
  12965. }
  12966. }
  12967. }
  12968. copy( source ) {
  12969. super.copy( source );
  12970. this.parameters = Object.assign( {}, source.parameters );
  12971. return this;
  12972. }
  12973. toJSON() {
  12974. const data = super.toJSON();
  12975. const shapes = this.parameters.shapes;
  12976. const options = this.parameters.options;
  12977. return toJSON$1( shapes, options, data );
  12978. }
  12979. static fromJSON( data, shapes ) {
  12980. const geometryShapes = [];
  12981. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  12982. const shape = shapes[ data.shapes[ j ] ];
  12983. geometryShapes.push( shape );
  12984. }
  12985. const extrudePath = data.options.extrudePath;
  12986. if ( extrudePath !== undefined ) {
  12987. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  12988. }
  12989. return new ExtrudeGeometry( geometryShapes, data.options );
  12990. }
  12991. }
  12992. const WorldUVGenerator = {
  12993. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  12994. const a_x = vertices[ indexA * 3 ];
  12995. const a_y = vertices[ indexA * 3 + 1 ];
  12996. const b_x = vertices[ indexB * 3 ];
  12997. const b_y = vertices[ indexB * 3 + 1 ];
  12998. const c_x = vertices[ indexC * 3 ];
  12999. const c_y = vertices[ indexC * 3 + 1 ];
  13000. return [
  13001. new Vector2( a_x, a_y ),
  13002. new Vector2( b_x, b_y ),
  13003. new Vector2( c_x, c_y )
  13004. ];
  13005. },
  13006. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  13007. const a_x = vertices[ indexA * 3 ];
  13008. const a_y = vertices[ indexA * 3 + 1 ];
  13009. const a_z = vertices[ indexA * 3 + 2 ];
  13010. const b_x = vertices[ indexB * 3 ];
  13011. const b_y = vertices[ indexB * 3 + 1 ];
  13012. const b_z = vertices[ indexB * 3 + 2 ];
  13013. const c_x = vertices[ indexC * 3 ];
  13014. const c_y = vertices[ indexC * 3 + 1 ];
  13015. const c_z = vertices[ indexC * 3 + 2 ];
  13016. const d_x = vertices[ indexD * 3 ];
  13017. const d_y = vertices[ indexD * 3 + 1 ];
  13018. const d_z = vertices[ indexD * 3 + 2 ];
  13019. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  13020. return [
  13021. new Vector2( a_x, 1 - a_z ),
  13022. new Vector2( b_x, 1 - b_z ),
  13023. new Vector2( c_x, 1 - c_z ),
  13024. new Vector2( d_x, 1 - d_z )
  13025. ];
  13026. } else {
  13027. return [
  13028. new Vector2( a_y, 1 - a_z ),
  13029. new Vector2( b_y, 1 - b_z ),
  13030. new Vector2( c_y, 1 - c_z ),
  13031. new Vector2( d_y, 1 - d_z )
  13032. ];
  13033. }
  13034. }
  13035. };
  13036. function toJSON$1( shapes, options, data ) {
  13037. data.shapes = [];
  13038. if ( Array.isArray( shapes ) ) {
  13039. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13040. const shape = shapes[ i ];
  13041. data.shapes.push( shape.uuid );
  13042. }
  13043. } else {
  13044. data.shapes.push( shapes.uuid );
  13045. }
  13046. data.options = Object.assign( {}, options );
  13047. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  13048. return data;
  13049. }
  13050. class IcosahedronGeometry extends PolyhedronGeometry {
  13051. constructor( radius = 1, detail = 0 ) {
  13052. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  13053. const vertices = [
  13054. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  13055. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  13056. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  13057. ];
  13058. const indices = [
  13059. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  13060. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  13061. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  13062. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  13063. ];
  13064. super( vertices, indices, radius, detail );
  13065. this.type = 'IcosahedronGeometry';
  13066. this.parameters = {
  13067. radius: radius,
  13068. detail: detail
  13069. };
  13070. }
  13071. static fromJSON( data ) {
  13072. return new IcosahedronGeometry( data.radius, data.detail );
  13073. }
  13074. }
  13075. class OctahedronGeometry extends PolyhedronGeometry {
  13076. constructor( radius = 1, detail = 0 ) {
  13077. const vertices = [
  13078. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  13079. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  13080. ];
  13081. const indices = [
  13082. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  13083. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  13084. 1, 3, 4, 1, 4, 2
  13085. ];
  13086. super( vertices, indices, radius, detail );
  13087. this.type = 'OctahedronGeometry';
  13088. this.parameters = {
  13089. radius: radius,
  13090. detail: detail
  13091. };
  13092. }
  13093. static fromJSON( data ) {
  13094. return new OctahedronGeometry( data.radius, data.detail );
  13095. }
  13096. }
  13097. class PlaneGeometry extends BufferGeometry {
  13098. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  13099. super();
  13100. this.type = 'PlaneGeometry';
  13101. this.parameters = {
  13102. width: width,
  13103. height: height,
  13104. widthSegments: widthSegments,
  13105. heightSegments: heightSegments
  13106. };
  13107. const width_half = width / 2;
  13108. const height_half = height / 2;
  13109. const gridX = Math.floor( widthSegments );
  13110. const gridY = Math.floor( heightSegments );
  13111. const gridX1 = gridX + 1;
  13112. const gridY1 = gridY + 1;
  13113. const segment_width = width / gridX;
  13114. const segment_height = height / gridY;
  13115. //
  13116. const indices = [];
  13117. const vertices = [];
  13118. const normals = [];
  13119. const uvs = [];
  13120. for ( let iy = 0; iy < gridY1; iy ++ ) {
  13121. const y = iy * segment_height - height_half;
  13122. for ( let ix = 0; ix < gridX1; ix ++ ) {
  13123. const x = ix * segment_width - width_half;
  13124. vertices.push( x, - y, 0 );
  13125. normals.push( 0, 0, 1 );
  13126. uvs.push( ix / gridX );
  13127. uvs.push( 1 - ( iy / gridY ) );
  13128. }
  13129. }
  13130. for ( let iy = 0; iy < gridY; iy ++ ) {
  13131. for ( let ix = 0; ix < gridX; ix ++ ) {
  13132. const a = ix + gridX1 * iy;
  13133. const b = ix + gridX1 * ( iy + 1 );
  13134. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  13135. const d = ( ix + 1 ) + gridX1 * iy;
  13136. indices.push( a, b, d );
  13137. indices.push( b, c, d );
  13138. }
  13139. }
  13140. this.setIndex( indices );
  13141. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13142. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13143. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13144. }
  13145. copy( source ) {
  13146. super.copy( source );
  13147. this.parameters = Object.assign( {}, source.parameters );
  13148. return this;
  13149. }
  13150. static fromJSON( data ) {
  13151. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  13152. }
  13153. }
  13154. class RingGeometry extends BufferGeometry {
  13155. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  13156. super();
  13157. this.type = 'RingGeometry';
  13158. this.parameters = {
  13159. innerRadius: innerRadius,
  13160. outerRadius: outerRadius,
  13161. thetaSegments: thetaSegments,
  13162. phiSegments: phiSegments,
  13163. thetaStart: thetaStart,
  13164. thetaLength: thetaLength
  13165. };
  13166. thetaSegments = Math.max( 3, thetaSegments );
  13167. phiSegments = Math.max( 1, phiSegments );
  13168. // buffers
  13169. const indices = [];
  13170. const vertices = [];
  13171. const normals = [];
  13172. const uvs = [];
  13173. // some helper variables
  13174. let radius = innerRadius;
  13175. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  13176. const vertex = new Vector3();
  13177. const uv = new Vector2();
  13178. // generate vertices, normals and uvs
  13179. for ( let j = 0; j <= phiSegments; j ++ ) {
  13180. for ( let i = 0; i <= thetaSegments; i ++ ) {
  13181. // values are generate from the inside of the ring to the outside
  13182. const segment = thetaStart + i / thetaSegments * thetaLength;
  13183. // vertex
  13184. vertex.x = radius * Math.cos( segment );
  13185. vertex.y = radius * Math.sin( segment );
  13186. vertices.push( vertex.x, vertex.y, vertex.z );
  13187. // normal
  13188. normals.push( 0, 0, 1 );
  13189. // uv
  13190. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  13191. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  13192. uvs.push( uv.x, uv.y );
  13193. }
  13194. // increase the radius for next row of vertices
  13195. radius += radiusStep;
  13196. }
  13197. // indices
  13198. for ( let j = 0; j < phiSegments; j ++ ) {
  13199. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  13200. for ( let i = 0; i < thetaSegments; i ++ ) {
  13201. const segment = i + thetaSegmentLevel;
  13202. const a = segment;
  13203. const b = segment + thetaSegments + 1;
  13204. const c = segment + thetaSegments + 2;
  13205. const d = segment + 1;
  13206. // faces
  13207. indices.push( a, b, d );
  13208. indices.push( b, c, d );
  13209. }
  13210. }
  13211. // build geometry
  13212. this.setIndex( indices );
  13213. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13214. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13215. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13216. }
  13217. copy( source ) {
  13218. super.copy( source );
  13219. this.parameters = Object.assign( {}, source.parameters );
  13220. return this;
  13221. }
  13222. static fromJSON( data ) {
  13223. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  13224. }
  13225. }
  13226. class ShapeGeometry extends BufferGeometry {
  13227. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
  13228. super();
  13229. this.type = 'ShapeGeometry';
  13230. this.parameters = {
  13231. shapes: shapes,
  13232. curveSegments: curveSegments
  13233. };
  13234. // buffers
  13235. const indices = [];
  13236. const vertices = [];
  13237. const normals = [];
  13238. const uvs = [];
  13239. // helper variables
  13240. let groupStart = 0;
  13241. let groupCount = 0;
  13242. // allow single and array values for "shapes" parameter
  13243. if ( Array.isArray( shapes ) === false ) {
  13244. addShape( shapes );
  13245. } else {
  13246. for ( let i = 0; i < shapes.length; i ++ ) {
  13247. addShape( shapes[ i ] );
  13248. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  13249. groupStart += groupCount;
  13250. groupCount = 0;
  13251. }
  13252. }
  13253. // build geometry
  13254. this.setIndex( indices );
  13255. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13256. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13257. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13258. // helper functions
  13259. function addShape( shape ) {
  13260. const indexOffset = vertices.length / 3;
  13261. const points = shape.extractPoints( curveSegments );
  13262. let shapeVertices = points.shape;
  13263. const shapeHoles = points.holes;
  13264. // check direction of vertices
  13265. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  13266. shapeVertices = shapeVertices.reverse();
  13267. }
  13268. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13269. const shapeHole = shapeHoles[ i ];
  13270. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  13271. shapeHoles[ i ] = shapeHole.reverse();
  13272. }
  13273. }
  13274. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  13275. // join vertices of inner and outer paths to a single array
  13276. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  13277. const shapeHole = shapeHoles[ i ];
  13278. shapeVertices = shapeVertices.concat( shapeHole );
  13279. }
  13280. // vertices, normals, uvs
  13281. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  13282. const vertex = shapeVertices[ i ];
  13283. vertices.push( vertex.x, vertex.y, 0 );
  13284. normals.push( 0, 0, 1 );
  13285. uvs.push( vertex.x, vertex.y ); // world uvs
  13286. }
  13287. // indices
  13288. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  13289. const face = faces[ i ];
  13290. const a = face[ 0 ] + indexOffset;
  13291. const b = face[ 1 ] + indexOffset;
  13292. const c = face[ 2 ] + indexOffset;
  13293. indices.push( a, b, c );
  13294. groupCount += 3;
  13295. }
  13296. }
  13297. }
  13298. copy( source ) {
  13299. super.copy( source );
  13300. this.parameters = Object.assign( {}, source.parameters );
  13301. return this;
  13302. }
  13303. toJSON() {
  13304. const data = super.toJSON();
  13305. const shapes = this.parameters.shapes;
  13306. return toJSON( shapes, data );
  13307. }
  13308. static fromJSON( data, shapes ) {
  13309. const geometryShapes = [];
  13310. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  13311. const shape = shapes[ data.shapes[ j ] ];
  13312. geometryShapes.push( shape );
  13313. }
  13314. return new ShapeGeometry( geometryShapes, data.curveSegments );
  13315. }
  13316. }
  13317. function toJSON( shapes, data ) {
  13318. data.shapes = [];
  13319. if ( Array.isArray( shapes ) ) {
  13320. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  13321. const shape = shapes[ i ];
  13322. data.shapes.push( shape.uuid );
  13323. }
  13324. } else {
  13325. data.shapes.push( shapes.uuid );
  13326. }
  13327. return data;
  13328. }
  13329. class SphereGeometry extends BufferGeometry {
  13330. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  13331. super();
  13332. this.type = 'SphereGeometry';
  13333. this.parameters = {
  13334. radius: radius,
  13335. widthSegments: widthSegments,
  13336. heightSegments: heightSegments,
  13337. phiStart: phiStart,
  13338. phiLength: phiLength,
  13339. thetaStart: thetaStart,
  13340. thetaLength: thetaLength
  13341. };
  13342. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  13343. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  13344. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  13345. let index = 0;
  13346. const grid = [];
  13347. const vertex = new Vector3();
  13348. const normal = new Vector3();
  13349. // buffers
  13350. const indices = [];
  13351. const vertices = [];
  13352. const normals = [];
  13353. const uvs = [];
  13354. // generate vertices, normals and uvs
  13355. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  13356. const verticesRow = [];
  13357. const v = iy / heightSegments;
  13358. // special case for the poles
  13359. let uOffset = 0;
  13360. if ( iy === 0 && thetaStart === 0 ) {
  13361. uOffset = 0.5 / widthSegments;
  13362. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  13363. uOffset = - 0.5 / widthSegments;
  13364. }
  13365. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  13366. const u = ix / widthSegments;
  13367. // vertex
  13368. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13369. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  13370. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  13371. vertices.push( vertex.x, vertex.y, vertex.z );
  13372. // normal
  13373. normal.copy( vertex ).normalize();
  13374. normals.push( normal.x, normal.y, normal.z );
  13375. // uv
  13376. uvs.push( u + uOffset, 1 - v );
  13377. verticesRow.push( index ++ );
  13378. }
  13379. grid.push( verticesRow );
  13380. }
  13381. // indices
  13382. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  13383. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  13384. const a = grid[ iy ][ ix + 1 ];
  13385. const b = grid[ iy ][ ix ];
  13386. const c = grid[ iy + 1 ][ ix ];
  13387. const d = grid[ iy + 1 ][ ix + 1 ];
  13388. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  13389. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  13390. }
  13391. }
  13392. // build geometry
  13393. this.setIndex( indices );
  13394. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13395. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13396. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13397. }
  13398. copy( source ) {
  13399. super.copy( source );
  13400. this.parameters = Object.assign( {}, source.parameters );
  13401. return this;
  13402. }
  13403. static fromJSON( data ) {
  13404. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  13405. }
  13406. }
  13407. class TetrahedronGeometry extends PolyhedronGeometry {
  13408. constructor( radius = 1, detail = 0 ) {
  13409. const vertices = [
  13410. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  13411. ];
  13412. const indices = [
  13413. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  13414. ];
  13415. super( vertices, indices, radius, detail );
  13416. this.type = 'TetrahedronGeometry';
  13417. this.parameters = {
  13418. radius: radius,
  13419. detail: detail
  13420. };
  13421. }
  13422. static fromJSON( data ) {
  13423. return new TetrahedronGeometry( data.radius, data.detail );
  13424. }
  13425. }
  13426. class TorusGeometry extends BufferGeometry {
  13427. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  13428. super();
  13429. this.type = 'TorusGeometry';
  13430. this.parameters = {
  13431. radius: radius,
  13432. tube: tube,
  13433. radialSegments: radialSegments,
  13434. tubularSegments: tubularSegments,
  13435. arc: arc
  13436. };
  13437. radialSegments = Math.floor( radialSegments );
  13438. tubularSegments = Math.floor( tubularSegments );
  13439. // buffers
  13440. const indices = [];
  13441. const vertices = [];
  13442. const normals = [];
  13443. const uvs = [];
  13444. // helper variables
  13445. const center = new Vector3();
  13446. const vertex = new Vector3();
  13447. const normal = new Vector3();
  13448. // generate vertices, normals and uvs
  13449. for ( let j = 0; j <= radialSegments; j ++ ) {
  13450. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13451. const u = i / tubularSegments * arc;
  13452. const v = j / radialSegments * Math.PI * 2;
  13453. // vertex
  13454. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  13455. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  13456. vertex.z = tube * Math.sin( v );
  13457. vertices.push( vertex.x, vertex.y, vertex.z );
  13458. // normal
  13459. center.x = radius * Math.cos( u );
  13460. center.y = radius * Math.sin( u );
  13461. normal.subVectors( vertex, center ).normalize();
  13462. normals.push( normal.x, normal.y, normal.z );
  13463. // uv
  13464. uvs.push( i / tubularSegments );
  13465. uvs.push( j / radialSegments );
  13466. }
  13467. }
  13468. // generate indices
  13469. for ( let j = 1; j <= radialSegments; j ++ ) {
  13470. for ( let i = 1; i <= tubularSegments; i ++ ) {
  13471. // indices
  13472. const a = ( tubularSegments + 1 ) * j + i - 1;
  13473. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  13474. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  13475. const d = ( tubularSegments + 1 ) * j + i;
  13476. // faces
  13477. indices.push( a, b, d );
  13478. indices.push( b, c, d );
  13479. }
  13480. }
  13481. // build geometry
  13482. this.setIndex( indices );
  13483. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13484. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13485. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13486. }
  13487. copy( source ) {
  13488. super.copy( source );
  13489. this.parameters = Object.assign( {}, source.parameters );
  13490. return this;
  13491. }
  13492. static fromJSON( data ) {
  13493. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  13494. }
  13495. }
  13496. class TorusKnotGeometry extends BufferGeometry {
  13497. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  13498. super();
  13499. this.type = 'TorusKnotGeometry';
  13500. this.parameters = {
  13501. radius: radius,
  13502. tube: tube,
  13503. tubularSegments: tubularSegments,
  13504. radialSegments: radialSegments,
  13505. p: p,
  13506. q: q
  13507. };
  13508. tubularSegments = Math.floor( tubularSegments );
  13509. radialSegments = Math.floor( radialSegments );
  13510. // buffers
  13511. const indices = [];
  13512. const vertices = [];
  13513. const normals = [];
  13514. const uvs = [];
  13515. // helper variables
  13516. const vertex = new Vector3();
  13517. const normal = new Vector3();
  13518. const P1 = new Vector3();
  13519. const P2 = new Vector3();
  13520. const B = new Vector3();
  13521. const T = new Vector3();
  13522. const N = new Vector3();
  13523. // generate vertices, normals and uvs
  13524. for ( let i = 0; i <= tubularSegments; ++ i ) {
  13525. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  13526. const u = i / tubularSegments * p * Math.PI * 2;
  13527. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  13528. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  13529. calculatePositionOnCurve( u, p, q, radius, P1 );
  13530. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  13531. // calculate orthonormal basis
  13532. T.subVectors( P2, P1 );
  13533. N.addVectors( P2, P1 );
  13534. B.crossVectors( T, N );
  13535. N.crossVectors( B, T );
  13536. // normalize B, N. T can be ignored, we don't use it
  13537. B.normalize();
  13538. N.normalize();
  13539. for ( let j = 0; j <= radialSegments; ++ j ) {
  13540. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  13541. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  13542. const v = j / radialSegments * Math.PI * 2;
  13543. const cx = - tube * Math.cos( v );
  13544. const cy = tube * Math.sin( v );
  13545. // now calculate the final vertex position.
  13546. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  13547. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  13548. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  13549. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  13550. vertices.push( vertex.x, vertex.y, vertex.z );
  13551. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  13552. normal.subVectors( vertex, P1 ).normalize();
  13553. normals.push( normal.x, normal.y, normal.z );
  13554. // uv
  13555. uvs.push( i / tubularSegments );
  13556. uvs.push( j / radialSegments );
  13557. }
  13558. }
  13559. // generate indices
  13560. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13561. for ( let i = 1; i <= radialSegments; i ++ ) {
  13562. // indices
  13563. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13564. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13565. const c = ( radialSegments + 1 ) * j + i;
  13566. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13567. // faces
  13568. indices.push( a, b, d );
  13569. indices.push( b, c, d );
  13570. }
  13571. }
  13572. // build geometry
  13573. this.setIndex( indices );
  13574. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13575. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13576. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13577. // this function calculates the current position on the torus curve
  13578. function calculatePositionOnCurve( u, p, q, radius, position ) {
  13579. const cu = Math.cos( u );
  13580. const su = Math.sin( u );
  13581. const quOverP = q / p * u;
  13582. const cs = Math.cos( quOverP );
  13583. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  13584. position.y = radius * ( 2 + cs ) * su * 0.5;
  13585. position.z = radius * Math.sin( quOverP ) * 0.5;
  13586. }
  13587. }
  13588. copy( source ) {
  13589. super.copy( source );
  13590. this.parameters = Object.assign( {}, source.parameters );
  13591. return this;
  13592. }
  13593. static fromJSON( data ) {
  13594. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  13595. }
  13596. }
  13597. class TubeGeometry extends BufferGeometry {
  13598. constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
  13599. super();
  13600. this.type = 'TubeGeometry';
  13601. this.parameters = {
  13602. path: path,
  13603. tubularSegments: tubularSegments,
  13604. radius: radius,
  13605. radialSegments: radialSegments,
  13606. closed: closed
  13607. };
  13608. const frames = path.computeFrenetFrames( tubularSegments, closed );
  13609. // expose internals
  13610. this.tangents = frames.tangents;
  13611. this.normals = frames.normals;
  13612. this.binormals = frames.binormals;
  13613. // helper variables
  13614. const vertex = new Vector3();
  13615. const normal = new Vector3();
  13616. const uv = new Vector2();
  13617. let P = new Vector3();
  13618. // buffer
  13619. const vertices = [];
  13620. const normals = [];
  13621. const uvs = [];
  13622. const indices = [];
  13623. // create buffer data
  13624. generateBufferData();
  13625. // build geometry
  13626. this.setIndex( indices );
  13627. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13628. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  13629. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  13630. // functions
  13631. function generateBufferData() {
  13632. for ( let i = 0; i < tubularSegments; i ++ ) {
  13633. generateSegment( i );
  13634. }
  13635. // if the geometry is not closed, generate the last row of vertices and normals
  13636. // at the regular position on the given path
  13637. //
  13638. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  13639. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  13640. // uvs are generated in a separate function.
  13641. // this makes it easy compute correct values for closed geometries
  13642. generateUVs();
  13643. // finally create faces
  13644. generateIndices();
  13645. }
  13646. function generateSegment( i ) {
  13647. // we use getPointAt to sample evenly distributed points from the given path
  13648. P = path.getPointAt( i / tubularSegments, P );
  13649. // retrieve corresponding normal and binormal
  13650. const N = frames.normals[ i ];
  13651. const B = frames.binormals[ i ];
  13652. // generate normals and vertices for the current segment
  13653. for ( let j = 0; j <= radialSegments; j ++ ) {
  13654. const v = j / radialSegments * Math.PI * 2;
  13655. const sin = Math.sin( v );
  13656. const cos = - Math.cos( v );
  13657. // normal
  13658. normal.x = ( cos * N.x + sin * B.x );
  13659. normal.y = ( cos * N.y + sin * B.y );
  13660. normal.z = ( cos * N.z + sin * B.z );
  13661. normal.normalize();
  13662. normals.push( normal.x, normal.y, normal.z );
  13663. // vertex
  13664. vertex.x = P.x + radius * normal.x;
  13665. vertex.y = P.y + radius * normal.y;
  13666. vertex.z = P.z + radius * normal.z;
  13667. vertices.push( vertex.x, vertex.y, vertex.z );
  13668. }
  13669. }
  13670. function generateIndices() {
  13671. for ( let j = 1; j <= tubularSegments; j ++ ) {
  13672. for ( let i = 1; i <= radialSegments; i ++ ) {
  13673. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  13674. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  13675. const c = ( radialSegments + 1 ) * j + i;
  13676. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  13677. // faces
  13678. indices.push( a, b, d );
  13679. indices.push( b, c, d );
  13680. }
  13681. }
  13682. }
  13683. function generateUVs() {
  13684. for ( let i = 0; i <= tubularSegments; i ++ ) {
  13685. for ( let j = 0; j <= radialSegments; j ++ ) {
  13686. uv.x = i / tubularSegments;
  13687. uv.y = j / radialSegments;
  13688. uvs.push( uv.x, uv.y );
  13689. }
  13690. }
  13691. }
  13692. }
  13693. copy( source ) {
  13694. super.copy( source );
  13695. this.parameters = Object.assign( {}, source.parameters );
  13696. return this;
  13697. }
  13698. toJSON() {
  13699. const data = super.toJSON();
  13700. data.path = this.parameters.path.toJSON();
  13701. return data;
  13702. }
  13703. static fromJSON( data ) {
  13704. // This only works for built-in curves (e.g. CatmullRomCurve3).
  13705. // User defined curves or instances of CurvePath will not be deserialized.
  13706. return new TubeGeometry(
  13707. new Curves[ data.path.type ]().fromJSON( data.path ),
  13708. data.tubularSegments,
  13709. data.radius,
  13710. data.radialSegments,
  13711. data.closed
  13712. );
  13713. }
  13714. }
  13715. class WireframeGeometry extends BufferGeometry {
  13716. constructor( geometry = null ) {
  13717. super();
  13718. this.type = 'WireframeGeometry';
  13719. this.parameters = {
  13720. geometry: geometry
  13721. };
  13722. if ( geometry !== null ) {
  13723. // buffer
  13724. const vertices = [];
  13725. const edges = new Set();
  13726. // helper variables
  13727. const start = new Vector3();
  13728. const end = new Vector3();
  13729. if ( geometry.index !== null ) {
  13730. // indexed BufferGeometry
  13731. const position = geometry.attributes.position;
  13732. const indices = geometry.index;
  13733. let groups = geometry.groups;
  13734. if ( groups.length === 0 ) {
  13735. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  13736. }
  13737. // create a data structure that contains all edges without duplicates
  13738. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  13739. const group = groups[ o ];
  13740. const groupStart = group.start;
  13741. const groupCount = group.count;
  13742. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  13743. for ( let j = 0; j < 3; j ++ ) {
  13744. const index1 = indices.getX( i + j );
  13745. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  13746. start.fromBufferAttribute( position, index1 );
  13747. end.fromBufferAttribute( position, index2 );
  13748. if ( isUniqueEdge( start, end, edges ) === true ) {
  13749. vertices.push( start.x, start.y, start.z );
  13750. vertices.push( end.x, end.y, end.z );
  13751. }
  13752. }
  13753. }
  13754. }
  13755. } else {
  13756. // non-indexed BufferGeometry
  13757. const position = geometry.attributes.position;
  13758. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  13759. for ( let j = 0; j < 3; j ++ ) {
  13760. // three edges per triangle, an edge is represented as (index1, index2)
  13761. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  13762. const index1 = 3 * i + j;
  13763. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  13764. start.fromBufferAttribute( position, index1 );
  13765. end.fromBufferAttribute( position, index2 );
  13766. if ( isUniqueEdge( start, end, edges ) === true ) {
  13767. vertices.push( start.x, start.y, start.z );
  13768. vertices.push( end.x, end.y, end.z );
  13769. }
  13770. }
  13771. }
  13772. }
  13773. // build geometry
  13774. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  13775. }
  13776. }
  13777. copy( source ) {
  13778. super.copy( source );
  13779. this.parameters = Object.assign( {}, source.parameters );
  13780. return this;
  13781. }
  13782. }
  13783. function isUniqueEdge( start, end, edges ) {
  13784. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  13785. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  13786. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  13787. return false;
  13788. } else {
  13789. edges.add( hash1 );
  13790. edges.add( hash2 );
  13791. return true;
  13792. }
  13793. }
  13794. var Geometries$1 = /*#__PURE__*/Object.freeze({
  13795. __proto__: null,
  13796. BoxGeometry: BoxGeometry,
  13797. CapsuleGeometry: CapsuleGeometry,
  13798. CircleGeometry: CircleGeometry,
  13799. ConeGeometry: ConeGeometry,
  13800. CylinderGeometry: CylinderGeometry,
  13801. DodecahedronGeometry: DodecahedronGeometry,
  13802. EdgesGeometry: EdgesGeometry,
  13803. ExtrudeGeometry: ExtrudeGeometry,
  13804. IcosahedronGeometry: IcosahedronGeometry,
  13805. LatheGeometry: LatheGeometry,
  13806. OctahedronGeometry: OctahedronGeometry,
  13807. PlaneGeometry: PlaneGeometry,
  13808. PolyhedronGeometry: PolyhedronGeometry,
  13809. RingGeometry: RingGeometry,
  13810. ShapeGeometry: ShapeGeometry,
  13811. SphereGeometry: SphereGeometry,
  13812. TetrahedronGeometry: TetrahedronGeometry,
  13813. TorusGeometry: TorusGeometry,
  13814. TorusKnotGeometry: TorusKnotGeometry,
  13815. TubeGeometry: TubeGeometry,
  13816. WireframeGeometry: WireframeGeometry
  13817. });
  13818. class ShadowMaterial extends Material {
  13819. constructor( parameters ) {
  13820. super();
  13821. this.isShadowMaterial = true;
  13822. this.type = 'ShadowMaterial';
  13823. this.color = new Color( 0x000000 );
  13824. this.transparent = true;
  13825. this.fog = true;
  13826. this.setValues( parameters );
  13827. }
  13828. copy( source ) {
  13829. super.copy( source );
  13830. this.color.copy( source.color );
  13831. this.fog = source.fog;
  13832. return this;
  13833. }
  13834. }
  13835. class RawShaderMaterial extends ShaderMaterial {
  13836. constructor( parameters ) {
  13837. super( parameters );
  13838. this.isRawShaderMaterial = true;
  13839. this.type = 'RawShaderMaterial';
  13840. }
  13841. }
  13842. class MeshStandardMaterial extends Material {
  13843. constructor( parameters ) {
  13844. super();
  13845. this.isMeshStandardMaterial = true;
  13846. this.defines = { 'STANDARD': '' };
  13847. this.type = 'MeshStandardMaterial';
  13848. this.color = new Color( 0xffffff ); // diffuse
  13849. this.roughness = 1.0;
  13850. this.metalness = 0.0;
  13851. this.map = null;
  13852. this.lightMap = null;
  13853. this.lightMapIntensity = 1.0;
  13854. this.aoMap = null;
  13855. this.aoMapIntensity = 1.0;
  13856. this.emissive = new Color( 0x000000 );
  13857. this.emissiveIntensity = 1.0;
  13858. this.emissiveMap = null;
  13859. this.bumpMap = null;
  13860. this.bumpScale = 1;
  13861. this.normalMap = null;
  13862. this.normalMapType = TangentSpaceNormalMap;
  13863. this.normalScale = new Vector2( 1, 1 );
  13864. this.displacementMap = null;
  13865. this.displacementScale = 1;
  13866. this.displacementBias = 0;
  13867. this.roughnessMap = null;
  13868. this.metalnessMap = null;
  13869. this.alphaMap = null;
  13870. this.envMap = null;
  13871. this.envMapRotation = new Euler();
  13872. this.envMapIntensity = 1.0;
  13873. this.wireframe = false;
  13874. this.wireframeLinewidth = 1;
  13875. this.wireframeLinecap = 'round';
  13876. this.wireframeLinejoin = 'round';
  13877. this.flatShading = false;
  13878. this.fog = true;
  13879. this.setValues( parameters );
  13880. }
  13881. copy( source ) {
  13882. super.copy( source );
  13883. this.defines = { 'STANDARD': '' };
  13884. this.color.copy( source.color );
  13885. this.roughness = source.roughness;
  13886. this.metalness = source.metalness;
  13887. this.map = source.map;
  13888. this.lightMap = source.lightMap;
  13889. this.lightMapIntensity = source.lightMapIntensity;
  13890. this.aoMap = source.aoMap;
  13891. this.aoMapIntensity = source.aoMapIntensity;
  13892. this.emissive.copy( source.emissive );
  13893. this.emissiveMap = source.emissiveMap;
  13894. this.emissiveIntensity = source.emissiveIntensity;
  13895. this.bumpMap = source.bumpMap;
  13896. this.bumpScale = source.bumpScale;
  13897. this.normalMap = source.normalMap;
  13898. this.normalMapType = source.normalMapType;
  13899. this.normalScale.copy( source.normalScale );
  13900. this.displacementMap = source.displacementMap;
  13901. this.displacementScale = source.displacementScale;
  13902. this.displacementBias = source.displacementBias;
  13903. this.roughnessMap = source.roughnessMap;
  13904. this.metalnessMap = source.metalnessMap;
  13905. this.alphaMap = source.alphaMap;
  13906. this.envMap = source.envMap;
  13907. this.envMapRotation.copy( source.envMapRotation );
  13908. this.envMapIntensity = source.envMapIntensity;
  13909. this.wireframe = source.wireframe;
  13910. this.wireframeLinewidth = source.wireframeLinewidth;
  13911. this.wireframeLinecap = source.wireframeLinecap;
  13912. this.wireframeLinejoin = source.wireframeLinejoin;
  13913. this.flatShading = source.flatShading;
  13914. this.fog = source.fog;
  13915. return this;
  13916. }
  13917. }
  13918. class MeshPhysicalMaterial extends MeshStandardMaterial {
  13919. constructor( parameters ) {
  13920. super();
  13921. this.isMeshPhysicalMaterial = true;
  13922. this.defines = {
  13923. 'STANDARD': '',
  13924. 'PHYSICAL': ''
  13925. };
  13926. this.type = 'MeshPhysicalMaterial';
  13927. this.anisotropyRotation = 0;
  13928. this.anisotropyMap = null;
  13929. this.clearcoatMap = null;
  13930. this.clearcoatRoughness = 0.0;
  13931. this.clearcoatRoughnessMap = null;
  13932. this.clearcoatNormalScale = new Vector2( 1, 1 );
  13933. this.clearcoatNormalMap = null;
  13934. this.ior = 1.5;
  13935. Object.defineProperty( this, 'reflectivity', {
  13936. get: function () {
  13937. return ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  13938. },
  13939. set: function ( reflectivity ) {
  13940. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  13941. }
  13942. } );
  13943. this.iridescenceMap = null;
  13944. this.iridescenceIOR = 1.3;
  13945. this.iridescenceThicknessRange = [ 100, 400 ];
  13946. this.iridescenceThicknessMap = null;
  13947. this.sheenColor = new Color( 0x000000 );
  13948. this.sheenColorMap = null;
  13949. this.sheenRoughness = 1.0;
  13950. this.sheenRoughnessMap = null;
  13951. this.transmissionMap = null;
  13952. this.thickness = 0;
  13953. this.thicknessMap = null;
  13954. this.attenuationDistance = Infinity;
  13955. this.attenuationColor = new Color( 1, 1, 1 );
  13956. this.specularIntensity = 1.0;
  13957. this.specularIntensityMap = null;
  13958. this.specularColor = new Color( 1, 1, 1 );
  13959. this.specularColorMap = null;
  13960. this._anisotropy = 0;
  13961. this._clearcoat = 0;
  13962. this._dispersion = 0;
  13963. this._iridescence = 0;
  13964. this._sheen = 0.0;
  13965. this._transmission = 0;
  13966. this.setValues( parameters );
  13967. }
  13968. get anisotropy() {
  13969. return this._anisotropy;
  13970. }
  13971. set anisotropy( value ) {
  13972. if ( this._anisotropy > 0 !== value > 0 ) {
  13973. this.version ++;
  13974. }
  13975. this._anisotropy = value;
  13976. }
  13977. get clearcoat() {
  13978. return this._clearcoat;
  13979. }
  13980. set clearcoat( value ) {
  13981. if ( this._clearcoat > 0 !== value > 0 ) {
  13982. this.version ++;
  13983. }
  13984. this._clearcoat = value;
  13985. }
  13986. get iridescence() {
  13987. return this._iridescence;
  13988. }
  13989. set iridescence( value ) {
  13990. if ( this._iridescence > 0 !== value > 0 ) {
  13991. this.version ++;
  13992. }
  13993. this._iridescence = value;
  13994. }
  13995. get dispersion() {
  13996. return this._dispersion;
  13997. }
  13998. set dispersion( value ) {
  13999. if ( this._dispersion > 0 !== value > 0 ) {
  14000. this.version ++;
  14001. }
  14002. this._dispersion = value;
  14003. }
  14004. get sheen() {
  14005. return this._sheen;
  14006. }
  14007. set sheen( value ) {
  14008. if ( this._sheen > 0 !== value > 0 ) {
  14009. this.version ++;
  14010. }
  14011. this._sheen = value;
  14012. }
  14013. get transmission() {
  14014. return this._transmission;
  14015. }
  14016. set transmission( value ) {
  14017. if ( this._transmission > 0 !== value > 0 ) {
  14018. this.version ++;
  14019. }
  14020. this._transmission = value;
  14021. }
  14022. copy( source ) {
  14023. super.copy( source );
  14024. this.defines = {
  14025. 'STANDARD': '',
  14026. 'PHYSICAL': ''
  14027. };
  14028. this.anisotropy = source.anisotropy;
  14029. this.anisotropyRotation = source.anisotropyRotation;
  14030. this.anisotropyMap = source.anisotropyMap;
  14031. this.clearcoat = source.clearcoat;
  14032. this.clearcoatMap = source.clearcoatMap;
  14033. this.clearcoatRoughness = source.clearcoatRoughness;
  14034. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  14035. this.clearcoatNormalMap = source.clearcoatNormalMap;
  14036. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  14037. this.dispersion = source.dispersion;
  14038. this.ior = source.ior;
  14039. this.iridescence = source.iridescence;
  14040. this.iridescenceMap = source.iridescenceMap;
  14041. this.iridescenceIOR = source.iridescenceIOR;
  14042. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  14043. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  14044. this.sheen = source.sheen;
  14045. this.sheenColor.copy( source.sheenColor );
  14046. this.sheenColorMap = source.sheenColorMap;
  14047. this.sheenRoughness = source.sheenRoughness;
  14048. this.sheenRoughnessMap = source.sheenRoughnessMap;
  14049. this.transmission = source.transmission;
  14050. this.transmissionMap = source.transmissionMap;
  14051. this.thickness = source.thickness;
  14052. this.thicknessMap = source.thicknessMap;
  14053. this.attenuationDistance = source.attenuationDistance;
  14054. this.attenuationColor.copy( source.attenuationColor );
  14055. this.specularIntensity = source.specularIntensity;
  14056. this.specularIntensityMap = source.specularIntensityMap;
  14057. this.specularColor.copy( source.specularColor );
  14058. this.specularColorMap = source.specularColorMap;
  14059. return this;
  14060. }
  14061. }
  14062. class MeshPhongMaterial extends Material {
  14063. constructor( parameters ) {
  14064. super();
  14065. this.isMeshPhongMaterial = true;
  14066. this.type = 'MeshPhongMaterial';
  14067. this.color = new Color( 0xffffff ); // diffuse
  14068. this.specular = new Color( 0x111111 );
  14069. this.shininess = 30;
  14070. this.map = null;
  14071. this.lightMap = null;
  14072. this.lightMapIntensity = 1.0;
  14073. this.aoMap = null;
  14074. this.aoMapIntensity = 1.0;
  14075. this.emissive = new Color( 0x000000 );
  14076. this.emissiveIntensity = 1.0;
  14077. this.emissiveMap = null;
  14078. this.bumpMap = null;
  14079. this.bumpScale = 1;
  14080. this.normalMap = null;
  14081. this.normalMapType = TangentSpaceNormalMap;
  14082. this.normalScale = new Vector2( 1, 1 );
  14083. this.displacementMap = null;
  14084. this.displacementScale = 1;
  14085. this.displacementBias = 0;
  14086. this.specularMap = null;
  14087. this.alphaMap = null;
  14088. this.envMap = null;
  14089. this.envMapRotation = new Euler();
  14090. this.combine = MultiplyOperation;
  14091. this.reflectivity = 1;
  14092. this.refractionRatio = 0.98;
  14093. this.wireframe = false;
  14094. this.wireframeLinewidth = 1;
  14095. this.wireframeLinecap = 'round';
  14096. this.wireframeLinejoin = 'round';
  14097. this.flatShading = false;
  14098. this.fog = true;
  14099. this.setValues( parameters );
  14100. }
  14101. copy( source ) {
  14102. super.copy( source );
  14103. this.color.copy( source.color );
  14104. this.specular.copy( source.specular );
  14105. this.shininess = source.shininess;
  14106. this.map = source.map;
  14107. this.lightMap = source.lightMap;
  14108. this.lightMapIntensity = source.lightMapIntensity;
  14109. this.aoMap = source.aoMap;
  14110. this.aoMapIntensity = source.aoMapIntensity;
  14111. this.emissive.copy( source.emissive );
  14112. this.emissiveMap = source.emissiveMap;
  14113. this.emissiveIntensity = source.emissiveIntensity;
  14114. this.bumpMap = source.bumpMap;
  14115. this.bumpScale = source.bumpScale;
  14116. this.normalMap = source.normalMap;
  14117. this.normalMapType = source.normalMapType;
  14118. this.normalScale.copy( source.normalScale );
  14119. this.displacementMap = source.displacementMap;
  14120. this.displacementScale = source.displacementScale;
  14121. this.displacementBias = source.displacementBias;
  14122. this.specularMap = source.specularMap;
  14123. this.alphaMap = source.alphaMap;
  14124. this.envMap = source.envMap;
  14125. this.envMapRotation.copy( source.envMapRotation );
  14126. this.combine = source.combine;
  14127. this.reflectivity = source.reflectivity;
  14128. this.refractionRatio = source.refractionRatio;
  14129. this.wireframe = source.wireframe;
  14130. this.wireframeLinewidth = source.wireframeLinewidth;
  14131. this.wireframeLinecap = source.wireframeLinecap;
  14132. this.wireframeLinejoin = source.wireframeLinejoin;
  14133. this.flatShading = source.flatShading;
  14134. this.fog = source.fog;
  14135. return this;
  14136. }
  14137. }
  14138. class MeshToonMaterial extends Material {
  14139. constructor( parameters ) {
  14140. super();
  14141. this.isMeshToonMaterial = true;
  14142. this.defines = { 'TOON': '' };
  14143. this.type = 'MeshToonMaterial';
  14144. this.color = new Color( 0xffffff );
  14145. this.map = null;
  14146. this.gradientMap = null;
  14147. this.lightMap = null;
  14148. this.lightMapIntensity = 1.0;
  14149. this.aoMap = null;
  14150. this.aoMapIntensity = 1.0;
  14151. this.emissive = new Color( 0x000000 );
  14152. this.emissiveIntensity = 1.0;
  14153. this.emissiveMap = null;
  14154. this.bumpMap = null;
  14155. this.bumpScale = 1;
  14156. this.normalMap = null;
  14157. this.normalMapType = TangentSpaceNormalMap;
  14158. this.normalScale = new Vector2( 1, 1 );
  14159. this.displacementMap = null;
  14160. this.displacementScale = 1;
  14161. this.displacementBias = 0;
  14162. this.alphaMap = null;
  14163. this.wireframe = false;
  14164. this.wireframeLinewidth = 1;
  14165. this.wireframeLinecap = 'round';
  14166. this.wireframeLinejoin = 'round';
  14167. this.fog = true;
  14168. this.setValues( parameters );
  14169. }
  14170. copy( source ) {
  14171. super.copy( source );
  14172. this.color.copy( source.color );
  14173. this.map = source.map;
  14174. this.gradientMap = source.gradientMap;
  14175. this.lightMap = source.lightMap;
  14176. this.lightMapIntensity = source.lightMapIntensity;
  14177. this.aoMap = source.aoMap;
  14178. this.aoMapIntensity = source.aoMapIntensity;
  14179. this.emissive.copy( source.emissive );
  14180. this.emissiveMap = source.emissiveMap;
  14181. this.emissiveIntensity = source.emissiveIntensity;
  14182. this.bumpMap = source.bumpMap;
  14183. this.bumpScale = source.bumpScale;
  14184. this.normalMap = source.normalMap;
  14185. this.normalMapType = source.normalMapType;
  14186. this.normalScale.copy( source.normalScale );
  14187. this.displacementMap = source.displacementMap;
  14188. this.displacementScale = source.displacementScale;
  14189. this.displacementBias = source.displacementBias;
  14190. this.alphaMap = source.alphaMap;
  14191. this.wireframe = source.wireframe;
  14192. this.wireframeLinewidth = source.wireframeLinewidth;
  14193. this.wireframeLinecap = source.wireframeLinecap;
  14194. this.wireframeLinejoin = source.wireframeLinejoin;
  14195. this.fog = source.fog;
  14196. return this;
  14197. }
  14198. }
  14199. class MeshNormalMaterial extends Material {
  14200. constructor( parameters ) {
  14201. super();
  14202. this.isMeshNormalMaterial = true;
  14203. this.type = 'MeshNormalMaterial';
  14204. this.bumpMap = null;
  14205. this.bumpScale = 1;
  14206. this.normalMap = null;
  14207. this.normalMapType = TangentSpaceNormalMap;
  14208. this.normalScale = new Vector2( 1, 1 );
  14209. this.displacementMap = null;
  14210. this.displacementScale = 1;
  14211. this.displacementBias = 0;
  14212. this.wireframe = false;
  14213. this.wireframeLinewidth = 1;
  14214. this.flatShading = false;
  14215. this.setValues( parameters );
  14216. }
  14217. copy( source ) {
  14218. super.copy( source );
  14219. this.bumpMap = source.bumpMap;
  14220. this.bumpScale = source.bumpScale;
  14221. this.normalMap = source.normalMap;
  14222. this.normalMapType = source.normalMapType;
  14223. this.normalScale.copy( source.normalScale );
  14224. this.displacementMap = source.displacementMap;
  14225. this.displacementScale = source.displacementScale;
  14226. this.displacementBias = source.displacementBias;
  14227. this.wireframe = source.wireframe;
  14228. this.wireframeLinewidth = source.wireframeLinewidth;
  14229. this.flatShading = source.flatShading;
  14230. return this;
  14231. }
  14232. }
  14233. class MeshLambertMaterial extends Material {
  14234. constructor( parameters ) {
  14235. super();
  14236. this.isMeshLambertMaterial = true;
  14237. this.type = 'MeshLambertMaterial';
  14238. this.color = new Color( 0xffffff ); // diffuse
  14239. this.map = null;
  14240. this.lightMap = null;
  14241. this.lightMapIntensity = 1.0;
  14242. this.aoMap = null;
  14243. this.aoMapIntensity = 1.0;
  14244. this.emissive = new Color( 0x000000 );
  14245. this.emissiveIntensity = 1.0;
  14246. this.emissiveMap = null;
  14247. this.bumpMap = null;
  14248. this.bumpScale = 1;
  14249. this.normalMap = null;
  14250. this.normalMapType = TangentSpaceNormalMap;
  14251. this.normalScale = new Vector2( 1, 1 );
  14252. this.displacementMap = null;
  14253. this.displacementScale = 1;
  14254. this.displacementBias = 0;
  14255. this.specularMap = null;
  14256. this.alphaMap = null;
  14257. this.envMap = null;
  14258. this.envMapRotation = new Euler();
  14259. this.combine = MultiplyOperation;
  14260. this.reflectivity = 1;
  14261. this.refractionRatio = 0.98;
  14262. this.wireframe = false;
  14263. this.wireframeLinewidth = 1;
  14264. this.wireframeLinecap = 'round';
  14265. this.wireframeLinejoin = 'round';
  14266. this.flatShading = false;
  14267. this.fog = true;
  14268. this.setValues( parameters );
  14269. }
  14270. copy( source ) {
  14271. super.copy( source );
  14272. this.color.copy( source.color );
  14273. this.map = source.map;
  14274. this.lightMap = source.lightMap;
  14275. this.lightMapIntensity = source.lightMapIntensity;
  14276. this.aoMap = source.aoMap;
  14277. this.aoMapIntensity = source.aoMapIntensity;
  14278. this.emissive.copy( source.emissive );
  14279. this.emissiveMap = source.emissiveMap;
  14280. this.emissiveIntensity = source.emissiveIntensity;
  14281. this.bumpMap = source.bumpMap;
  14282. this.bumpScale = source.bumpScale;
  14283. this.normalMap = source.normalMap;
  14284. this.normalMapType = source.normalMapType;
  14285. this.normalScale.copy( source.normalScale );
  14286. this.displacementMap = source.displacementMap;
  14287. this.displacementScale = source.displacementScale;
  14288. this.displacementBias = source.displacementBias;
  14289. this.specularMap = source.specularMap;
  14290. this.alphaMap = source.alphaMap;
  14291. this.envMap = source.envMap;
  14292. this.envMapRotation.copy( source.envMapRotation );
  14293. this.combine = source.combine;
  14294. this.reflectivity = source.reflectivity;
  14295. this.refractionRatio = source.refractionRatio;
  14296. this.wireframe = source.wireframe;
  14297. this.wireframeLinewidth = source.wireframeLinewidth;
  14298. this.wireframeLinecap = source.wireframeLinecap;
  14299. this.wireframeLinejoin = source.wireframeLinejoin;
  14300. this.flatShading = source.flatShading;
  14301. this.fog = source.fog;
  14302. return this;
  14303. }
  14304. }
  14305. class MeshDepthMaterial extends Material {
  14306. constructor( parameters ) {
  14307. super();
  14308. this.isMeshDepthMaterial = true;
  14309. this.type = 'MeshDepthMaterial';
  14310. this.depthPacking = BasicDepthPacking;
  14311. this.map = null;
  14312. this.alphaMap = null;
  14313. this.displacementMap = null;
  14314. this.displacementScale = 1;
  14315. this.displacementBias = 0;
  14316. this.wireframe = false;
  14317. this.wireframeLinewidth = 1;
  14318. this.setValues( parameters );
  14319. }
  14320. copy( source ) {
  14321. super.copy( source );
  14322. this.depthPacking = source.depthPacking;
  14323. this.map = source.map;
  14324. this.alphaMap = source.alphaMap;
  14325. this.displacementMap = source.displacementMap;
  14326. this.displacementScale = source.displacementScale;
  14327. this.displacementBias = source.displacementBias;
  14328. this.wireframe = source.wireframe;
  14329. this.wireframeLinewidth = source.wireframeLinewidth;
  14330. return this;
  14331. }
  14332. }
  14333. class MeshDistanceMaterial extends Material {
  14334. constructor( parameters ) {
  14335. super();
  14336. this.isMeshDistanceMaterial = true;
  14337. this.type = 'MeshDistanceMaterial';
  14338. this.map = null;
  14339. this.alphaMap = null;
  14340. this.displacementMap = null;
  14341. this.displacementScale = 1;
  14342. this.displacementBias = 0;
  14343. this.setValues( parameters );
  14344. }
  14345. copy( source ) {
  14346. super.copy( source );
  14347. this.map = source.map;
  14348. this.alphaMap = source.alphaMap;
  14349. this.displacementMap = source.displacementMap;
  14350. this.displacementScale = source.displacementScale;
  14351. this.displacementBias = source.displacementBias;
  14352. return this;
  14353. }
  14354. }
  14355. class MeshMatcapMaterial extends Material {
  14356. constructor( parameters ) {
  14357. super();
  14358. this.isMeshMatcapMaterial = true;
  14359. this.defines = { 'MATCAP': '' };
  14360. this.type = 'MeshMatcapMaterial';
  14361. this.color = new Color( 0xffffff ); // diffuse
  14362. this.matcap = null;
  14363. this.map = null;
  14364. this.bumpMap = null;
  14365. this.bumpScale = 1;
  14366. this.normalMap = null;
  14367. this.normalMapType = TangentSpaceNormalMap;
  14368. this.normalScale = new Vector2( 1, 1 );
  14369. this.displacementMap = null;
  14370. this.displacementScale = 1;
  14371. this.displacementBias = 0;
  14372. this.alphaMap = null;
  14373. this.flatShading = false;
  14374. this.fog = true;
  14375. this.setValues( parameters );
  14376. }
  14377. copy( source ) {
  14378. super.copy( source );
  14379. this.defines = { 'MATCAP': '' };
  14380. this.color.copy( source.color );
  14381. this.matcap = source.matcap;
  14382. this.map = source.map;
  14383. this.bumpMap = source.bumpMap;
  14384. this.bumpScale = source.bumpScale;
  14385. this.normalMap = source.normalMap;
  14386. this.normalMapType = source.normalMapType;
  14387. this.normalScale.copy( source.normalScale );
  14388. this.displacementMap = source.displacementMap;
  14389. this.displacementScale = source.displacementScale;
  14390. this.displacementBias = source.displacementBias;
  14391. this.alphaMap = source.alphaMap;
  14392. this.flatShading = source.flatShading;
  14393. this.fog = source.fog;
  14394. return this;
  14395. }
  14396. }
  14397. class LineDashedMaterial extends LineBasicMaterial {
  14398. constructor( parameters ) {
  14399. super();
  14400. this.isLineDashedMaterial = true;
  14401. this.type = 'LineDashedMaterial';
  14402. this.scale = 1;
  14403. this.dashSize = 3;
  14404. this.gapSize = 1;
  14405. this.setValues( parameters );
  14406. }
  14407. copy( source ) {
  14408. super.copy( source );
  14409. this.scale = source.scale;
  14410. this.dashSize = source.dashSize;
  14411. this.gapSize = source.gapSize;
  14412. return this;
  14413. }
  14414. }
  14415. // converts an array to a specific type
  14416. function convertArray( array, type, forceClone ) {
  14417. if ( ! array || // let 'undefined' and 'null' pass
  14418. ! forceClone && array.constructor === type ) return array;
  14419. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  14420. return new type( array ); // create typed array
  14421. }
  14422. return Array.prototype.slice.call( array ); // create Array
  14423. }
  14424. function isTypedArray( object ) {
  14425. return ArrayBuffer.isView( object ) &&
  14426. ! ( object instanceof DataView );
  14427. }
  14428. // returns an array by which times and values can be sorted
  14429. function getKeyframeOrder( times ) {
  14430. function compareTime( i, j ) {
  14431. return times[ i ] - times[ j ];
  14432. }
  14433. const n = times.length;
  14434. const result = new Array( n );
  14435. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  14436. result.sort( compareTime );
  14437. return result;
  14438. }
  14439. // uses the array previously returned by 'getKeyframeOrder' to sort data
  14440. function sortedArray( values, stride, order ) {
  14441. const nValues = values.length;
  14442. const result = new values.constructor( nValues );
  14443. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  14444. const srcOffset = order[ i ] * stride;
  14445. for ( let j = 0; j !== stride; ++ j ) {
  14446. result[ dstOffset ++ ] = values[ srcOffset + j ];
  14447. }
  14448. }
  14449. return result;
  14450. }
  14451. // function for parsing AOS keyframe formats
  14452. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  14453. let i = 1, key = jsonKeys[ 0 ];
  14454. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  14455. key = jsonKeys[ i ++ ];
  14456. }
  14457. if ( key === undefined ) return; // no data
  14458. let value = key[ valuePropertyName ];
  14459. if ( value === undefined ) return; // no data
  14460. if ( Array.isArray( value ) ) {
  14461. do {
  14462. value = key[ valuePropertyName ];
  14463. if ( value !== undefined ) {
  14464. times.push( key.time );
  14465. values.push.apply( values, value ); // push all elements
  14466. }
  14467. key = jsonKeys[ i ++ ];
  14468. } while ( key !== undefined );
  14469. } else if ( value.toArray !== undefined ) {
  14470. // ...assume THREE.Math-ish
  14471. do {
  14472. value = key[ valuePropertyName ];
  14473. if ( value !== undefined ) {
  14474. times.push( key.time );
  14475. value.toArray( values, values.length );
  14476. }
  14477. key = jsonKeys[ i ++ ];
  14478. } while ( key !== undefined );
  14479. } else {
  14480. // otherwise push as-is
  14481. do {
  14482. value = key[ valuePropertyName ];
  14483. if ( value !== undefined ) {
  14484. times.push( key.time );
  14485. values.push( value );
  14486. }
  14487. key = jsonKeys[ i ++ ];
  14488. } while ( key !== undefined );
  14489. }
  14490. }
  14491. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  14492. const clip = sourceClip.clone();
  14493. clip.name = name;
  14494. const tracks = [];
  14495. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14496. const track = clip.tracks[ i ];
  14497. const valueSize = track.getValueSize();
  14498. const times = [];
  14499. const values = [];
  14500. for ( let j = 0; j < track.times.length; ++ j ) {
  14501. const frame = track.times[ j ] * fps;
  14502. if ( frame < startFrame || frame >= endFrame ) continue;
  14503. times.push( track.times[ j ] );
  14504. for ( let k = 0; k < valueSize; ++ k ) {
  14505. values.push( track.values[ j * valueSize + k ] );
  14506. }
  14507. }
  14508. if ( times.length === 0 ) continue;
  14509. track.times = convertArray( times, track.times.constructor );
  14510. track.values = convertArray( values, track.values.constructor );
  14511. tracks.push( track );
  14512. }
  14513. clip.tracks = tracks;
  14514. // find minimum .times value across all tracks in the trimmed clip
  14515. let minStartTime = Infinity;
  14516. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14517. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  14518. minStartTime = clip.tracks[ i ].times[ 0 ];
  14519. }
  14520. }
  14521. // shift all tracks such that clip begins at t=0
  14522. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  14523. clip.tracks[ i ].shift( - 1 * minStartTime );
  14524. }
  14525. clip.resetDuration();
  14526. return clip;
  14527. }
  14528. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  14529. if ( fps <= 0 ) fps = 30;
  14530. const numTracks = referenceClip.tracks.length;
  14531. const referenceTime = referenceFrame / fps;
  14532. // Make each track's values relative to the values at the reference frame
  14533. for ( let i = 0; i < numTracks; ++ i ) {
  14534. const referenceTrack = referenceClip.tracks[ i ];
  14535. const referenceTrackType = referenceTrack.ValueTypeName;
  14536. // Skip this track if it's non-numeric
  14537. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  14538. // Find the track in the target clip whose name and type matches the reference track
  14539. const targetTrack = targetClip.tracks.find( function ( track ) {
  14540. return track.name === referenceTrack.name
  14541. && track.ValueTypeName === referenceTrackType;
  14542. } );
  14543. if ( targetTrack === undefined ) continue;
  14544. let referenceOffset = 0;
  14545. const referenceValueSize = referenceTrack.getValueSize();
  14546. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14547. referenceOffset = referenceValueSize / 3;
  14548. }
  14549. let targetOffset = 0;
  14550. const targetValueSize = targetTrack.getValueSize();
  14551. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  14552. targetOffset = targetValueSize / 3;
  14553. }
  14554. const lastIndex = referenceTrack.times.length - 1;
  14555. let referenceValue;
  14556. // Find the value to subtract out of the track
  14557. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  14558. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  14559. const startIndex = referenceOffset;
  14560. const endIndex = referenceValueSize - referenceOffset;
  14561. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14562. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  14563. // Reference frame is after the last keyframe, so just use the last keyframe
  14564. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  14565. const endIndex = startIndex + referenceValueSize - referenceOffset;
  14566. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  14567. } else {
  14568. // Interpolate to the reference value
  14569. const interpolant = referenceTrack.createInterpolant();
  14570. const startIndex = referenceOffset;
  14571. const endIndex = referenceValueSize - referenceOffset;
  14572. interpolant.evaluate( referenceTime );
  14573. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  14574. }
  14575. // Conjugate the quaternion
  14576. if ( referenceTrackType === 'quaternion' ) {
  14577. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  14578. referenceQuat.toArray( referenceValue );
  14579. }
  14580. // Subtract the reference value from all of the track values
  14581. const numTimes = targetTrack.times.length;
  14582. for ( let j = 0; j < numTimes; ++ j ) {
  14583. const valueStart = j * targetValueSize + targetOffset;
  14584. if ( referenceTrackType === 'quaternion' ) {
  14585. // Multiply the conjugate for quaternion track types
  14586. Quaternion.multiplyQuaternionsFlat(
  14587. targetTrack.values,
  14588. valueStart,
  14589. referenceValue,
  14590. 0,
  14591. targetTrack.values,
  14592. valueStart
  14593. );
  14594. } else {
  14595. const valueEnd = targetValueSize - targetOffset * 2;
  14596. // Subtract each value for all other numeric track types
  14597. for ( let k = 0; k < valueEnd; ++ k ) {
  14598. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  14599. }
  14600. }
  14601. }
  14602. }
  14603. targetClip.blendMode = AdditiveAnimationBlendMode;
  14604. return targetClip;
  14605. }
  14606. const AnimationUtils = {
  14607. convertArray: convertArray,
  14608. isTypedArray: isTypedArray,
  14609. getKeyframeOrder: getKeyframeOrder,
  14610. sortedArray: sortedArray,
  14611. flattenJSON: flattenJSON,
  14612. subclip: subclip,
  14613. makeClipAdditive: makeClipAdditive
  14614. };
  14615. /**
  14616. * Abstract base class of interpolants over parametric samples.
  14617. *
  14618. * The parameter domain is one dimensional, typically the time or a path
  14619. * along a curve defined by the data.
  14620. *
  14621. * The sample values can have any dimensionality and derived classes may
  14622. * apply special interpretations to the data.
  14623. *
  14624. * This class provides the interval seek in a Template Method, deferring
  14625. * the actual interpolation to derived classes.
  14626. *
  14627. * Time complexity is O(1) for linear access crossing at most two points
  14628. * and O(log N) for random access, where N is the number of positions.
  14629. *
  14630. * References:
  14631. *
  14632. * http://www.oodesign.com/template-method-pattern.html
  14633. *
  14634. */
  14635. class Interpolant {
  14636. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14637. this.parameterPositions = parameterPositions;
  14638. this._cachedIndex = 0;
  14639. this.resultBuffer = resultBuffer !== undefined ?
  14640. resultBuffer : new sampleValues.constructor( sampleSize );
  14641. this.sampleValues = sampleValues;
  14642. this.valueSize = sampleSize;
  14643. this.settings = null;
  14644. this.DefaultSettings_ = {};
  14645. }
  14646. evaluate( t ) {
  14647. const pp = this.parameterPositions;
  14648. let i1 = this._cachedIndex,
  14649. t1 = pp[ i1 ],
  14650. t0 = pp[ i1 - 1 ];
  14651. validate_interval: {
  14652. seek: {
  14653. let right;
  14654. linear_scan: {
  14655. //- See http://jsperf.com/comparison-to-undefined/3
  14656. //- slower code:
  14657. //-
  14658. //- if ( t >= t1 || t1 === undefined ) {
  14659. forward_scan: if ( ! ( t < t1 ) ) {
  14660. for ( let giveUpAt = i1 + 2; ; ) {
  14661. if ( t1 === undefined ) {
  14662. if ( t < t0 ) break forward_scan;
  14663. // after end
  14664. i1 = pp.length;
  14665. this._cachedIndex = i1;
  14666. return this.copySampleValue_( i1 - 1 );
  14667. }
  14668. if ( i1 === giveUpAt ) break; // this loop
  14669. t0 = t1;
  14670. t1 = pp[ ++ i1 ];
  14671. if ( t < t1 ) {
  14672. // we have arrived at the sought interval
  14673. break seek;
  14674. }
  14675. }
  14676. // prepare binary search on the right side of the index
  14677. right = pp.length;
  14678. break linear_scan;
  14679. }
  14680. //- slower code:
  14681. //- if ( t < t0 || t0 === undefined ) {
  14682. if ( ! ( t >= t0 ) ) {
  14683. // looping?
  14684. const t1global = pp[ 1 ];
  14685. if ( t < t1global ) {
  14686. i1 = 2; // + 1, using the scan for the details
  14687. t0 = t1global;
  14688. }
  14689. // linear reverse scan
  14690. for ( let giveUpAt = i1 - 2; ; ) {
  14691. if ( t0 === undefined ) {
  14692. // before start
  14693. this._cachedIndex = 0;
  14694. return this.copySampleValue_( 0 );
  14695. }
  14696. if ( i1 === giveUpAt ) break; // this loop
  14697. t1 = t0;
  14698. t0 = pp[ -- i1 - 1 ];
  14699. if ( t >= t0 ) {
  14700. // we have arrived at the sought interval
  14701. break seek;
  14702. }
  14703. }
  14704. // prepare binary search on the left side of the index
  14705. right = i1;
  14706. i1 = 0;
  14707. break linear_scan;
  14708. }
  14709. // the interval is valid
  14710. break validate_interval;
  14711. } // linear scan
  14712. // binary search
  14713. while ( i1 < right ) {
  14714. const mid = ( i1 + right ) >>> 1;
  14715. if ( t < pp[ mid ] ) {
  14716. right = mid;
  14717. } else {
  14718. i1 = mid + 1;
  14719. }
  14720. }
  14721. t1 = pp[ i1 ];
  14722. t0 = pp[ i1 - 1 ];
  14723. // check boundary cases, again
  14724. if ( t0 === undefined ) {
  14725. this._cachedIndex = 0;
  14726. return this.copySampleValue_( 0 );
  14727. }
  14728. if ( t1 === undefined ) {
  14729. i1 = pp.length;
  14730. this._cachedIndex = i1;
  14731. return this.copySampleValue_( i1 - 1 );
  14732. }
  14733. } // seek
  14734. this._cachedIndex = i1;
  14735. this.intervalChanged_( i1, t0, t1 );
  14736. } // validate_interval
  14737. return this.interpolate_( i1, t0, t, t1 );
  14738. }
  14739. getSettings_() {
  14740. return this.settings || this.DefaultSettings_;
  14741. }
  14742. copySampleValue_( index ) {
  14743. // copies a sample value to the result buffer
  14744. const result = this.resultBuffer,
  14745. values = this.sampleValues,
  14746. stride = this.valueSize,
  14747. offset = index * stride;
  14748. for ( let i = 0; i !== stride; ++ i ) {
  14749. result[ i ] = values[ offset + i ];
  14750. }
  14751. return result;
  14752. }
  14753. // Template methods for derived classes:
  14754. interpolate_( /* i1, t0, t, t1 */ ) {
  14755. throw new Error( 'call to abstract method' );
  14756. // implementations shall return this.resultBuffer
  14757. }
  14758. intervalChanged_( /* i1, t0, t1 */ ) {
  14759. // empty
  14760. }
  14761. }
  14762. /**
  14763. * Fast and simple cubic spline interpolant.
  14764. *
  14765. * It was derived from a Hermitian construction setting the first derivative
  14766. * at each sample position to the linear slope between neighboring positions
  14767. * over their parameter interval.
  14768. */
  14769. class CubicInterpolant extends Interpolant {
  14770. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14771. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14772. this._weightPrev = - 0;
  14773. this._offsetPrev = - 0;
  14774. this._weightNext = - 0;
  14775. this._offsetNext = - 0;
  14776. this.DefaultSettings_ = {
  14777. endingStart: ZeroCurvatureEnding,
  14778. endingEnd: ZeroCurvatureEnding
  14779. };
  14780. }
  14781. intervalChanged_( i1, t0, t1 ) {
  14782. const pp = this.parameterPositions;
  14783. let iPrev = i1 - 2,
  14784. iNext = i1 + 1,
  14785. tPrev = pp[ iPrev ],
  14786. tNext = pp[ iNext ];
  14787. if ( tPrev === undefined ) {
  14788. switch ( this.getSettings_().endingStart ) {
  14789. case ZeroSlopeEnding:
  14790. // f'(t0) = 0
  14791. iPrev = i1;
  14792. tPrev = 2 * t0 - t1;
  14793. break;
  14794. case WrapAroundEnding:
  14795. // use the other end of the curve
  14796. iPrev = pp.length - 2;
  14797. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  14798. break;
  14799. default: // ZeroCurvatureEnding
  14800. // f''(t0) = 0 a.k.a. Natural Spline
  14801. iPrev = i1;
  14802. tPrev = t1;
  14803. }
  14804. }
  14805. if ( tNext === undefined ) {
  14806. switch ( this.getSettings_().endingEnd ) {
  14807. case ZeroSlopeEnding:
  14808. // f'(tN) = 0
  14809. iNext = i1;
  14810. tNext = 2 * t1 - t0;
  14811. break;
  14812. case WrapAroundEnding:
  14813. // use the other end of the curve
  14814. iNext = 1;
  14815. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  14816. break;
  14817. default: // ZeroCurvatureEnding
  14818. // f''(tN) = 0, a.k.a. Natural Spline
  14819. iNext = i1 - 1;
  14820. tNext = t0;
  14821. }
  14822. }
  14823. const halfDt = ( t1 - t0 ) * 0.5,
  14824. stride = this.valueSize;
  14825. this._weightPrev = halfDt / ( t0 - tPrev );
  14826. this._weightNext = halfDt / ( tNext - t1 );
  14827. this._offsetPrev = iPrev * stride;
  14828. this._offsetNext = iNext * stride;
  14829. }
  14830. interpolate_( i1, t0, t, t1 ) {
  14831. const result = this.resultBuffer,
  14832. values = this.sampleValues,
  14833. stride = this.valueSize,
  14834. o1 = i1 * stride, o0 = o1 - stride,
  14835. oP = this._offsetPrev, oN = this._offsetNext,
  14836. wP = this._weightPrev, wN = this._weightNext,
  14837. p = ( t - t0 ) / ( t1 - t0 ),
  14838. pp = p * p,
  14839. ppp = pp * p;
  14840. // evaluate polynomials
  14841. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  14842. const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  14843. const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  14844. const sN = wN * ppp - wN * pp;
  14845. // combine data linearly
  14846. for ( let i = 0; i !== stride; ++ i ) {
  14847. result[ i ] =
  14848. sP * values[ oP + i ] +
  14849. s0 * values[ o0 + i ] +
  14850. s1 * values[ o1 + i ] +
  14851. sN * values[ oN + i ];
  14852. }
  14853. return result;
  14854. }
  14855. }
  14856. class LinearInterpolant extends Interpolant {
  14857. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14858. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14859. }
  14860. interpolate_( i1, t0, t, t1 ) {
  14861. const result = this.resultBuffer,
  14862. values = this.sampleValues,
  14863. stride = this.valueSize,
  14864. offset1 = i1 * stride,
  14865. offset0 = offset1 - stride,
  14866. weight1 = ( t - t0 ) / ( t1 - t0 ),
  14867. weight0 = 1 - weight1;
  14868. for ( let i = 0; i !== stride; ++ i ) {
  14869. result[ i ] =
  14870. values[ offset0 + i ] * weight0 +
  14871. values[ offset1 + i ] * weight1;
  14872. }
  14873. return result;
  14874. }
  14875. }
  14876. /**
  14877. *
  14878. * Interpolant that evaluates to the sample value at the position preceding
  14879. * the parameter.
  14880. */
  14881. class DiscreteInterpolant extends Interpolant {
  14882. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  14883. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  14884. }
  14885. interpolate_( i1 /*, t0, t, t1 */ ) {
  14886. return this.copySampleValue_( i1 - 1 );
  14887. }
  14888. }
  14889. class KeyframeTrack {
  14890. constructor( name, times, values, interpolation ) {
  14891. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  14892. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  14893. this.name = name;
  14894. this.times = convertArray( times, this.TimeBufferType );
  14895. this.values = convertArray( values, this.ValueBufferType );
  14896. this.setInterpolation( interpolation || this.DefaultInterpolation );
  14897. }
  14898. // Serialization (in static context, because of constructor invocation
  14899. // and automatic invocation of .toJSON):
  14900. static toJSON( track ) {
  14901. const trackType = track.constructor;
  14902. let json;
  14903. // derived classes can define a static toJSON method
  14904. if ( trackType.toJSON !== this.toJSON ) {
  14905. json = trackType.toJSON( track );
  14906. } else {
  14907. // by default, we assume the data can be serialized as-is
  14908. json = {
  14909. 'name': track.name,
  14910. 'times': convertArray( track.times, Array ),
  14911. 'values': convertArray( track.values, Array )
  14912. };
  14913. const interpolation = track.getInterpolation();
  14914. if ( interpolation !== track.DefaultInterpolation ) {
  14915. json.interpolation = interpolation;
  14916. }
  14917. }
  14918. json.type = track.ValueTypeName; // mandatory
  14919. return json;
  14920. }
  14921. InterpolantFactoryMethodDiscrete( result ) {
  14922. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  14923. }
  14924. InterpolantFactoryMethodLinear( result ) {
  14925. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  14926. }
  14927. InterpolantFactoryMethodSmooth( result ) {
  14928. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  14929. }
  14930. setInterpolation( interpolation ) {
  14931. let factoryMethod;
  14932. switch ( interpolation ) {
  14933. case InterpolateDiscrete:
  14934. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  14935. break;
  14936. case InterpolateLinear:
  14937. factoryMethod = this.InterpolantFactoryMethodLinear;
  14938. break;
  14939. case InterpolateSmooth:
  14940. factoryMethod = this.InterpolantFactoryMethodSmooth;
  14941. break;
  14942. }
  14943. if ( factoryMethod === undefined ) {
  14944. const message = 'unsupported interpolation for ' +
  14945. this.ValueTypeName + ' keyframe track named ' + this.name;
  14946. if ( this.createInterpolant === undefined ) {
  14947. // fall back to default, unless the default itself is messed up
  14948. if ( interpolation !== this.DefaultInterpolation ) {
  14949. this.setInterpolation( this.DefaultInterpolation );
  14950. } else {
  14951. throw new Error( message ); // fatal, in this case
  14952. }
  14953. }
  14954. console.warn( 'THREE.KeyframeTrack:', message );
  14955. return this;
  14956. }
  14957. this.createInterpolant = factoryMethod;
  14958. return this;
  14959. }
  14960. getInterpolation() {
  14961. switch ( this.createInterpolant ) {
  14962. case this.InterpolantFactoryMethodDiscrete:
  14963. return InterpolateDiscrete;
  14964. case this.InterpolantFactoryMethodLinear:
  14965. return InterpolateLinear;
  14966. case this.InterpolantFactoryMethodSmooth:
  14967. return InterpolateSmooth;
  14968. }
  14969. }
  14970. getValueSize() {
  14971. return this.values.length / this.times.length;
  14972. }
  14973. // move all keyframes either forwards or backwards in time
  14974. shift( timeOffset ) {
  14975. if ( timeOffset !== 0.0 ) {
  14976. const times = this.times;
  14977. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  14978. times[ i ] += timeOffset;
  14979. }
  14980. }
  14981. return this;
  14982. }
  14983. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  14984. scale( timeScale ) {
  14985. if ( timeScale !== 1.0 ) {
  14986. const times = this.times;
  14987. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  14988. times[ i ] *= timeScale;
  14989. }
  14990. }
  14991. return this;
  14992. }
  14993. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  14994. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  14995. trim( startTime, endTime ) {
  14996. const times = this.times,
  14997. nKeys = times.length;
  14998. let from = 0,
  14999. to = nKeys - 1;
  15000. while ( from !== nKeys && times[ from ] < startTime ) {
  15001. ++ from;
  15002. }
  15003. while ( to !== - 1 && times[ to ] > endTime ) {
  15004. -- to;
  15005. }
  15006. ++ to; // inclusive -> exclusive bound
  15007. if ( from !== 0 || to !== nKeys ) {
  15008. // empty tracks are forbidden, so keep at least one keyframe
  15009. if ( from >= to ) {
  15010. to = Math.max( to, 1 );
  15011. from = to - 1;
  15012. }
  15013. const stride = this.getValueSize();
  15014. this.times = times.slice( from, to );
  15015. this.values = this.values.slice( from * stride, to * stride );
  15016. }
  15017. return this;
  15018. }
  15019. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  15020. validate() {
  15021. let valid = true;
  15022. const valueSize = this.getValueSize();
  15023. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  15024. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  15025. valid = false;
  15026. }
  15027. const times = this.times,
  15028. values = this.values,
  15029. nKeys = times.length;
  15030. if ( nKeys === 0 ) {
  15031. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  15032. valid = false;
  15033. }
  15034. let prevTime = null;
  15035. for ( let i = 0; i !== nKeys; i ++ ) {
  15036. const currTime = times[ i ];
  15037. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  15038. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  15039. valid = false;
  15040. break;
  15041. }
  15042. if ( prevTime !== null && prevTime > currTime ) {
  15043. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  15044. valid = false;
  15045. break;
  15046. }
  15047. prevTime = currTime;
  15048. }
  15049. if ( values !== undefined ) {
  15050. if ( isTypedArray( values ) ) {
  15051. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  15052. const value = values[ i ];
  15053. if ( isNaN( value ) ) {
  15054. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  15055. valid = false;
  15056. break;
  15057. }
  15058. }
  15059. }
  15060. }
  15061. return valid;
  15062. }
  15063. // removes equivalent sequential keys as common in morph target sequences
  15064. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  15065. optimize() {
  15066. // times or values may be shared with other tracks, so overwriting is unsafe
  15067. const times = this.times.slice(),
  15068. values = this.values.slice(),
  15069. stride = this.getValueSize(),
  15070. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  15071. lastIndex = times.length - 1;
  15072. let writeIndex = 1;
  15073. for ( let i = 1; i < lastIndex; ++ i ) {
  15074. let keep = false;
  15075. const time = times[ i ];
  15076. const timeNext = times[ i + 1 ];
  15077. // remove adjacent keyframes scheduled at the same time
  15078. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  15079. if ( ! smoothInterpolation ) {
  15080. // remove unnecessary keyframes same as their neighbors
  15081. const offset = i * stride,
  15082. offsetP = offset - stride,
  15083. offsetN = offset + stride;
  15084. for ( let j = 0; j !== stride; ++ j ) {
  15085. const value = values[ offset + j ];
  15086. if ( value !== values[ offsetP + j ] ||
  15087. value !== values[ offsetN + j ] ) {
  15088. keep = true;
  15089. break;
  15090. }
  15091. }
  15092. } else {
  15093. keep = true;
  15094. }
  15095. }
  15096. // in-place compaction
  15097. if ( keep ) {
  15098. if ( i !== writeIndex ) {
  15099. times[ writeIndex ] = times[ i ];
  15100. const readOffset = i * stride,
  15101. writeOffset = writeIndex * stride;
  15102. for ( let j = 0; j !== stride; ++ j ) {
  15103. values[ writeOffset + j ] = values[ readOffset + j ];
  15104. }
  15105. }
  15106. ++ writeIndex;
  15107. }
  15108. }
  15109. // flush last keyframe (compaction looks ahead)
  15110. if ( lastIndex > 0 ) {
  15111. times[ writeIndex ] = times[ lastIndex ];
  15112. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  15113. values[ writeOffset + j ] = values[ readOffset + j ];
  15114. }
  15115. ++ writeIndex;
  15116. }
  15117. if ( writeIndex !== times.length ) {
  15118. this.times = times.slice( 0, writeIndex );
  15119. this.values = values.slice( 0, writeIndex * stride );
  15120. } else {
  15121. this.times = times;
  15122. this.values = values;
  15123. }
  15124. return this;
  15125. }
  15126. clone() {
  15127. const times = this.times.slice();
  15128. const values = this.values.slice();
  15129. const TypedKeyframeTrack = this.constructor;
  15130. const track = new TypedKeyframeTrack( this.name, times, values );
  15131. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  15132. track.createInterpolant = this.createInterpolant;
  15133. return track;
  15134. }
  15135. }
  15136. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  15137. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  15138. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  15139. /**
  15140. * A Track of Boolean keyframe values.
  15141. */
  15142. class BooleanKeyframeTrack extends KeyframeTrack {
  15143. // No interpolation parameter because only InterpolateDiscrete is valid.
  15144. constructor( name, times, values ) {
  15145. super( name, times, values );
  15146. }
  15147. }
  15148. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  15149. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  15150. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15151. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15152. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15153. /**
  15154. * A Track of keyframe values that represent color.
  15155. */
  15156. class ColorKeyframeTrack extends KeyframeTrack {}
  15157. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  15158. /**
  15159. * A Track of numeric keyframe values.
  15160. */
  15161. class NumberKeyframeTrack extends KeyframeTrack {}
  15162. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  15163. /**
  15164. * Spherical linear unit quaternion interpolant.
  15165. */
  15166. class QuaternionLinearInterpolant extends Interpolant {
  15167. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  15168. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  15169. }
  15170. interpolate_( i1, t0, t, t1 ) {
  15171. const result = this.resultBuffer,
  15172. values = this.sampleValues,
  15173. stride = this.valueSize,
  15174. alpha = ( t - t0 ) / ( t1 - t0 );
  15175. let offset = i1 * stride;
  15176. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  15177. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  15178. }
  15179. return result;
  15180. }
  15181. }
  15182. /**
  15183. * A Track of quaternion keyframe values.
  15184. */
  15185. class QuaternionKeyframeTrack extends KeyframeTrack {
  15186. InterpolantFactoryMethodLinear( result ) {
  15187. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  15188. }
  15189. }
  15190. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  15191. // ValueBufferType is inherited
  15192. // DefaultInterpolation is inherited;
  15193. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15194. /**
  15195. * A Track that interpolates Strings
  15196. */
  15197. class StringKeyframeTrack extends KeyframeTrack {
  15198. // No interpolation parameter because only InterpolateDiscrete is valid.
  15199. constructor( name, times, values ) {
  15200. super( name, times, values );
  15201. }
  15202. }
  15203. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  15204. StringKeyframeTrack.prototype.ValueBufferType = Array;
  15205. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  15206. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  15207. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  15208. /**
  15209. * A Track of vectored keyframe values.
  15210. */
  15211. class VectorKeyframeTrack extends KeyframeTrack {}
  15212. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  15213. class AnimationClip {
  15214. constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  15215. this.name = name;
  15216. this.tracks = tracks;
  15217. this.duration = duration;
  15218. this.blendMode = blendMode;
  15219. this.uuid = generateUUID();
  15220. // this means it should figure out its duration by scanning the tracks
  15221. if ( this.duration < 0 ) {
  15222. this.resetDuration();
  15223. }
  15224. }
  15225. static parse( json ) {
  15226. const tracks = [],
  15227. jsonTracks = json.tracks,
  15228. frameTime = 1.0 / ( json.fps || 1.0 );
  15229. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  15230. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  15231. }
  15232. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  15233. clip.uuid = json.uuid;
  15234. return clip;
  15235. }
  15236. static toJSON( clip ) {
  15237. const tracks = [],
  15238. clipTracks = clip.tracks;
  15239. const json = {
  15240. 'name': clip.name,
  15241. 'duration': clip.duration,
  15242. 'tracks': tracks,
  15243. 'uuid': clip.uuid,
  15244. 'blendMode': clip.blendMode
  15245. };
  15246. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  15247. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  15248. }
  15249. return json;
  15250. }
  15251. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  15252. const numMorphTargets = morphTargetSequence.length;
  15253. const tracks = [];
  15254. for ( let i = 0; i < numMorphTargets; i ++ ) {
  15255. let times = [];
  15256. let values = [];
  15257. times.push(
  15258. ( i + numMorphTargets - 1 ) % numMorphTargets,
  15259. i,
  15260. ( i + 1 ) % numMorphTargets );
  15261. values.push( 0, 1, 0 );
  15262. const order = getKeyframeOrder( times );
  15263. times = sortedArray( times, 1, order );
  15264. values = sortedArray( values, 1, order );
  15265. // if there is a key at the first frame, duplicate it as the
  15266. // last frame as well for perfect loop.
  15267. if ( ! noLoop && times[ 0 ] === 0 ) {
  15268. times.push( numMorphTargets );
  15269. values.push( values[ 0 ] );
  15270. }
  15271. tracks.push(
  15272. new NumberKeyframeTrack(
  15273. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  15274. times, values
  15275. ).scale( 1.0 / fps ) );
  15276. }
  15277. return new this( name, - 1, tracks );
  15278. }
  15279. static findByName( objectOrClipArray, name ) {
  15280. let clipArray = objectOrClipArray;
  15281. if ( ! Array.isArray( objectOrClipArray ) ) {
  15282. const o = objectOrClipArray;
  15283. clipArray = o.geometry && o.geometry.animations || o.animations;
  15284. }
  15285. for ( let i = 0; i < clipArray.length; i ++ ) {
  15286. if ( clipArray[ i ].name === name ) {
  15287. return clipArray[ i ];
  15288. }
  15289. }
  15290. return null;
  15291. }
  15292. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  15293. const animationToMorphTargets = {};
  15294. // tested with https://regex101.com/ on trick sequences
  15295. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  15296. const pattern = /^([\w-]*?)([\d]+)$/;
  15297. // sort morph target names into animation groups based
  15298. // patterns like Walk_001, Walk_002, Run_001, Run_002
  15299. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  15300. const morphTarget = morphTargets[ i ];
  15301. const parts = morphTarget.name.match( pattern );
  15302. if ( parts && parts.length > 1 ) {
  15303. const name = parts[ 1 ];
  15304. let animationMorphTargets = animationToMorphTargets[ name ];
  15305. if ( ! animationMorphTargets ) {
  15306. animationToMorphTargets[ name ] = animationMorphTargets = [];
  15307. }
  15308. animationMorphTargets.push( morphTarget );
  15309. }
  15310. }
  15311. const clips = [];
  15312. for ( const name in animationToMorphTargets ) {
  15313. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  15314. }
  15315. return clips;
  15316. }
  15317. // parse the animation.hierarchy format
  15318. static parseAnimation( animation, bones ) {
  15319. if ( ! animation ) {
  15320. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  15321. return null;
  15322. }
  15323. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  15324. // only return track if there are actually keys.
  15325. if ( animationKeys.length !== 0 ) {
  15326. const times = [];
  15327. const values = [];
  15328. flattenJSON( animationKeys, times, values, propertyName );
  15329. // empty keys are filtered out, so check again
  15330. if ( times.length !== 0 ) {
  15331. destTracks.push( new trackType( trackName, times, values ) );
  15332. }
  15333. }
  15334. };
  15335. const tracks = [];
  15336. const clipName = animation.name || 'default';
  15337. const fps = animation.fps || 30;
  15338. const blendMode = animation.blendMode;
  15339. // automatic length determination in AnimationClip.
  15340. let duration = animation.length || - 1;
  15341. const hierarchyTracks = animation.hierarchy || [];
  15342. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  15343. const animationKeys = hierarchyTracks[ h ].keys;
  15344. // skip empty tracks
  15345. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  15346. // process morph targets
  15347. if ( animationKeys[ 0 ].morphTargets ) {
  15348. // figure out all morph targets used in this track
  15349. const morphTargetNames = {};
  15350. let k;
  15351. for ( k = 0; k < animationKeys.length; k ++ ) {
  15352. if ( animationKeys[ k ].morphTargets ) {
  15353. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  15354. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  15355. }
  15356. }
  15357. }
  15358. // create a track for each morph target with all zero
  15359. // morphTargetInfluences except for the keys in which
  15360. // the morphTarget is named.
  15361. for ( const morphTargetName in morphTargetNames ) {
  15362. const times = [];
  15363. const values = [];
  15364. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  15365. const animationKey = animationKeys[ k ];
  15366. times.push( animationKey.time );
  15367. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  15368. }
  15369. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  15370. }
  15371. duration = morphTargetNames.length * fps;
  15372. } else {
  15373. // ...assume skeletal animation
  15374. const boneName = '.bones[' + bones[ h ].name + ']';
  15375. addNonemptyTrack(
  15376. VectorKeyframeTrack, boneName + '.position',
  15377. animationKeys, 'pos', tracks );
  15378. addNonemptyTrack(
  15379. QuaternionKeyframeTrack, boneName + '.quaternion',
  15380. animationKeys, 'rot', tracks );
  15381. addNonemptyTrack(
  15382. VectorKeyframeTrack, boneName + '.scale',
  15383. animationKeys, 'scl', tracks );
  15384. }
  15385. }
  15386. if ( tracks.length === 0 ) {
  15387. return null;
  15388. }
  15389. const clip = new this( clipName, duration, tracks, blendMode );
  15390. return clip;
  15391. }
  15392. resetDuration() {
  15393. const tracks = this.tracks;
  15394. let duration = 0;
  15395. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  15396. const track = this.tracks[ i ];
  15397. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  15398. }
  15399. this.duration = duration;
  15400. return this;
  15401. }
  15402. trim() {
  15403. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15404. this.tracks[ i ].trim( 0, this.duration );
  15405. }
  15406. return this;
  15407. }
  15408. validate() {
  15409. let valid = true;
  15410. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15411. valid = valid && this.tracks[ i ].validate();
  15412. }
  15413. return valid;
  15414. }
  15415. optimize() {
  15416. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15417. this.tracks[ i ].optimize();
  15418. }
  15419. return this;
  15420. }
  15421. clone() {
  15422. const tracks = [];
  15423. for ( let i = 0; i < this.tracks.length; i ++ ) {
  15424. tracks.push( this.tracks[ i ].clone() );
  15425. }
  15426. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  15427. }
  15428. toJSON() {
  15429. return this.constructor.toJSON( this );
  15430. }
  15431. }
  15432. function getTrackTypeForValueTypeName( typeName ) {
  15433. switch ( typeName.toLowerCase() ) {
  15434. case 'scalar':
  15435. case 'double':
  15436. case 'float':
  15437. case 'number':
  15438. case 'integer':
  15439. return NumberKeyframeTrack;
  15440. case 'vector':
  15441. case 'vector2':
  15442. case 'vector3':
  15443. case 'vector4':
  15444. return VectorKeyframeTrack;
  15445. case 'color':
  15446. return ColorKeyframeTrack;
  15447. case 'quaternion':
  15448. return QuaternionKeyframeTrack;
  15449. case 'bool':
  15450. case 'boolean':
  15451. return BooleanKeyframeTrack;
  15452. case 'string':
  15453. return StringKeyframeTrack;
  15454. }
  15455. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  15456. }
  15457. function parseKeyframeTrack( json ) {
  15458. if ( json.type === undefined ) {
  15459. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  15460. }
  15461. const trackType = getTrackTypeForValueTypeName( json.type );
  15462. if ( json.times === undefined ) {
  15463. const times = [], values = [];
  15464. flattenJSON( json.keys, times, values, 'value' );
  15465. json.times = times;
  15466. json.values = values;
  15467. }
  15468. // derived classes can define a static parse method
  15469. if ( trackType.parse !== undefined ) {
  15470. return trackType.parse( json );
  15471. } else {
  15472. // by default, we assume a constructor compatible with the base
  15473. return new trackType( json.name, json.times, json.values, json.interpolation );
  15474. }
  15475. }
  15476. const Cache = {
  15477. enabled: false,
  15478. files: {},
  15479. add: function ( key, file ) {
  15480. if ( this.enabled === false ) return;
  15481. // console.log( 'THREE.Cache', 'Adding key:', key );
  15482. this.files[ key ] = file;
  15483. },
  15484. get: function ( key ) {
  15485. if ( this.enabled === false ) return;
  15486. // console.log( 'THREE.Cache', 'Checking key:', key );
  15487. return this.files[ key ];
  15488. },
  15489. remove: function ( key ) {
  15490. delete this.files[ key ];
  15491. },
  15492. clear: function () {
  15493. this.files = {};
  15494. }
  15495. };
  15496. class LoadingManager {
  15497. constructor( onLoad, onProgress, onError ) {
  15498. const scope = this;
  15499. let isLoading = false;
  15500. let itemsLoaded = 0;
  15501. let itemsTotal = 0;
  15502. let urlModifier = undefined;
  15503. const handlers = [];
  15504. // Refer to #5689 for the reason why we don't set .onStart
  15505. // in the constructor
  15506. this.onStart = undefined;
  15507. this.onLoad = onLoad;
  15508. this.onProgress = onProgress;
  15509. this.onError = onError;
  15510. this.itemStart = function ( url ) {
  15511. itemsTotal ++;
  15512. if ( isLoading === false ) {
  15513. if ( scope.onStart !== undefined ) {
  15514. scope.onStart( url, itemsLoaded, itemsTotal );
  15515. }
  15516. }
  15517. isLoading = true;
  15518. };
  15519. this.itemEnd = function ( url ) {
  15520. itemsLoaded ++;
  15521. if ( scope.onProgress !== undefined ) {
  15522. scope.onProgress( url, itemsLoaded, itemsTotal );
  15523. }
  15524. if ( itemsLoaded === itemsTotal ) {
  15525. isLoading = false;
  15526. if ( scope.onLoad !== undefined ) {
  15527. scope.onLoad();
  15528. }
  15529. }
  15530. };
  15531. this.itemError = function ( url ) {
  15532. if ( scope.onError !== undefined ) {
  15533. scope.onError( url );
  15534. }
  15535. };
  15536. this.resolveURL = function ( url ) {
  15537. if ( urlModifier ) {
  15538. return urlModifier( url );
  15539. }
  15540. return url;
  15541. };
  15542. this.setURLModifier = function ( transform ) {
  15543. urlModifier = transform;
  15544. return this;
  15545. };
  15546. this.addHandler = function ( regex, loader ) {
  15547. handlers.push( regex, loader );
  15548. return this;
  15549. };
  15550. this.removeHandler = function ( regex ) {
  15551. const index = handlers.indexOf( regex );
  15552. if ( index !== - 1 ) {
  15553. handlers.splice( index, 2 );
  15554. }
  15555. return this;
  15556. };
  15557. this.getHandler = function ( file ) {
  15558. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  15559. const regex = handlers[ i ];
  15560. const loader = handlers[ i + 1 ];
  15561. if ( regex.global ) regex.lastIndex = 0; // see #17920
  15562. if ( regex.test( file ) ) {
  15563. return loader;
  15564. }
  15565. }
  15566. return null;
  15567. };
  15568. }
  15569. }
  15570. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  15571. class Loader {
  15572. constructor( manager ) {
  15573. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  15574. this.crossOrigin = 'anonymous';
  15575. this.withCredentials = false;
  15576. this.path = '';
  15577. this.resourcePath = '';
  15578. this.requestHeader = {};
  15579. }
  15580. load( /* url, onLoad, onProgress, onError */ ) {}
  15581. loadAsync( url, onProgress ) {
  15582. const scope = this;
  15583. return new Promise( function ( resolve, reject ) {
  15584. scope.load( url, resolve, onProgress, reject );
  15585. } );
  15586. }
  15587. parse( /* data */ ) {}
  15588. setCrossOrigin( crossOrigin ) {
  15589. this.crossOrigin = crossOrigin;
  15590. return this;
  15591. }
  15592. setWithCredentials( value ) {
  15593. this.withCredentials = value;
  15594. return this;
  15595. }
  15596. setPath( path ) {
  15597. this.path = path;
  15598. return this;
  15599. }
  15600. setResourcePath( resourcePath ) {
  15601. this.resourcePath = resourcePath;
  15602. return this;
  15603. }
  15604. setRequestHeader( requestHeader ) {
  15605. this.requestHeader = requestHeader;
  15606. return this;
  15607. }
  15608. }
  15609. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  15610. const loading = {};
  15611. class HttpError extends Error {
  15612. constructor( message, response ) {
  15613. super( message );
  15614. this.response = response;
  15615. }
  15616. }
  15617. class FileLoader extends Loader {
  15618. constructor( manager ) {
  15619. super( manager );
  15620. }
  15621. load( url, onLoad, onProgress, onError ) {
  15622. if ( url === undefined ) url = '';
  15623. if ( this.path !== undefined ) url = this.path + url;
  15624. url = this.manager.resolveURL( url );
  15625. const cached = Cache.get( url );
  15626. if ( cached !== undefined ) {
  15627. this.manager.itemStart( url );
  15628. setTimeout( () => {
  15629. if ( onLoad ) onLoad( cached );
  15630. this.manager.itemEnd( url );
  15631. }, 0 );
  15632. return cached;
  15633. }
  15634. // Check if request is duplicate
  15635. if ( loading[ url ] !== undefined ) {
  15636. loading[ url ].push( {
  15637. onLoad: onLoad,
  15638. onProgress: onProgress,
  15639. onError: onError
  15640. } );
  15641. return;
  15642. }
  15643. // Initialise array for duplicate requests
  15644. loading[ url ] = [];
  15645. loading[ url ].push( {
  15646. onLoad: onLoad,
  15647. onProgress: onProgress,
  15648. onError: onError,
  15649. } );
  15650. // create request
  15651. const req = new Request( url, {
  15652. headers: new Headers( this.requestHeader ),
  15653. credentials: this.withCredentials ? 'include' : 'same-origin',
  15654. // An abort controller could be added within a future PR
  15655. } );
  15656. // record states ( avoid data race )
  15657. const mimeType = this.mimeType;
  15658. const responseType = this.responseType;
  15659. // start the fetch
  15660. fetch( req )
  15661. .then( response => {
  15662. if ( response.status === 200 || response.status === 0 ) {
  15663. // Some browsers return HTTP Status 0 when using non-http protocol
  15664. // e.g. 'file://' or 'data://'. Handle as success.
  15665. if ( response.status === 0 ) {
  15666. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  15667. }
  15668. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  15669. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  15670. return response;
  15671. }
  15672. const callbacks = loading[ url ];
  15673. const reader = response.body.getReader();
  15674. // Nginx needs X-File-Size check
  15675. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  15676. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  15677. const total = contentLength ? parseInt( contentLength ) : 0;
  15678. const lengthComputable = total !== 0;
  15679. let loaded = 0;
  15680. // periodically read data into the new stream tracking while download progress
  15681. const stream = new ReadableStream( {
  15682. start( controller ) {
  15683. readData();
  15684. function readData() {
  15685. reader.read().then( ( { done, value } ) => {
  15686. if ( done ) {
  15687. controller.close();
  15688. } else {
  15689. loaded += value.byteLength;
  15690. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  15691. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15692. const callback = callbacks[ i ];
  15693. if ( callback.onProgress ) callback.onProgress( event );
  15694. }
  15695. controller.enqueue( value );
  15696. readData();
  15697. }
  15698. }, ( e ) => {
  15699. controller.error( e );
  15700. } );
  15701. }
  15702. }
  15703. } );
  15704. return new Response( stream );
  15705. } else {
  15706. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  15707. }
  15708. } )
  15709. .then( response => {
  15710. switch ( responseType ) {
  15711. case 'arraybuffer':
  15712. return response.arrayBuffer();
  15713. case 'blob':
  15714. return response.blob();
  15715. case 'document':
  15716. return response.text()
  15717. .then( text => {
  15718. const parser = new DOMParser();
  15719. return parser.parseFromString( text, mimeType );
  15720. } );
  15721. case 'json':
  15722. return response.json();
  15723. default:
  15724. if ( mimeType === undefined ) {
  15725. return response.text();
  15726. } else {
  15727. // sniff encoding
  15728. const re = /charset="?([^;"\s]*)"?/i;
  15729. const exec = re.exec( mimeType );
  15730. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  15731. const decoder = new TextDecoder( label );
  15732. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  15733. }
  15734. }
  15735. } )
  15736. .then( data => {
  15737. // Add to cache only on HTTP success, so that we do not cache
  15738. // error response bodies as proper responses to requests.
  15739. Cache.add( url, data );
  15740. const callbacks = loading[ url ];
  15741. delete loading[ url ];
  15742. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15743. const callback = callbacks[ i ];
  15744. if ( callback.onLoad ) callback.onLoad( data );
  15745. }
  15746. } )
  15747. .catch( err => {
  15748. // Abort errors and other errors are handled the same
  15749. const callbacks = loading[ url ];
  15750. if ( callbacks === undefined ) {
  15751. // When onLoad was called and url was deleted in `loading`
  15752. this.manager.itemError( url );
  15753. throw err;
  15754. }
  15755. delete loading[ url ];
  15756. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  15757. const callback = callbacks[ i ];
  15758. if ( callback.onError ) callback.onError( err );
  15759. }
  15760. this.manager.itemError( url );
  15761. } )
  15762. .finally( () => {
  15763. this.manager.itemEnd( url );
  15764. } );
  15765. this.manager.itemStart( url );
  15766. }
  15767. setResponseType( value ) {
  15768. this.responseType = value;
  15769. return this;
  15770. }
  15771. setMimeType( value ) {
  15772. this.mimeType = value;
  15773. return this;
  15774. }
  15775. }
  15776. class AnimationLoader extends Loader {
  15777. constructor( manager ) {
  15778. super( manager );
  15779. }
  15780. load( url, onLoad, onProgress, onError ) {
  15781. const scope = this;
  15782. const loader = new FileLoader( this.manager );
  15783. loader.setPath( this.path );
  15784. loader.setRequestHeader( this.requestHeader );
  15785. loader.setWithCredentials( this.withCredentials );
  15786. loader.load( url, function ( text ) {
  15787. try {
  15788. onLoad( scope.parse( JSON.parse( text ) ) );
  15789. } catch ( e ) {
  15790. if ( onError ) {
  15791. onError( e );
  15792. } else {
  15793. console.error( e );
  15794. }
  15795. scope.manager.itemError( url );
  15796. }
  15797. }, onProgress, onError );
  15798. }
  15799. parse( json ) {
  15800. const animations = [];
  15801. for ( let i = 0; i < json.length; i ++ ) {
  15802. const clip = AnimationClip.parse( json[ i ] );
  15803. animations.push( clip );
  15804. }
  15805. return animations;
  15806. }
  15807. }
  15808. /**
  15809. * Abstract Base class to block based textures loader (dds, pvr, ...)
  15810. *
  15811. * Sub classes have to implement the parse() method which will be used in load().
  15812. */
  15813. class CompressedTextureLoader extends Loader {
  15814. constructor( manager ) {
  15815. super( manager );
  15816. }
  15817. load( url, onLoad, onProgress, onError ) {
  15818. const scope = this;
  15819. const images = [];
  15820. const texture = new CompressedTexture();
  15821. const loader = new FileLoader( this.manager );
  15822. loader.setPath( this.path );
  15823. loader.setResponseType( 'arraybuffer' );
  15824. loader.setRequestHeader( this.requestHeader );
  15825. loader.setWithCredentials( scope.withCredentials );
  15826. let loaded = 0;
  15827. function loadTexture( i ) {
  15828. loader.load( url[ i ], function ( buffer ) {
  15829. const texDatas = scope.parse( buffer, true );
  15830. images[ i ] = {
  15831. width: texDatas.width,
  15832. height: texDatas.height,
  15833. format: texDatas.format,
  15834. mipmaps: texDatas.mipmaps
  15835. };
  15836. loaded += 1;
  15837. if ( loaded === 6 ) {
  15838. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  15839. texture.image = images;
  15840. texture.format = texDatas.format;
  15841. texture.needsUpdate = true;
  15842. if ( onLoad ) onLoad( texture );
  15843. }
  15844. }, onProgress, onError );
  15845. }
  15846. if ( Array.isArray( url ) ) {
  15847. for ( let i = 0, il = url.length; i < il; ++ i ) {
  15848. loadTexture( i );
  15849. }
  15850. } else {
  15851. // compressed cubemap texture stored in a single DDS file
  15852. loader.load( url, function ( buffer ) {
  15853. const texDatas = scope.parse( buffer, true );
  15854. if ( texDatas.isCubemap ) {
  15855. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  15856. for ( let f = 0; f < faces; f ++ ) {
  15857. images[ f ] = { mipmaps: [] };
  15858. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  15859. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  15860. images[ f ].format = texDatas.format;
  15861. images[ f ].width = texDatas.width;
  15862. images[ f ].height = texDatas.height;
  15863. }
  15864. }
  15865. texture.image = images;
  15866. } else {
  15867. texture.image.width = texDatas.width;
  15868. texture.image.height = texDatas.height;
  15869. texture.mipmaps = texDatas.mipmaps;
  15870. }
  15871. if ( texDatas.mipmapCount === 1 ) {
  15872. texture.minFilter = LinearFilter;
  15873. }
  15874. texture.format = texDatas.format;
  15875. texture.needsUpdate = true;
  15876. if ( onLoad ) onLoad( texture );
  15877. }, onProgress, onError );
  15878. }
  15879. return texture;
  15880. }
  15881. }
  15882. class ImageLoader extends Loader {
  15883. constructor( manager ) {
  15884. super( manager );
  15885. }
  15886. load( url, onLoad, onProgress, onError ) {
  15887. if ( this.path !== undefined ) url = this.path + url;
  15888. url = this.manager.resolveURL( url );
  15889. const scope = this;
  15890. const cached = Cache.get( url );
  15891. if ( cached !== undefined ) {
  15892. scope.manager.itemStart( url );
  15893. setTimeout( function () {
  15894. if ( onLoad ) onLoad( cached );
  15895. scope.manager.itemEnd( url );
  15896. }, 0 );
  15897. return cached;
  15898. }
  15899. const image = createElementNS( 'img' );
  15900. function onImageLoad() {
  15901. removeEventListeners();
  15902. Cache.add( url, this );
  15903. if ( onLoad ) onLoad( this );
  15904. scope.manager.itemEnd( url );
  15905. }
  15906. function onImageError( event ) {
  15907. removeEventListeners();
  15908. if ( onError ) onError( event );
  15909. scope.manager.itemError( url );
  15910. scope.manager.itemEnd( url );
  15911. }
  15912. function removeEventListeners() {
  15913. image.removeEventListener( 'load', onImageLoad, false );
  15914. image.removeEventListener( 'error', onImageError, false );
  15915. }
  15916. image.addEventListener( 'load', onImageLoad, false );
  15917. image.addEventListener( 'error', onImageError, false );
  15918. if ( url.slice( 0, 5 ) !== 'data:' ) {
  15919. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  15920. }
  15921. scope.manager.itemStart( url );
  15922. image.src = url;
  15923. return image;
  15924. }
  15925. }
  15926. class CubeTextureLoader extends Loader {
  15927. constructor( manager ) {
  15928. super( manager );
  15929. }
  15930. load( urls, onLoad, onProgress, onError ) {
  15931. const texture = new CubeTexture();
  15932. texture.colorSpace = SRGBColorSpace;
  15933. const loader = new ImageLoader( this.manager );
  15934. loader.setCrossOrigin( this.crossOrigin );
  15935. loader.setPath( this.path );
  15936. let loaded = 0;
  15937. function loadTexture( i ) {
  15938. loader.load( urls[ i ], function ( image ) {
  15939. texture.images[ i ] = image;
  15940. loaded ++;
  15941. if ( loaded === 6 ) {
  15942. texture.needsUpdate = true;
  15943. if ( onLoad ) onLoad( texture );
  15944. }
  15945. }, undefined, onError );
  15946. }
  15947. for ( let i = 0; i < urls.length; ++ i ) {
  15948. loadTexture( i );
  15949. }
  15950. return texture;
  15951. }
  15952. }
  15953. /**
  15954. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  15955. *
  15956. * Sub classes have to implement the parse() method which will be used in load().
  15957. */
  15958. class DataTextureLoader extends Loader {
  15959. constructor( manager ) {
  15960. super( manager );
  15961. }
  15962. load( url, onLoad, onProgress, onError ) {
  15963. const scope = this;
  15964. const texture = new DataTexture();
  15965. const loader = new FileLoader( this.manager );
  15966. loader.setResponseType( 'arraybuffer' );
  15967. loader.setRequestHeader( this.requestHeader );
  15968. loader.setPath( this.path );
  15969. loader.setWithCredentials( scope.withCredentials );
  15970. loader.load( url, function ( buffer ) {
  15971. let texData;
  15972. try {
  15973. texData = scope.parse( buffer );
  15974. } catch ( error ) {
  15975. if ( onError !== undefined ) {
  15976. onError( error );
  15977. } else {
  15978. console.error( error );
  15979. return;
  15980. }
  15981. }
  15982. if ( texData.image !== undefined ) {
  15983. texture.image = texData.image;
  15984. } else if ( texData.data !== undefined ) {
  15985. texture.image.width = texData.width;
  15986. texture.image.height = texData.height;
  15987. texture.image.data = texData.data;
  15988. }
  15989. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  15990. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  15991. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  15992. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  15993. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  15994. if ( texData.colorSpace !== undefined ) {
  15995. texture.colorSpace = texData.colorSpace;
  15996. }
  15997. if ( texData.flipY !== undefined ) {
  15998. texture.flipY = texData.flipY;
  15999. }
  16000. if ( texData.format !== undefined ) {
  16001. texture.format = texData.format;
  16002. }
  16003. if ( texData.type !== undefined ) {
  16004. texture.type = texData.type;
  16005. }
  16006. if ( texData.mipmaps !== undefined ) {
  16007. texture.mipmaps = texData.mipmaps;
  16008. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  16009. }
  16010. if ( texData.mipmapCount === 1 ) {
  16011. texture.minFilter = LinearFilter;
  16012. }
  16013. if ( texData.generateMipmaps !== undefined ) {
  16014. texture.generateMipmaps = texData.generateMipmaps;
  16015. }
  16016. texture.needsUpdate = true;
  16017. if ( onLoad ) onLoad( texture, texData );
  16018. }, onProgress, onError );
  16019. return texture;
  16020. }
  16021. }
  16022. class TextureLoader extends Loader {
  16023. constructor( manager ) {
  16024. super( manager );
  16025. }
  16026. load( url, onLoad, onProgress, onError ) {
  16027. const texture = new Texture();
  16028. const loader = new ImageLoader( this.manager );
  16029. loader.setCrossOrigin( this.crossOrigin );
  16030. loader.setPath( this.path );
  16031. loader.load( url, function ( image ) {
  16032. texture.image = image;
  16033. texture.needsUpdate = true;
  16034. if ( onLoad !== undefined ) {
  16035. onLoad( texture );
  16036. }
  16037. }, onProgress, onError );
  16038. return texture;
  16039. }
  16040. }
  16041. class Light extends Object3D {
  16042. constructor( color, intensity = 1 ) {
  16043. super();
  16044. this.isLight = true;
  16045. this.type = 'Light';
  16046. this.color = new Color( color );
  16047. this.intensity = intensity;
  16048. }
  16049. dispose() {
  16050. // Empty here in base class; some subclasses override.
  16051. }
  16052. copy( source, recursive ) {
  16053. super.copy( source, recursive );
  16054. this.color.copy( source.color );
  16055. this.intensity = source.intensity;
  16056. return this;
  16057. }
  16058. toJSON( meta ) {
  16059. const data = super.toJSON( meta );
  16060. data.object.color = this.color.getHex();
  16061. data.object.intensity = this.intensity;
  16062. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  16063. if ( this.distance !== undefined ) data.object.distance = this.distance;
  16064. if ( this.angle !== undefined ) data.object.angle = this.angle;
  16065. if ( this.decay !== undefined ) data.object.decay = this.decay;
  16066. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  16067. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  16068. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  16069. return data;
  16070. }
  16071. }
  16072. class HemisphereLight extends Light {
  16073. constructor( skyColor, groundColor, intensity ) {
  16074. super( skyColor, intensity );
  16075. this.isHemisphereLight = true;
  16076. this.type = 'HemisphereLight';
  16077. this.position.copy( Object3D.DEFAULT_UP );
  16078. this.updateMatrix();
  16079. this.groundColor = new Color( groundColor );
  16080. }
  16081. copy( source, recursive ) {
  16082. super.copy( source, recursive );
  16083. this.groundColor.copy( source.groundColor );
  16084. return this;
  16085. }
  16086. }
  16087. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  16088. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  16089. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  16090. class LightShadow {
  16091. constructor( camera ) {
  16092. this.camera = camera;
  16093. this.intensity = 1;
  16094. this.bias = 0;
  16095. this.normalBias = 0;
  16096. this.radius = 1;
  16097. this.blurSamples = 8;
  16098. this.mapSize = new Vector2( 512, 512 );
  16099. this.map = null;
  16100. this.mapPass = null;
  16101. this.matrix = new Matrix4();
  16102. this.autoUpdate = true;
  16103. this.needsUpdate = false;
  16104. this._frustum = new Frustum();
  16105. this._frameExtents = new Vector2( 1, 1 );
  16106. this._viewportCount = 1;
  16107. this._viewports = [
  16108. new Vector4( 0, 0, 1, 1 )
  16109. ];
  16110. }
  16111. getViewportCount() {
  16112. return this._viewportCount;
  16113. }
  16114. getFrustum() {
  16115. return this._frustum;
  16116. }
  16117. updateMatrices( light ) {
  16118. const shadowCamera = this.camera;
  16119. const shadowMatrix = this.matrix;
  16120. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  16121. shadowCamera.position.copy( _lightPositionWorld$1 );
  16122. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  16123. shadowCamera.lookAt( _lookTarget$1 );
  16124. shadowCamera.updateMatrixWorld();
  16125. _projScreenMatrix$2.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  16126. this._frustum.setFromProjectionMatrix( _projScreenMatrix$2 );
  16127. shadowMatrix.set(
  16128. 0.5, 0.0, 0.0, 0.5,
  16129. 0.0, 0.5, 0.0, 0.5,
  16130. 0.0, 0.0, 0.5, 0.5,
  16131. 0.0, 0.0, 0.0, 1.0
  16132. );
  16133. shadowMatrix.multiply( _projScreenMatrix$2 );
  16134. }
  16135. getViewport( viewportIndex ) {
  16136. return this._viewports[ viewportIndex ];
  16137. }
  16138. getFrameExtents() {
  16139. return this._frameExtents;
  16140. }
  16141. dispose() {
  16142. if ( this.map ) {
  16143. this.map.dispose();
  16144. }
  16145. if ( this.mapPass ) {
  16146. this.mapPass.dispose();
  16147. }
  16148. }
  16149. copy( source ) {
  16150. this.camera = source.camera.clone();
  16151. this.intensity = source.intensity;
  16152. this.bias = source.bias;
  16153. this.radius = source.radius;
  16154. this.mapSize.copy( source.mapSize );
  16155. return this;
  16156. }
  16157. clone() {
  16158. return new this.constructor().copy( this );
  16159. }
  16160. toJSON() {
  16161. const object = {};
  16162. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  16163. if ( this.bias !== 0 ) object.bias = this.bias;
  16164. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  16165. if ( this.radius !== 1 ) object.radius = this.radius;
  16166. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  16167. object.camera = this.camera.toJSON( false ).object;
  16168. delete object.camera.matrix;
  16169. return object;
  16170. }
  16171. }
  16172. class SpotLightShadow extends LightShadow {
  16173. constructor() {
  16174. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  16175. this.isSpotLightShadow = true;
  16176. this.focus = 1;
  16177. }
  16178. updateMatrices( light ) {
  16179. const camera = this.camera;
  16180. const fov = RAD2DEG * 2 * light.angle * this.focus;
  16181. const aspect = this.mapSize.width / this.mapSize.height;
  16182. const far = light.distance || camera.far;
  16183. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  16184. camera.fov = fov;
  16185. camera.aspect = aspect;
  16186. camera.far = far;
  16187. camera.updateProjectionMatrix();
  16188. }
  16189. super.updateMatrices( light );
  16190. }
  16191. copy( source ) {
  16192. super.copy( source );
  16193. this.focus = source.focus;
  16194. return this;
  16195. }
  16196. }
  16197. class SpotLight extends Light {
  16198. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  16199. super( color, intensity );
  16200. this.isSpotLight = true;
  16201. this.type = 'SpotLight';
  16202. this.position.copy( Object3D.DEFAULT_UP );
  16203. this.updateMatrix();
  16204. this.target = new Object3D();
  16205. this.distance = distance;
  16206. this.angle = angle;
  16207. this.penumbra = penumbra;
  16208. this.decay = decay;
  16209. this.map = null;
  16210. this.shadow = new SpotLightShadow();
  16211. }
  16212. get power() {
  16213. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16214. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  16215. return this.intensity * Math.PI;
  16216. }
  16217. set power( power ) {
  16218. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16219. this.intensity = power / Math.PI;
  16220. }
  16221. dispose() {
  16222. this.shadow.dispose();
  16223. }
  16224. copy( source, recursive ) {
  16225. super.copy( source, recursive );
  16226. this.distance = source.distance;
  16227. this.angle = source.angle;
  16228. this.penumbra = source.penumbra;
  16229. this.decay = source.decay;
  16230. this.target = source.target.clone();
  16231. this.shadow = source.shadow.clone();
  16232. return this;
  16233. }
  16234. }
  16235. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  16236. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  16237. const _lookTarget = /*@__PURE__*/ new Vector3();
  16238. class PointLightShadow extends LightShadow {
  16239. constructor() {
  16240. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  16241. this.isPointLightShadow = true;
  16242. this._frameExtents = new Vector2( 4, 2 );
  16243. this._viewportCount = 6;
  16244. this._viewports = [
  16245. // These viewports map a cube-map onto a 2D texture with the
  16246. // following orientation:
  16247. //
  16248. // xzXZ
  16249. // y Y
  16250. //
  16251. // X - Positive x direction
  16252. // x - Negative x direction
  16253. // Y - Positive y direction
  16254. // y - Negative y direction
  16255. // Z - Positive z direction
  16256. // z - Negative z direction
  16257. // positive X
  16258. new Vector4( 2, 1, 1, 1 ),
  16259. // negative X
  16260. new Vector4( 0, 1, 1, 1 ),
  16261. // positive Z
  16262. new Vector4( 3, 1, 1, 1 ),
  16263. // negative Z
  16264. new Vector4( 1, 1, 1, 1 ),
  16265. // positive Y
  16266. new Vector4( 3, 0, 1, 1 ),
  16267. // negative Y
  16268. new Vector4( 1, 0, 1, 1 )
  16269. ];
  16270. this._cubeDirections = [
  16271. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  16272. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  16273. ];
  16274. this._cubeUps = [
  16275. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  16276. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  16277. ];
  16278. }
  16279. updateMatrices( light, viewportIndex = 0 ) {
  16280. const camera = this.camera;
  16281. const shadowMatrix = this.matrix;
  16282. const far = light.distance || camera.far;
  16283. if ( far !== camera.far ) {
  16284. camera.far = far;
  16285. camera.updateProjectionMatrix();
  16286. }
  16287. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  16288. camera.position.copy( _lightPositionWorld );
  16289. _lookTarget.copy( camera.position );
  16290. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  16291. camera.up.copy( this._cubeUps[ viewportIndex ] );
  16292. camera.lookAt( _lookTarget );
  16293. camera.updateMatrixWorld();
  16294. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  16295. _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  16296. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  16297. }
  16298. }
  16299. class PointLight extends Light {
  16300. constructor( color, intensity, distance = 0, decay = 2 ) {
  16301. super( color, intensity );
  16302. this.isPointLight = true;
  16303. this.type = 'PointLight';
  16304. this.distance = distance;
  16305. this.decay = decay;
  16306. this.shadow = new PointLightShadow();
  16307. }
  16308. get power() {
  16309. // compute the light's luminous power (in lumens) from its intensity (in candela)
  16310. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  16311. return this.intensity * 4 * Math.PI;
  16312. }
  16313. set power( power ) {
  16314. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  16315. this.intensity = power / ( 4 * Math.PI );
  16316. }
  16317. dispose() {
  16318. this.shadow.dispose();
  16319. }
  16320. copy( source, recursive ) {
  16321. super.copy( source, recursive );
  16322. this.distance = source.distance;
  16323. this.decay = source.decay;
  16324. this.shadow = source.shadow.clone();
  16325. return this;
  16326. }
  16327. }
  16328. class OrthographicCamera extends Camera {
  16329. constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
  16330. super();
  16331. this.isOrthographicCamera = true;
  16332. this.type = 'OrthographicCamera';
  16333. this.zoom = 1;
  16334. this.view = null;
  16335. this.left = left;
  16336. this.right = right;
  16337. this.top = top;
  16338. this.bottom = bottom;
  16339. this.near = near;
  16340. this.far = far;
  16341. this.updateProjectionMatrix();
  16342. }
  16343. copy( source, recursive ) {
  16344. super.copy( source, recursive );
  16345. this.left = source.left;
  16346. this.right = source.right;
  16347. this.top = source.top;
  16348. this.bottom = source.bottom;
  16349. this.near = source.near;
  16350. this.far = source.far;
  16351. this.zoom = source.zoom;
  16352. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16353. return this;
  16354. }
  16355. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16356. if ( this.view === null ) {
  16357. this.view = {
  16358. enabled: true,
  16359. fullWidth: 1,
  16360. fullHeight: 1,
  16361. offsetX: 0,
  16362. offsetY: 0,
  16363. width: 1,
  16364. height: 1
  16365. };
  16366. }
  16367. this.view.enabled = true;
  16368. this.view.fullWidth = fullWidth;
  16369. this.view.fullHeight = fullHeight;
  16370. this.view.offsetX = x;
  16371. this.view.offsetY = y;
  16372. this.view.width = width;
  16373. this.view.height = height;
  16374. this.updateProjectionMatrix();
  16375. }
  16376. clearViewOffset() {
  16377. if ( this.view !== null ) {
  16378. this.view.enabled = false;
  16379. }
  16380. this.updateProjectionMatrix();
  16381. }
  16382. updateProjectionMatrix() {
  16383. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  16384. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  16385. const cx = ( this.right + this.left ) / 2;
  16386. const cy = ( this.top + this.bottom ) / 2;
  16387. let left = cx - dx;
  16388. let right = cx + dx;
  16389. let top = cy + dy;
  16390. let bottom = cy - dy;
  16391. if ( this.view !== null && this.view.enabled ) {
  16392. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  16393. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  16394. left += scaleW * this.view.offsetX;
  16395. right = left + scaleW * this.view.width;
  16396. top -= scaleH * this.view.offsetY;
  16397. bottom = top - scaleH * this.view.height;
  16398. }
  16399. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  16400. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16401. }
  16402. toJSON( meta ) {
  16403. const data = super.toJSON( meta );
  16404. data.object.zoom = this.zoom;
  16405. data.object.left = this.left;
  16406. data.object.right = this.right;
  16407. data.object.top = this.top;
  16408. data.object.bottom = this.bottom;
  16409. data.object.near = this.near;
  16410. data.object.far = this.far;
  16411. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16412. return data;
  16413. }
  16414. }
  16415. class DirectionalLightShadow extends LightShadow {
  16416. constructor() {
  16417. super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  16418. this.isDirectionalLightShadow = true;
  16419. }
  16420. }
  16421. class DirectionalLight extends Light {
  16422. constructor( color, intensity ) {
  16423. super( color, intensity );
  16424. this.isDirectionalLight = true;
  16425. this.type = 'DirectionalLight';
  16426. this.position.copy( Object3D.DEFAULT_UP );
  16427. this.updateMatrix();
  16428. this.target = new Object3D();
  16429. this.shadow = new DirectionalLightShadow();
  16430. }
  16431. dispose() {
  16432. this.shadow.dispose();
  16433. }
  16434. copy( source ) {
  16435. super.copy( source );
  16436. this.target = source.target.clone();
  16437. this.shadow = source.shadow.clone();
  16438. return this;
  16439. }
  16440. }
  16441. class AmbientLight extends Light {
  16442. constructor( color, intensity ) {
  16443. super( color, intensity );
  16444. this.isAmbientLight = true;
  16445. this.type = 'AmbientLight';
  16446. }
  16447. }
  16448. class RectAreaLight extends Light {
  16449. constructor( color, intensity, width = 10, height = 10 ) {
  16450. super( color, intensity );
  16451. this.isRectAreaLight = true;
  16452. this.type = 'RectAreaLight';
  16453. this.width = width;
  16454. this.height = height;
  16455. }
  16456. get power() {
  16457. // compute the light's luminous power (in lumens) from its intensity (in nits)
  16458. return this.intensity * this.width * this.height * Math.PI;
  16459. }
  16460. set power( power ) {
  16461. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  16462. this.intensity = power / ( this.width * this.height * Math.PI );
  16463. }
  16464. copy( source ) {
  16465. super.copy( source );
  16466. this.width = source.width;
  16467. this.height = source.height;
  16468. return this;
  16469. }
  16470. toJSON( meta ) {
  16471. const data = super.toJSON( meta );
  16472. data.object.width = this.width;
  16473. data.object.height = this.height;
  16474. return data;
  16475. }
  16476. }
  16477. /**
  16478. * Primary reference:
  16479. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16480. *
  16481. * Secondary reference:
  16482. * https://www.ppsloan.org/publications/StupidSH36.pdf
  16483. */
  16484. // 3-band SH defined by 9 coefficients
  16485. class SphericalHarmonics3 {
  16486. constructor() {
  16487. this.isSphericalHarmonics3 = true;
  16488. this.coefficients = [];
  16489. for ( let i = 0; i < 9; i ++ ) {
  16490. this.coefficients.push( new Vector3() );
  16491. }
  16492. }
  16493. set( coefficients ) {
  16494. for ( let i = 0; i < 9; i ++ ) {
  16495. this.coefficients[ i ].copy( coefficients[ i ] );
  16496. }
  16497. return this;
  16498. }
  16499. zero() {
  16500. for ( let i = 0; i < 9; i ++ ) {
  16501. this.coefficients[ i ].set( 0, 0, 0 );
  16502. }
  16503. return this;
  16504. }
  16505. // get the radiance in the direction of the normal
  16506. // target is a Vector3
  16507. getAt( normal, target ) {
  16508. // normal is assumed to be unit length
  16509. const x = normal.x, y = normal.y, z = normal.z;
  16510. const coeff = this.coefficients;
  16511. // band 0
  16512. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  16513. // band 1
  16514. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  16515. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  16516. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  16517. // band 2
  16518. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  16519. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  16520. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  16521. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  16522. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  16523. return target;
  16524. }
  16525. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  16526. // target is a Vector3
  16527. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  16528. getIrradianceAt( normal, target ) {
  16529. // normal is assumed to be unit length
  16530. const x = normal.x, y = normal.y, z = normal.z;
  16531. const coeff = this.coefficients;
  16532. // band 0
  16533. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  16534. // band 1
  16535. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  16536. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  16537. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  16538. // band 2
  16539. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  16540. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  16541. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  16542. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  16543. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  16544. return target;
  16545. }
  16546. add( sh ) {
  16547. for ( let i = 0; i < 9; i ++ ) {
  16548. this.coefficients[ i ].add( sh.coefficients[ i ] );
  16549. }
  16550. return this;
  16551. }
  16552. addScaledSH( sh, s ) {
  16553. for ( let i = 0; i < 9; i ++ ) {
  16554. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  16555. }
  16556. return this;
  16557. }
  16558. scale( s ) {
  16559. for ( let i = 0; i < 9; i ++ ) {
  16560. this.coefficients[ i ].multiplyScalar( s );
  16561. }
  16562. return this;
  16563. }
  16564. lerp( sh, alpha ) {
  16565. for ( let i = 0; i < 9; i ++ ) {
  16566. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  16567. }
  16568. return this;
  16569. }
  16570. equals( sh ) {
  16571. for ( let i = 0; i < 9; i ++ ) {
  16572. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  16573. return false;
  16574. }
  16575. }
  16576. return true;
  16577. }
  16578. copy( sh ) {
  16579. return this.set( sh.coefficients );
  16580. }
  16581. clone() {
  16582. return new this.constructor().copy( this );
  16583. }
  16584. fromArray( array, offset = 0 ) {
  16585. const coefficients = this.coefficients;
  16586. for ( let i = 0; i < 9; i ++ ) {
  16587. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  16588. }
  16589. return this;
  16590. }
  16591. toArray( array = [], offset = 0 ) {
  16592. const coefficients = this.coefficients;
  16593. for ( let i = 0; i < 9; i ++ ) {
  16594. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  16595. }
  16596. return array;
  16597. }
  16598. // evaluate the basis functions
  16599. // shBasis is an Array[ 9 ]
  16600. static getBasisAt( normal, shBasis ) {
  16601. // normal is assumed to be unit length
  16602. const x = normal.x, y = normal.y, z = normal.z;
  16603. // band 0
  16604. shBasis[ 0 ] = 0.282095;
  16605. // band 1
  16606. shBasis[ 1 ] = 0.488603 * y;
  16607. shBasis[ 2 ] = 0.488603 * z;
  16608. shBasis[ 3 ] = 0.488603 * x;
  16609. // band 2
  16610. shBasis[ 4 ] = 1.092548 * x * y;
  16611. shBasis[ 5 ] = 1.092548 * y * z;
  16612. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  16613. shBasis[ 7 ] = 1.092548 * x * z;
  16614. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  16615. }
  16616. }
  16617. class LightProbe extends Light {
  16618. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  16619. super( undefined, intensity );
  16620. this.isLightProbe = true;
  16621. this.sh = sh;
  16622. }
  16623. copy( source ) {
  16624. super.copy( source );
  16625. this.sh.copy( source.sh );
  16626. return this;
  16627. }
  16628. fromJSON( json ) {
  16629. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  16630. this.sh.fromArray( json.sh );
  16631. return this;
  16632. }
  16633. toJSON( meta ) {
  16634. const data = super.toJSON( meta );
  16635. data.object.sh = this.sh.toArray();
  16636. return data;
  16637. }
  16638. }
  16639. class MaterialLoader extends Loader {
  16640. constructor( manager ) {
  16641. super( manager );
  16642. this.textures = {};
  16643. }
  16644. load( url, onLoad, onProgress, onError ) {
  16645. const scope = this;
  16646. const loader = new FileLoader( scope.manager );
  16647. loader.setPath( scope.path );
  16648. loader.setRequestHeader( scope.requestHeader );
  16649. loader.setWithCredentials( scope.withCredentials );
  16650. loader.load( url, function ( text ) {
  16651. try {
  16652. onLoad( scope.parse( JSON.parse( text ) ) );
  16653. } catch ( e ) {
  16654. if ( onError ) {
  16655. onError( e );
  16656. } else {
  16657. console.error( e );
  16658. }
  16659. scope.manager.itemError( url );
  16660. }
  16661. }, onProgress, onError );
  16662. }
  16663. parse( json ) {
  16664. const textures = this.textures;
  16665. function getTexture( name ) {
  16666. if ( textures[ name ] === undefined ) {
  16667. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  16668. }
  16669. return textures[ name ];
  16670. }
  16671. const material = this.createMaterialFromType( json.type );
  16672. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  16673. if ( json.name !== undefined ) material.name = json.name;
  16674. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  16675. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  16676. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  16677. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  16678. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  16679. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  16680. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  16681. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  16682. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  16683. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  16684. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  16685. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  16686. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  16687. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  16688. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  16689. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  16690. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  16691. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  16692. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  16693. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  16694. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  16695. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  16696. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  16697. if ( json.fog !== undefined ) material.fog = json.fog;
  16698. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  16699. if ( json.blending !== undefined ) material.blending = json.blending;
  16700. if ( json.combine !== undefined ) material.combine = json.combine;
  16701. if ( json.side !== undefined ) material.side = json.side;
  16702. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  16703. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  16704. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  16705. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  16706. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  16707. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  16708. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  16709. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  16710. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  16711. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  16712. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  16713. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  16714. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  16715. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  16716. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  16717. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  16718. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  16719. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  16720. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  16721. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  16722. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  16723. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  16724. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  16725. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  16726. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  16727. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  16728. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  16729. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  16730. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  16731. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  16732. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  16733. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  16734. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  16735. if ( json.scale !== undefined ) material.scale = json.scale;
  16736. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  16737. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  16738. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  16739. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  16740. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  16741. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  16742. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  16743. if ( json.visible !== undefined ) material.visible = json.visible;
  16744. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  16745. if ( json.userData !== undefined ) material.userData = json.userData;
  16746. if ( json.vertexColors !== undefined ) {
  16747. if ( typeof json.vertexColors === 'number' ) {
  16748. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  16749. } else {
  16750. material.vertexColors = json.vertexColors;
  16751. }
  16752. }
  16753. // Shader Material
  16754. if ( json.uniforms !== undefined ) {
  16755. for ( const name in json.uniforms ) {
  16756. const uniform = json.uniforms[ name ];
  16757. material.uniforms[ name ] = {};
  16758. switch ( uniform.type ) {
  16759. case 't':
  16760. material.uniforms[ name ].value = getTexture( uniform.value );
  16761. break;
  16762. case 'c':
  16763. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  16764. break;
  16765. case 'v2':
  16766. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  16767. break;
  16768. case 'v3':
  16769. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  16770. break;
  16771. case 'v4':
  16772. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  16773. break;
  16774. case 'm3':
  16775. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  16776. break;
  16777. case 'm4':
  16778. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  16779. break;
  16780. default:
  16781. material.uniforms[ name ].value = uniform.value;
  16782. }
  16783. }
  16784. }
  16785. if ( json.defines !== undefined ) material.defines = json.defines;
  16786. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  16787. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  16788. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  16789. if ( json.extensions !== undefined ) {
  16790. for ( const key in json.extensions ) {
  16791. material.extensions[ key ] = json.extensions[ key ];
  16792. }
  16793. }
  16794. if ( json.lights !== undefined ) material.lights = json.lights;
  16795. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  16796. // for PointsMaterial
  16797. if ( json.size !== undefined ) material.size = json.size;
  16798. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  16799. // maps
  16800. if ( json.map !== undefined ) material.map = getTexture( json.map );
  16801. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  16802. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  16803. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  16804. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  16805. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  16806. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  16807. if ( json.normalScale !== undefined ) {
  16808. let normalScale = json.normalScale;
  16809. if ( Array.isArray( normalScale ) === false ) {
  16810. // Blender exporter used to export a scalar. See #7459
  16811. normalScale = [ normalScale, normalScale ];
  16812. }
  16813. material.normalScale = new Vector2().fromArray( normalScale );
  16814. }
  16815. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  16816. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  16817. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  16818. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  16819. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  16820. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  16821. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  16822. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  16823. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  16824. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  16825. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  16826. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  16827. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  16828. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  16829. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  16830. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  16831. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  16832. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  16833. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  16834. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  16835. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  16836. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  16837. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  16838. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  16839. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  16840. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  16841. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  16842. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  16843. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  16844. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  16845. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  16846. return material;
  16847. }
  16848. setTextures( value ) {
  16849. this.textures = value;
  16850. return this;
  16851. }
  16852. createMaterialFromType( type ) {
  16853. return MaterialLoader.createMaterialFromType( type );
  16854. }
  16855. static createMaterialFromType( type ) {
  16856. const materialLib = {
  16857. ShadowMaterial,
  16858. SpriteMaterial,
  16859. RawShaderMaterial,
  16860. ShaderMaterial,
  16861. PointsMaterial,
  16862. MeshPhysicalMaterial,
  16863. MeshStandardMaterial,
  16864. MeshPhongMaterial,
  16865. MeshToonMaterial,
  16866. MeshNormalMaterial,
  16867. MeshLambertMaterial,
  16868. MeshDepthMaterial,
  16869. MeshDistanceMaterial,
  16870. MeshBasicMaterial,
  16871. MeshMatcapMaterial,
  16872. LineDashedMaterial,
  16873. LineBasicMaterial,
  16874. Material
  16875. };
  16876. return new materialLib[ type ]();
  16877. }
  16878. }
  16879. class LoaderUtils {
  16880. static decodeText( array ) { // @deprecated, r165
  16881. console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );
  16882. if ( typeof TextDecoder !== 'undefined' ) {
  16883. return new TextDecoder().decode( array );
  16884. }
  16885. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  16886. // throws a "maximum call stack size exceeded" error for large arrays.
  16887. let s = '';
  16888. for ( let i = 0, il = array.length; i < il; i ++ ) {
  16889. // Implicitly assumes little-endian.
  16890. s += String.fromCharCode( array[ i ] );
  16891. }
  16892. try {
  16893. // merges multi-byte utf-8 characters.
  16894. return decodeURIComponent( escape( s ) );
  16895. } catch ( e ) { // see #16358
  16896. return s;
  16897. }
  16898. }
  16899. static extractUrlBase( url ) {
  16900. const index = url.lastIndexOf( '/' );
  16901. if ( index === - 1 ) return './';
  16902. return url.slice( 0, index + 1 );
  16903. }
  16904. static resolveURL( url, path ) {
  16905. // Invalid URL
  16906. if ( typeof url !== 'string' || url === '' ) return '';
  16907. // Host Relative URL
  16908. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  16909. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  16910. }
  16911. // Absolute URL http://,https://,//
  16912. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  16913. // Data URI
  16914. if ( /^data:.*,.*$/i.test( url ) ) return url;
  16915. // Blob URL
  16916. if ( /^blob:.*$/i.test( url ) ) return url;
  16917. // Relative URL
  16918. return path + url;
  16919. }
  16920. }
  16921. class InstancedBufferGeometry extends BufferGeometry {
  16922. constructor() {
  16923. super();
  16924. this.isInstancedBufferGeometry = true;
  16925. this.type = 'InstancedBufferGeometry';
  16926. this.instanceCount = Infinity;
  16927. }
  16928. copy( source ) {
  16929. super.copy( source );
  16930. this.instanceCount = source.instanceCount;
  16931. return this;
  16932. }
  16933. toJSON() {
  16934. const data = super.toJSON();
  16935. data.instanceCount = this.instanceCount;
  16936. data.isInstancedBufferGeometry = true;
  16937. return data;
  16938. }
  16939. }
  16940. class BufferGeometryLoader extends Loader {
  16941. constructor( manager ) {
  16942. super( manager );
  16943. }
  16944. load( url, onLoad, onProgress, onError ) {
  16945. const scope = this;
  16946. const loader = new FileLoader( scope.manager );
  16947. loader.setPath( scope.path );
  16948. loader.setRequestHeader( scope.requestHeader );
  16949. loader.setWithCredentials( scope.withCredentials );
  16950. loader.load( url, function ( text ) {
  16951. try {
  16952. onLoad( scope.parse( JSON.parse( text ) ) );
  16953. } catch ( e ) {
  16954. if ( onError ) {
  16955. onError( e );
  16956. } else {
  16957. console.error( e );
  16958. }
  16959. scope.manager.itemError( url );
  16960. }
  16961. }, onProgress, onError );
  16962. }
  16963. parse( json ) {
  16964. const interleavedBufferMap = {};
  16965. const arrayBufferMap = {};
  16966. function getInterleavedBuffer( json, uuid ) {
  16967. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  16968. const interleavedBuffers = json.interleavedBuffers;
  16969. const interleavedBuffer = interleavedBuffers[ uuid ];
  16970. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  16971. const array = getTypedArray( interleavedBuffer.type, buffer );
  16972. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  16973. ib.uuid = interleavedBuffer.uuid;
  16974. interleavedBufferMap[ uuid ] = ib;
  16975. return ib;
  16976. }
  16977. function getArrayBuffer( json, uuid ) {
  16978. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  16979. const arrayBuffers = json.arrayBuffers;
  16980. const arrayBuffer = arrayBuffers[ uuid ];
  16981. const ab = new Uint32Array( arrayBuffer ).buffer;
  16982. arrayBufferMap[ uuid ] = ab;
  16983. return ab;
  16984. }
  16985. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  16986. const index = json.data.index;
  16987. if ( index !== undefined ) {
  16988. const typedArray = getTypedArray( index.type, index.array );
  16989. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  16990. }
  16991. const attributes = json.data.attributes;
  16992. for ( const key in attributes ) {
  16993. const attribute = attributes[ key ];
  16994. let bufferAttribute;
  16995. if ( attribute.isInterleavedBufferAttribute ) {
  16996. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  16997. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  16998. } else {
  16999. const typedArray = getTypedArray( attribute.type, attribute.array );
  17000. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  17001. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  17002. }
  17003. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  17004. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  17005. geometry.setAttribute( key, bufferAttribute );
  17006. }
  17007. const morphAttributes = json.data.morphAttributes;
  17008. if ( morphAttributes ) {
  17009. for ( const key in morphAttributes ) {
  17010. const attributeArray = morphAttributes[ key ];
  17011. const array = [];
  17012. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  17013. const attribute = attributeArray[ i ];
  17014. let bufferAttribute;
  17015. if ( attribute.isInterleavedBufferAttribute ) {
  17016. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  17017. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  17018. } else {
  17019. const typedArray = getTypedArray( attribute.type, attribute.array );
  17020. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  17021. }
  17022. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  17023. array.push( bufferAttribute );
  17024. }
  17025. geometry.morphAttributes[ key ] = array;
  17026. }
  17027. }
  17028. const morphTargetsRelative = json.data.morphTargetsRelative;
  17029. if ( morphTargetsRelative ) {
  17030. geometry.morphTargetsRelative = true;
  17031. }
  17032. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  17033. if ( groups !== undefined ) {
  17034. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  17035. const group = groups[ i ];
  17036. geometry.addGroup( group.start, group.count, group.materialIndex );
  17037. }
  17038. }
  17039. const boundingSphere = json.data.boundingSphere;
  17040. if ( boundingSphere !== undefined ) {
  17041. const center = new Vector3();
  17042. if ( boundingSphere.center !== undefined ) {
  17043. center.fromArray( boundingSphere.center );
  17044. }
  17045. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  17046. }
  17047. if ( json.name ) geometry.name = json.name;
  17048. if ( json.userData ) geometry.userData = json.userData;
  17049. return geometry;
  17050. }
  17051. }
  17052. class ObjectLoader extends Loader {
  17053. constructor( manager ) {
  17054. super( manager );
  17055. }
  17056. load( url, onLoad, onProgress, onError ) {
  17057. const scope = this;
  17058. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17059. this.resourcePath = this.resourcePath || path;
  17060. const loader = new FileLoader( this.manager );
  17061. loader.setPath( this.path );
  17062. loader.setRequestHeader( this.requestHeader );
  17063. loader.setWithCredentials( this.withCredentials );
  17064. loader.load( url, function ( text ) {
  17065. let json = null;
  17066. try {
  17067. json = JSON.parse( text );
  17068. } catch ( error ) {
  17069. if ( onError !== undefined ) onError( error );
  17070. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  17071. return;
  17072. }
  17073. const metadata = json.metadata;
  17074. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17075. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  17076. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17077. return;
  17078. }
  17079. scope.parse( json, onLoad );
  17080. }, onProgress, onError );
  17081. }
  17082. async loadAsync( url, onProgress ) {
  17083. const scope = this;
  17084. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  17085. this.resourcePath = this.resourcePath || path;
  17086. const loader = new FileLoader( this.manager );
  17087. loader.setPath( this.path );
  17088. loader.setRequestHeader( this.requestHeader );
  17089. loader.setWithCredentials( this.withCredentials );
  17090. const text = await loader.loadAsync( url, onProgress );
  17091. const json = JSON.parse( text );
  17092. const metadata = json.metadata;
  17093. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  17094. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  17095. }
  17096. return await scope.parseAsync( json );
  17097. }
  17098. parse( json, onLoad ) {
  17099. const animations = this.parseAnimations( json.animations );
  17100. const shapes = this.parseShapes( json.shapes );
  17101. const geometries = this.parseGeometries( json.geometries, shapes );
  17102. const images = this.parseImages( json.images, function () {
  17103. if ( onLoad !== undefined ) onLoad( object );
  17104. } );
  17105. const textures = this.parseTextures( json.textures, images );
  17106. const materials = this.parseMaterials( json.materials, textures );
  17107. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17108. const skeletons = this.parseSkeletons( json.skeletons, object );
  17109. this.bindSkeletons( object, skeletons );
  17110. this.bindLightTargets( object );
  17111. //
  17112. if ( onLoad !== undefined ) {
  17113. let hasImages = false;
  17114. for ( const uuid in images ) {
  17115. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  17116. hasImages = true;
  17117. break;
  17118. }
  17119. }
  17120. if ( hasImages === false ) onLoad( object );
  17121. }
  17122. return object;
  17123. }
  17124. async parseAsync( json ) {
  17125. const animations = this.parseAnimations( json.animations );
  17126. const shapes = this.parseShapes( json.shapes );
  17127. const geometries = this.parseGeometries( json.geometries, shapes );
  17128. const images = await this.parseImagesAsync( json.images );
  17129. const textures = this.parseTextures( json.textures, images );
  17130. const materials = this.parseMaterials( json.materials, textures );
  17131. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  17132. const skeletons = this.parseSkeletons( json.skeletons, object );
  17133. this.bindSkeletons( object, skeletons );
  17134. this.bindLightTargets( object );
  17135. return object;
  17136. }
  17137. parseShapes( json ) {
  17138. const shapes = {};
  17139. if ( json !== undefined ) {
  17140. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17141. const shape = new Shape().fromJSON( json[ i ] );
  17142. shapes[ shape.uuid ] = shape;
  17143. }
  17144. }
  17145. return shapes;
  17146. }
  17147. parseSkeletons( json, object ) {
  17148. const skeletons = {};
  17149. const bones = {};
  17150. // generate bone lookup table
  17151. object.traverse( function ( child ) {
  17152. if ( child.isBone ) bones[ child.uuid ] = child;
  17153. } );
  17154. // create skeletons
  17155. if ( json !== undefined ) {
  17156. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17157. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  17158. skeletons[ skeleton.uuid ] = skeleton;
  17159. }
  17160. }
  17161. return skeletons;
  17162. }
  17163. parseGeometries( json, shapes ) {
  17164. const geometries = {};
  17165. if ( json !== undefined ) {
  17166. const bufferGeometryLoader = new BufferGeometryLoader();
  17167. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17168. let geometry;
  17169. const data = json[ i ];
  17170. switch ( data.type ) {
  17171. case 'BufferGeometry':
  17172. case 'InstancedBufferGeometry':
  17173. geometry = bufferGeometryLoader.parse( data );
  17174. break;
  17175. default:
  17176. if ( data.type in Geometries$1 ) {
  17177. geometry = Geometries$1[ data.type ].fromJSON( data, shapes );
  17178. } else {
  17179. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  17180. }
  17181. }
  17182. geometry.uuid = data.uuid;
  17183. if ( data.name !== undefined ) geometry.name = data.name;
  17184. if ( data.userData !== undefined ) geometry.userData = data.userData;
  17185. geometries[ data.uuid ] = geometry;
  17186. }
  17187. }
  17188. return geometries;
  17189. }
  17190. parseMaterials( json, textures ) {
  17191. const cache = {}; // MultiMaterial
  17192. const materials = {};
  17193. if ( json !== undefined ) {
  17194. const loader = new MaterialLoader();
  17195. loader.setTextures( textures );
  17196. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17197. const data = json[ i ];
  17198. if ( cache[ data.uuid ] === undefined ) {
  17199. cache[ data.uuid ] = loader.parse( data );
  17200. }
  17201. materials[ data.uuid ] = cache[ data.uuid ];
  17202. }
  17203. }
  17204. return materials;
  17205. }
  17206. parseAnimations( json ) {
  17207. const animations = {};
  17208. if ( json !== undefined ) {
  17209. for ( let i = 0; i < json.length; i ++ ) {
  17210. const data = json[ i ];
  17211. const clip = AnimationClip.parse( data );
  17212. animations[ clip.uuid ] = clip;
  17213. }
  17214. }
  17215. return animations;
  17216. }
  17217. parseImages( json, onLoad ) {
  17218. const scope = this;
  17219. const images = {};
  17220. let loader;
  17221. function loadImage( url ) {
  17222. scope.manager.itemStart( url );
  17223. return loader.load( url, function () {
  17224. scope.manager.itemEnd( url );
  17225. }, undefined, function () {
  17226. scope.manager.itemError( url );
  17227. scope.manager.itemEnd( url );
  17228. } );
  17229. }
  17230. function deserializeImage( image ) {
  17231. if ( typeof image === 'string' ) {
  17232. const url = image;
  17233. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17234. return loadImage( path );
  17235. } else {
  17236. if ( image.data ) {
  17237. return {
  17238. data: getTypedArray( image.type, image.data ),
  17239. width: image.width,
  17240. height: image.height
  17241. };
  17242. } else {
  17243. return null;
  17244. }
  17245. }
  17246. }
  17247. if ( json !== undefined && json.length > 0 ) {
  17248. const manager = new LoadingManager( onLoad );
  17249. loader = new ImageLoader( manager );
  17250. loader.setCrossOrigin( this.crossOrigin );
  17251. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17252. const image = json[ i ];
  17253. const url = image.url;
  17254. if ( Array.isArray( url ) ) {
  17255. // load array of images e.g CubeTexture
  17256. const imageArray = [];
  17257. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17258. const currentUrl = url[ j ];
  17259. const deserializedImage = deserializeImage( currentUrl );
  17260. if ( deserializedImage !== null ) {
  17261. if ( deserializedImage instanceof HTMLImageElement ) {
  17262. imageArray.push( deserializedImage );
  17263. } else {
  17264. // special case: handle array of data textures for cube textures
  17265. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17266. }
  17267. }
  17268. }
  17269. images[ image.uuid ] = new Source( imageArray );
  17270. } else {
  17271. // load single image
  17272. const deserializedImage = deserializeImage( image.url );
  17273. images[ image.uuid ] = new Source( deserializedImage );
  17274. }
  17275. }
  17276. }
  17277. return images;
  17278. }
  17279. async parseImagesAsync( json ) {
  17280. const scope = this;
  17281. const images = {};
  17282. let loader;
  17283. async function deserializeImage( image ) {
  17284. if ( typeof image === 'string' ) {
  17285. const url = image;
  17286. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  17287. return await loader.loadAsync( path );
  17288. } else {
  17289. if ( image.data ) {
  17290. return {
  17291. data: getTypedArray( image.type, image.data ),
  17292. width: image.width,
  17293. height: image.height
  17294. };
  17295. } else {
  17296. return null;
  17297. }
  17298. }
  17299. }
  17300. if ( json !== undefined && json.length > 0 ) {
  17301. loader = new ImageLoader( this.manager );
  17302. loader.setCrossOrigin( this.crossOrigin );
  17303. for ( let i = 0, il = json.length; i < il; i ++ ) {
  17304. const image = json[ i ];
  17305. const url = image.url;
  17306. if ( Array.isArray( url ) ) {
  17307. // load array of images e.g CubeTexture
  17308. const imageArray = [];
  17309. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  17310. const currentUrl = url[ j ];
  17311. const deserializedImage = await deserializeImage( currentUrl );
  17312. if ( deserializedImage !== null ) {
  17313. if ( deserializedImage instanceof HTMLImageElement ) {
  17314. imageArray.push( deserializedImage );
  17315. } else {
  17316. // special case: handle array of data textures for cube textures
  17317. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  17318. }
  17319. }
  17320. }
  17321. images[ image.uuid ] = new Source( imageArray );
  17322. } else {
  17323. // load single image
  17324. const deserializedImage = await deserializeImage( image.url );
  17325. images[ image.uuid ] = new Source( deserializedImage );
  17326. }
  17327. }
  17328. }
  17329. return images;
  17330. }
  17331. parseTextures( json, images ) {
  17332. function parseConstant( value, type ) {
  17333. if ( typeof value === 'number' ) return value;
  17334. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  17335. return type[ value ];
  17336. }
  17337. const textures = {};
  17338. if ( json !== undefined ) {
  17339. for ( let i = 0, l = json.length; i < l; i ++ ) {
  17340. const data = json[ i ];
  17341. if ( data.image === undefined ) {
  17342. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  17343. }
  17344. if ( images[ data.image ] === undefined ) {
  17345. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  17346. }
  17347. const source = images[ data.image ];
  17348. const image = source.data;
  17349. let texture;
  17350. if ( Array.isArray( image ) ) {
  17351. texture = new CubeTexture();
  17352. if ( image.length === 6 ) texture.needsUpdate = true;
  17353. } else {
  17354. if ( image && image.data ) {
  17355. texture = new DataTexture();
  17356. } else {
  17357. texture = new Texture();
  17358. }
  17359. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  17360. }
  17361. texture.source = source;
  17362. texture.uuid = data.uuid;
  17363. if ( data.name !== undefined ) texture.name = data.name;
  17364. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  17365. if ( data.channel !== undefined ) texture.channel = data.channel;
  17366. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  17367. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  17368. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  17369. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  17370. if ( data.wrap !== undefined ) {
  17371. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  17372. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  17373. }
  17374. if ( data.format !== undefined ) texture.format = data.format;
  17375. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  17376. if ( data.type !== undefined ) texture.type = data.type;
  17377. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  17378. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  17379. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  17380. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  17381. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  17382. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  17383. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  17384. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  17385. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  17386. if ( data.userData !== undefined ) texture.userData = data.userData;
  17387. textures[ data.uuid ] = texture;
  17388. }
  17389. }
  17390. return textures;
  17391. }
  17392. parseObject( data, geometries, materials, textures, animations ) {
  17393. let object;
  17394. function getGeometry( name ) {
  17395. if ( geometries[ name ] === undefined ) {
  17396. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  17397. }
  17398. return geometries[ name ];
  17399. }
  17400. function getMaterial( name ) {
  17401. if ( name === undefined ) return undefined;
  17402. if ( Array.isArray( name ) ) {
  17403. const array = [];
  17404. for ( let i = 0, l = name.length; i < l; i ++ ) {
  17405. const uuid = name[ i ];
  17406. if ( materials[ uuid ] === undefined ) {
  17407. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  17408. }
  17409. array.push( materials[ uuid ] );
  17410. }
  17411. return array;
  17412. }
  17413. if ( materials[ name ] === undefined ) {
  17414. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  17415. }
  17416. return materials[ name ];
  17417. }
  17418. function getTexture( uuid ) {
  17419. if ( textures[ uuid ] === undefined ) {
  17420. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  17421. }
  17422. return textures[ uuid ];
  17423. }
  17424. let geometry, material;
  17425. switch ( data.type ) {
  17426. case 'Scene':
  17427. object = new Scene();
  17428. if ( data.background !== undefined ) {
  17429. if ( Number.isInteger( data.background ) ) {
  17430. object.background = new Color( data.background );
  17431. } else {
  17432. object.background = getTexture( data.background );
  17433. }
  17434. }
  17435. if ( data.environment !== undefined ) {
  17436. object.environment = getTexture( data.environment );
  17437. }
  17438. if ( data.fog !== undefined ) {
  17439. if ( data.fog.type === 'Fog' ) {
  17440. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  17441. } else if ( data.fog.type === 'FogExp2' ) {
  17442. object.fog = new FogExp2( data.fog.color, data.fog.density );
  17443. }
  17444. if ( data.fog.name !== '' ) {
  17445. object.fog.name = data.fog.name;
  17446. }
  17447. }
  17448. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  17449. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  17450. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  17451. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  17452. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  17453. break;
  17454. case 'PerspectiveCamera':
  17455. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  17456. if ( data.focus !== undefined ) object.focus = data.focus;
  17457. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17458. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  17459. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  17460. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17461. break;
  17462. case 'OrthographicCamera':
  17463. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  17464. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  17465. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  17466. break;
  17467. case 'AmbientLight':
  17468. object = new AmbientLight( data.color, data.intensity );
  17469. break;
  17470. case 'DirectionalLight':
  17471. object = new DirectionalLight( data.color, data.intensity );
  17472. object.target = data.target || '';
  17473. break;
  17474. case 'PointLight':
  17475. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  17476. break;
  17477. case 'RectAreaLight':
  17478. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  17479. break;
  17480. case 'SpotLight':
  17481. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  17482. object.target = data.target || '';
  17483. break;
  17484. case 'HemisphereLight':
  17485. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  17486. break;
  17487. case 'LightProbe':
  17488. object = new LightProbe().fromJSON( data );
  17489. break;
  17490. case 'SkinnedMesh':
  17491. geometry = getGeometry( data.geometry );
  17492. material = getMaterial( data.material );
  17493. object = new SkinnedMesh( geometry, material );
  17494. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  17495. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  17496. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  17497. break;
  17498. case 'Mesh':
  17499. geometry = getGeometry( data.geometry );
  17500. material = getMaterial( data.material );
  17501. object = new Mesh( geometry, material );
  17502. break;
  17503. case 'InstancedMesh':
  17504. geometry = getGeometry( data.geometry );
  17505. material = getMaterial( data.material );
  17506. const count = data.count;
  17507. const instanceMatrix = data.instanceMatrix;
  17508. const instanceColor = data.instanceColor;
  17509. object = new InstancedMesh( geometry, material, count );
  17510. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  17511. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  17512. break;
  17513. case 'BatchedMesh':
  17514. geometry = getGeometry( data.geometry );
  17515. material = getMaterial( data.material );
  17516. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  17517. object.geometry = geometry;
  17518. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  17519. object.sortObjects = data.sortObjects;
  17520. object._drawRanges = data.drawRanges;
  17521. object._reservedRanges = data.reservedRanges;
  17522. object._visibility = data.visibility;
  17523. object._active = data.active;
  17524. object._bounds = data.bounds.map( bound => {
  17525. const box = new Box3();
  17526. box.min.fromArray( bound.boxMin );
  17527. box.max.fromArray( bound.boxMax );
  17528. const sphere = new Sphere();
  17529. sphere.radius = bound.sphereRadius;
  17530. sphere.center.fromArray( bound.sphereCenter );
  17531. return {
  17532. boxInitialized: bound.boxInitialized,
  17533. box: box,
  17534. sphereInitialized: bound.sphereInitialized,
  17535. sphere: sphere
  17536. };
  17537. } );
  17538. object._maxInstanceCount = data.maxInstanceCount;
  17539. object._maxVertexCount = data.maxVertexCount;
  17540. object._maxIndexCount = data.maxIndexCount;
  17541. object._geometryInitialized = data.geometryInitialized;
  17542. object._geometryCount = data.geometryCount;
  17543. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  17544. if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
  17545. break;
  17546. case 'LOD':
  17547. object = new LOD();
  17548. break;
  17549. case 'Line':
  17550. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  17551. break;
  17552. case 'LineLoop':
  17553. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  17554. break;
  17555. case 'LineSegments':
  17556. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  17557. break;
  17558. case 'PointCloud':
  17559. case 'Points':
  17560. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  17561. break;
  17562. case 'Sprite':
  17563. object = new Sprite( getMaterial( data.material ) );
  17564. break;
  17565. case 'Group':
  17566. object = new Group();
  17567. break;
  17568. case 'Bone':
  17569. object = new Bone();
  17570. break;
  17571. default:
  17572. object = new Object3D();
  17573. }
  17574. object.uuid = data.uuid;
  17575. if ( data.name !== undefined ) object.name = data.name;
  17576. if ( data.matrix !== undefined ) {
  17577. object.matrix.fromArray( data.matrix );
  17578. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  17579. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  17580. } else {
  17581. if ( data.position !== undefined ) object.position.fromArray( data.position );
  17582. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  17583. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  17584. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  17585. }
  17586. if ( data.up !== undefined ) object.up.fromArray( data.up );
  17587. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  17588. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  17589. if ( data.shadow ) {
  17590. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  17591. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  17592. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  17593. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  17594. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  17595. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  17596. }
  17597. if ( data.visible !== undefined ) object.visible = data.visible;
  17598. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  17599. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  17600. if ( data.userData !== undefined ) object.userData = data.userData;
  17601. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  17602. if ( data.children !== undefined ) {
  17603. const children = data.children;
  17604. for ( let i = 0; i < children.length; i ++ ) {
  17605. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  17606. }
  17607. }
  17608. if ( data.animations !== undefined ) {
  17609. const objectAnimations = data.animations;
  17610. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  17611. const uuid = objectAnimations[ i ];
  17612. object.animations.push( animations[ uuid ] );
  17613. }
  17614. }
  17615. if ( data.type === 'LOD' ) {
  17616. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  17617. const levels = data.levels;
  17618. for ( let l = 0; l < levels.length; l ++ ) {
  17619. const level = levels[ l ];
  17620. const child = object.getObjectByProperty( 'uuid', level.object );
  17621. if ( child !== undefined ) {
  17622. object.addLevel( child, level.distance, level.hysteresis );
  17623. }
  17624. }
  17625. }
  17626. return object;
  17627. }
  17628. bindSkeletons( object, skeletons ) {
  17629. if ( Object.keys( skeletons ).length === 0 ) return;
  17630. object.traverse( function ( child ) {
  17631. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  17632. const skeleton = skeletons[ child.skeleton ];
  17633. if ( skeleton === undefined ) {
  17634. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  17635. } else {
  17636. child.bind( skeleton, child.bindMatrix );
  17637. }
  17638. }
  17639. } );
  17640. }
  17641. bindLightTargets( object ) {
  17642. object.traverse( function ( child ) {
  17643. if ( child.isDirectionalLight || child.isSpotLight ) {
  17644. const uuid = child.target;
  17645. const target = object.getObjectByProperty( 'uuid', uuid );
  17646. if ( target !== undefined ) {
  17647. child.target = target;
  17648. } else {
  17649. child.target = new Object3D();
  17650. }
  17651. }
  17652. } );
  17653. }
  17654. }
  17655. const TEXTURE_MAPPING = {
  17656. UVMapping: UVMapping,
  17657. CubeReflectionMapping: CubeReflectionMapping,
  17658. CubeRefractionMapping: CubeRefractionMapping,
  17659. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  17660. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  17661. CubeUVReflectionMapping: CubeUVReflectionMapping
  17662. };
  17663. const TEXTURE_WRAPPING = {
  17664. RepeatWrapping: RepeatWrapping,
  17665. ClampToEdgeWrapping: ClampToEdgeWrapping,
  17666. MirroredRepeatWrapping: MirroredRepeatWrapping
  17667. };
  17668. const TEXTURE_FILTER = {
  17669. NearestFilter: NearestFilter,
  17670. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  17671. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  17672. LinearFilter: LinearFilter,
  17673. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  17674. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  17675. };
  17676. class ImageBitmapLoader extends Loader {
  17677. constructor( manager ) {
  17678. super( manager );
  17679. this.isImageBitmapLoader = true;
  17680. if ( typeof createImageBitmap === 'undefined' ) {
  17681. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  17682. }
  17683. if ( typeof fetch === 'undefined' ) {
  17684. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  17685. }
  17686. this.options = { premultiplyAlpha: 'none' };
  17687. }
  17688. setOptions( options ) {
  17689. this.options = options;
  17690. return this;
  17691. }
  17692. load( url, onLoad, onProgress, onError ) {
  17693. if ( url === undefined ) url = '';
  17694. if ( this.path !== undefined ) url = this.path + url;
  17695. url = this.manager.resolveURL( url );
  17696. const scope = this;
  17697. const cached = Cache.get( url );
  17698. if ( cached !== undefined ) {
  17699. scope.manager.itemStart( url );
  17700. // If cached is a promise, wait for it to resolve
  17701. if ( cached.then ) {
  17702. cached.then( imageBitmap => {
  17703. if ( onLoad ) onLoad( imageBitmap );
  17704. scope.manager.itemEnd( url );
  17705. } ).catch( e => {
  17706. if ( onError ) onError( e );
  17707. } );
  17708. return;
  17709. }
  17710. // If cached is not a promise (i.e., it's already an imageBitmap)
  17711. setTimeout( function () {
  17712. if ( onLoad ) onLoad( cached );
  17713. scope.manager.itemEnd( url );
  17714. }, 0 );
  17715. return cached;
  17716. }
  17717. const fetchOptions = {};
  17718. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  17719. fetchOptions.headers = this.requestHeader;
  17720. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  17721. return res.blob();
  17722. } ).then( function ( blob ) {
  17723. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  17724. } ).then( function ( imageBitmap ) {
  17725. Cache.add( url, imageBitmap );
  17726. if ( onLoad ) onLoad( imageBitmap );
  17727. scope.manager.itemEnd( url );
  17728. return imageBitmap;
  17729. } ).catch( function ( e ) {
  17730. if ( onError ) onError( e );
  17731. Cache.remove( url );
  17732. scope.manager.itemError( url );
  17733. scope.manager.itemEnd( url );
  17734. } );
  17735. Cache.add( url, promise );
  17736. scope.manager.itemStart( url );
  17737. }
  17738. }
  17739. let _context;
  17740. class AudioContext {
  17741. static getContext() {
  17742. if ( _context === undefined ) {
  17743. _context = new ( window.AudioContext || window.webkitAudioContext )();
  17744. }
  17745. return _context;
  17746. }
  17747. static setContext( value ) {
  17748. _context = value;
  17749. }
  17750. }
  17751. class AudioLoader extends Loader {
  17752. constructor( manager ) {
  17753. super( manager );
  17754. }
  17755. load( url, onLoad, onProgress, onError ) {
  17756. const scope = this;
  17757. const loader = new FileLoader( this.manager );
  17758. loader.setResponseType( 'arraybuffer' );
  17759. loader.setPath( this.path );
  17760. loader.setRequestHeader( this.requestHeader );
  17761. loader.setWithCredentials( this.withCredentials );
  17762. loader.load( url, function ( buffer ) {
  17763. try {
  17764. // Create a copy of the buffer. The `decodeAudioData` method
  17765. // detaches the buffer when complete, preventing reuse.
  17766. const bufferCopy = buffer.slice( 0 );
  17767. const context = AudioContext.getContext();
  17768. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  17769. onLoad( audioBuffer );
  17770. } ).catch( handleError );
  17771. } catch ( e ) {
  17772. handleError( e );
  17773. }
  17774. }, onProgress, onError );
  17775. function handleError( e ) {
  17776. if ( onError ) {
  17777. onError( e );
  17778. } else {
  17779. console.error( e );
  17780. }
  17781. scope.manager.itemError( url );
  17782. }
  17783. }
  17784. }
  17785. const _eyeRight = /*@__PURE__*/ new Matrix4();
  17786. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  17787. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  17788. class StereoCamera {
  17789. constructor() {
  17790. this.type = 'StereoCamera';
  17791. this.aspect = 1;
  17792. this.eyeSep = 0.064;
  17793. this.cameraL = new PerspectiveCamera();
  17794. this.cameraL.layers.enable( 1 );
  17795. this.cameraL.matrixAutoUpdate = false;
  17796. this.cameraR = new PerspectiveCamera();
  17797. this.cameraR.layers.enable( 2 );
  17798. this.cameraR.matrixAutoUpdate = false;
  17799. this._cache = {
  17800. focus: null,
  17801. fov: null,
  17802. aspect: null,
  17803. near: null,
  17804. far: null,
  17805. zoom: null,
  17806. eyeSep: null
  17807. };
  17808. }
  17809. update( camera ) {
  17810. const cache = this._cache;
  17811. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  17812. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  17813. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  17814. if ( needsUpdate ) {
  17815. cache.focus = camera.focus;
  17816. cache.fov = camera.fov;
  17817. cache.aspect = camera.aspect * this.aspect;
  17818. cache.near = camera.near;
  17819. cache.far = camera.far;
  17820. cache.zoom = camera.zoom;
  17821. cache.eyeSep = this.eyeSep;
  17822. // Off-axis stereoscopic effect based on
  17823. // http://paulbourke.net/stereographics/stereorender/
  17824. _projectionMatrix.copy( camera.projectionMatrix );
  17825. const eyeSepHalf = cache.eyeSep / 2;
  17826. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  17827. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  17828. let xmin, xmax;
  17829. // translate xOffset
  17830. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  17831. _eyeRight.elements[ 12 ] = eyeSepHalf;
  17832. // for left eye
  17833. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  17834. xmax = ymax * cache.aspect + eyeSepOnProjection;
  17835. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17836. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17837. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  17838. // for right eye
  17839. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  17840. xmax = ymax * cache.aspect - eyeSepOnProjection;
  17841. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  17842. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  17843. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  17844. }
  17845. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  17846. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  17847. }
  17848. }
  17849. class ArrayCamera extends PerspectiveCamera {
  17850. constructor( array = [] ) {
  17851. super();
  17852. this.isArrayCamera = true;
  17853. this.cameras = array;
  17854. }
  17855. }
  17856. class Clock {
  17857. constructor( autoStart = true ) {
  17858. this.autoStart = autoStart;
  17859. this.startTime = 0;
  17860. this.oldTime = 0;
  17861. this.elapsedTime = 0;
  17862. this.running = false;
  17863. }
  17864. start() {
  17865. this.startTime = now();
  17866. this.oldTime = this.startTime;
  17867. this.elapsedTime = 0;
  17868. this.running = true;
  17869. }
  17870. stop() {
  17871. this.getElapsedTime();
  17872. this.running = false;
  17873. this.autoStart = false;
  17874. }
  17875. getElapsedTime() {
  17876. this.getDelta();
  17877. return this.elapsedTime;
  17878. }
  17879. getDelta() {
  17880. let diff = 0;
  17881. if ( this.autoStart && ! this.running ) {
  17882. this.start();
  17883. return 0;
  17884. }
  17885. if ( this.running ) {
  17886. const newTime = now();
  17887. diff = ( newTime - this.oldTime ) / 1000;
  17888. this.oldTime = newTime;
  17889. this.elapsedTime += diff;
  17890. }
  17891. return diff;
  17892. }
  17893. }
  17894. function now() {
  17895. return performance.now();
  17896. }
  17897. const _position$1 = /*@__PURE__*/ new Vector3();
  17898. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  17899. const _scale$1 = /*@__PURE__*/ new Vector3();
  17900. const _orientation$1 = /*@__PURE__*/ new Vector3();
  17901. class AudioListener extends Object3D {
  17902. constructor() {
  17903. super();
  17904. this.type = 'AudioListener';
  17905. this.context = AudioContext.getContext();
  17906. this.gain = this.context.createGain();
  17907. this.gain.connect( this.context.destination );
  17908. this.filter = null;
  17909. this.timeDelta = 0;
  17910. // private
  17911. this._clock = new Clock();
  17912. }
  17913. getInput() {
  17914. return this.gain;
  17915. }
  17916. removeFilter() {
  17917. if ( this.filter !== null ) {
  17918. this.gain.disconnect( this.filter );
  17919. this.filter.disconnect( this.context.destination );
  17920. this.gain.connect( this.context.destination );
  17921. this.filter = null;
  17922. }
  17923. return this;
  17924. }
  17925. getFilter() {
  17926. return this.filter;
  17927. }
  17928. setFilter( value ) {
  17929. if ( this.filter !== null ) {
  17930. this.gain.disconnect( this.filter );
  17931. this.filter.disconnect( this.context.destination );
  17932. } else {
  17933. this.gain.disconnect( this.context.destination );
  17934. }
  17935. this.filter = value;
  17936. this.gain.connect( this.filter );
  17937. this.filter.connect( this.context.destination );
  17938. return this;
  17939. }
  17940. getMasterVolume() {
  17941. return this.gain.gain.value;
  17942. }
  17943. setMasterVolume( value ) {
  17944. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  17945. return this;
  17946. }
  17947. updateMatrixWorld( force ) {
  17948. super.updateMatrixWorld( force );
  17949. const listener = this.context.listener;
  17950. const up = this.up;
  17951. this.timeDelta = this._clock.getDelta();
  17952. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  17953. _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
  17954. if ( listener.positionX ) {
  17955. // code path for Chrome (see #14393)
  17956. const endTime = this.context.currentTime + this.timeDelta;
  17957. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  17958. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  17959. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  17960. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  17961. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  17962. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  17963. listener.upX.linearRampToValueAtTime( up.x, endTime );
  17964. listener.upY.linearRampToValueAtTime( up.y, endTime );
  17965. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  17966. } else {
  17967. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  17968. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  17969. }
  17970. }
  17971. }
  17972. class Audio extends Object3D {
  17973. constructor( listener ) {
  17974. super();
  17975. this.type = 'Audio';
  17976. this.listener = listener;
  17977. this.context = listener.context;
  17978. this.gain = this.context.createGain();
  17979. this.gain.connect( listener.getInput() );
  17980. this.autoplay = false;
  17981. this.buffer = null;
  17982. this.detune = 0;
  17983. this.loop = false;
  17984. this.loopStart = 0;
  17985. this.loopEnd = 0;
  17986. this.offset = 0;
  17987. this.duration = undefined;
  17988. this.playbackRate = 1;
  17989. this.isPlaying = false;
  17990. this.hasPlaybackControl = true;
  17991. this.source = null;
  17992. this.sourceType = 'empty';
  17993. this._startedAt = 0;
  17994. this._progress = 0;
  17995. this._connected = false;
  17996. this.filters = [];
  17997. }
  17998. getOutput() {
  17999. return this.gain;
  18000. }
  18001. setNodeSource( audioNode ) {
  18002. this.hasPlaybackControl = false;
  18003. this.sourceType = 'audioNode';
  18004. this.source = audioNode;
  18005. this.connect();
  18006. return this;
  18007. }
  18008. setMediaElementSource( mediaElement ) {
  18009. this.hasPlaybackControl = false;
  18010. this.sourceType = 'mediaNode';
  18011. this.source = this.context.createMediaElementSource( mediaElement );
  18012. this.connect();
  18013. return this;
  18014. }
  18015. setMediaStreamSource( mediaStream ) {
  18016. this.hasPlaybackControl = false;
  18017. this.sourceType = 'mediaStreamNode';
  18018. this.source = this.context.createMediaStreamSource( mediaStream );
  18019. this.connect();
  18020. return this;
  18021. }
  18022. setBuffer( audioBuffer ) {
  18023. this.buffer = audioBuffer;
  18024. this.sourceType = 'buffer';
  18025. if ( this.autoplay ) this.play();
  18026. return this;
  18027. }
  18028. play( delay = 0 ) {
  18029. if ( this.isPlaying === true ) {
  18030. console.warn( 'THREE.Audio: Audio is already playing.' );
  18031. return;
  18032. }
  18033. if ( this.hasPlaybackControl === false ) {
  18034. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18035. return;
  18036. }
  18037. this._startedAt = this.context.currentTime + delay;
  18038. const source = this.context.createBufferSource();
  18039. source.buffer = this.buffer;
  18040. source.loop = this.loop;
  18041. source.loopStart = this.loopStart;
  18042. source.loopEnd = this.loopEnd;
  18043. source.onended = this.onEnded.bind( this );
  18044. source.start( this._startedAt, this._progress + this.offset, this.duration );
  18045. this.isPlaying = true;
  18046. this.source = source;
  18047. this.setDetune( this.detune );
  18048. this.setPlaybackRate( this.playbackRate );
  18049. return this.connect();
  18050. }
  18051. pause() {
  18052. if ( this.hasPlaybackControl === false ) {
  18053. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18054. return;
  18055. }
  18056. if ( this.isPlaying === true ) {
  18057. // update current progress
  18058. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  18059. if ( this.loop === true ) {
  18060. // ensure _progress does not exceed duration with looped audios
  18061. this._progress = this._progress % ( this.duration || this.buffer.duration );
  18062. }
  18063. this.source.stop();
  18064. this.source.onended = null;
  18065. this.isPlaying = false;
  18066. }
  18067. return this;
  18068. }
  18069. stop( delay = 0 ) {
  18070. if ( this.hasPlaybackControl === false ) {
  18071. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18072. return;
  18073. }
  18074. this._progress = 0;
  18075. if ( this.source !== null ) {
  18076. this.source.stop( this.context.currentTime + delay );
  18077. this.source.onended = null;
  18078. }
  18079. this.isPlaying = false;
  18080. return this;
  18081. }
  18082. connect() {
  18083. if ( this.filters.length > 0 ) {
  18084. this.source.connect( this.filters[ 0 ] );
  18085. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18086. this.filters[ i - 1 ].connect( this.filters[ i ] );
  18087. }
  18088. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  18089. } else {
  18090. this.source.connect( this.getOutput() );
  18091. }
  18092. this._connected = true;
  18093. return this;
  18094. }
  18095. disconnect() {
  18096. if ( this._connected === false ) {
  18097. return;
  18098. }
  18099. if ( this.filters.length > 0 ) {
  18100. this.source.disconnect( this.filters[ 0 ] );
  18101. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  18102. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  18103. }
  18104. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  18105. } else {
  18106. this.source.disconnect( this.getOutput() );
  18107. }
  18108. this._connected = false;
  18109. return this;
  18110. }
  18111. getFilters() {
  18112. return this.filters;
  18113. }
  18114. setFilters( value ) {
  18115. if ( ! value ) value = [];
  18116. if ( this._connected === true ) {
  18117. this.disconnect();
  18118. this.filters = value.slice();
  18119. this.connect();
  18120. } else {
  18121. this.filters = value.slice();
  18122. }
  18123. return this;
  18124. }
  18125. setDetune( value ) {
  18126. this.detune = value;
  18127. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  18128. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  18129. }
  18130. return this;
  18131. }
  18132. getDetune() {
  18133. return this.detune;
  18134. }
  18135. getFilter() {
  18136. return this.getFilters()[ 0 ];
  18137. }
  18138. setFilter( filter ) {
  18139. return this.setFilters( filter ? [ filter ] : [] );
  18140. }
  18141. setPlaybackRate( value ) {
  18142. if ( this.hasPlaybackControl === false ) {
  18143. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18144. return;
  18145. }
  18146. this.playbackRate = value;
  18147. if ( this.isPlaying === true ) {
  18148. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  18149. }
  18150. return this;
  18151. }
  18152. getPlaybackRate() {
  18153. return this.playbackRate;
  18154. }
  18155. onEnded() {
  18156. this.isPlaying = false;
  18157. }
  18158. getLoop() {
  18159. if ( this.hasPlaybackControl === false ) {
  18160. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18161. return false;
  18162. }
  18163. return this.loop;
  18164. }
  18165. setLoop( value ) {
  18166. if ( this.hasPlaybackControl === false ) {
  18167. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  18168. return;
  18169. }
  18170. this.loop = value;
  18171. if ( this.isPlaying === true ) {
  18172. this.source.loop = this.loop;
  18173. }
  18174. return this;
  18175. }
  18176. setLoopStart( value ) {
  18177. this.loopStart = value;
  18178. return this;
  18179. }
  18180. setLoopEnd( value ) {
  18181. this.loopEnd = value;
  18182. return this;
  18183. }
  18184. getVolume() {
  18185. return this.gain.gain.value;
  18186. }
  18187. setVolume( value ) {
  18188. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  18189. return this;
  18190. }
  18191. }
  18192. const _position = /*@__PURE__*/ new Vector3();
  18193. const _quaternion = /*@__PURE__*/ new Quaternion();
  18194. const _scale = /*@__PURE__*/ new Vector3();
  18195. const _orientation = /*@__PURE__*/ new Vector3();
  18196. class PositionalAudio extends Audio {
  18197. constructor( listener ) {
  18198. super( listener );
  18199. this.panner = this.context.createPanner();
  18200. this.panner.panningModel = 'HRTF';
  18201. this.panner.connect( this.gain );
  18202. }
  18203. connect() {
  18204. super.connect();
  18205. this.panner.connect( this.gain );
  18206. }
  18207. disconnect() {
  18208. super.disconnect();
  18209. this.panner.disconnect( this.gain );
  18210. }
  18211. getOutput() {
  18212. return this.panner;
  18213. }
  18214. getRefDistance() {
  18215. return this.panner.refDistance;
  18216. }
  18217. setRefDistance( value ) {
  18218. this.panner.refDistance = value;
  18219. return this;
  18220. }
  18221. getRolloffFactor() {
  18222. return this.panner.rolloffFactor;
  18223. }
  18224. setRolloffFactor( value ) {
  18225. this.panner.rolloffFactor = value;
  18226. return this;
  18227. }
  18228. getDistanceModel() {
  18229. return this.panner.distanceModel;
  18230. }
  18231. setDistanceModel( value ) {
  18232. this.panner.distanceModel = value;
  18233. return this;
  18234. }
  18235. getMaxDistance() {
  18236. return this.panner.maxDistance;
  18237. }
  18238. setMaxDistance( value ) {
  18239. this.panner.maxDistance = value;
  18240. return this;
  18241. }
  18242. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  18243. this.panner.coneInnerAngle = coneInnerAngle;
  18244. this.panner.coneOuterAngle = coneOuterAngle;
  18245. this.panner.coneOuterGain = coneOuterGain;
  18246. return this;
  18247. }
  18248. updateMatrixWorld( force ) {
  18249. super.updateMatrixWorld( force );
  18250. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  18251. this.matrixWorld.decompose( _position, _quaternion, _scale );
  18252. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  18253. const panner = this.panner;
  18254. if ( panner.positionX ) {
  18255. // code path for Chrome and Firefox (see #14393)
  18256. const endTime = this.context.currentTime + this.listener.timeDelta;
  18257. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  18258. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  18259. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  18260. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  18261. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  18262. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  18263. } else {
  18264. panner.setPosition( _position.x, _position.y, _position.z );
  18265. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  18266. }
  18267. }
  18268. }
  18269. class AudioAnalyser {
  18270. constructor( audio, fftSize = 2048 ) {
  18271. this.analyser = audio.context.createAnalyser();
  18272. this.analyser.fftSize = fftSize;
  18273. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  18274. audio.getOutput().connect( this.analyser );
  18275. }
  18276. getFrequencyData() {
  18277. this.analyser.getByteFrequencyData( this.data );
  18278. return this.data;
  18279. }
  18280. getAverageFrequency() {
  18281. let value = 0;
  18282. const data = this.getFrequencyData();
  18283. for ( let i = 0; i < data.length; i ++ ) {
  18284. value += data[ i ];
  18285. }
  18286. return value / data.length;
  18287. }
  18288. }
  18289. class PropertyMixer {
  18290. constructor( binding, typeName, valueSize ) {
  18291. this.binding = binding;
  18292. this.valueSize = valueSize;
  18293. let mixFunction,
  18294. mixFunctionAdditive,
  18295. setIdentity;
  18296. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  18297. //
  18298. // interpolators can use .buffer as their .result
  18299. // the data then goes to 'incoming'
  18300. //
  18301. // 'accu0' and 'accu1' are used frame-interleaved for
  18302. // the cumulative result and are compared to detect
  18303. // changes
  18304. //
  18305. // 'orig' stores the original state of the property
  18306. //
  18307. // 'add' is used for additive cumulative results
  18308. //
  18309. // 'work' is optional and is only present for quaternion types. It is used
  18310. // to store intermediate quaternion multiplication results
  18311. switch ( typeName ) {
  18312. case 'quaternion':
  18313. mixFunction = this._slerp;
  18314. mixFunctionAdditive = this._slerpAdditive;
  18315. setIdentity = this._setAdditiveIdentityQuaternion;
  18316. this.buffer = new Float64Array( valueSize * 6 );
  18317. this._workIndex = 5;
  18318. break;
  18319. case 'string':
  18320. case 'bool':
  18321. mixFunction = this._select;
  18322. // Use the regular mix function and for additive on these types,
  18323. // additive is not relevant for non-numeric types
  18324. mixFunctionAdditive = this._select;
  18325. setIdentity = this._setAdditiveIdentityOther;
  18326. this.buffer = new Array( valueSize * 5 );
  18327. break;
  18328. default:
  18329. mixFunction = this._lerp;
  18330. mixFunctionAdditive = this._lerpAdditive;
  18331. setIdentity = this._setAdditiveIdentityNumeric;
  18332. this.buffer = new Float64Array( valueSize * 5 );
  18333. }
  18334. this._mixBufferRegion = mixFunction;
  18335. this._mixBufferRegionAdditive = mixFunctionAdditive;
  18336. this._setIdentity = setIdentity;
  18337. this._origIndex = 3;
  18338. this._addIndex = 4;
  18339. this.cumulativeWeight = 0;
  18340. this.cumulativeWeightAdditive = 0;
  18341. this.useCount = 0;
  18342. this.referenceCount = 0;
  18343. }
  18344. // accumulate data in the 'incoming' region into 'accu<i>'
  18345. accumulate( accuIndex, weight ) {
  18346. // note: happily accumulating nothing when weight = 0, the caller knows
  18347. // the weight and shouldn't have made the call in the first place
  18348. const buffer = this.buffer,
  18349. stride = this.valueSize,
  18350. offset = accuIndex * stride + stride;
  18351. let currentWeight = this.cumulativeWeight;
  18352. if ( currentWeight === 0 ) {
  18353. // accuN := incoming * weight
  18354. for ( let i = 0; i !== stride; ++ i ) {
  18355. buffer[ offset + i ] = buffer[ i ];
  18356. }
  18357. currentWeight = weight;
  18358. } else {
  18359. // accuN := accuN + incoming * weight
  18360. currentWeight += weight;
  18361. const mix = weight / currentWeight;
  18362. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  18363. }
  18364. this.cumulativeWeight = currentWeight;
  18365. }
  18366. // accumulate data in the 'incoming' region into 'add'
  18367. accumulateAdditive( weight ) {
  18368. const buffer = this.buffer,
  18369. stride = this.valueSize,
  18370. offset = stride * this._addIndex;
  18371. if ( this.cumulativeWeightAdditive === 0 ) {
  18372. // add = identity
  18373. this._setIdentity();
  18374. }
  18375. // add := add + incoming * weight
  18376. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  18377. this.cumulativeWeightAdditive += weight;
  18378. }
  18379. // apply the state of 'accu<i>' to the binding when accus differ
  18380. apply( accuIndex ) {
  18381. const stride = this.valueSize,
  18382. buffer = this.buffer,
  18383. offset = accuIndex * stride + stride,
  18384. weight = this.cumulativeWeight,
  18385. weightAdditive = this.cumulativeWeightAdditive,
  18386. binding = this.binding;
  18387. this.cumulativeWeight = 0;
  18388. this.cumulativeWeightAdditive = 0;
  18389. if ( weight < 1 ) {
  18390. // accuN := accuN + original * ( 1 - cumulativeWeight )
  18391. const originalValueOffset = stride * this._origIndex;
  18392. this._mixBufferRegion(
  18393. buffer, offset, originalValueOffset, 1 - weight, stride );
  18394. }
  18395. if ( weightAdditive > 0 ) {
  18396. // accuN := accuN + additive accuN
  18397. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  18398. }
  18399. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  18400. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  18401. // value has changed -> update scene graph
  18402. binding.setValue( buffer, offset );
  18403. break;
  18404. }
  18405. }
  18406. }
  18407. // remember the state of the bound property and copy it to both accus
  18408. saveOriginalState() {
  18409. const binding = this.binding;
  18410. const buffer = this.buffer,
  18411. stride = this.valueSize,
  18412. originalValueOffset = stride * this._origIndex;
  18413. binding.getValue( buffer, originalValueOffset );
  18414. // accu[0..1] := orig -- initially detect changes against the original
  18415. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  18416. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  18417. }
  18418. // Add to identity for additive
  18419. this._setIdentity();
  18420. this.cumulativeWeight = 0;
  18421. this.cumulativeWeightAdditive = 0;
  18422. }
  18423. // apply the state previously taken via 'saveOriginalState' to the binding
  18424. restoreOriginalState() {
  18425. const originalValueOffset = this.valueSize * 3;
  18426. this.binding.setValue( this.buffer, originalValueOffset );
  18427. }
  18428. _setAdditiveIdentityNumeric() {
  18429. const startIndex = this._addIndex * this.valueSize;
  18430. const endIndex = startIndex + this.valueSize;
  18431. for ( let i = startIndex; i < endIndex; i ++ ) {
  18432. this.buffer[ i ] = 0;
  18433. }
  18434. }
  18435. _setAdditiveIdentityQuaternion() {
  18436. this._setAdditiveIdentityNumeric();
  18437. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  18438. }
  18439. _setAdditiveIdentityOther() {
  18440. const startIndex = this._origIndex * this.valueSize;
  18441. const targetIndex = this._addIndex * this.valueSize;
  18442. for ( let i = 0; i < this.valueSize; i ++ ) {
  18443. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  18444. }
  18445. }
  18446. // mix functions
  18447. _select( buffer, dstOffset, srcOffset, t, stride ) {
  18448. if ( t >= 0.5 ) {
  18449. for ( let i = 0; i !== stride; ++ i ) {
  18450. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  18451. }
  18452. }
  18453. }
  18454. _slerp( buffer, dstOffset, srcOffset, t ) {
  18455. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  18456. }
  18457. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18458. const workOffset = this._workIndex * stride;
  18459. // Store result in intermediate buffer offset
  18460. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  18461. // Slerp to the intermediate result
  18462. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  18463. }
  18464. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  18465. const s = 1 - t;
  18466. for ( let i = 0; i !== stride; ++ i ) {
  18467. const j = dstOffset + i;
  18468. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  18469. }
  18470. }
  18471. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  18472. for ( let i = 0; i !== stride; ++ i ) {
  18473. const j = dstOffset + i;
  18474. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  18475. }
  18476. }
  18477. }
  18478. // Characters [].:/ are reserved for track binding syntax.
  18479. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  18480. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  18481. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  18482. // only latin characters, and the unicode \p{L} is not yet supported. So
  18483. // instead, we exclude reserved characters and match everything else.
  18484. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  18485. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  18486. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  18487. // be matched to parse the rest of the track name.
  18488. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  18489. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  18490. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  18491. // Object on target node, and accessor. May not contain reserved
  18492. // characters. Accessor may contain any character except closing bracket.
  18493. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  18494. // Property and accessor. May not contain reserved characters. Accessor may
  18495. // contain any non-bracket characters.
  18496. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  18497. const _trackRe = new RegExp( ''
  18498. + '^'
  18499. + _directoryRe
  18500. + _nodeRe
  18501. + _objectRe
  18502. + _propertyRe
  18503. + '$'
  18504. );
  18505. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  18506. class Composite {
  18507. constructor( targetGroup, path, optionalParsedPath ) {
  18508. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  18509. this._targetGroup = targetGroup;
  18510. this._bindings = targetGroup.subscribe_( path, parsedPath );
  18511. }
  18512. getValue( array, offset ) {
  18513. this.bind(); // bind all binding
  18514. const firstValidIndex = this._targetGroup.nCachedObjects_,
  18515. binding = this._bindings[ firstValidIndex ];
  18516. // and only call .getValue on the first
  18517. if ( binding !== undefined ) binding.getValue( array, offset );
  18518. }
  18519. setValue( array, offset ) {
  18520. const bindings = this._bindings;
  18521. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18522. bindings[ i ].setValue( array, offset );
  18523. }
  18524. }
  18525. bind() {
  18526. const bindings = this._bindings;
  18527. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18528. bindings[ i ].bind();
  18529. }
  18530. }
  18531. unbind() {
  18532. const bindings = this._bindings;
  18533. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  18534. bindings[ i ].unbind();
  18535. }
  18536. }
  18537. }
  18538. // Note: This class uses a State pattern on a per-method basis:
  18539. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  18540. // prototype version of these methods with one that represents
  18541. // the bound state. When the property is not found, the methods
  18542. // become no-ops.
  18543. class PropertyBinding {
  18544. constructor( rootNode, path, parsedPath ) {
  18545. this.path = path;
  18546. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  18547. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  18548. this.rootNode = rootNode;
  18549. // initial state of these methods that calls 'bind'
  18550. this.getValue = this._getValue_unbound;
  18551. this.setValue = this._setValue_unbound;
  18552. }
  18553. static create( root, path, parsedPath ) {
  18554. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  18555. return new PropertyBinding( root, path, parsedPath );
  18556. } else {
  18557. return new PropertyBinding.Composite( root, path, parsedPath );
  18558. }
  18559. }
  18560. /**
  18561. * Replaces spaces with underscores and removes unsupported characters from
  18562. * node names, to ensure compatibility with parseTrackName().
  18563. *
  18564. * @param {string} name Node name to be sanitized.
  18565. * @return {string}
  18566. */
  18567. static sanitizeNodeName( name ) {
  18568. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  18569. }
  18570. static parseTrackName( trackName ) {
  18571. const matches = _trackRe.exec( trackName );
  18572. if ( matches === null ) {
  18573. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  18574. }
  18575. const results = {
  18576. // directoryName: matches[ 1 ], // (tschw) currently unused
  18577. nodeName: matches[ 2 ],
  18578. objectName: matches[ 3 ],
  18579. objectIndex: matches[ 4 ],
  18580. propertyName: matches[ 5 ], // required
  18581. propertyIndex: matches[ 6 ]
  18582. };
  18583. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  18584. if ( lastDot !== undefined && lastDot !== - 1 ) {
  18585. const objectName = results.nodeName.substring( lastDot + 1 );
  18586. // Object names must be checked against an allowlist. Otherwise, there
  18587. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  18588. // 'bar' could be the objectName, or part of a nodeName (which can
  18589. // include '.' characters).
  18590. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  18591. results.nodeName = results.nodeName.substring( 0, lastDot );
  18592. results.objectName = objectName;
  18593. }
  18594. }
  18595. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  18596. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  18597. }
  18598. return results;
  18599. }
  18600. static findNode( root, nodeName ) {
  18601. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  18602. return root;
  18603. }
  18604. // search into skeleton bones.
  18605. if ( root.skeleton ) {
  18606. const bone = root.skeleton.getBoneByName( nodeName );
  18607. if ( bone !== undefined ) {
  18608. return bone;
  18609. }
  18610. }
  18611. // search into node subtree.
  18612. if ( root.children ) {
  18613. const searchNodeSubtree = function ( children ) {
  18614. for ( let i = 0; i < children.length; i ++ ) {
  18615. const childNode = children[ i ];
  18616. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  18617. return childNode;
  18618. }
  18619. const result = searchNodeSubtree( childNode.children );
  18620. if ( result ) return result;
  18621. }
  18622. return null;
  18623. };
  18624. const subTreeNode = searchNodeSubtree( root.children );
  18625. if ( subTreeNode ) {
  18626. return subTreeNode;
  18627. }
  18628. }
  18629. return null;
  18630. }
  18631. // these are used to "bind" a nonexistent property
  18632. _getValue_unavailable() {}
  18633. _setValue_unavailable() {}
  18634. // Getters
  18635. _getValue_direct( buffer, offset ) {
  18636. buffer[ offset ] = this.targetObject[ this.propertyName ];
  18637. }
  18638. _getValue_array( buffer, offset ) {
  18639. const source = this.resolvedProperty;
  18640. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  18641. buffer[ offset ++ ] = source[ i ];
  18642. }
  18643. }
  18644. _getValue_arrayElement( buffer, offset ) {
  18645. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  18646. }
  18647. _getValue_toArray( buffer, offset ) {
  18648. this.resolvedProperty.toArray( buffer, offset );
  18649. }
  18650. // Direct
  18651. _setValue_direct( buffer, offset ) {
  18652. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18653. }
  18654. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  18655. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18656. this.targetObject.needsUpdate = true;
  18657. }
  18658. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18659. this.targetObject[ this.propertyName ] = buffer[ offset ];
  18660. this.targetObject.matrixWorldNeedsUpdate = true;
  18661. }
  18662. // EntireArray
  18663. _setValue_array( buffer, offset ) {
  18664. const dest = this.resolvedProperty;
  18665. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18666. dest[ i ] = buffer[ offset ++ ];
  18667. }
  18668. }
  18669. _setValue_array_setNeedsUpdate( buffer, offset ) {
  18670. const dest = this.resolvedProperty;
  18671. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18672. dest[ i ] = buffer[ offset ++ ];
  18673. }
  18674. this.targetObject.needsUpdate = true;
  18675. }
  18676. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18677. const dest = this.resolvedProperty;
  18678. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  18679. dest[ i ] = buffer[ offset ++ ];
  18680. }
  18681. this.targetObject.matrixWorldNeedsUpdate = true;
  18682. }
  18683. // ArrayElement
  18684. _setValue_arrayElement( buffer, offset ) {
  18685. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18686. }
  18687. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  18688. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18689. this.targetObject.needsUpdate = true;
  18690. }
  18691. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18692. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  18693. this.targetObject.matrixWorldNeedsUpdate = true;
  18694. }
  18695. // HasToFromArray
  18696. _setValue_fromArray( buffer, offset ) {
  18697. this.resolvedProperty.fromArray( buffer, offset );
  18698. }
  18699. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  18700. this.resolvedProperty.fromArray( buffer, offset );
  18701. this.targetObject.needsUpdate = true;
  18702. }
  18703. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  18704. this.resolvedProperty.fromArray( buffer, offset );
  18705. this.targetObject.matrixWorldNeedsUpdate = true;
  18706. }
  18707. _getValue_unbound( targetArray, offset ) {
  18708. this.bind();
  18709. this.getValue( targetArray, offset );
  18710. }
  18711. _setValue_unbound( sourceArray, offset ) {
  18712. this.bind();
  18713. this.setValue( sourceArray, offset );
  18714. }
  18715. // create getter / setter pair for a property in the scene graph
  18716. bind() {
  18717. let targetObject = this.node;
  18718. const parsedPath = this.parsedPath;
  18719. const objectName = parsedPath.objectName;
  18720. const propertyName = parsedPath.propertyName;
  18721. let propertyIndex = parsedPath.propertyIndex;
  18722. if ( ! targetObject ) {
  18723. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  18724. this.node = targetObject;
  18725. }
  18726. // set fail state so we can just 'return' on error
  18727. this.getValue = this._getValue_unavailable;
  18728. this.setValue = this._setValue_unavailable;
  18729. // ensure there is a value node
  18730. if ( ! targetObject ) {
  18731. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  18732. return;
  18733. }
  18734. if ( objectName ) {
  18735. let objectIndex = parsedPath.objectIndex;
  18736. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  18737. switch ( objectName ) {
  18738. case 'materials':
  18739. if ( ! targetObject.material ) {
  18740. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18741. return;
  18742. }
  18743. if ( ! targetObject.material.materials ) {
  18744. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  18745. return;
  18746. }
  18747. targetObject = targetObject.material.materials;
  18748. break;
  18749. case 'bones':
  18750. if ( ! targetObject.skeleton ) {
  18751. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  18752. return;
  18753. }
  18754. // potential future optimization: skip this if propertyIndex is already an integer
  18755. // and convert the integer string to a true integer.
  18756. targetObject = targetObject.skeleton.bones;
  18757. // support resolving morphTarget names into indices.
  18758. for ( let i = 0; i < targetObject.length; i ++ ) {
  18759. if ( targetObject[ i ].name === objectIndex ) {
  18760. objectIndex = i;
  18761. break;
  18762. }
  18763. }
  18764. break;
  18765. case 'map':
  18766. if ( 'map' in targetObject ) {
  18767. targetObject = targetObject.map;
  18768. break;
  18769. }
  18770. if ( ! targetObject.material ) {
  18771. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  18772. return;
  18773. }
  18774. if ( ! targetObject.material.map ) {
  18775. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  18776. return;
  18777. }
  18778. targetObject = targetObject.material.map;
  18779. break;
  18780. default:
  18781. if ( targetObject[ objectName ] === undefined ) {
  18782. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  18783. return;
  18784. }
  18785. targetObject = targetObject[ objectName ];
  18786. }
  18787. if ( objectIndex !== undefined ) {
  18788. if ( targetObject[ objectIndex ] === undefined ) {
  18789. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  18790. return;
  18791. }
  18792. targetObject = targetObject[ objectIndex ];
  18793. }
  18794. }
  18795. // resolve property
  18796. const nodeProperty = targetObject[ propertyName ];
  18797. if ( nodeProperty === undefined ) {
  18798. const nodeName = parsedPath.nodeName;
  18799. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  18800. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  18801. return;
  18802. }
  18803. // determine versioning scheme
  18804. let versioning = this.Versioning.None;
  18805. this.targetObject = targetObject;
  18806. if ( targetObject.needsUpdate !== undefined ) { // material
  18807. versioning = this.Versioning.NeedsUpdate;
  18808. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  18809. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  18810. }
  18811. // determine how the property gets bound
  18812. let bindingType = this.BindingType.Direct;
  18813. if ( propertyIndex !== undefined ) {
  18814. // access a sub element of the property array (only primitives are supported right now)
  18815. if ( propertyName === 'morphTargetInfluences' ) {
  18816. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  18817. // support resolving morphTarget names into indices.
  18818. if ( ! targetObject.geometry ) {
  18819. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  18820. return;
  18821. }
  18822. if ( ! targetObject.geometry.morphAttributes ) {
  18823. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  18824. return;
  18825. }
  18826. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  18827. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  18828. }
  18829. }
  18830. bindingType = this.BindingType.ArrayElement;
  18831. this.resolvedProperty = nodeProperty;
  18832. this.propertyIndex = propertyIndex;
  18833. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  18834. // must use copy for Object3D.Euler/Quaternion
  18835. bindingType = this.BindingType.HasFromToArray;
  18836. this.resolvedProperty = nodeProperty;
  18837. } else if ( Array.isArray( nodeProperty ) ) {
  18838. bindingType = this.BindingType.EntireArray;
  18839. this.resolvedProperty = nodeProperty;
  18840. } else {
  18841. this.propertyName = propertyName;
  18842. }
  18843. // select getter / setter
  18844. this.getValue = this.GetterByBindingType[ bindingType ];
  18845. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  18846. }
  18847. unbind() {
  18848. this.node = null;
  18849. // back to the prototype version of getValue / setValue
  18850. // note: avoiding to mutate the shape of 'this' via 'delete'
  18851. this.getValue = this._getValue_unbound;
  18852. this.setValue = this._setValue_unbound;
  18853. }
  18854. }
  18855. PropertyBinding.Composite = Composite;
  18856. PropertyBinding.prototype.BindingType = {
  18857. Direct: 0,
  18858. EntireArray: 1,
  18859. ArrayElement: 2,
  18860. HasFromToArray: 3
  18861. };
  18862. PropertyBinding.prototype.Versioning = {
  18863. None: 0,
  18864. NeedsUpdate: 1,
  18865. MatrixWorldNeedsUpdate: 2
  18866. };
  18867. PropertyBinding.prototype.GetterByBindingType = [
  18868. PropertyBinding.prototype._getValue_direct,
  18869. PropertyBinding.prototype._getValue_array,
  18870. PropertyBinding.prototype._getValue_arrayElement,
  18871. PropertyBinding.prototype._getValue_toArray,
  18872. ];
  18873. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  18874. [
  18875. // Direct
  18876. PropertyBinding.prototype._setValue_direct,
  18877. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  18878. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  18879. ], [
  18880. // EntireArray
  18881. PropertyBinding.prototype._setValue_array,
  18882. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  18883. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  18884. ], [
  18885. // ArrayElement
  18886. PropertyBinding.prototype._setValue_arrayElement,
  18887. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  18888. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  18889. ], [
  18890. // HasToFromArray
  18891. PropertyBinding.prototype._setValue_fromArray,
  18892. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  18893. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  18894. ]
  18895. ];
  18896. /**
  18897. *
  18898. * A group of objects that receives a shared animation state.
  18899. *
  18900. * Usage:
  18901. *
  18902. * - Add objects you would otherwise pass as 'root' to the
  18903. * constructor or the .clipAction method of AnimationMixer.
  18904. *
  18905. * - Instead pass this object as 'root'.
  18906. *
  18907. * - You can also add and remove objects later when the mixer
  18908. * is running.
  18909. *
  18910. * Note:
  18911. *
  18912. * Objects of this class appear as one object to the mixer,
  18913. * so cache control of the individual objects must be done
  18914. * on the group.
  18915. *
  18916. * Limitation:
  18917. *
  18918. * - The animated properties must be compatible among the
  18919. * all objects in the group.
  18920. *
  18921. * - A single property can either be controlled through a
  18922. * target group or directly, but not both.
  18923. */
  18924. class AnimationObjectGroup {
  18925. constructor() {
  18926. this.isAnimationObjectGroup = true;
  18927. this.uuid = generateUUID();
  18928. // cached objects followed by the active ones
  18929. this._objects = Array.prototype.slice.call( arguments );
  18930. this.nCachedObjects_ = 0; // threshold
  18931. // note: read by PropertyBinding.Composite
  18932. const indices = {};
  18933. this._indicesByUUID = indices; // for bookkeeping
  18934. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18935. indices[ arguments[ i ].uuid ] = i;
  18936. }
  18937. this._paths = []; // inside: string
  18938. this._parsedPaths = []; // inside: { we don't care, here }
  18939. this._bindings = []; // inside: Array< PropertyBinding >
  18940. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  18941. const scope = this;
  18942. this.stats = {
  18943. objects: {
  18944. get total() {
  18945. return scope._objects.length;
  18946. },
  18947. get inUse() {
  18948. return this.total - scope.nCachedObjects_;
  18949. }
  18950. },
  18951. get bindingsPerObject() {
  18952. return scope._bindings.length;
  18953. }
  18954. };
  18955. }
  18956. add() {
  18957. const objects = this._objects,
  18958. indicesByUUID = this._indicesByUUID,
  18959. paths = this._paths,
  18960. parsedPaths = this._parsedPaths,
  18961. bindings = this._bindings,
  18962. nBindings = bindings.length;
  18963. let knownObject = undefined,
  18964. nObjects = objects.length,
  18965. nCachedObjects = this.nCachedObjects_;
  18966. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  18967. const object = arguments[ i ],
  18968. uuid = object.uuid;
  18969. let index = indicesByUUID[ uuid ];
  18970. if ( index === undefined ) {
  18971. // unknown object -> add it to the ACTIVE region
  18972. index = nObjects ++;
  18973. indicesByUUID[ uuid ] = index;
  18974. objects.push( object );
  18975. // accounting is done, now do the same for all bindings
  18976. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18977. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  18978. }
  18979. } else if ( index < nCachedObjects ) {
  18980. knownObject = objects[ index ];
  18981. // move existing object to the ACTIVE region
  18982. const firstActiveIndex = -- nCachedObjects,
  18983. lastCachedObject = objects[ firstActiveIndex ];
  18984. indicesByUUID[ lastCachedObject.uuid ] = index;
  18985. objects[ index ] = lastCachedObject;
  18986. indicesByUUID[ uuid ] = firstActiveIndex;
  18987. objects[ firstActiveIndex ] = object;
  18988. // accounting is done, now do the same for all bindings
  18989. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  18990. const bindingsForPath = bindings[ j ],
  18991. lastCached = bindingsForPath[ firstActiveIndex ];
  18992. let binding = bindingsForPath[ index ];
  18993. bindingsForPath[ index ] = lastCached;
  18994. if ( binding === undefined ) {
  18995. // since we do not bother to create new bindings
  18996. // for objects that are cached, the binding may
  18997. // or may not exist
  18998. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  18999. }
  19000. bindingsForPath[ firstActiveIndex ] = binding;
  19001. }
  19002. } else if ( objects[ index ] !== knownObject ) {
  19003. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  19004. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  19005. } // else the object is already where we want it to be
  19006. } // for arguments
  19007. this.nCachedObjects_ = nCachedObjects;
  19008. }
  19009. remove() {
  19010. const objects = this._objects,
  19011. indicesByUUID = this._indicesByUUID,
  19012. bindings = this._bindings,
  19013. nBindings = bindings.length;
  19014. let nCachedObjects = this.nCachedObjects_;
  19015. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19016. const object = arguments[ i ],
  19017. uuid = object.uuid,
  19018. index = indicesByUUID[ uuid ];
  19019. if ( index !== undefined && index >= nCachedObjects ) {
  19020. // move existing object into the CACHED region
  19021. const lastCachedIndex = nCachedObjects ++,
  19022. firstActiveObject = objects[ lastCachedIndex ];
  19023. indicesByUUID[ firstActiveObject.uuid ] = index;
  19024. objects[ index ] = firstActiveObject;
  19025. indicesByUUID[ uuid ] = lastCachedIndex;
  19026. objects[ lastCachedIndex ] = object;
  19027. // accounting is done, now do the same for all bindings
  19028. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19029. const bindingsForPath = bindings[ j ],
  19030. firstActive = bindingsForPath[ lastCachedIndex ],
  19031. binding = bindingsForPath[ index ];
  19032. bindingsForPath[ index ] = firstActive;
  19033. bindingsForPath[ lastCachedIndex ] = binding;
  19034. }
  19035. }
  19036. } // for arguments
  19037. this.nCachedObjects_ = nCachedObjects;
  19038. }
  19039. // remove & forget
  19040. uncache() {
  19041. const objects = this._objects,
  19042. indicesByUUID = this._indicesByUUID,
  19043. bindings = this._bindings,
  19044. nBindings = bindings.length;
  19045. let nCachedObjects = this.nCachedObjects_,
  19046. nObjects = objects.length;
  19047. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  19048. const object = arguments[ i ],
  19049. uuid = object.uuid,
  19050. index = indicesByUUID[ uuid ];
  19051. if ( index !== undefined ) {
  19052. delete indicesByUUID[ uuid ];
  19053. if ( index < nCachedObjects ) {
  19054. // object is cached, shrink the CACHED region
  19055. const firstActiveIndex = -- nCachedObjects,
  19056. lastCachedObject = objects[ firstActiveIndex ],
  19057. lastIndex = -- nObjects,
  19058. lastObject = objects[ lastIndex ];
  19059. // last cached object takes this object's place
  19060. indicesByUUID[ lastCachedObject.uuid ] = index;
  19061. objects[ index ] = lastCachedObject;
  19062. // last object goes to the activated slot and pop
  19063. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  19064. objects[ firstActiveIndex ] = lastObject;
  19065. objects.pop();
  19066. // accounting is done, now do the same for all bindings
  19067. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19068. const bindingsForPath = bindings[ j ],
  19069. lastCached = bindingsForPath[ firstActiveIndex ],
  19070. last = bindingsForPath[ lastIndex ];
  19071. bindingsForPath[ index ] = lastCached;
  19072. bindingsForPath[ firstActiveIndex ] = last;
  19073. bindingsForPath.pop();
  19074. }
  19075. } else {
  19076. // object is active, just swap with the last and pop
  19077. const lastIndex = -- nObjects,
  19078. lastObject = objects[ lastIndex ];
  19079. if ( lastIndex > 0 ) {
  19080. indicesByUUID[ lastObject.uuid ] = index;
  19081. }
  19082. objects[ index ] = lastObject;
  19083. objects.pop();
  19084. // accounting is done, now do the same for all bindings
  19085. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  19086. const bindingsForPath = bindings[ j ];
  19087. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  19088. bindingsForPath.pop();
  19089. }
  19090. } // cached or active
  19091. } // if object is known
  19092. } // for arguments
  19093. this.nCachedObjects_ = nCachedObjects;
  19094. }
  19095. // Internal interface used by befriended PropertyBinding.Composite:
  19096. subscribe_( path, parsedPath ) {
  19097. // returns an array of bindings for the given path that is changed
  19098. // according to the contained objects in the group
  19099. const indicesByPath = this._bindingsIndicesByPath;
  19100. let index = indicesByPath[ path ];
  19101. const bindings = this._bindings;
  19102. if ( index !== undefined ) return bindings[ index ];
  19103. const paths = this._paths,
  19104. parsedPaths = this._parsedPaths,
  19105. objects = this._objects,
  19106. nObjects = objects.length,
  19107. nCachedObjects = this.nCachedObjects_,
  19108. bindingsForPath = new Array( nObjects );
  19109. index = bindings.length;
  19110. indicesByPath[ path ] = index;
  19111. paths.push( path );
  19112. parsedPaths.push( parsedPath );
  19113. bindings.push( bindingsForPath );
  19114. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  19115. const object = objects[ i ];
  19116. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  19117. }
  19118. return bindingsForPath;
  19119. }
  19120. unsubscribe_( path ) {
  19121. // tells the group to forget about a property path and no longer
  19122. // update the array previously obtained with 'subscribe_'
  19123. const indicesByPath = this._bindingsIndicesByPath,
  19124. index = indicesByPath[ path ];
  19125. if ( index !== undefined ) {
  19126. const paths = this._paths,
  19127. parsedPaths = this._parsedPaths,
  19128. bindings = this._bindings,
  19129. lastBindingsIndex = bindings.length - 1,
  19130. lastBindings = bindings[ lastBindingsIndex ],
  19131. lastBindingsPath = path[ lastBindingsIndex ];
  19132. indicesByPath[ lastBindingsPath ] = index;
  19133. bindings[ index ] = lastBindings;
  19134. bindings.pop();
  19135. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  19136. parsedPaths.pop();
  19137. paths[ index ] = paths[ lastBindingsIndex ];
  19138. paths.pop();
  19139. }
  19140. }
  19141. }
  19142. class AnimationAction {
  19143. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  19144. this._mixer = mixer;
  19145. this._clip = clip;
  19146. this._localRoot = localRoot;
  19147. this.blendMode = blendMode;
  19148. const tracks = clip.tracks,
  19149. nTracks = tracks.length,
  19150. interpolants = new Array( nTracks );
  19151. const interpolantSettings = {
  19152. endingStart: ZeroCurvatureEnding,
  19153. endingEnd: ZeroCurvatureEnding
  19154. };
  19155. for ( let i = 0; i !== nTracks; ++ i ) {
  19156. const interpolant = tracks[ i ].createInterpolant( null );
  19157. interpolants[ i ] = interpolant;
  19158. interpolant.settings = interpolantSettings;
  19159. }
  19160. this._interpolantSettings = interpolantSettings;
  19161. this._interpolants = interpolants; // bound by the mixer
  19162. // inside: PropertyMixer (managed by the mixer)
  19163. this._propertyBindings = new Array( nTracks );
  19164. this._cacheIndex = null; // for the memory manager
  19165. this._byClipCacheIndex = null; // for the memory manager
  19166. this._timeScaleInterpolant = null;
  19167. this._weightInterpolant = null;
  19168. this.loop = LoopRepeat;
  19169. this._loopCount = - 1;
  19170. // global mixer time when the action is to be started
  19171. // it's set back to 'null' upon start of the action
  19172. this._startTime = null;
  19173. // scaled local time of the action
  19174. // gets clamped or wrapped to 0..clip.duration according to loop
  19175. this.time = 0;
  19176. this.timeScale = 1;
  19177. this._effectiveTimeScale = 1;
  19178. this.weight = 1;
  19179. this._effectiveWeight = 1;
  19180. this.repetitions = Infinity; // no. of repetitions when looping
  19181. this.paused = false; // true -> zero effective time scale
  19182. this.enabled = true; // false -> zero effective weight
  19183. this.clampWhenFinished = false;// keep feeding the last frame?
  19184. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  19185. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  19186. }
  19187. // State & Scheduling
  19188. play() {
  19189. this._mixer._activateAction( this );
  19190. return this;
  19191. }
  19192. stop() {
  19193. this._mixer._deactivateAction( this );
  19194. return this.reset();
  19195. }
  19196. reset() {
  19197. this.paused = false;
  19198. this.enabled = true;
  19199. this.time = 0; // restart clip
  19200. this._loopCount = - 1;// forget previous loops
  19201. this._startTime = null;// forget scheduling
  19202. return this.stopFading().stopWarping();
  19203. }
  19204. isRunning() {
  19205. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  19206. this._startTime === null && this._mixer._isActiveAction( this );
  19207. }
  19208. // return true when play has been called
  19209. isScheduled() {
  19210. return this._mixer._isActiveAction( this );
  19211. }
  19212. startAt( time ) {
  19213. this._startTime = time;
  19214. return this;
  19215. }
  19216. setLoop( mode, repetitions ) {
  19217. this.loop = mode;
  19218. this.repetitions = repetitions;
  19219. return this;
  19220. }
  19221. // Weight
  19222. // set the weight stopping any scheduled fading
  19223. // although .enabled = false yields an effective weight of zero, this
  19224. // method does *not* change .enabled, because it would be confusing
  19225. setEffectiveWeight( weight ) {
  19226. this.weight = weight;
  19227. // note: same logic as when updated at runtime
  19228. this._effectiveWeight = this.enabled ? weight : 0;
  19229. return this.stopFading();
  19230. }
  19231. // return the weight considering fading and .enabled
  19232. getEffectiveWeight() {
  19233. return this._effectiveWeight;
  19234. }
  19235. fadeIn( duration ) {
  19236. return this._scheduleFading( duration, 0, 1 );
  19237. }
  19238. fadeOut( duration ) {
  19239. return this._scheduleFading( duration, 1, 0 );
  19240. }
  19241. crossFadeFrom( fadeOutAction, duration, warp ) {
  19242. fadeOutAction.fadeOut( duration );
  19243. this.fadeIn( duration );
  19244. if ( warp ) {
  19245. const fadeInDuration = this._clip.duration,
  19246. fadeOutDuration = fadeOutAction._clip.duration,
  19247. startEndRatio = fadeOutDuration / fadeInDuration,
  19248. endStartRatio = fadeInDuration / fadeOutDuration;
  19249. fadeOutAction.warp( 1.0, startEndRatio, duration );
  19250. this.warp( endStartRatio, 1.0, duration );
  19251. }
  19252. return this;
  19253. }
  19254. crossFadeTo( fadeInAction, duration, warp ) {
  19255. return fadeInAction.crossFadeFrom( this, duration, warp );
  19256. }
  19257. stopFading() {
  19258. const weightInterpolant = this._weightInterpolant;
  19259. if ( weightInterpolant !== null ) {
  19260. this._weightInterpolant = null;
  19261. this._mixer._takeBackControlInterpolant( weightInterpolant );
  19262. }
  19263. return this;
  19264. }
  19265. // Time Scale Control
  19266. // set the time scale stopping any scheduled warping
  19267. // although .paused = true yields an effective time scale of zero, this
  19268. // method does *not* change .paused, because it would be confusing
  19269. setEffectiveTimeScale( timeScale ) {
  19270. this.timeScale = timeScale;
  19271. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  19272. return this.stopWarping();
  19273. }
  19274. // return the time scale considering warping and .paused
  19275. getEffectiveTimeScale() {
  19276. return this._effectiveTimeScale;
  19277. }
  19278. setDuration( duration ) {
  19279. this.timeScale = this._clip.duration / duration;
  19280. return this.stopWarping();
  19281. }
  19282. syncWith( action ) {
  19283. this.time = action.time;
  19284. this.timeScale = action.timeScale;
  19285. return this.stopWarping();
  19286. }
  19287. halt( duration ) {
  19288. return this.warp( this._effectiveTimeScale, 0, duration );
  19289. }
  19290. warp( startTimeScale, endTimeScale, duration ) {
  19291. const mixer = this._mixer,
  19292. now = mixer.time,
  19293. timeScale = this.timeScale;
  19294. let interpolant = this._timeScaleInterpolant;
  19295. if ( interpolant === null ) {
  19296. interpolant = mixer._lendControlInterpolant();
  19297. this._timeScaleInterpolant = interpolant;
  19298. }
  19299. const times = interpolant.parameterPositions,
  19300. values = interpolant.sampleValues;
  19301. times[ 0 ] = now;
  19302. times[ 1 ] = now + duration;
  19303. values[ 0 ] = startTimeScale / timeScale;
  19304. values[ 1 ] = endTimeScale / timeScale;
  19305. return this;
  19306. }
  19307. stopWarping() {
  19308. const timeScaleInterpolant = this._timeScaleInterpolant;
  19309. if ( timeScaleInterpolant !== null ) {
  19310. this._timeScaleInterpolant = null;
  19311. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  19312. }
  19313. return this;
  19314. }
  19315. // Object Accessors
  19316. getMixer() {
  19317. return this._mixer;
  19318. }
  19319. getClip() {
  19320. return this._clip;
  19321. }
  19322. getRoot() {
  19323. return this._localRoot || this._mixer._root;
  19324. }
  19325. // Interna
  19326. _update( time, deltaTime, timeDirection, accuIndex ) {
  19327. // called by the mixer
  19328. if ( ! this.enabled ) {
  19329. // call ._updateWeight() to update ._effectiveWeight
  19330. this._updateWeight( time );
  19331. return;
  19332. }
  19333. const startTime = this._startTime;
  19334. if ( startTime !== null ) {
  19335. // check for scheduled start of action
  19336. const timeRunning = ( time - startTime ) * timeDirection;
  19337. if ( timeRunning < 0 || timeDirection === 0 ) {
  19338. deltaTime = 0;
  19339. } else {
  19340. this._startTime = null; // unschedule
  19341. deltaTime = timeDirection * timeRunning;
  19342. }
  19343. }
  19344. // apply time scale and advance time
  19345. deltaTime *= this._updateTimeScale( time );
  19346. const clipTime = this._updateTime( deltaTime );
  19347. // note: _updateTime may disable the action resulting in
  19348. // an effective weight of 0
  19349. const weight = this._updateWeight( time );
  19350. if ( weight > 0 ) {
  19351. const interpolants = this._interpolants;
  19352. const propertyMixers = this._propertyBindings;
  19353. switch ( this.blendMode ) {
  19354. case AdditiveAnimationBlendMode:
  19355. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19356. interpolants[ j ].evaluate( clipTime );
  19357. propertyMixers[ j ].accumulateAdditive( weight );
  19358. }
  19359. break;
  19360. case NormalAnimationBlendMode:
  19361. default:
  19362. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  19363. interpolants[ j ].evaluate( clipTime );
  19364. propertyMixers[ j ].accumulate( accuIndex, weight );
  19365. }
  19366. }
  19367. }
  19368. }
  19369. _updateWeight( time ) {
  19370. let weight = 0;
  19371. if ( this.enabled ) {
  19372. weight = this.weight;
  19373. const interpolant = this._weightInterpolant;
  19374. if ( interpolant !== null ) {
  19375. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19376. weight *= interpolantValue;
  19377. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19378. this.stopFading();
  19379. if ( interpolantValue === 0 ) {
  19380. // faded out, disable
  19381. this.enabled = false;
  19382. }
  19383. }
  19384. }
  19385. }
  19386. this._effectiveWeight = weight;
  19387. return weight;
  19388. }
  19389. _updateTimeScale( time ) {
  19390. let timeScale = 0;
  19391. if ( ! this.paused ) {
  19392. timeScale = this.timeScale;
  19393. const interpolant = this._timeScaleInterpolant;
  19394. if ( interpolant !== null ) {
  19395. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  19396. timeScale *= interpolantValue;
  19397. if ( time > interpolant.parameterPositions[ 1 ] ) {
  19398. this.stopWarping();
  19399. if ( timeScale === 0 ) {
  19400. // motion has halted, pause
  19401. this.paused = true;
  19402. } else {
  19403. // warp done - apply final time scale
  19404. this.timeScale = timeScale;
  19405. }
  19406. }
  19407. }
  19408. }
  19409. this._effectiveTimeScale = timeScale;
  19410. return timeScale;
  19411. }
  19412. _updateTime( deltaTime ) {
  19413. const duration = this._clip.duration;
  19414. const loop = this.loop;
  19415. let time = this.time + deltaTime;
  19416. let loopCount = this._loopCount;
  19417. const pingPong = ( loop === LoopPingPong );
  19418. if ( deltaTime === 0 ) {
  19419. if ( loopCount === - 1 ) return time;
  19420. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  19421. }
  19422. if ( loop === LoopOnce ) {
  19423. if ( loopCount === - 1 ) {
  19424. // just started
  19425. this._loopCount = 0;
  19426. this._setEndings( true, true, false );
  19427. }
  19428. handle_stop: {
  19429. if ( time >= duration ) {
  19430. time = duration;
  19431. } else if ( time < 0 ) {
  19432. time = 0;
  19433. } else {
  19434. this.time = time;
  19435. break handle_stop;
  19436. }
  19437. if ( this.clampWhenFinished ) this.paused = true;
  19438. else this.enabled = false;
  19439. this.time = time;
  19440. this._mixer.dispatchEvent( {
  19441. type: 'finished', action: this,
  19442. direction: deltaTime < 0 ? - 1 : 1
  19443. } );
  19444. }
  19445. } else { // repetitive Repeat or PingPong
  19446. if ( loopCount === - 1 ) {
  19447. // just started
  19448. if ( deltaTime >= 0 ) {
  19449. loopCount = 0;
  19450. this._setEndings( true, this.repetitions === 0, pingPong );
  19451. } else {
  19452. // when looping in reverse direction, the initial
  19453. // transition through zero counts as a repetition,
  19454. // so leave loopCount at -1
  19455. this._setEndings( this.repetitions === 0, true, pingPong );
  19456. }
  19457. }
  19458. if ( time >= duration || time < 0 ) {
  19459. // wrap around
  19460. const loopDelta = Math.floor( time / duration ); // signed
  19461. time -= duration * loopDelta;
  19462. loopCount += Math.abs( loopDelta );
  19463. const pending = this.repetitions - loopCount;
  19464. if ( pending <= 0 ) {
  19465. // have to stop (switch state, clamp time, fire event)
  19466. if ( this.clampWhenFinished ) this.paused = true;
  19467. else this.enabled = false;
  19468. time = deltaTime > 0 ? duration : 0;
  19469. this.time = time;
  19470. this._mixer.dispatchEvent( {
  19471. type: 'finished', action: this,
  19472. direction: deltaTime > 0 ? 1 : - 1
  19473. } );
  19474. } else {
  19475. // keep running
  19476. if ( pending === 1 ) {
  19477. // entering the last round
  19478. const atStart = deltaTime < 0;
  19479. this._setEndings( atStart, ! atStart, pingPong );
  19480. } else {
  19481. this._setEndings( false, false, pingPong );
  19482. }
  19483. this._loopCount = loopCount;
  19484. this.time = time;
  19485. this._mixer.dispatchEvent( {
  19486. type: 'loop', action: this, loopDelta: loopDelta
  19487. } );
  19488. }
  19489. } else {
  19490. this.time = time;
  19491. }
  19492. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  19493. // invert time for the "pong round"
  19494. return duration - time;
  19495. }
  19496. }
  19497. return time;
  19498. }
  19499. _setEndings( atStart, atEnd, pingPong ) {
  19500. const settings = this._interpolantSettings;
  19501. if ( pingPong ) {
  19502. settings.endingStart = ZeroSlopeEnding;
  19503. settings.endingEnd = ZeroSlopeEnding;
  19504. } else {
  19505. // assuming for LoopOnce atStart == atEnd == true
  19506. if ( atStart ) {
  19507. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19508. } else {
  19509. settings.endingStart = WrapAroundEnding;
  19510. }
  19511. if ( atEnd ) {
  19512. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  19513. } else {
  19514. settings.endingEnd = WrapAroundEnding;
  19515. }
  19516. }
  19517. }
  19518. _scheduleFading( duration, weightNow, weightThen ) {
  19519. const mixer = this._mixer, now = mixer.time;
  19520. let interpolant = this._weightInterpolant;
  19521. if ( interpolant === null ) {
  19522. interpolant = mixer._lendControlInterpolant();
  19523. this._weightInterpolant = interpolant;
  19524. }
  19525. const times = interpolant.parameterPositions,
  19526. values = interpolant.sampleValues;
  19527. times[ 0 ] = now;
  19528. values[ 0 ] = weightNow;
  19529. times[ 1 ] = now + duration;
  19530. values[ 1 ] = weightThen;
  19531. return this;
  19532. }
  19533. }
  19534. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  19535. class AnimationMixer extends EventDispatcher {
  19536. constructor( root ) {
  19537. super();
  19538. this._root = root;
  19539. this._initMemoryManager();
  19540. this._accuIndex = 0;
  19541. this.time = 0;
  19542. this.timeScale = 1.0;
  19543. }
  19544. _bindAction( action, prototypeAction ) {
  19545. const root = action._localRoot || this._root,
  19546. tracks = action._clip.tracks,
  19547. nTracks = tracks.length,
  19548. bindings = action._propertyBindings,
  19549. interpolants = action._interpolants,
  19550. rootUuid = root.uuid,
  19551. bindingsByRoot = this._bindingsByRootAndName;
  19552. let bindingsByName = bindingsByRoot[ rootUuid ];
  19553. if ( bindingsByName === undefined ) {
  19554. bindingsByName = {};
  19555. bindingsByRoot[ rootUuid ] = bindingsByName;
  19556. }
  19557. for ( let i = 0; i !== nTracks; ++ i ) {
  19558. const track = tracks[ i ],
  19559. trackName = track.name;
  19560. let binding = bindingsByName[ trackName ];
  19561. if ( binding !== undefined ) {
  19562. ++ binding.referenceCount;
  19563. bindings[ i ] = binding;
  19564. } else {
  19565. binding = bindings[ i ];
  19566. if ( binding !== undefined ) {
  19567. // existing binding, make sure the cache knows
  19568. if ( binding._cacheIndex === null ) {
  19569. ++ binding.referenceCount;
  19570. this._addInactiveBinding( binding, rootUuid, trackName );
  19571. }
  19572. continue;
  19573. }
  19574. const path = prototypeAction && prototypeAction.
  19575. _propertyBindings[ i ].binding.parsedPath;
  19576. binding = new PropertyMixer(
  19577. PropertyBinding.create( root, trackName, path ),
  19578. track.ValueTypeName, track.getValueSize() );
  19579. ++ binding.referenceCount;
  19580. this._addInactiveBinding( binding, rootUuid, trackName );
  19581. bindings[ i ] = binding;
  19582. }
  19583. interpolants[ i ].resultBuffer = binding.buffer;
  19584. }
  19585. }
  19586. _activateAction( action ) {
  19587. if ( ! this._isActiveAction( action ) ) {
  19588. if ( action._cacheIndex === null ) {
  19589. // this action has been forgotten by the cache, but the user
  19590. // appears to be still using it -> rebind
  19591. const rootUuid = ( action._localRoot || this._root ).uuid,
  19592. clipUuid = action._clip.uuid,
  19593. actionsForClip = this._actionsByClip[ clipUuid ];
  19594. this._bindAction( action,
  19595. actionsForClip && actionsForClip.knownActions[ 0 ] );
  19596. this._addInactiveAction( action, clipUuid, rootUuid );
  19597. }
  19598. const bindings = action._propertyBindings;
  19599. // increment reference counts / sort out state
  19600. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19601. const binding = bindings[ i ];
  19602. if ( binding.useCount ++ === 0 ) {
  19603. this._lendBinding( binding );
  19604. binding.saveOriginalState();
  19605. }
  19606. }
  19607. this._lendAction( action );
  19608. }
  19609. }
  19610. _deactivateAction( action ) {
  19611. if ( this._isActiveAction( action ) ) {
  19612. const bindings = action._propertyBindings;
  19613. // decrement reference counts / sort out state
  19614. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19615. const binding = bindings[ i ];
  19616. if ( -- binding.useCount === 0 ) {
  19617. binding.restoreOriginalState();
  19618. this._takeBackBinding( binding );
  19619. }
  19620. }
  19621. this._takeBackAction( action );
  19622. }
  19623. }
  19624. // Memory manager
  19625. _initMemoryManager() {
  19626. this._actions = []; // 'nActiveActions' followed by inactive ones
  19627. this._nActiveActions = 0;
  19628. this._actionsByClip = {};
  19629. // inside:
  19630. // {
  19631. // knownActions: Array< AnimationAction > - used as prototypes
  19632. // actionByRoot: AnimationAction - lookup
  19633. // }
  19634. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  19635. this._nActiveBindings = 0;
  19636. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  19637. this._controlInterpolants = []; // same game as above
  19638. this._nActiveControlInterpolants = 0;
  19639. const scope = this;
  19640. this.stats = {
  19641. actions: {
  19642. get total() {
  19643. return scope._actions.length;
  19644. },
  19645. get inUse() {
  19646. return scope._nActiveActions;
  19647. }
  19648. },
  19649. bindings: {
  19650. get total() {
  19651. return scope._bindings.length;
  19652. },
  19653. get inUse() {
  19654. return scope._nActiveBindings;
  19655. }
  19656. },
  19657. controlInterpolants: {
  19658. get total() {
  19659. return scope._controlInterpolants.length;
  19660. },
  19661. get inUse() {
  19662. return scope._nActiveControlInterpolants;
  19663. }
  19664. }
  19665. };
  19666. }
  19667. // Memory management for AnimationAction objects
  19668. _isActiveAction( action ) {
  19669. const index = action._cacheIndex;
  19670. return index !== null && index < this._nActiveActions;
  19671. }
  19672. _addInactiveAction( action, clipUuid, rootUuid ) {
  19673. const actions = this._actions,
  19674. actionsByClip = this._actionsByClip;
  19675. let actionsForClip = actionsByClip[ clipUuid ];
  19676. if ( actionsForClip === undefined ) {
  19677. actionsForClip = {
  19678. knownActions: [ action ],
  19679. actionByRoot: {}
  19680. };
  19681. action._byClipCacheIndex = 0;
  19682. actionsByClip[ clipUuid ] = actionsForClip;
  19683. } else {
  19684. const knownActions = actionsForClip.knownActions;
  19685. action._byClipCacheIndex = knownActions.length;
  19686. knownActions.push( action );
  19687. }
  19688. action._cacheIndex = actions.length;
  19689. actions.push( action );
  19690. actionsForClip.actionByRoot[ rootUuid ] = action;
  19691. }
  19692. _removeInactiveAction( action ) {
  19693. const actions = this._actions,
  19694. lastInactiveAction = actions[ actions.length - 1 ],
  19695. cacheIndex = action._cacheIndex;
  19696. lastInactiveAction._cacheIndex = cacheIndex;
  19697. actions[ cacheIndex ] = lastInactiveAction;
  19698. actions.pop();
  19699. action._cacheIndex = null;
  19700. const clipUuid = action._clip.uuid,
  19701. actionsByClip = this._actionsByClip,
  19702. actionsForClip = actionsByClip[ clipUuid ],
  19703. knownActionsForClip = actionsForClip.knownActions,
  19704. lastKnownAction =
  19705. knownActionsForClip[ knownActionsForClip.length - 1 ],
  19706. byClipCacheIndex = action._byClipCacheIndex;
  19707. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  19708. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  19709. knownActionsForClip.pop();
  19710. action._byClipCacheIndex = null;
  19711. const actionByRoot = actionsForClip.actionByRoot,
  19712. rootUuid = ( action._localRoot || this._root ).uuid;
  19713. delete actionByRoot[ rootUuid ];
  19714. if ( knownActionsForClip.length === 0 ) {
  19715. delete actionsByClip[ clipUuid ];
  19716. }
  19717. this._removeInactiveBindingsForAction( action );
  19718. }
  19719. _removeInactiveBindingsForAction( action ) {
  19720. const bindings = action._propertyBindings;
  19721. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  19722. const binding = bindings[ i ];
  19723. if ( -- binding.referenceCount === 0 ) {
  19724. this._removeInactiveBinding( binding );
  19725. }
  19726. }
  19727. }
  19728. _lendAction( action ) {
  19729. // [ active actions | inactive actions ]
  19730. // [ active actions >| inactive actions ]
  19731. // s a
  19732. // <-swap->
  19733. // a s
  19734. const actions = this._actions,
  19735. prevIndex = action._cacheIndex,
  19736. lastActiveIndex = this._nActiveActions ++,
  19737. firstInactiveAction = actions[ lastActiveIndex ];
  19738. action._cacheIndex = lastActiveIndex;
  19739. actions[ lastActiveIndex ] = action;
  19740. firstInactiveAction._cacheIndex = prevIndex;
  19741. actions[ prevIndex ] = firstInactiveAction;
  19742. }
  19743. _takeBackAction( action ) {
  19744. // [ active actions | inactive actions ]
  19745. // [ active actions |< inactive actions ]
  19746. // a s
  19747. // <-swap->
  19748. // s a
  19749. const actions = this._actions,
  19750. prevIndex = action._cacheIndex,
  19751. firstInactiveIndex = -- this._nActiveActions,
  19752. lastActiveAction = actions[ firstInactiveIndex ];
  19753. action._cacheIndex = firstInactiveIndex;
  19754. actions[ firstInactiveIndex ] = action;
  19755. lastActiveAction._cacheIndex = prevIndex;
  19756. actions[ prevIndex ] = lastActiveAction;
  19757. }
  19758. // Memory management for PropertyMixer objects
  19759. _addInactiveBinding( binding, rootUuid, trackName ) {
  19760. const bindingsByRoot = this._bindingsByRootAndName,
  19761. bindings = this._bindings;
  19762. let bindingByName = bindingsByRoot[ rootUuid ];
  19763. if ( bindingByName === undefined ) {
  19764. bindingByName = {};
  19765. bindingsByRoot[ rootUuid ] = bindingByName;
  19766. }
  19767. bindingByName[ trackName ] = binding;
  19768. binding._cacheIndex = bindings.length;
  19769. bindings.push( binding );
  19770. }
  19771. _removeInactiveBinding( binding ) {
  19772. const bindings = this._bindings,
  19773. propBinding = binding.binding,
  19774. rootUuid = propBinding.rootNode.uuid,
  19775. trackName = propBinding.path,
  19776. bindingsByRoot = this._bindingsByRootAndName,
  19777. bindingByName = bindingsByRoot[ rootUuid ],
  19778. lastInactiveBinding = bindings[ bindings.length - 1 ],
  19779. cacheIndex = binding._cacheIndex;
  19780. lastInactiveBinding._cacheIndex = cacheIndex;
  19781. bindings[ cacheIndex ] = lastInactiveBinding;
  19782. bindings.pop();
  19783. delete bindingByName[ trackName ];
  19784. if ( Object.keys( bindingByName ).length === 0 ) {
  19785. delete bindingsByRoot[ rootUuid ];
  19786. }
  19787. }
  19788. _lendBinding( binding ) {
  19789. const bindings = this._bindings,
  19790. prevIndex = binding._cacheIndex,
  19791. lastActiveIndex = this._nActiveBindings ++,
  19792. firstInactiveBinding = bindings[ lastActiveIndex ];
  19793. binding._cacheIndex = lastActiveIndex;
  19794. bindings[ lastActiveIndex ] = binding;
  19795. firstInactiveBinding._cacheIndex = prevIndex;
  19796. bindings[ prevIndex ] = firstInactiveBinding;
  19797. }
  19798. _takeBackBinding( binding ) {
  19799. const bindings = this._bindings,
  19800. prevIndex = binding._cacheIndex,
  19801. firstInactiveIndex = -- this._nActiveBindings,
  19802. lastActiveBinding = bindings[ firstInactiveIndex ];
  19803. binding._cacheIndex = firstInactiveIndex;
  19804. bindings[ firstInactiveIndex ] = binding;
  19805. lastActiveBinding._cacheIndex = prevIndex;
  19806. bindings[ prevIndex ] = lastActiveBinding;
  19807. }
  19808. // Memory management of Interpolants for weight and time scale
  19809. _lendControlInterpolant() {
  19810. const interpolants = this._controlInterpolants,
  19811. lastActiveIndex = this._nActiveControlInterpolants ++;
  19812. let interpolant = interpolants[ lastActiveIndex ];
  19813. if ( interpolant === undefined ) {
  19814. interpolant = new LinearInterpolant(
  19815. new Float32Array( 2 ), new Float32Array( 2 ),
  19816. 1, _controlInterpolantsResultBuffer );
  19817. interpolant.__cacheIndex = lastActiveIndex;
  19818. interpolants[ lastActiveIndex ] = interpolant;
  19819. }
  19820. return interpolant;
  19821. }
  19822. _takeBackControlInterpolant( interpolant ) {
  19823. const interpolants = this._controlInterpolants,
  19824. prevIndex = interpolant.__cacheIndex,
  19825. firstInactiveIndex = -- this._nActiveControlInterpolants,
  19826. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  19827. interpolant.__cacheIndex = firstInactiveIndex;
  19828. interpolants[ firstInactiveIndex ] = interpolant;
  19829. lastActiveInterpolant.__cacheIndex = prevIndex;
  19830. interpolants[ prevIndex ] = lastActiveInterpolant;
  19831. }
  19832. // return an action for a clip optionally using a custom root target
  19833. // object (this method allocates a lot of dynamic memory in case a
  19834. // previously unknown clip/root combination is specified)
  19835. clipAction( clip, optionalRoot, blendMode ) {
  19836. const root = optionalRoot || this._root,
  19837. rootUuid = root.uuid;
  19838. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  19839. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  19840. const actionsForClip = this._actionsByClip[ clipUuid ];
  19841. let prototypeAction = null;
  19842. if ( blendMode === undefined ) {
  19843. if ( clipObject !== null ) {
  19844. blendMode = clipObject.blendMode;
  19845. } else {
  19846. blendMode = NormalAnimationBlendMode;
  19847. }
  19848. }
  19849. if ( actionsForClip !== undefined ) {
  19850. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  19851. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  19852. return existingAction;
  19853. }
  19854. // we know the clip, so we don't have to parse all
  19855. // the bindings again but can just copy
  19856. prototypeAction = actionsForClip.knownActions[ 0 ];
  19857. // also, take the clip from the prototype action
  19858. if ( clipObject === null )
  19859. clipObject = prototypeAction._clip;
  19860. }
  19861. // clip must be known when specified via string
  19862. if ( clipObject === null ) return null;
  19863. // allocate all resources required to run it
  19864. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  19865. this._bindAction( newAction, prototypeAction );
  19866. // and make the action known to the memory manager
  19867. this._addInactiveAction( newAction, clipUuid, rootUuid );
  19868. return newAction;
  19869. }
  19870. // get an existing action
  19871. existingAction( clip, optionalRoot ) {
  19872. const root = optionalRoot || this._root,
  19873. rootUuid = root.uuid,
  19874. clipObject = typeof clip === 'string' ?
  19875. AnimationClip.findByName( root, clip ) : clip,
  19876. clipUuid = clipObject ? clipObject.uuid : clip,
  19877. actionsForClip = this._actionsByClip[ clipUuid ];
  19878. if ( actionsForClip !== undefined ) {
  19879. return actionsForClip.actionByRoot[ rootUuid ] || null;
  19880. }
  19881. return null;
  19882. }
  19883. // deactivates all previously scheduled actions
  19884. stopAllAction() {
  19885. const actions = this._actions,
  19886. nActions = this._nActiveActions;
  19887. for ( let i = nActions - 1; i >= 0; -- i ) {
  19888. actions[ i ].stop();
  19889. }
  19890. return this;
  19891. }
  19892. // advance the time and update apply the animation
  19893. update( deltaTime ) {
  19894. deltaTime *= this.timeScale;
  19895. const actions = this._actions,
  19896. nActions = this._nActiveActions,
  19897. time = this.time += deltaTime,
  19898. timeDirection = Math.sign( deltaTime ),
  19899. accuIndex = this._accuIndex ^= 1;
  19900. // run active actions
  19901. for ( let i = 0; i !== nActions; ++ i ) {
  19902. const action = actions[ i ];
  19903. action._update( time, deltaTime, timeDirection, accuIndex );
  19904. }
  19905. // update scene graph
  19906. const bindings = this._bindings,
  19907. nBindings = this._nActiveBindings;
  19908. for ( let i = 0; i !== nBindings; ++ i ) {
  19909. bindings[ i ].apply( accuIndex );
  19910. }
  19911. return this;
  19912. }
  19913. // Allows you to seek to a specific time in an animation.
  19914. setTime( timeInSeconds ) {
  19915. this.time = 0; // Zero out time attribute for AnimationMixer object;
  19916. for ( let i = 0; i < this._actions.length; i ++ ) {
  19917. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  19918. }
  19919. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  19920. }
  19921. // return this mixer's root target object
  19922. getRoot() {
  19923. return this._root;
  19924. }
  19925. // free all resources specific to a particular clip
  19926. uncacheClip( clip ) {
  19927. const actions = this._actions,
  19928. clipUuid = clip.uuid,
  19929. actionsByClip = this._actionsByClip,
  19930. actionsForClip = actionsByClip[ clipUuid ];
  19931. if ( actionsForClip !== undefined ) {
  19932. // note: just calling _removeInactiveAction would mess up the
  19933. // iteration state and also require updating the state we can
  19934. // just throw away
  19935. const actionsToRemove = actionsForClip.knownActions;
  19936. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  19937. const action = actionsToRemove[ i ];
  19938. this._deactivateAction( action );
  19939. const cacheIndex = action._cacheIndex,
  19940. lastInactiveAction = actions[ actions.length - 1 ];
  19941. action._cacheIndex = null;
  19942. action._byClipCacheIndex = null;
  19943. lastInactiveAction._cacheIndex = cacheIndex;
  19944. actions[ cacheIndex ] = lastInactiveAction;
  19945. actions.pop();
  19946. this._removeInactiveBindingsForAction( action );
  19947. }
  19948. delete actionsByClip[ clipUuid ];
  19949. }
  19950. }
  19951. // free all resources specific to a particular root target object
  19952. uncacheRoot( root ) {
  19953. const rootUuid = root.uuid,
  19954. actionsByClip = this._actionsByClip;
  19955. for ( const clipUuid in actionsByClip ) {
  19956. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  19957. action = actionByRoot[ rootUuid ];
  19958. if ( action !== undefined ) {
  19959. this._deactivateAction( action );
  19960. this._removeInactiveAction( action );
  19961. }
  19962. }
  19963. const bindingsByRoot = this._bindingsByRootAndName,
  19964. bindingByName = bindingsByRoot[ rootUuid ];
  19965. if ( bindingByName !== undefined ) {
  19966. for ( const trackName in bindingByName ) {
  19967. const binding = bindingByName[ trackName ];
  19968. binding.restoreOriginalState();
  19969. this._removeInactiveBinding( binding );
  19970. }
  19971. }
  19972. }
  19973. // remove a targeted clip from the cache
  19974. uncacheAction( clip, optionalRoot ) {
  19975. const action = this.existingAction( clip, optionalRoot );
  19976. if ( action !== null ) {
  19977. this._deactivateAction( action );
  19978. this._removeInactiveAction( action );
  19979. }
  19980. }
  19981. }
  19982. let Uniform$1 = class Uniform {
  19983. constructor( value ) {
  19984. this.value = value;
  19985. }
  19986. clone() {
  19987. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  19988. }
  19989. };
  19990. let _id$8 = 0;
  19991. let UniformsGroup$1 = class UniformsGroup extends EventDispatcher {
  19992. constructor() {
  19993. super();
  19994. this.isUniformsGroup = true;
  19995. Object.defineProperty( this, 'id', { value: _id$8 ++ } );
  19996. this.name = '';
  19997. this.usage = StaticDrawUsage;
  19998. this.uniforms = [];
  19999. }
  20000. add( uniform ) {
  20001. this.uniforms.push( uniform );
  20002. return this;
  20003. }
  20004. remove( uniform ) {
  20005. const index = this.uniforms.indexOf( uniform );
  20006. if ( index !== - 1 ) this.uniforms.splice( index, 1 );
  20007. return this;
  20008. }
  20009. setName( name ) {
  20010. this.name = name;
  20011. return this;
  20012. }
  20013. setUsage( value ) {
  20014. this.usage = value;
  20015. return this;
  20016. }
  20017. dispose() {
  20018. this.dispatchEvent( { type: 'dispose' } );
  20019. return this;
  20020. }
  20021. copy( source ) {
  20022. this.name = source.name;
  20023. this.usage = source.usage;
  20024. const uniformsSource = source.uniforms;
  20025. this.uniforms.length = 0;
  20026. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  20027. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  20028. for ( let j = 0; j < uniforms.length; j ++ ) {
  20029. this.uniforms.push( uniforms[ j ].clone() );
  20030. }
  20031. }
  20032. return this;
  20033. }
  20034. clone() {
  20035. return new this.constructor().copy( this );
  20036. }
  20037. };
  20038. class InstancedInterleavedBuffer extends InterleavedBuffer {
  20039. constructor( array, stride, meshPerAttribute = 1 ) {
  20040. super( array, stride );
  20041. this.isInstancedInterleavedBuffer = true;
  20042. this.meshPerAttribute = meshPerAttribute;
  20043. }
  20044. copy( source ) {
  20045. super.copy( source );
  20046. this.meshPerAttribute = source.meshPerAttribute;
  20047. return this;
  20048. }
  20049. clone( data ) {
  20050. const ib = super.clone( data );
  20051. ib.meshPerAttribute = this.meshPerAttribute;
  20052. return ib;
  20053. }
  20054. toJSON( data ) {
  20055. const json = super.toJSON( data );
  20056. json.isInstancedInterleavedBuffer = true;
  20057. json.meshPerAttribute = this.meshPerAttribute;
  20058. return json;
  20059. }
  20060. }
  20061. class GLBufferAttribute {
  20062. constructor( buffer, type, itemSize, elementSize, count ) {
  20063. this.isGLBufferAttribute = true;
  20064. this.name = '';
  20065. this.buffer = buffer;
  20066. this.type = type;
  20067. this.itemSize = itemSize;
  20068. this.elementSize = elementSize;
  20069. this.count = count;
  20070. this.version = 0;
  20071. }
  20072. set needsUpdate( value ) {
  20073. if ( value === true ) this.version ++;
  20074. }
  20075. setBuffer( buffer ) {
  20076. this.buffer = buffer;
  20077. return this;
  20078. }
  20079. setType( type, elementSize ) {
  20080. this.type = type;
  20081. this.elementSize = elementSize;
  20082. return this;
  20083. }
  20084. setItemSize( itemSize ) {
  20085. this.itemSize = itemSize;
  20086. return this;
  20087. }
  20088. setCount( count ) {
  20089. this.count = count;
  20090. return this;
  20091. }
  20092. }
  20093. const _matrix = /*@__PURE__*/ new Matrix4();
  20094. class Raycaster {
  20095. constructor( origin, direction, near = 0, far = Infinity ) {
  20096. this.ray = new Ray( origin, direction );
  20097. // direction is assumed to be normalized (for accurate distance calculations)
  20098. this.near = near;
  20099. this.far = far;
  20100. this.camera = null;
  20101. this.layers = new Layers();
  20102. this.params = {
  20103. Mesh: {},
  20104. Line: { threshold: 1 },
  20105. LOD: {},
  20106. Points: { threshold: 1 },
  20107. Sprite: {}
  20108. };
  20109. }
  20110. set( origin, direction ) {
  20111. // direction is assumed to be normalized (for accurate distance calculations)
  20112. this.ray.set( origin, direction );
  20113. }
  20114. setFromCamera( coords, camera ) {
  20115. if ( camera.isPerspectiveCamera ) {
  20116. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  20117. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  20118. this.camera = camera;
  20119. } else if ( camera.isOrthographicCamera ) {
  20120. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  20121. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  20122. this.camera = camera;
  20123. } else {
  20124. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  20125. }
  20126. }
  20127. setFromXRController( controller ) {
  20128. _matrix.identity().extractRotation( controller.matrixWorld );
  20129. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  20130. this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
  20131. return this;
  20132. }
  20133. intersectObject( object, recursive = true, intersects = [] ) {
  20134. intersect( object, this, intersects, recursive );
  20135. intersects.sort( ascSort );
  20136. return intersects;
  20137. }
  20138. intersectObjects( objects, recursive = true, intersects = [] ) {
  20139. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  20140. intersect( objects[ i ], this, intersects, recursive );
  20141. }
  20142. intersects.sort( ascSort );
  20143. return intersects;
  20144. }
  20145. }
  20146. function ascSort( a, b ) {
  20147. return a.distance - b.distance;
  20148. }
  20149. function intersect( object, raycaster, intersects, recursive ) {
  20150. let propagate = true;
  20151. if ( object.layers.test( raycaster.layers ) ) {
  20152. const result = object.raycast( raycaster, intersects );
  20153. if ( result === false ) propagate = false;
  20154. }
  20155. if ( propagate === true && recursive === true ) {
  20156. const children = object.children;
  20157. for ( let i = 0, l = children.length; i < l; i ++ ) {
  20158. intersect( children[ i ], raycaster, intersects, true );
  20159. }
  20160. }
  20161. }
  20162. /**
  20163. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  20164. *
  20165. * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
  20166. * theta (the azimuthal angle) is measured from the positive z-axis.
  20167. */
  20168. class Spherical {
  20169. constructor( radius = 1, phi = 0, theta = 0 ) {
  20170. this.radius = radius;
  20171. this.phi = phi; // polar angle
  20172. this.theta = theta; // azimuthal angle
  20173. return this;
  20174. }
  20175. set( radius, phi, theta ) {
  20176. this.radius = radius;
  20177. this.phi = phi;
  20178. this.theta = theta;
  20179. return this;
  20180. }
  20181. copy( other ) {
  20182. this.radius = other.radius;
  20183. this.phi = other.phi;
  20184. this.theta = other.theta;
  20185. return this;
  20186. }
  20187. // restrict phi to be between EPS and PI-EPS
  20188. makeSafe() {
  20189. const EPS = 0.000001;
  20190. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  20191. return this;
  20192. }
  20193. setFromVector3( v ) {
  20194. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20195. }
  20196. setFromCartesianCoords( x, y, z ) {
  20197. this.radius = Math.sqrt( x * x + y * y + z * z );
  20198. if ( this.radius === 0 ) {
  20199. this.theta = 0;
  20200. this.phi = 0;
  20201. } else {
  20202. this.theta = Math.atan2( x, z );
  20203. this.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) );
  20204. }
  20205. return this;
  20206. }
  20207. clone() {
  20208. return new this.constructor().copy( this );
  20209. }
  20210. }
  20211. /**
  20212. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  20213. */
  20214. class Cylindrical {
  20215. constructor( radius = 1, theta = 0, y = 0 ) {
  20216. this.radius = radius; // distance from the origin to a point in the x-z plane
  20217. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  20218. this.y = y; // height above the x-z plane
  20219. return this;
  20220. }
  20221. set( radius, theta, y ) {
  20222. this.radius = radius;
  20223. this.theta = theta;
  20224. this.y = y;
  20225. return this;
  20226. }
  20227. copy( other ) {
  20228. this.radius = other.radius;
  20229. this.theta = other.theta;
  20230. this.y = other.y;
  20231. return this;
  20232. }
  20233. setFromVector3( v ) {
  20234. return this.setFromCartesianCoords( v.x, v.y, v.z );
  20235. }
  20236. setFromCartesianCoords( x, y, z ) {
  20237. this.radius = Math.sqrt( x * x + z * z );
  20238. this.theta = Math.atan2( x, z );
  20239. this.y = y;
  20240. return this;
  20241. }
  20242. clone() {
  20243. return new this.constructor().copy( this );
  20244. }
  20245. }
  20246. class Matrix2 {
  20247. constructor( n11, n12, n21, n22 ) {
  20248. Matrix2.prototype.isMatrix2 = true;
  20249. this.elements = [
  20250. 1, 0,
  20251. 0, 1,
  20252. ];
  20253. if ( n11 !== undefined ) {
  20254. this.set( n11, n12, n21, n22 );
  20255. }
  20256. }
  20257. identity() {
  20258. this.set(
  20259. 1, 0,
  20260. 0, 1,
  20261. );
  20262. return this;
  20263. }
  20264. fromArray( array, offset = 0 ) {
  20265. for ( let i = 0; i < 4; i ++ ) {
  20266. this.elements[ i ] = array[ i + offset ];
  20267. }
  20268. return this;
  20269. }
  20270. set( n11, n12, n21, n22 ) {
  20271. const te = this.elements;
  20272. te[ 0 ] = n11; te[ 2 ] = n12;
  20273. te[ 1 ] = n21; te[ 3 ] = n22;
  20274. return this;
  20275. }
  20276. }
  20277. const _vector$4 = /*@__PURE__*/ new Vector2();
  20278. class Box2 {
  20279. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  20280. this.isBox2 = true;
  20281. this.min = min;
  20282. this.max = max;
  20283. }
  20284. set( min, max ) {
  20285. this.min.copy( min );
  20286. this.max.copy( max );
  20287. return this;
  20288. }
  20289. setFromPoints( points ) {
  20290. this.makeEmpty();
  20291. for ( let i = 0, il = points.length; i < il; i ++ ) {
  20292. this.expandByPoint( points[ i ] );
  20293. }
  20294. return this;
  20295. }
  20296. setFromCenterAndSize( center, size ) {
  20297. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  20298. this.min.copy( center ).sub( halfSize );
  20299. this.max.copy( center ).add( halfSize );
  20300. return this;
  20301. }
  20302. clone() {
  20303. return new this.constructor().copy( this );
  20304. }
  20305. copy( box ) {
  20306. this.min.copy( box.min );
  20307. this.max.copy( box.max );
  20308. return this;
  20309. }
  20310. makeEmpty() {
  20311. this.min.x = this.min.y = + Infinity;
  20312. this.max.x = this.max.y = - Infinity;
  20313. return this;
  20314. }
  20315. isEmpty() {
  20316. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  20317. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  20318. }
  20319. getCenter( target ) {
  20320. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  20321. }
  20322. getSize( target ) {
  20323. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  20324. }
  20325. expandByPoint( point ) {
  20326. this.min.min( point );
  20327. this.max.max( point );
  20328. return this;
  20329. }
  20330. expandByVector( vector ) {
  20331. this.min.sub( vector );
  20332. this.max.add( vector );
  20333. return this;
  20334. }
  20335. expandByScalar( scalar ) {
  20336. this.min.addScalar( - scalar );
  20337. this.max.addScalar( scalar );
  20338. return this;
  20339. }
  20340. containsPoint( point ) {
  20341. return point.x >= this.min.x && point.x <= this.max.x &&
  20342. point.y >= this.min.y && point.y <= this.max.y;
  20343. }
  20344. containsBox( box ) {
  20345. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  20346. this.min.y <= box.min.y && box.max.y <= this.max.y;
  20347. }
  20348. getParameter( point, target ) {
  20349. // This can potentially have a divide by zero if the box
  20350. // has a size dimension of 0.
  20351. return target.set(
  20352. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  20353. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  20354. );
  20355. }
  20356. intersectsBox( box ) {
  20357. // using 4 splitting planes to rule out intersections
  20358. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  20359. box.max.y >= this.min.y && box.min.y <= this.max.y;
  20360. }
  20361. clampPoint( point, target ) {
  20362. return target.copy( point ).clamp( this.min, this.max );
  20363. }
  20364. distanceToPoint( point ) {
  20365. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  20366. }
  20367. intersect( box ) {
  20368. this.min.max( box.min );
  20369. this.max.min( box.max );
  20370. if ( this.isEmpty() ) this.makeEmpty();
  20371. return this;
  20372. }
  20373. union( box ) {
  20374. this.min.min( box.min );
  20375. this.max.max( box.max );
  20376. return this;
  20377. }
  20378. translate( offset ) {
  20379. this.min.add( offset );
  20380. this.max.add( offset );
  20381. return this;
  20382. }
  20383. equals( box ) {
  20384. return box.min.equals( this.min ) && box.max.equals( this.max );
  20385. }
  20386. }
  20387. const _startP = /*@__PURE__*/ new Vector3();
  20388. const _startEnd = /*@__PURE__*/ new Vector3();
  20389. class Line3 {
  20390. constructor( start = new Vector3(), end = new Vector3() ) {
  20391. this.start = start;
  20392. this.end = end;
  20393. }
  20394. set( start, end ) {
  20395. this.start.copy( start );
  20396. this.end.copy( end );
  20397. return this;
  20398. }
  20399. copy( line ) {
  20400. this.start.copy( line.start );
  20401. this.end.copy( line.end );
  20402. return this;
  20403. }
  20404. getCenter( target ) {
  20405. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  20406. }
  20407. delta( target ) {
  20408. return target.subVectors( this.end, this.start );
  20409. }
  20410. distanceSq() {
  20411. return this.start.distanceToSquared( this.end );
  20412. }
  20413. distance() {
  20414. return this.start.distanceTo( this.end );
  20415. }
  20416. at( t, target ) {
  20417. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20418. }
  20419. closestPointToPointParameter( point, clampToLine ) {
  20420. _startP.subVectors( point, this.start );
  20421. _startEnd.subVectors( this.end, this.start );
  20422. const startEnd2 = _startEnd.dot( _startEnd );
  20423. const startEnd_startP = _startEnd.dot( _startP );
  20424. let t = startEnd_startP / startEnd2;
  20425. if ( clampToLine ) {
  20426. t = clamp$1( t, 0, 1 );
  20427. }
  20428. return t;
  20429. }
  20430. closestPointToPoint( point, clampToLine, target ) {
  20431. const t = this.closestPointToPointParameter( point, clampToLine );
  20432. return this.delta( target ).multiplyScalar( t ).add( this.start );
  20433. }
  20434. applyMatrix4( matrix ) {
  20435. this.start.applyMatrix4( matrix );
  20436. this.end.applyMatrix4( matrix );
  20437. return this;
  20438. }
  20439. equals( line ) {
  20440. return line.start.equals( this.start ) && line.end.equals( this.end );
  20441. }
  20442. clone() {
  20443. return new this.constructor().copy( this );
  20444. }
  20445. }
  20446. const _vector$3 = /*@__PURE__*/ new Vector3();
  20447. class SpotLightHelper extends Object3D {
  20448. constructor( light, color ) {
  20449. super();
  20450. this.light = light;
  20451. this.matrixAutoUpdate = false;
  20452. this.color = color;
  20453. this.type = 'SpotLightHelper';
  20454. const geometry = new BufferGeometry();
  20455. const positions = [
  20456. 0, 0, 0, 0, 0, 1,
  20457. 0, 0, 0, 1, 0, 1,
  20458. 0, 0, 0, - 1, 0, 1,
  20459. 0, 0, 0, 0, 1, 1,
  20460. 0, 0, 0, 0, - 1, 1
  20461. ];
  20462. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  20463. const p1 = ( i / l ) * Math.PI * 2;
  20464. const p2 = ( j / l ) * Math.PI * 2;
  20465. positions.push(
  20466. Math.cos( p1 ), Math.sin( p1 ), 1,
  20467. Math.cos( p2 ), Math.sin( p2 ), 1
  20468. );
  20469. }
  20470. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  20471. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20472. this.cone = new LineSegments( geometry, material );
  20473. this.add( this.cone );
  20474. this.update();
  20475. }
  20476. dispose() {
  20477. this.cone.geometry.dispose();
  20478. this.cone.material.dispose();
  20479. }
  20480. update() {
  20481. this.light.updateWorldMatrix( true, false );
  20482. this.light.target.updateWorldMatrix( true, false );
  20483. // update the local matrix based on the parent and light target transforms
  20484. if ( this.parent ) {
  20485. this.parent.updateWorldMatrix( true );
  20486. this.matrix
  20487. .copy( this.parent.matrixWorld )
  20488. .invert()
  20489. .multiply( this.light.matrixWorld );
  20490. } else {
  20491. this.matrix.copy( this.light.matrixWorld );
  20492. }
  20493. this.matrixWorld.copy( this.light.matrixWorld );
  20494. const coneLength = this.light.distance ? this.light.distance : 1000;
  20495. const coneWidth = coneLength * Math.tan( this.light.angle );
  20496. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20497. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  20498. this.cone.lookAt( _vector$3 );
  20499. if ( this.color !== undefined ) {
  20500. this.cone.material.color.set( this.color );
  20501. } else {
  20502. this.cone.material.color.copy( this.light.color );
  20503. }
  20504. }
  20505. }
  20506. const _vector$2 = /*@__PURE__*/ new Vector3();
  20507. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  20508. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  20509. class SkeletonHelper extends LineSegments {
  20510. constructor( object ) {
  20511. const bones = getBoneList( object );
  20512. const geometry = new BufferGeometry();
  20513. const vertices = [];
  20514. const colors = [];
  20515. const color1 = new Color( 0, 0, 1 );
  20516. const color2 = new Color( 0, 1, 0 );
  20517. for ( let i = 0; i < bones.length; i ++ ) {
  20518. const bone = bones[ i ];
  20519. if ( bone.parent && bone.parent.isBone ) {
  20520. vertices.push( 0, 0, 0 );
  20521. vertices.push( 0, 0, 0 );
  20522. colors.push( color1.r, color1.g, color1.b );
  20523. colors.push( color2.r, color2.g, color2.b );
  20524. }
  20525. }
  20526. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20527. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20528. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  20529. super( geometry, material );
  20530. this.isSkeletonHelper = true;
  20531. this.type = 'SkeletonHelper';
  20532. this.root = object;
  20533. this.bones = bones;
  20534. this.matrix = object.matrixWorld;
  20535. this.matrixAutoUpdate = false;
  20536. }
  20537. updateMatrixWorld( force ) {
  20538. const bones = this.bones;
  20539. const geometry = this.geometry;
  20540. const position = geometry.getAttribute( 'position' );
  20541. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  20542. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  20543. const bone = bones[ i ];
  20544. if ( bone.parent && bone.parent.isBone ) {
  20545. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  20546. _vector$2.setFromMatrixPosition( _boneMatrix );
  20547. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  20548. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  20549. _vector$2.setFromMatrixPosition( _boneMatrix );
  20550. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  20551. j += 2;
  20552. }
  20553. }
  20554. geometry.getAttribute( 'position' ).needsUpdate = true;
  20555. super.updateMatrixWorld( force );
  20556. }
  20557. dispose() {
  20558. this.geometry.dispose();
  20559. this.material.dispose();
  20560. }
  20561. }
  20562. function getBoneList( object ) {
  20563. const boneList = [];
  20564. if ( object.isBone === true ) {
  20565. boneList.push( object );
  20566. }
  20567. for ( let i = 0; i < object.children.length; i ++ ) {
  20568. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  20569. }
  20570. return boneList;
  20571. }
  20572. class PointLightHelper extends Mesh {
  20573. constructor( light, sphereSize, color ) {
  20574. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  20575. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20576. super( geometry, material );
  20577. this.light = light;
  20578. this.color = color;
  20579. this.type = 'PointLightHelper';
  20580. this.matrix = this.light.matrixWorld;
  20581. this.matrixAutoUpdate = false;
  20582. this.update();
  20583. /*
  20584. // TODO: delete this comment?
  20585. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20586. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20587. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20588. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20589. const d = light.distance;
  20590. if ( d === 0.0 ) {
  20591. this.lightDistance.visible = false;
  20592. } else {
  20593. this.lightDistance.scale.set( d, d, d );
  20594. }
  20595. this.add( this.lightDistance );
  20596. */
  20597. }
  20598. dispose() {
  20599. this.geometry.dispose();
  20600. this.material.dispose();
  20601. }
  20602. update() {
  20603. this.light.updateWorldMatrix( true, false );
  20604. if ( this.color !== undefined ) {
  20605. this.material.color.set( this.color );
  20606. } else {
  20607. this.material.color.copy( this.light.color );
  20608. }
  20609. /*
  20610. const d = this.light.distance;
  20611. if ( d === 0.0 ) {
  20612. this.lightDistance.visible = false;
  20613. } else {
  20614. this.lightDistance.visible = true;
  20615. this.lightDistance.scale.set( d, d, d );
  20616. }
  20617. */
  20618. }
  20619. }
  20620. const _vector$1 = /*@__PURE__*/ new Vector3();
  20621. const _color1 = /*@__PURE__*/ new Color();
  20622. const _color2 = /*@__PURE__*/ new Color();
  20623. class HemisphereLightHelper extends Object3D {
  20624. constructor( light, size, color ) {
  20625. super();
  20626. this.light = light;
  20627. this.matrix = light.matrixWorld;
  20628. this.matrixAutoUpdate = false;
  20629. this.color = color;
  20630. this.type = 'HemisphereLightHelper';
  20631. const geometry = new OctahedronGeometry( size );
  20632. geometry.rotateY( Math.PI * 0.5 );
  20633. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  20634. if ( this.color === undefined ) this.material.vertexColors = true;
  20635. const position = geometry.getAttribute( 'position' );
  20636. const colors = new Float32Array( position.count * 3 );
  20637. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  20638. this.add( new Mesh( geometry, this.material ) );
  20639. this.update();
  20640. }
  20641. dispose() {
  20642. this.children[ 0 ].geometry.dispose();
  20643. this.children[ 0 ].material.dispose();
  20644. }
  20645. update() {
  20646. const mesh = this.children[ 0 ];
  20647. if ( this.color !== undefined ) {
  20648. this.material.color.set( this.color );
  20649. } else {
  20650. const colors = mesh.geometry.getAttribute( 'color' );
  20651. _color1.copy( this.light.color );
  20652. _color2.copy( this.light.groundColor );
  20653. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  20654. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  20655. colors.setXYZ( i, color.r, color.g, color.b );
  20656. }
  20657. colors.needsUpdate = true;
  20658. }
  20659. this.light.updateWorldMatrix( true, false );
  20660. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20661. }
  20662. }
  20663. class GridHelper extends LineSegments {
  20664. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  20665. color1 = new Color( color1 );
  20666. color2 = new Color( color2 );
  20667. const center = divisions / 2;
  20668. const step = size / divisions;
  20669. const halfSize = size / 2;
  20670. const vertices = [], colors = [];
  20671. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  20672. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  20673. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  20674. const color = i === center ? color1 : color2;
  20675. color.toArray( colors, j ); j += 3;
  20676. color.toArray( colors, j ); j += 3;
  20677. color.toArray( colors, j ); j += 3;
  20678. color.toArray( colors, j ); j += 3;
  20679. }
  20680. const geometry = new BufferGeometry();
  20681. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20682. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20683. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20684. super( geometry, material );
  20685. this.type = 'GridHelper';
  20686. }
  20687. dispose() {
  20688. this.geometry.dispose();
  20689. this.material.dispose();
  20690. }
  20691. }
  20692. class PolarGridHelper extends LineSegments {
  20693. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  20694. color1 = new Color( color1 );
  20695. color2 = new Color( color2 );
  20696. const vertices = [];
  20697. const colors = [];
  20698. // create the sectors
  20699. if ( sectors > 1 ) {
  20700. for ( let i = 0; i < sectors; i ++ ) {
  20701. const v = ( i / sectors ) * ( Math.PI * 2 );
  20702. const x = Math.sin( v ) * radius;
  20703. const z = Math.cos( v ) * radius;
  20704. vertices.push( 0, 0, 0 );
  20705. vertices.push( x, 0, z );
  20706. const color = ( i & 1 ) ? color1 : color2;
  20707. colors.push( color.r, color.g, color.b );
  20708. colors.push( color.r, color.g, color.b );
  20709. }
  20710. }
  20711. // create the rings
  20712. for ( let i = 0; i < rings; i ++ ) {
  20713. const color = ( i & 1 ) ? color1 : color2;
  20714. const r = radius - ( radius / rings * i );
  20715. for ( let j = 0; j < divisions; j ++ ) {
  20716. // first vertex
  20717. let v = ( j / divisions ) * ( Math.PI * 2 );
  20718. let x = Math.sin( v ) * r;
  20719. let z = Math.cos( v ) * r;
  20720. vertices.push( x, 0, z );
  20721. colors.push( color.r, color.g, color.b );
  20722. // second vertex
  20723. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  20724. x = Math.sin( v ) * r;
  20725. z = Math.cos( v ) * r;
  20726. vertices.push( x, 0, z );
  20727. colors.push( color.r, color.g, color.b );
  20728. }
  20729. }
  20730. const geometry = new BufferGeometry();
  20731. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20732. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20733. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  20734. super( geometry, material );
  20735. this.type = 'PolarGridHelper';
  20736. }
  20737. dispose() {
  20738. this.geometry.dispose();
  20739. this.material.dispose();
  20740. }
  20741. }
  20742. const _v1 = /*@__PURE__*/ new Vector3();
  20743. const _v2 = /*@__PURE__*/ new Vector3();
  20744. const _v3 = /*@__PURE__*/ new Vector3();
  20745. class DirectionalLightHelper extends Object3D {
  20746. constructor( light, size, color ) {
  20747. super();
  20748. this.light = light;
  20749. this.matrix = light.matrixWorld;
  20750. this.matrixAutoUpdate = false;
  20751. this.color = color;
  20752. this.type = 'DirectionalLightHelper';
  20753. if ( size === undefined ) size = 1;
  20754. let geometry = new BufferGeometry();
  20755. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  20756. - size, size, 0,
  20757. size, size, 0,
  20758. size, - size, 0,
  20759. - size, - size, 0,
  20760. - size, size, 0
  20761. ], 3 ) );
  20762. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  20763. this.lightPlane = new Line( geometry, material );
  20764. this.add( this.lightPlane );
  20765. geometry = new BufferGeometry();
  20766. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  20767. this.targetLine = new Line( geometry, material );
  20768. this.add( this.targetLine );
  20769. this.update();
  20770. }
  20771. dispose() {
  20772. this.lightPlane.geometry.dispose();
  20773. this.lightPlane.material.dispose();
  20774. this.targetLine.geometry.dispose();
  20775. this.targetLine.material.dispose();
  20776. }
  20777. update() {
  20778. this.light.updateWorldMatrix( true, false );
  20779. this.light.target.updateWorldMatrix( true, false );
  20780. _v1.setFromMatrixPosition( this.light.matrixWorld );
  20781. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20782. _v3.subVectors( _v2, _v1 );
  20783. this.lightPlane.lookAt( _v2 );
  20784. if ( this.color !== undefined ) {
  20785. this.lightPlane.material.color.set( this.color );
  20786. this.targetLine.material.color.set( this.color );
  20787. } else {
  20788. this.lightPlane.material.color.copy( this.light.color );
  20789. this.targetLine.material.color.copy( this.light.color );
  20790. }
  20791. this.targetLine.lookAt( _v2 );
  20792. this.targetLine.scale.z = _v3.length();
  20793. }
  20794. }
  20795. const _vector = /*@__PURE__*/ new Vector3();
  20796. const _camera$1 = /*@__PURE__*/ new Camera();
  20797. /**
  20798. * - shows frustum, line of sight and up of the camera
  20799. * - suitable for fast updates
  20800. * - based on frustum visualization in lightgl.js shadowmap example
  20801. * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
  20802. */
  20803. class CameraHelper extends LineSegments {
  20804. constructor( camera ) {
  20805. const geometry = new BufferGeometry();
  20806. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  20807. const vertices = [];
  20808. const colors = [];
  20809. const pointMap = {};
  20810. // near
  20811. addLine( 'n1', 'n2' );
  20812. addLine( 'n2', 'n4' );
  20813. addLine( 'n4', 'n3' );
  20814. addLine( 'n3', 'n1' );
  20815. // far
  20816. addLine( 'f1', 'f2' );
  20817. addLine( 'f2', 'f4' );
  20818. addLine( 'f4', 'f3' );
  20819. addLine( 'f3', 'f1' );
  20820. // sides
  20821. addLine( 'n1', 'f1' );
  20822. addLine( 'n2', 'f2' );
  20823. addLine( 'n3', 'f3' );
  20824. addLine( 'n4', 'f4' );
  20825. // cone
  20826. addLine( 'p', 'n1' );
  20827. addLine( 'p', 'n2' );
  20828. addLine( 'p', 'n3' );
  20829. addLine( 'p', 'n4' );
  20830. // up
  20831. addLine( 'u1', 'u2' );
  20832. addLine( 'u2', 'u3' );
  20833. addLine( 'u3', 'u1' );
  20834. // target
  20835. addLine( 'c', 't' );
  20836. addLine( 'p', 'c' );
  20837. // cross
  20838. addLine( 'cn1', 'cn2' );
  20839. addLine( 'cn3', 'cn4' );
  20840. addLine( 'cf1', 'cf2' );
  20841. addLine( 'cf3', 'cf4' );
  20842. function addLine( a, b ) {
  20843. addPoint( a );
  20844. addPoint( b );
  20845. }
  20846. function addPoint( id ) {
  20847. vertices.push( 0, 0, 0 );
  20848. colors.push( 0, 0, 0 );
  20849. if ( pointMap[ id ] === undefined ) {
  20850. pointMap[ id ] = [];
  20851. }
  20852. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  20853. }
  20854. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  20855. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  20856. super( geometry, material );
  20857. this.type = 'CameraHelper';
  20858. this.camera = camera;
  20859. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  20860. this.matrix = camera.matrixWorld;
  20861. this.matrixAutoUpdate = false;
  20862. this.pointMap = pointMap;
  20863. this.update();
  20864. // colors
  20865. const colorFrustum = new Color( 0xffaa00 );
  20866. const colorCone = new Color( 0xff0000 );
  20867. const colorUp = new Color( 0x00aaff );
  20868. const colorTarget = new Color( 0xffffff );
  20869. const colorCross = new Color( 0x333333 );
  20870. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  20871. }
  20872. setColors( frustum, cone, up, target, cross ) {
  20873. const geometry = this.geometry;
  20874. const colorAttribute = geometry.getAttribute( 'color' );
  20875. // near
  20876. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  20877. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  20878. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  20879. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  20880. // far
  20881. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  20882. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  20883. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  20884. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  20885. // sides
  20886. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  20887. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  20888. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  20889. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  20890. // cone
  20891. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  20892. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  20893. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  20894. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  20895. // up
  20896. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  20897. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  20898. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  20899. // target
  20900. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  20901. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  20902. // cross
  20903. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  20904. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  20905. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  20906. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  20907. colorAttribute.needsUpdate = true;
  20908. }
  20909. update() {
  20910. const geometry = this.geometry;
  20911. const pointMap = this.pointMap;
  20912. const w = 1, h = 1;
  20913. // we need just camera projection matrix inverse
  20914. // world matrix must be identity
  20915. _camera$1.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  20916. // center / target
  20917. setPoint( 'c', pointMap, geometry, _camera$1, 0, 0, - 1 );
  20918. setPoint( 't', pointMap, geometry, _camera$1, 0, 0, 1 );
  20919. // near
  20920. setPoint( 'n1', pointMap, geometry, _camera$1, - w, - h, - 1 );
  20921. setPoint( 'n2', pointMap, geometry, _camera$1, w, - h, - 1 );
  20922. setPoint( 'n3', pointMap, geometry, _camera$1, - w, h, - 1 );
  20923. setPoint( 'n4', pointMap, geometry, _camera$1, w, h, - 1 );
  20924. // far
  20925. setPoint( 'f1', pointMap, geometry, _camera$1, - w, - h, 1 );
  20926. setPoint( 'f2', pointMap, geometry, _camera$1, w, - h, 1 );
  20927. setPoint( 'f3', pointMap, geometry, _camera$1, - w, h, 1 );
  20928. setPoint( 'f4', pointMap, geometry, _camera$1, w, h, 1 );
  20929. // up
  20930. setPoint( 'u1', pointMap, geometry, _camera$1, w * 0.7, h * 1.1, - 1 );
  20931. setPoint( 'u2', pointMap, geometry, _camera$1, - w * 0.7, h * 1.1, - 1 );
  20932. setPoint( 'u3', pointMap, geometry, _camera$1, 0, h * 2, - 1 );
  20933. // cross
  20934. setPoint( 'cf1', pointMap, geometry, _camera$1, - w, 0, 1 );
  20935. setPoint( 'cf2', pointMap, geometry, _camera$1, w, 0, 1 );
  20936. setPoint( 'cf3', pointMap, geometry, _camera$1, 0, - h, 1 );
  20937. setPoint( 'cf4', pointMap, geometry, _camera$1, 0, h, 1 );
  20938. setPoint( 'cn1', pointMap, geometry, _camera$1, - w, 0, - 1 );
  20939. setPoint( 'cn2', pointMap, geometry, _camera$1, w, 0, - 1 );
  20940. setPoint( 'cn3', pointMap, geometry, _camera$1, 0, - h, - 1 );
  20941. setPoint( 'cn4', pointMap, geometry, _camera$1, 0, h, - 1 );
  20942. geometry.getAttribute( 'position' ).needsUpdate = true;
  20943. }
  20944. dispose() {
  20945. this.geometry.dispose();
  20946. this.material.dispose();
  20947. }
  20948. }
  20949. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  20950. _vector.set( x, y, z ).unproject( camera );
  20951. const points = pointMap[ point ];
  20952. if ( points !== undefined ) {
  20953. const position = geometry.getAttribute( 'position' );
  20954. for ( let i = 0, l = points.length; i < l; i ++ ) {
  20955. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  20956. }
  20957. }
  20958. }
  20959. const _box = /*@__PURE__*/ new Box3();
  20960. class BoxHelper extends LineSegments {
  20961. constructor( object, color = 0xffff00 ) {
  20962. const 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 ] );
  20963. const positions = new Float32Array( 8 * 3 );
  20964. const geometry = new BufferGeometry();
  20965. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  20966. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  20967. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  20968. this.object = object;
  20969. this.type = 'BoxHelper';
  20970. this.matrixAutoUpdate = false;
  20971. this.update();
  20972. }
  20973. update( object ) {
  20974. if ( object !== undefined ) {
  20975. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  20976. }
  20977. if ( this.object !== undefined ) {
  20978. _box.setFromObject( this.object );
  20979. }
  20980. if ( _box.isEmpty() ) return;
  20981. const min = _box.min;
  20982. const max = _box.max;
  20983. /*
  20984. 5____4
  20985. 1/___0/|
  20986. | 6__|_7
  20987. 2/___3/
  20988. 0: max.x, max.y, max.z
  20989. 1: min.x, max.y, max.z
  20990. 2: min.x, min.y, max.z
  20991. 3: max.x, min.y, max.z
  20992. 4: max.x, max.y, min.z
  20993. 5: min.x, max.y, min.z
  20994. 6: min.x, min.y, min.z
  20995. 7: max.x, min.y, min.z
  20996. */
  20997. const position = this.geometry.attributes.position;
  20998. const array = position.array;
  20999. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  21000. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  21001. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  21002. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  21003. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  21004. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  21005. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  21006. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  21007. position.needsUpdate = true;
  21008. this.geometry.computeBoundingSphere();
  21009. }
  21010. setFromObject( object ) {
  21011. this.object = object;
  21012. this.update();
  21013. return this;
  21014. }
  21015. copy( source, recursive ) {
  21016. super.copy( source, recursive );
  21017. this.object = source.object;
  21018. return this;
  21019. }
  21020. dispose() {
  21021. this.geometry.dispose();
  21022. this.material.dispose();
  21023. }
  21024. }
  21025. class Box3Helper extends LineSegments {
  21026. constructor( box, color = 0xffff00 ) {
  21027. const 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 ] );
  21028. const 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 ];
  21029. const geometry = new BufferGeometry();
  21030. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  21031. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21032. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21033. this.box = box;
  21034. this.type = 'Box3Helper';
  21035. this.geometry.computeBoundingSphere();
  21036. }
  21037. updateMatrixWorld( force ) {
  21038. const box = this.box;
  21039. if ( box.isEmpty() ) return;
  21040. box.getCenter( this.position );
  21041. box.getSize( this.scale );
  21042. this.scale.multiplyScalar( 0.5 );
  21043. super.updateMatrixWorld( force );
  21044. }
  21045. dispose() {
  21046. this.geometry.dispose();
  21047. this.material.dispose();
  21048. }
  21049. }
  21050. class PlaneHelper extends Line {
  21051. constructor( plane, size = 1, hex = 0xffff00 ) {
  21052. const color = hex;
  21053. const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  21054. const geometry = new BufferGeometry();
  21055. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  21056. geometry.computeBoundingSphere();
  21057. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21058. this.type = 'PlaneHelper';
  21059. this.plane = plane;
  21060. this.size = size;
  21061. const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  21062. const geometry2 = new BufferGeometry();
  21063. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  21064. geometry2.computeBoundingSphere();
  21065. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  21066. }
  21067. updateMatrixWorld( force ) {
  21068. this.position.set( 0, 0, 0 );
  21069. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  21070. this.lookAt( this.plane.normal );
  21071. this.translateZ( - this.plane.constant );
  21072. super.updateMatrixWorld( force );
  21073. }
  21074. dispose() {
  21075. this.geometry.dispose();
  21076. this.material.dispose();
  21077. this.children[ 0 ].geometry.dispose();
  21078. this.children[ 0 ].material.dispose();
  21079. }
  21080. }
  21081. const _axis = /*@__PURE__*/ new Vector3();
  21082. let _lineGeometry, _coneGeometry;
  21083. class ArrowHelper extends Object3D {
  21084. // dir is assumed to be normalized
  21085. constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21086. super();
  21087. this.type = 'ArrowHelper';
  21088. if ( _lineGeometry === undefined ) {
  21089. _lineGeometry = new BufferGeometry();
  21090. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  21091. _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
  21092. _coneGeometry.translate( 0, - 0.5, 0 );
  21093. }
  21094. this.position.copy( origin );
  21095. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  21096. this.line.matrixAutoUpdate = false;
  21097. this.add( this.line );
  21098. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  21099. this.cone.matrixAutoUpdate = false;
  21100. this.add( this.cone );
  21101. this.setDirection( dir );
  21102. this.setLength( length, headLength, headWidth );
  21103. }
  21104. setDirection( dir ) {
  21105. // dir is assumed to be normalized
  21106. if ( dir.y > 0.99999 ) {
  21107. this.quaternion.set( 0, 0, 0, 1 );
  21108. } else if ( dir.y < - 0.99999 ) {
  21109. this.quaternion.set( 1, 0, 0, 0 );
  21110. } else {
  21111. _axis.set( dir.z, 0, - dir.x ).normalize();
  21112. const radians = Math.acos( dir.y );
  21113. this.quaternion.setFromAxisAngle( _axis, radians );
  21114. }
  21115. }
  21116. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  21117. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  21118. this.line.updateMatrix();
  21119. this.cone.scale.set( headWidth, headLength, headWidth );
  21120. this.cone.position.y = length;
  21121. this.cone.updateMatrix();
  21122. }
  21123. setColor( color ) {
  21124. this.line.material.color.set( color );
  21125. this.cone.material.color.set( color );
  21126. }
  21127. copy( source ) {
  21128. super.copy( source, false );
  21129. this.line.copy( source.line );
  21130. this.cone.copy( source.cone );
  21131. return this;
  21132. }
  21133. dispose() {
  21134. this.line.geometry.dispose();
  21135. this.line.material.dispose();
  21136. this.cone.geometry.dispose();
  21137. this.cone.material.dispose();
  21138. }
  21139. }
  21140. class AxesHelper extends LineSegments {
  21141. constructor( size = 1 ) {
  21142. const vertices = [
  21143. 0, 0, 0, size, 0, 0,
  21144. 0, 0, 0, 0, size, 0,
  21145. 0, 0, 0, 0, 0, size
  21146. ];
  21147. const colors = [
  21148. 1, 0, 0, 1, 0.6, 0,
  21149. 0, 1, 0, 0.6, 1, 0,
  21150. 0, 0, 1, 0, 0.6, 1
  21151. ];
  21152. const geometry = new BufferGeometry();
  21153. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21154. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  21155. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  21156. super( geometry, material );
  21157. this.type = 'AxesHelper';
  21158. }
  21159. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  21160. const color = new Color();
  21161. const array = this.geometry.attributes.color.array;
  21162. color.set( xAxisColor );
  21163. color.toArray( array, 0 );
  21164. color.toArray( array, 3 );
  21165. color.set( yAxisColor );
  21166. color.toArray( array, 6 );
  21167. color.toArray( array, 9 );
  21168. color.set( zAxisColor );
  21169. color.toArray( array, 12 );
  21170. color.toArray( array, 15 );
  21171. this.geometry.attributes.color.needsUpdate = true;
  21172. return this;
  21173. }
  21174. dispose() {
  21175. this.geometry.dispose();
  21176. this.material.dispose();
  21177. }
  21178. }
  21179. class ShapePath {
  21180. constructor() {
  21181. this.type = 'ShapePath';
  21182. this.color = new Color();
  21183. this.subPaths = [];
  21184. this.currentPath = null;
  21185. }
  21186. moveTo( x, y ) {
  21187. this.currentPath = new Path();
  21188. this.subPaths.push( this.currentPath );
  21189. this.currentPath.moveTo( x, y );
  21190. return this;
  21191. }
  21192. lineTo( x, y ) {
  21193. this.currentPath.lineTo( x, y );
  21194. return this;
  21195. }
  21196. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  21197. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  21198. return this;
  21199. }
  21200. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21201. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  21202. return this;
  21203. }
  21204. splineThru( pts ) {
  21205. this.currentPath.splineThru( pts );
  21206. return this;
  21207. }
  21208. toShapes( isCCW ) {
  21209. function toShapesNoHoles( inSubpaths ) {
  21210. const shapes = [];
  21211. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  21212. const tmpPath = inSubpaths[ i ];
  21213. const tmpShape = new Shape();
  21214. tmpShape.curves = tmpPath.curves;
  21215. shapes.push( tmpShape );
  21216. }
  21217. return shapes;
  21218. }
  21219. function isPointInsidePolygon( inPt, inPolygon ) {
  21220. const polyLen = inPolygon.length;
  21221. // inPt on polygon contour => immediate success or
  21222. // toggling of inside/outside at every single! intersection point of an edge
  21223. // with the horizontal line through inPt, left of inPt
  21224. // not counting lowerY endpoints of edges and whole edges on that line
  21225. let inside = false;
  21226. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  21227. let edgeLowPt = inPolygon[ p ];
  21228. let edgeHighPt = inPolygon[ q ];
  21229. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  21230. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  21231. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  21232. // not parallel
  21233. if ( edgeDy < 0 ) {
  21234. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  21235. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  21236. }
  21237. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  21238. if ( inPt.y === edgeLowPt.y ) {
  21239. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  21240. // continue; // no intersection or edgeLowPt => doesn't count !!!
  21241. } else {
  21242. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  21243. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  21244. if ( perpEdge < 0 ) continue;
  21245. inside = ! inside; // true intersection left of inPt
  21246. }
  21247. } else {
  21248. // parallel or collinear
  21249. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  21250. // edge lies on the same horizontal line as inPt
  21251. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  21252. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  21253. // continue;
  21254. }
  21255. }
  21256. return inside;
  21257. }
  21258. const isClockWise = ShapeUtils.isClockWise;
  21259. const subPaths = this.subPaths;
  21260. if ( subPaths.length === 0 ) return [];
  21261. let solid, tmpPath, tmpShape;
  21262. const shapes = [];
  21263. if ( subPaths.length === 1 ) {
  21264. tmpPath = subPaths[ 0 ];
  21265. tmpShape = new Shape();
  21266. tmpShape.curves = tmpPath.curves;
  21267. shapes.push( tmpShape );
  21268. return shapes;
  21269. }
  21270. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  21271. holesFirst = isCCW ? ! holesFirst : holesFirst;
  21272. // console.log("Holes first", holesFirst);
  21273. const betterShapeHoles = [];
  21274. const newShapes = [];
  21275. let newShapeHoles = [];
  21276. let mainIdx = 0;
  21277. let tmpPoints;
  21278. newShapes[ mainIdx ] = undefined;
  21279. newShapeHoles[ mainIdx ] = [];
  21280. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  21281. tmpPath = subPaths[ i ];
  21282. tmpPoints = tmpPath.getPoints();
  21283. solid = isClockWise( tmpPoints );
  21284. solid = isCCW ? ! solid : solid;
  21285. if ( solid ) {
  21286. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  21287. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  21288. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  21289. if ( holesFirst ) mainIdx ++;
  21290. newShapeHoles[ mainIdx ] = [];
  21291. //console.log('cw', i);
  21292. } else {
  21293. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  21294. //console.log('ccw', i);
  21295. }
  21296. }
  21297. // only Holes? -> probably all Shapes with wrong orientation
  21298. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  21299. if ( newShapes.length > 1 ) {
  21300. let ambiguous = false;
  21301. let toChange = 0;
  21302. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21303. betterShapeHoles[ sIdx ] = [];
  21304. }
  21305. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  21306. const sho = newShapeHoles[ sIdx ];
  21307. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  21308. const ho = sho[ hIdx ];
  21309. let hole_unassigned = true;
  21310. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  21311. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  21312. if ( sIdx !== s2Idx ) toChange ++;
  21313. if ( hole_unassigned ) {
  21314. hole_unassigned = false;
  21315. betterShapeHoles[ s2Idx ].push( ho );
  21316. } else {
  21317. ambiguous = true;
  21318. }
  21319. }
  21320. }
  21321. if ( hole_unassigned ) {
  21322. betterShapeHoles[ sIdx ].push( ho );
  21323. }
  21324. }
  21325. }
  21326. if ( toChange > 0 && ambiguous === false ) {
  21327. newShapeHoles = betterShapeHoles;
  21328. }
  21329. }
  21330. let tmpHoles;
  21331. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  21332. tmpShape = newShapes[ i ].s;
  21333. shapes.push( tmpShape );
  21334. tmpHoles = newShapeHoles[ i ];
  21335. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  21336. tmpShape.holes.push( tmpHoles[ j ].h );
  21337. }
  21338. }
  21339. //console.log("shape", shapes);
  21340. return shapes;
  21341. }
  21342. }
  21343. class Controls extends EventDispatcher {
  21344. constructor( object, domElement = null ) {
  21345. super();
  21346. this.object = object;
  21347. this.domElement = domElement;
  21348. this.enabled = true;
  21349. this.state = - 1;
  21350. this.keys = {};
  21351. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  21352. this.touches = { ONE: null, TWO: null };
  21353. }
  21354. connect() {}
  21355. disconnect() {}
  21356. dispose() {}
  21357. update( /* delta */ ) {}
  21358. }
  21359. class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162
  21360. constructor( width = 1, height = 1, count = 1, options = {} ) {
  21361. console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' );
  21362. super( width, height, { ...options, count } );
  21363. this.isWebGLMultipleRenderTargets = true;
  21364. }
  21365. get texture() {
  21366. return this.textures;
  21367. }
  21368. }
  21369. const refreshUniforms = [
  21370. 'alphaMap',
  21371. 'alphaTest',
  21372. 'anisotropy',
  21373. 'anisotropyMap',
  21374. 'anisotropyRotation',
  21375. 'aoMap',
  21376. 'attenuationColor',
  21377. 'attenuationDistance',
  21378. 'bumpMap',
  21379. 'clearcoat',
  21380. 'clearcoatMap',
  21381. 'clearcoatNormalMap',
  21382. 'clearcoatNormalScale',
  21383. 'clearcoatRoughness',
  21384. 'color',
  21385. 'dispersion',
  21386. 'displacementMap',
  21387. 'emissive',
  21388. 'emissiveMap',
  21389. 'envMap',
  21390. 'gradientMap',
  21391. 'ior',
  21392. 'iridescence',
  21393. 'iridescenceIOR',
  21394. 'iridescenceMap',
  21395. 'iridescenceThicknessMap',
  21396. 'lightMap',
  21397. 'map',
  21398. 'matcap',
  21399. 'metalness',
  21400. 'metalnessMap',
  21401. 'normalMap',
  21402. 'normalScale',
  21403. 'opacity',
  21404. 'roughness',
  21405. 'roughnessMap',
  21406. 'sheen',
  21407. 'sheenColor',
  21408. 'sheenColorMap',
  21409. 'sheenRoughnessMap',
  21410. 'shininess',
  21411. 'specular',
  21412. 'specularColor',
  21413. 'specularColorMap',
  21414. 'specularIntensity',
  21415. 'specularIntensityMap',
  21416. 'specularMap',
  21417. 'thickness',
  21418. 'transmission',
  21419. 'transmissionMap'
  21420. ];
  21421. class NodeMaterialObserver {
  21422. constructor( builder ) {
  21423. this.renderObjects = new WeakMap();
  21424. this.hasNode = this.containsNode( builder );
  21425. this.refreshUniforms = refreshUniforms;
  21426. this.renderId = 0;
  21427. }
  21428. firstInitialization( renderObject ) {
  21429. const hasInitialized = this.renderObjects.has( renderObject );
  21430. if ( hasInitialized === false ) {
  21431. this.getRenderObjectData( renderObject );
  21432. return true;
  21433. }
  21434. return false;
  21435. }
  21436. getRenderObjectData( renderObject ) {
  21437. let data = this.renderObjects.get( renderObject );
  21438. if ( data === undefined ) {
  21439. data = {
  21440. material: this.getMaterialData( renderObject.material ),
  21441. worldMatrix: renderObject.object.matrixWorld.clone()
  21442. };
  21443. if ( renderObject.bundle !== null ) {
  21444. data.version = renderObject.bundle.version;
  21445. }
  21446. this.renderObjects.set( renderObject, data );
  21447. }
  21448. return data;
  21449. }
  21450. containsNode( builder ) {
  21451. const material = builder.material;
  21452. for ( const property in material ) {
  21453. if ( material[ property ] && material[ property ].isNode )
  21454. return true;
  21455. }
  21456. if ( builder.renderer.nodes.modelViewMatrix !== null || builder.renderer.nodes.modelNormalViewMatrix !== null )
  21457. return true;
  21458. return false;
  21459. }
  21460. getMaterialData( material ) {
  21461. const data = {};
  21462. for ( const property of this.refreshUniforms ) {
  21463. const value = material[ property ];
  21464. if ( value === null || value === undefined ) continue;
  21465. if ( typeof value === 'object' && value.clone !== undefined ) {
  21466. if ( value.isTexture === true ) {
  21467. data[ property ] = { id: value.id, version: value.version };
  21468. } else {
  21469. data[ property ] = value.clone();
  21470. }
  21471. } else {
  21472. data[ property ] = value;
  21473. }
  21474. }
  21475. return data;
  21476. }
  21477. equals( renderObject ) {
  21478. const renderObjectData = this.getRenderObjectData( renderObject );
  21479. // world matrix
  21480. if ( renderObjectData.worldMatrix.equals( renderObject.object.matrixWorld ) !== true ) {
  21481. renderObjectData.worldMatrix.copy( renderObject.object.matrixWorld );
  21482. return false;
  21483. }
  21484. // material
  21485. const materialData = renderObjectData.material;
  21486. const material = renderObject.material;
  21487. for ( const property in materialData ) {
  21488. const value = materialData[ property ];
  21489. const mtlValue = material[ property ];
  21490. if ( value.equals !== undefined ) {
  21491. if ( value.equals( mtlValue ) === false ) {
  21492. value.copy( mtlValue );
  21493. return false;
  21494. }
  21495. } else if ( mtlValue.isTexture === true ) {
  21496. if ( value.id !== mtlValue.id || value.version !== mtlValue.version ) {
  21497. value.id = mtlValue.id;
  21498. value.version = mtlValue.version;
  21499. return false;
  21500. }
  21501. } else if ( value !== mtlValue ) {
  21502. materialData[ property ] = mtlValue;
  21503. return false;
  21504. }
  21505. }
  21506. // bundle
  21507. if ( renderObject.bundle !== null ) {
  21508. renderObjectData.version = renderObject.bundle.version;
  21509. }
  21510. return true;
  21511. }
  21512. needsRefresh( renderObject, nodeFrame ) {
  21513. if ( this.hasNode || this.firstInitialization( renderObject ) )
  21514. return true;
  21515. const { renderId } = nodeFrame;
  21516. if ( this.renderId !== renderId ) {
  21517. this.renderId = renderId;
  21518. return true;
  21519. }
  21520. const isStatic = renderObject.object.static === true;
  21521. const isBundle = renderObject.bundle !== null && renderObject.bundle.static === true && this.getRenderObjectData( renderObject ).version === renderObject.bundle.version;
  21522. if ( isStatic || isBundle )
  21523. return false;
  21524. const notEqual = this.equals( renderObject ) !== true;
  21525. return notEqual;
  21526. }
  21527. }
  21528. function getCacheKey$1( object, force = false ) {
  21529. let cacheKey = '{';
  21530. if ( object.isNode === true ) {
  21531. cacheKey += object.id;
  21532. object = object.getSelf();
  21533. }
  21534. for ( const { property, childNode } of getNodeChildren( object ) ) {
  21535. cacheKey += ',' + property.slice( 0, - 4 ) + ':' + childNode.getCacheKey( force );
  21536. }
  21537. cacheKey += '}';
  21538. return cacheKey;
  21539. }
  21540. function* getNodeChildren( node, toJSON = false ) {
  21541. for ( const property in node ) {
  21542. // Ignore private properties.
  21543. if ( property.startsWith( '_' ) === true ) continue;
  21544. const object = node[ property ];
  21545. if ( Array.isArray( object ) === true ) {
  21546. for ( let i = 0; i < object.length; i ++ ) {
  21547. const child = object[ i ];
  21548. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  21549. yield { property, index: i, childNode: child };
  21550. }
  21551. }
  21552. } else if ( object && object.isNode === true ) {
  21553. yield { property, childNode: object };
  21554. } else if ( typeof object === 'object' ) {
  21555. for ( const subProperty in object ) {
  21556. const child = object[ subProperty ];
  21557. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  21558. yield { property, index: subProperty, childNode: child };
  21559. }
  21560. }
  21561. }
  21562. }
  21563. }
  21564. function getValueType( value ) {
  21565. if ( value === undefined || value === null ) return null;
  21566. const typeOf = typeof value;
  21567. if ( value.isNode === true ) {
  21568. return 'node';
  21569. } else if ( typeOf === 'number' ) {
  21570. return 'float';
  21571. } else if ( typeOf === 'boolean' ) {
  21572. return 'bool';
  21573. } else if ( typeOf === 'string' ) {
  21574. return 'string';
  21575. } else if ( typeOf === 'function' ) {
  21576. return 'shader';
  21577. } else if ( value.isVector2 === true ) {
  21578. return 'vec2';
  21579. } else if ( value.isVector3 === true ) {
  21580. return 'vec3';
  21581. } else if ( value.isVector4 === true ) {
  21582. return 'vec4';
  21583. } else if ( value.isMatrix3 === true ) {
  21584. return 'mat3';
  21585. } else if ( value.isMatrix4 === true ) {
  21586. return 'mat4';
  21587. } else if ( value.isColor === true ) {
  21588. return 'color';
  21589. } else if ( value instanceof ArrayBuffer ) {
  21590. return 'ArrayBuffer';
  21591. }
  21592. return null;
  21593. }
  21594. function getValueFromType( type, ...params ) {
  21595. const last4 = type ? type.slice( - 4 ) : undefined;
  21596. if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
  21597. if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
  21598. else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
  21599. else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];
  21600. }
  21601. if ( type === 'color' ) {
  21602. return new Color( ...params );
  21603. } else if ( last4 === 'vec2' ) {
  21604. return new Vector2( ...params );
  21605. } else if ( last4 === 'vec3' ) {
  21606. return new Vector3( ...params );
  21607. } else if ( last4 === 'vec4' ) {
  21608. return new Vector4( ...params );
  21609. } else if ( last4 === 'mat3' ) {
  21610. return new Matrix3( ...params );
  21611. } else if ( last4 === 'mat4' ) {
  21612. return new Matrix4( ...params );
  21613. } else if ( type === 'bool' ) {
  21614. return params[ 0 ] || false;
  21615. } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {
  21616. return params[ 0 ] || 0;
  21617. } else if ( type === 'string' ) {
  21618. return params[ 0 ] || '';
  21619. } else if ( type === 'ArrayBuffer' ) {
  21620. return base64ToArrayBuffer( params[ 0 ] );
  21621. }
  21622. return null;
  21623. }
  21624. function arrayBufferToBase64( arrayBuffer ) {
  21625. let chars = '';
  21626. const array = new Uint8Array( arrayBuffer );
  21627. for ( let i = 0; i < array.length; i ++ ) {
  21628. chars += String.fromCharCode( array[ i ] );
  21629. }
  21630. return btoa( chars );
  21631. }
  21632. function base64ToArrayBuffer( base64 ) {
  21633. return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;
  21634. }
  21635. var NodeUtils = /*#__PURE__*/Object.freeze({
  21636. __proto__: null,
  21637. arrayBufferToBase64: arrayBufferToBase64,
  21638. base64ToArrayBuffer: base64ToArrayBuffer,
  21639. getCacheKey: getCacheKey$1,
  21640. getNodeChildren: getNodeChildren,
  21641. getValueFromType: getValueFromType,
  21642. getValueType: getValueType
  21643. });
  21644. const NodeShaderStage = {
  21645. VERTEX: 'vertex',
  21646. FRAGMENT: 'fragment'
  21647. };
  21648. const NodeUpdateType = {
  21649. NONE: 'none',
  21650. FRAME: 'frame',
  21651. RENDER: 'render',
  21652. OBJECT: 'object'
  21653. };
  21654. const NodeType = {
  21655. BOOLEAN: 'bool',
  21656. INTEGER: 'int',
  21657. FLOAT: 'float',
  21658. VECTOR2: 'vec2',
  21659. VECTOR3: 'vec3',
  21660. VECTOR4: 'vec4',
  21661. MATRIX2: 'mat2',
  21662. MATRIX3: 'mat3',
  21663. MATRIX4: 'mat4'
  21664. };
  21665. const defaultShaderStages = [ 'fragment', 'vertex' ];
  21666. const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
  21667. const shaderStages = [ ...defaultShaderStages, 'compute' ];
  21668. const vectorComponents = [ 'x', 'y', 'z', 'w' ];
  21669. let _nodeId = 0;
  21670. class Node extends EventDispatcher {
  21671. static get type() {
  21672. return 'Node';
  21673. }
  21674. constructor( nodeType = null ) {
  21675. super();
  21676. this.nodeType = nodeType;
  21677. this.updateType = NodeUpdateType.NONE;
  21678. this.updateBeforeType = NodeUpdateType.NONE;
  21679. this.updateAfterType = NodeUpdateType.NONE;
  21680. this.uuid = MathUtils.generateUUID();
  21681. this.version = 0;
  21682. this._cacheKey = null;
  21683. this._cacheKeyVersion = 0;
  21684. this.global = false;
  21685. this.isNode = true;
  21686. Object.defineProperty( this, 'id', { value: _nodeId ++ } );
  21687. }
  21688. set needsUpdate( value ) {
  21689. if ( value === true ) {
  21690. this.version ++;
  21691. }
  21692. }
  21693. get type() {
  21694. return this.constructor.type;
  21695. }
  21696. onUpdate( callback, updateType ) {
  21697. this.updateType = updateType;
  21698. this.update = callback.bind( this.getSelf() );
  21699. return this;
  21700. }
  21701. onFrameUpdate( callback ) {
  21702. return this.onUpdate( callback, NodeUpdateType.FRAME );
  21703. }
  21704. onRenderUpdate( callback ) {
  21705. return this.onUpdate( callback, NodeUpdateType.RENDER );
  21706. }
  21707. onObjectUpdate( callback ) {
  21708. return this.onUpdate( callback, NodeUpdateType.OBJECT );
  21709. }
  21710. onReference( callback ) {
  21711. this.updateReference = callback.bind( this.getSelf() );
  21712. return this;
  21713. }
  21714. getSelf() {
  21715. // Returns non-node object.
  21716. return this.self || this;
  21717. }
  21718. updateReference( /*state*/ ) {
  21719. return this;
  21720. }
  21721. isGlobal( /*builder*/ ) {
  21722. return this.global;
  21723. }
  21724. * getChildren() {
  21725. for ( const { childNode } of getNodeChildren( this ) ) {
  21726. yield childNode;
  21727. }
  21728. }
  21729. dispose() {
  21730. this.dispatchEvent( { type: 'dispose' } );
  21731. }
  21732. traverse( callback ) {
  21733. callback( this );
  21734. for ( const childNode of this.getChildren() ) {
  21735. childNode.traverse( callback );
  21736. }
  21737. }
  21738. getCacheKey( force = false ) {
  21739. force = force || this.version !== this._cacheKeyVersion;
  21740. if ( force === true || this._cacheKey === null ) {
  21741. this._cacheKey = getCacheKey$1( this, force );
  21742. this._cacheKeyVersion = this.version;
  21743. }
  21744. return this._cacheKey;
  21745. }
  21746. getScope() {
  21747. return this;
  21748. }
  21749. getHash( /*builder*/ ) {
  21750. return this.uuid;
  21751. }
  21752. getUpdateType() {
  21753. return this.updateType;
  21754. }
  21755. getUpdateBeforeType() {
  21756. return this.updateBeforeType;
  21757. }
  21758. getUpdateAfterType() {
  21759. return this.updateAfterType;
  21760. }
  21761. getElementType( builder ) {
  21762. const type = this.getNodeType( builder );
  21763. const elementType = builder.getElementType( type );
  21764. return elementType;
  21765. }
  21766. getNodeType( builder ) {
  21767. const nodeProperties = builder.getNodeProperties( this );
  21768. if ( nodeProperties.outputNode ) {
  21769. return nodeProperties.outputNode.getNodeType( builder );
  21770. }
  21771. return this.nodeType;
  21772. }
  21773. getShared( builder ) {
  21774. const hash = this.getHash( builder );
  21775. const nodeFromHash = builder.getNodeFromHash( hash );
  21776. return nodeFromHash || this;
  21777. }
  21778. setup( builder ) {
  21779. const nodeProperties = builder.getNodeProperties( this );
  21780. let index = 0;
  21781. for ( const childNode of this.getChildren() ) {
  21782. nodeProperties[ 'node' + index ++ ] = childNode;
  21783. }
  21784. // return a outputNode if exists
  21785. return null;
  21786. }
  21787. analyze( builder ) {
  21788. const usageCount = builder.increaseUsage( this );
  21789. if ( usageCount === 1 ) {
  21790. // node flow children
  21791. const nodeProperties = builder.getNodeProperties( this );
  21792. for ( const childNode of Object.values( nodeProperties ) ) {
  21793. if ( childNode && childNode.isNode === true ) {
  21794. childNode.build( builder );
  21795. }
  21796. }
  21797. }
  21798. }
  21799. generate( builder, output ) {
  21800. const { outputNode } = builder.getNodeProperties( this );
  21801. if ( outputNode && outputNode.isNode === true ) {
  21802. return outputNode.build( builder, output );
  21803. }
  21804. }
  21805. updateBefore( /*frame*/ ) {
  21806. console.warn( 'Abstract function.' );
  21807. }
  21808. updateAfter( /*frame*/ ) {
  21809. console.warn( 'Abstract function.' );
  21810. }
  21811. update( /*frame*/ ) {
  21812. console.warn( 'Abstract function.' );
  21813. }
  21814. build( builder, output = null ) {
  21815. const refNode = this.getShared( builder );
  21816. if ( this !== refNode ) {
  21817. return refNode.build( builder, output );
  21818. }
  21819. builder.addNode( this );
  21820. builder.addChain( this );
  21821. /* Build stages expected results:
  21822. - "setup" -> Node
  21823. - "analyze" -> null
  21824. - "generate" -> String
  21825. */
  21826. let result = null;
  21827. const buildStage = builder.getBuildStage();
  21828. if ( buildStage === 'setup' ) {
  21829. this.updateReference( builder );
  21830. const properties = builder.getNodeProperties( this );
  21831. if ( properties.initialized !== true ) {
  21832. const stackNodesBeforeSetup = builder.stack.nodes.length;
  21833. properties.initialized = true;
  21834. properties.outputNode = this.setup( builder );
  21835. if ( properties.outputNode !== null && builder.stack.nodes.length !== stackNodesBeforeSetup ) ;
  21836. for ( const childNode of Object.values( properties ) ) {
  21837. if ( childNode && childNode.isNode === true ) {
  21838. childNode.build( builder );
  21839. }
  21840. }
  21841. }
  21842. } else if ( buildStage === 'analyze' ) {
  21843. this.analyze( builder );
  21844. } else if ( buildStage === 'generate' ) {
  21845. const isGenerateOnce = this.generate.length === 1;
  21846. if ( isGenerateOnce ) {
  21847. const type = this.getNodeType( builder );
  21848. const nodeData = builder.getDataFromNode( this );
  21849. result = nodeData.snippet;
  21850. if ( result === undefined ) {
  21851. result = this.generate( builder ) || '';
  21852. nodeData.snippet = result;
  21853. }
  21854. result = builder.format( result, type, output );
  21855. } else {
  21856. result = this.generate( builder, output ) || '';
  21857. }
  21858. }
  21859. builder.removeChain( this );
  21860. return result;
  21861. }
  21862. getSerializeChildren() {
  21863. return getNodeChildren( this );
  21864. }
  21865. serialize( json ) {
  21866. const nodeChildren = this.getSerializeChildren();
  21867. const inputNodes = {};
  21868. for ( const { property, index, childNode } of nodeChildren ) {
  21869. if ( index !== undefined ) {
  21870. if ( inputNodes[ property ] === undefined ) {
  21871. inputNodes[ property ] = Number.isInteger( index ) ? [] : {};
  21872. }
  21873. inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;
  21874. } else {
  21875. inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;
  21876. }
  21877. }
  21878. if ( Object.keys( inputNodes ).length > 0 ) {
  21879. json.inputNodes = inputNodes;
  21880. }
  21881. }
  21882. deserialize( json ) {
  21883. if ( json.inputNodes !== undefined ) {
  21884. const nodes = json.meta.nodes;
  21885. for ( const property in json.inputNodes ) {
  21886. if ( Array.isArray( json.inputNodes[ property ] ) ) {
  21887. const inputArray = [];
  21888. for ( const uuid of json.inputNodes[ property ] ) {
  21889. inputArray.push( nodes[ uuid ] );
  21890. }
  21891. this[ property ] = inputArray;
  21892. } else if ( typeof json.inputNodes[ property ] === 'object' ) {
  21893. const inputObject = {};
  21894. for ( const subProperty in json.inputNodes[ property ] ) {
  21895. const uuid = json.inputNodes[ property ][ subProperty ];
  21896. inputObject[ subProperty ] = nodes[ uuid ];
  21897. }
  21898. this[ property ] = inputObject;
  21899. } else {
  21900. const uuid = json.inputNodes[ property ];
  21901. this[ property ] = nodes[ uuid ];
  21902. }
  21903. }
  21904. }
  21905. }
  21906. toJSON( meta ) {
  21907. const { uuid, type } = this;
  21908. const isRoot = ( meta === undefined || typeof meta === 'string' );
  21909. if ( isRoot ) {
  21910. meta = {
  21911. textures: {},
  21912. images: {},
  21913. nodes: {}
  21914. };
  21915. }
  21916. // serialize
  21917. let data = meta.nodes[ uuid ];
  21918. if ( data === undefined ) {
  21919. data = {
  21920. uuid,
  21921. type,
  21922. meta,
  21923. metadata: {
  21924. version: 4.6,
  21925. type: 'Node',
  21926. generator: 'Node.toJSON'
  21927. }
  21928. };
  21929. if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;
  21930. this.serialize( data );
  21931. delete data.meta;
  21932. }
  21933. // TODO: Copied from Object3D.toJSON
  21934. function extractFromCache( cache ) {
  21935. const values = [];
  21936. for ( const key in cache ) {
  21937. const data = cache[ key ];
  21938. delete data.metadata;
  21939. values.push( data );
  21940. }
  21941. return values;
  21942. }
  21943. if ( isRoot ) {
  21944. const textures = extractFromCache( meta.textures );
  21945. const images = extractFromCache( meta.images );
  21946. const nodes = extractFromCache( meta.nodes );
  21947. if ( textures.length > 0 ) data.textures = textures;
  21948. if ( images.length > 0 ) data.images = images;
  21949. if ( nodes.length > 0 ) data.nodes = nodes;
  21950. }
  21951. return data;
  21952. }
  21953. }
  21954. class ArrayElementNode extends Node {
  21955. static get type() {
  21956. return 'ArrayElementNode';
  21957. } // @TODO: If extending from TempNode it breaks webgpu_compute
  21958. constructor( node, indexNode ) {
  21959. super();
  21960. this.node = node;
  21961. this.indexNode = indexNode;
  21962. this.isArrayElementNode = true;
  21963. }
  21964. getNodeType( builder ) {
  21965. return this.node.getElementType( builder );
  21966. }
  21967. generate( builder ) {
  21968. const nodeSnippet = this.node.build( builder );
  21969. const indexSnippet = this.indexNode.build( builder, 'uint' );
  21970. return `${nodeSnippet}[ ${indexSnippet} ]`;
  21971. }
  21972. }
  21973. class ConvertNode extends Node {
  21974. static get type() {
  21975. return 'ConvertNode';
  21976. }
  21977. constructor( node, convertTo ) {
  21978. super();
  21979. this.node = node;
  21980. this.convertTo = convertTo;
  21981. }
  21982. getNodeType( builder ) {
  21983. const requestType = this.node.getNodeType( builder );
  21984. let convertTo = null;
  21985. for ( const overloadingType of this.convertTo.split( '|' ) ) {
  21986. if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {
  21987. convertTo = overloadingType;
  21988. }
  21989. }
  21990. return convertTo;
  21991. }
  21992. serialize( data ) {
  21993. super.serialize( data );
  21994. data.convertTo = this.convertTo;
  21995. }
  21996. deserialize( data ) {
  21997. super.deserialize( data );
  21998. this.convertTo = data.convertTo;
  21999. }
  22000. generate( builder, output ) {
  22001. const node = this.node;
  22002. const type = this.getNodeType( builder );
  22003. const snippet = node.build( builder, type );
  22004. return builder.format( snippet, type, output );
  22005. }
  22006. }
  22007. class TempNode extends Node {
  22008. static get type() {
  22009. return 'TempNode';
  22010. }
  22011. constructor( type ) {
  22012. super( type );
  22013. this.isTempNode = true;
  22014. }
  22015. hasDependencies( builder ) {
  22016. return builder.getDataFromNode( this ).usageCount > 1;
  22017. }
  22018. build( builder, output ) {
  22019. const buildStage = builder.getBuildStage();
  22020. if ( buildStage === 'generate' ) {
  22021. const type = builder.getVectorType( this.getNodeType( builder, output ) );
  22022. const nodeData = builder.getDataFromNode( this );
  22023. if ( nodeData.propertyName !== undefined ) {
  22024. return builder.format( nodeData.propertyName, type, output );
  22025. } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {
  22026. const snippet = super.build( builder, type );
  22027. const nodeVar = builder.getVarFromNode( this, null, type );
  22028. const propertyName = builder.getPropertyName( nodeVar );
  22029. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  22030. nodeData.snippet = snippet;
  22031. nodeData.propertyName = propertyName;
  22032. return builder.format( nodeData.propertyName, type, output );
  22033. }
  22034. }
  22035. return super.build( builder, output );
  22036. }
  22037. }
  22038. class JoinNode extends TempNode {
  22039. static get type() {
  22040. return 'JoinNode';
  22041. }
  22042. constructor( nodes = [], nodeType = null ) {
  22043. super( nodeType );
  22044. this.nodes = nodes;
  22045. }
  22046. getNodeType( builder ) {
  22047. if ( this.nodeType !== null ) {
  22048. return builder.getVectorType( this.nodeType );
  22049. }
  22050. return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );
  22051. }
  22052. generate( builder, output ) {
  22053. const type = this.getNodeType( builder );
  22054. const nodes = this.nodes;
  22055. const primitiveType = builder.getComponentType( type );
  22056. const snippetValues = [];
  22057. for ( const input of nodes ) {
  22058. let inputSnippet = input.build( builder );
  22059. const inputPrimitiveType = builder.getComponentType( input.getNodeType( builder ) );
  22060. if ( inputPrimitiveType !== primitiveType ) {
  22061. inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType );
  22062. }
  22063. snippetValues.push( inputSnippet );
  22064. }
  22065. const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;
  22066. return builder.format( snippet, type, output );
  22067. }
  22068. }
  22069. const stringVectorComponents = vectorComponents.join( '' );
  22070. class SplitNode extends Node {
  22071. static get type() {
  22072. return 'SplitNode';
  22073. }
  22074. constructor( node, components = 'x' ) {
  22075. super();
  22076. this.node = node;
  22077. this.components = components;
  22078. this.isSplitNode = true;
  22079. }
  22080. getVectorLength() {
  22081. let vectorLength = this.components.length;
  22082. for ( const c of this.components ) {
  22083. vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );
  22084. }
  22085. return vectorLength;
  22086. }
  22087. getComponentType( builder ) {
  22088. return builder.getComponentType( this.node.getNodeType( builder ) );
  22089. }
  22090. getNodeType( builder ) {
  22091. return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );
  22092. }
  22093. generate( builder, output ) {
  22094. const node = this.node;
  22095. const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );
  22096. let snippet = null;
  22097. if ( nodeTypeLength > 1 ) {
  22098. let type = null;
  22099. const componentsLength = this.getVectorLength();
  22100. if ( componentsLength >= nodeTypeLength ) {
  22101. // needed expand the input node
  22102. type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );
  22103. }
  22104. const nodeSnippet = node.build( builder, type );
  22105. if ( this.components.length === nodeTypeLength && this.components === stringVectorComponents.slice( 0, this.components.length ) ) {
  22106. // unnecessary swizzle
  22107. snippet = builder.format( nodeSnippet, type, output );
  22108. } else {
  22109. snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );
  22110. }
  22111. } else {
  22112. // ignore .components if .node returns float/integer
  22113. snippet = node.build( builder, output );
  22114. }
  22115. return snippet;
  22116. }
  22117. serialize( data ) {
  22118. super.serialize( data );
  22119. data.components = this.components;
  22120. }
  22121. deserialize( data ) {
  22122. super.deserialize( data );
  22123. this.components = data.components;
  22124. }
  22125. }
  22126. class SetNode extends TempNode {
  22127. static get type() {
  22128. return 'SetNode';
  22129. }
  22130. constructor( sourceNode, components, targetNode ) {
  22131. super();
  22132. this.sourceNode = sourceNode;
  22133. this.components = components;
  22134. this.targetNode = targetNode;
  22135. }
  22136. getNodeType( builder ) {
  22137. return this.sourceNode.getNodeType( builder );
  22138. }
  22139. generate( builder ) {
  22140. const { sourceNode, components, targetNode } = this;
  22141. const sourceType = this.getNodeType( builder );
  22142. const targetType = builder.getTypeFromLength( components.length, targetNode.getNodeType( builder ) );
  22143. const targetSnippet = targetNode.build( builder, targetType );
  22144. const sourceSnippet = sourceNode.build( builder, sourceType );
  22145. const length = builder.getTypeLength( sourceType );
  22146. const snippetValues = [];
  22147. for ( let i = 0; i < length; i ++ ) {
  22148. const component = vectorComponents[ i ];
  22149. if ( component === components[ 0 ] ) {
  22150. snippetValues.push( targetSnippet );
  22151. i += components.length - 1;
  22152. } else {
  22153. snippetValues.push( sourceSnippet + '.' + component );
  22154. }
  22155. }
  22156. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  22157. }
  22158. }
  22159. class FlipNode extends TempNode {
  22160. static get type() {
  22161. return 'FlipNode';
  22162. }
  22163. constructor( sourceNode, components ) {
  22164. super();
  22165. this.sourceNode = sourceNode;
  22166. this.components = components;
  22167. }
  22168. getNodeType( builder ) {
  22169. return this.sourceNode.getNodeType( builder );
  22170. }
  22171. generate( builder ) {
  22172. const { components, sourceNode } = this;
  22173. const sourceType = this.getNodeType( builder );
  22174. const sourceSnippet = sourceNode.build( builder );
  22175. const sourceCache = builder.getVarFromNode( this );
  22176. const sourceProperty = builder.getPropertyName( sourceCache );
  22177. builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet );
  22178. const length = builder.getTypeLength( sourceType );
  22179. const snippetValues = [];
  22180. let componentIndex = 0;
  22181. for ( let i = 0; i < length; i ++ ) {
  22182. const component = vectorComponents[ i ];
  22183. if ( component === components[ componentIndex ] ) {
  22184. snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );
  22185. componentIndex ++;
  22186. } else {
  22187. snippetValues.push( sourceProperty + '.' + component );
  22188. }
  22189. }
  22190. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  22191. }
  22192. }
  22193. class InputNode extends Node {
  22194. static get type() {
  22195. return 'InputNode';
  22196. }
  22197. constructor( value, nodeType = null ) {
  22198. super( nodeType );
  22199. this.isInputNode = true;
  22200. this.value = value;
  22201. this.precision = null;
  22202. }
  22203. getNodeType( /*builder*/ ) {
  22204. if ( this.nodeType === null ) {
  22205. return getValueType( this.value );
  22206. }
  22207. return this.nodeType;
  22208. }
  22209. getInputType( builder ) {
  22210. return this.getNodeType( builder );
  22211. }
  22212. setPrecision( precision ) {
  22213. this.precision = precision;
  22214. return this;
  22215. }
  22216. serialize( data ) {
  22217. super.serialize( data );
  22218. data.value = this.value;
  22219. if ( this.value && this.value.toArray ) data.value = this.value.toArray();
  22220. data.valueType = getValueType( this.value );
  22221. data.nodeType = this.nodeType;
  22222. if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );
  22223. data.precision = this.precision;
  22224. }
  22225. deserialize( data ) {
  22226. super.deserialize( data );
  22227. this.nodeType = data.nodeType;
  22228. this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;
  22229. this.precision = data.precision || null;
  22230. if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );
  22231. }
  22232. generate( /*builder, output*/ ) {
  22233. console.warn( 'Abstract function.' );
  22234. }
  22235. }
  22236. class ConstNode extends InputNode {
  22237. static get type() {
  22238. return 'ConstNode';
  22239. }
  22240. constructor( value, nodeType = null ) {
  22241. super( value, nodeType );
  22242. this.isConstNode = true;
  22243. }
  22244. generateConst( builder ) {
  22245. return builder.generateConst( this.getNodeType( builder ), this.value );
  22246. }
  22247. generate( builder, output ) {
  22248. const type = this.getNodeType( builder );
  22249. return builder.format( this.generateConst( builder ), type, output );
  22250. }
  22251. }
  22252. //
  22253. let currentStack = null;
  22254. const NodeElements = new Map();
  22255. function addMethodChaining( name, nodeElement ) {
  22256. if ( NodeElements.has( name ) ) {
  22257. console.warn( `Redefinition of method chaining ${ name }` );
  22258. return;
  22259. }
  22260. if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
  22261. NodeElements.set( name, nodeElement );
  22262. }
  22263. const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
  22264. const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );
  22265. const shaderNodeHandler = {
  22266. setup( NodeClosure, params ) {
  22267. const inputs = params.shift();
  22268. return NodeClosure( nodeObjects( inputs ), ...params );
  22269. },
  22270. get( node, prop, nodeObj ) {
  22271. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  22272. if ( node.isStackNode !== true && prop === 'assign' ) {
  22273. return ( ...params ) => {
  22274. currentStack.assign( nodeObj, ...params );
  22275. return nodeObj;
  22276. };
  22277. } else if ( NodeElements.has( prop ) ) {
  22278. const nodeElement = NodeElements.get( prop );
  22279. return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
  22280. } else if ( prop === 'self' ) {
  22281. return node;
  22282. } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
  22283. const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
  22284. return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
  22285. } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
  22286. // accessing properties ( swizzle )
  22287. prop = parseSwizzle( prop );
  22288. return nodeObject( new SplitNode( nodeObj, prop ) );
  22289. } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  22290. // set properties ( swizzle ) and sort to xyzw sequence
  22291. prop = parseSwizzleAndSort( prop.slice( 3 ).toLowerCase() );
  22292. return ( value ) => nodeObject( new SetNode( node, prop, value ) );
  22293. } else if ( /^flip[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  22294. // set properties ( swizzle ) and sort to xyzw sequence
  22295. prop = parseSwizzleAndSort( prop.slice( 4 ).toLowerCase() );
  22296. return () => nodeObject( new FlipNode( nodeObject( node ), prop ) );
  22297. } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
  22298. // accessing property
  22299. if ( prop === 'width' ) prop = 'x';
  22300. else if ( prop === 'height' ) prop = 'y';
  22301. else if ( prop === 'depth' ) prop = 'z';
  22302. return nodeObject( new SplitNode( node, prop ) );
  22303. } else if ( /^\d+$/.test( prop ) === true ) {
  22304. // accessing array
  22305. return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
  22306. }
  22307. }
  22308. return Reflect.get( node, prop, nodeObj );
  22309. },
  22310. set( node, prop, value, nodeObj ) {
  22311. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  22312. // setting properties
  22313. if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
  22314. nodeObj[ prop ].assign( value );
  22315. return true;
  22316. }
  22317. }
  22318. return Reflect.set( node, prop, value, nodeObj );
  22319. }
  22320. };
  22321. const nodeObjectsCacheMap = new WeakMap();
  22322. const nodeBuilderFunctionsCacheMap = new WeakMap();
  22323. const ShaderNodeObject = function ( obj, altType = null ) {
  22324. const type = getValueType( obj );
  22325. if ( type === 'node' ) {
  22326. let nodeObject = nodeObjectsCacheMap.get( obj );
  22327. if ( nodeObject === undefined ) {
  22328. nodeObject = new Proxy( obj, shaderNodeHandler );
  22329. nodeObjectsCacheMap.set( obj, nodeObject );
  22330. nodeObjectsCacheMap.set( nodeObject, nodeObject );
  22331. }
  22332. return nodeObject;
  22333. } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
  22334. return nodeObject( getConstNode( obj, altType ) );
  22335. } else if ( type === 'shader' ) {
  22336. return Fn( obj );
  22337. }
  22338. return obj;
  22339. };
  22340. const ShaderNodeObjects = function ( objects, altType = null ) {
  22341. for ( const name in objects ) {
  22342. objects[ name ] = nodeObject( objects[ name ], altType );
  22343. }
  22344. return objects;
  22345. };
  22346. const ShaderNodeArray = function ( array, altType = null ) {
  22347. const len = array.length;
  22348. for ( let i = 0; i < len; i ++ ) {
  22349. array[ i ] = nodeObject( array[ i ], altType );
  22350. }
  22351. return array;
  22352. };
  22353. const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
  22354. const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
  22355. if ( scope === null ) {
  22356. return ( ...params ) => {
  22357. return assignNode( new NodeClass( ...nodeArray( params ) ) );
  22358. };
  22359. } else if ( factor !== null ) {
  22360. factor = nodeObject( factor );
  22361. return ( ...params ) => {
  22362. return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
  22363. };
  22364. } else {
  22365. return ( ...params ) => {
  22366. return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
  22367. };
  22368. }
  22369. };
  22370. const ShaderNodeImmutable = function ( NodeClass, ...params ) {
  22371. return nodeObject( new NodeClass( ...nodeArray( params ) ) );
  22372. };
  22373. class ShaderCallNodeInternal extends Node {
  22374. constructor( shaderNode, inputNodes ) {
  22375. super();
  22376. this.shaderNode = shaderNode;
  22377. this.inputNodes = inputNodes;
  22378. }
  22379. getNodeType( builder ) {
  22380. return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );
  22381. }
  22382. call( builder ) {
  22383. const { shaderNode, inputNodes } = this;
  22384. const properties = builder.getNodeProperties( shaderNode );
  22385. if ( properties.onceOutput ) return properties.onceOutput;
  22386. //
  22387. let result = null;
  22388. if ( shaderNode.layout ) {
  22389. let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
  22390. if ( functionNodesCacheMap === undefined ) {
  22391. functionNodesCacheMap = new WeakMap();
  22392. nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
  22393. }
  22394. let functionNode = functionNodesCacheMap.get( shaderNode );
  22395. if ( functionNode === undefined ) {
  22396. functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
  22397. functionNodesCacheMap.set( shaderNode, functionNode );
  22398. }
  22399. if ( builder.currentFunctionNode !== null ) {
  22400. builder.currentFunctionNode.includes.push( functionNode );
  22401. }
  22402. result = nodeObject( functionNode.call( inputNodes ) );
  22403. } else {
  22404. const jsFunc = shaderNode.jsFunc;
  22405. const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder ) : jsFunc( builder );
  22406. result = nodeObject( outputNode );
  22407. }
  22408. if ( shaderNode.once ) {
  22409. properties.onceOutput = result;
  22410. }
  22411. return result;
  22412. }
  22413. getOutputNode( builder ) {
  22414. const properties = builder.getNodeProperties( this );
  22415. if ( properties.outputNode === null ) {
  22416. properties.outputNode = this.setupOutput( builder );
  22417. }
  22418. return properties.outputNode;
  22419. }
  22420. setup( builder ) {
  22421. return this.getOutputNode( builder );
  22422. }
  22423. setupOutput( builder ) {
  22424. builder.addStack();
  22425. builder.stack.outputNode = this.call( builder );
  22426. return builder.removeStack();
  22427. }
  22428. generate( builder, output ) {
  22429. const outputNode = this.getOutputNode( builder );
  22430. return outputNode.build( builder, output );
  22431. }
  22432. }
  22433. class ShaderNodeInternal extends Node {
  22434. constructor( jsFunc, nodeType ) {
  22435. super( nodeType );
  22436. this.jsFunc = jsFunc;
  22437. this.layout = null;
  22438. this.global = true;
  22439. this.once = false;
  22440. }
  22441. setLayout( layout ) {
  22442. this.layout = layout;
  22443. return this;
  22444. }
  22445. call( inputs = null ) {
  22446. nodeObjects( inputs );
  22447. return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
  22448. }
  22449. setup() {
  22450. return this.call();
  22451. }
  22452. }
  22453. const bools = [ false, true ];
  22454. const uints = [ 0, 1, 2, 3 ];
  22455. const ints = [ - 1, - 2 ];
  22456. const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
  22457. const boolsCacheMap = new Map();
  22458. for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
  22459. const uintsCacheMap = new Map();
  22460. for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
  22461. const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
  22462. for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
  22463. const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
  22464. for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
  22465. for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
  22466. const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
  22467. const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
  22468. const getConstNode = ( value, type ) => {
  22469. if ( constNodesCacheMap.has( value ) ) {
  22470. return constNodesCacheMap.get( value );
  22471. } else if ( value.isNode === true ) {
  22472. return value;
  22473. } else {
  22474. return new ConstNode( value, type );
  22475. }
  22476. };
  22477. const safeGetNodeType = ( node ) => {
  22478. try {
  22479. return node.getNodeType();
  22480. } catch ( _ ) {
  22481. return undefined;
  22482. }
  22483. };
  22484. const ConvertType = function ( type, cacheMap = null ) {
  22485. return ( ...params ) => {
  22486. if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
  22487. params = [ getValueFromType( type, ...params ) ];
  22488. }
  22489. if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
  22490. return nodeObject( cacheMap.get( params[ 0 ] ) );
  22491. }
  22492. if ( params.length === 1 ) {
  22493. const node = getConstNode( params[ 0 ], type );
  22494. if ( safeGetNodeType( node ) === type ) return nodeObject( node );
  22495. return nodeObject( new ConvertNode( node, type ) );
  22496. }
  22497. const nodes = params.map( param => getConstNode( param ) );
  22498. return nodeObject( new JoinNode( nodes, type ) );
  22499. };
  22500. };
  22501. // exports
  22502. const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function
  22503. // utils
  22504. const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
  22505. // shader node base
  22506. function ShaderNode( jsFunc, nodeType ) {
  22507. return new Proxy( new ShaderNodeInternal( jsFunc, nodeType ), shaderNodeHandler );
  22508. }
  22509. const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
  22510. const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
  22511. const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
  22512. const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
  22513. const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
  22514. const Fn = ( jsFunc, nodeType ) => {
  22515. const shaderNode = new ShaderNode( jsFunc, nodeType );
  22516. const fn = ( ...params ) => {
  22517. let inputs;
  22518. nodeObjects( params );
  22519. if ( params[ 0 ] && params[ 0 ].isNode ) {
  22520. inputs = [ ...params ];
  22521. } else {
  22522. inputs = params[ 0 ];
  22523. }
  22524. return shaderNode.call( inputs );
  22525. };
  22526. fn.shaderNode = shaderNode;
  22527. fn.setLayout = ( layout ) => {
  22528. shaderNode.setLayout( layout );
  22529. return fn;
  22530. };
  22531. fn.once = () => {
  22532. shaderNode.once = true;
  22533. return fn;
  22534. };
  22535. return fn;
  22536. };
  22537. const tslFn = ( ...params ) => { // @deprecated, r168
  22538. console.warn( 'TSL.ShaderNode: tslFn() has been renamed to Fn().' );
  22539. return Fn( ...params );
  22540. };
  22541. //
  22542. addMethodChaining( 'toGlobal', ( node ) => {
  22543. node.global = true;
  22544. return node;
  22545. } );
  22546. //
  22547. const setCurrentStack = ( stack ) => {
  22548. currentStack = stack;
  22549. };
  22550. const getCurrentStack = () => currentStack;
  22551. const If = ( ...params ) => currentStack.If( ...params );
  22552. function append( node ) {
  22553. if ( currentStack ) currentStack.add( node );
  22554. return node;
  22555. }
  22556. addMethodChaining( 'append', append );
  22557. // types
  22558. const color = new ConvertType( 'color' );
  22559. const float = new ConvertType( 'float', cacheMaps.float );
  22560. const int = new ConvertType( 'int', cacheMaps.ints );
  22561. const uint = new ConvertType( 'uint', cacheMaps.uint );
  22562. const bool = new ConvertType( 'bool', cacheMaps.bool );
  22563. const vec2 = new ConvertType( 'vec2' );
  22564. const ivec2 = new ConvertType( 'ivec2' );
  22565. const uvec2 = new ConvertType( 'uvec2' );
  22566. const bvec2 = new ConvertType( 'bvec2' );
  22567. const vec3 = new ConvertType( 'vec3' );
  22568. const ivec3 = new ConvertType( 'ivec3' );
  22569. const uvec3 = new ConvertType( 'uvec3' );
  22570. const bvec3 = new ConvertType( 'bvec3' );
  22571. const vec4 = new ConvertType( 'vec4' );
  22572. const ivec4 = new ConvertType( 'ivec4' );
  22573. const uvec4 = new ConvertType( 'uvec4' );
  22574. const bvec4 = new ConvertType( 'bvec4' );
  22575. const mat2 = new ConvertType( 'mat2' );
  22576. const mat3 = new ConvertType( 'mat3' );
  22577. const mat4 = new ConvertType( 'mat4' );
  22578. const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
  22579. const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
  22580. addMethodChaining( 'toColor', color );
  22581. addMethodChaining( 'toFloat', float );
  22582. addMethodChaining( 'toInt', int );
  22583. addMethodChaining( 'toUint', uint );
  22584. addMethodChaining( 'toBool', bool );
  22585. addMethodChaining( 'toVec2', vec2 );
  22586. addMethodChaining( 'toIVec2', ivec2 );
  22587. addMethodChaining( 'toUVec2', uvec2 );
  22588. addMethodChaining( 'toBVec2', bvec2 );
  22589. addMethodChaining( 'toVec3', vec3 );
  22590. addMethodChaining( 'toIVec3', ivec3 );
  22591. addMethodChaining( 'toUVec3', uvec3 );
  22592. addMethodChaining( 'toBVec3', bvec3 );
  22593. addMethodChaining( 'toVec4', vec4 );
  22594. addMethodChaining( 'toIVec4', ivec4 );
  22595. addMethodChaining( 'toUVec4', uvec4 );
  22596. addMethodChaining( 'toBVec4', bvec4 );
  22597. addMethodChaining( 'toMat2', mat2 );
  22598. addMethodChaining( 'toMat3', mat3 );
  22599. addMethodChaining( 'toMat4', mat4 );
  22600. // basic nodes
  22601. const element = /*@__PURE__*/ nodeProxy( ArrayElementNode );
  22602. const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
  22603. const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
  22604. addMethodChaining( 'element', element );
  22605. addMethodChaining( 'convert', convert );
  22606. class UniformGroupNode extends Node {
  22607. static get type() {
  22608. return 'UniformGroupNode';
  22609. }
  22610. constructor( name, shared = false, order = 1 ) {
  22611. super( 'string' );
  22612. this.name = name;
  22613. this.version = 0;
  22614. this.shared = shared;
  22615. this.order = order;
  22616. this.isUniformGroup = true;
  22617. }
  22618. set needsUpdate( value ) {
  22619. if ( value === true ) this.version ++;
  22620. }
  22621. serialize( data ) {
  22622. super.serialize( data );
  22623. data.name = this.name;
  22624. data.version = this.version;
  22625. data.shared = this.shared;
  22626. }
  22627. deserialize( data ) {
  22628. super.deserialize( data );
  22629. this.name = data.name;
  22630. this.version = data.version;
  22631. this.shared = data.shared;
  22632. }
  22633. }
  22634. const uniformGroup = ( name ) => new UniformGroupNode( name );
  22635. const sharedUniformGroup = ( name, order = 0 ) => new UniformGroupNode( name, true, order );
  22636. const frameGroup = /*@__PURE__*/ sharedUniformGroup( 'frame' );
  22637. const renderGroup = /*@__PURE__*/ sharedUniformGroup( 'render' );
  22638. const objectGroup = /*@__PURE__*/ uniformGroup( 'object' );
  22639. class UniformNode extends InputNode {
  22640. static get type() {
  22641. return 'UniformNode';
  22642. }
  22643. constructor( value, nodeType = null ) {
  22644. super( value, nodeType );
  22645. this.isUniformNode = true;
  22646. this.name = '';
  22647. this.groupNode = objectGroup;
  22648. }
  22649. label( name ) {
  22650. this.name = name;
  22651. return this;
  22652. }
  22653. setGroup( group ) {
  22654. this.groupNode = group;
  22655. return this;
  22656. }
  22657. getGroup() {
  22658. return this.groupNode;
  22659. }
  22660. getUniformHash( builder ) {
  22661. return this.getHash( builder );
  22662. }
  22663. onUpdate( callback, updateType ) {
  22664. const self = this.getSelf();
  22665. callback = callback.bind( self );
  22666. return super.onUpdate( ( frame ) => {
  22667. const value = callback( frame, self );
  22668. if ( value !== undefined ) {
  22669. this.value = value;
  22670. }
  22671. }, updateType );
  22672. }
  22673. generate( builder, output ) {
  22674. const type = this.getNodeType( builder );
  22675. const hash = this.getUniformHash( builder );
  22676. let sharedNode = builder.getNodeFromHash( hash );
  22677. if ( sharedNode === undefined ) {
  22678. builder.setHashNode( this, hash );
  22679. sharedNode = this;
  22680. }
  22681. const sharedNodeType = sharedNode.getInputType( builder );
  22682. const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label );
  22683. const propertyName = builder.getPropertyName( nodeUniform );
  22684. if ( builder.context.label !== undefined ) delete builder.context.label;
  22685. return builder.format( propertyName, type, output );
  22686. }
  22687. }
  22688. const uniform = ( arg1, arg2 ) => {
  22689. const nodeType = getConstNodeType( arg2 || arg1 );
  22690. // @TODO: get ConstNode from .traverse() in the future
  22691. const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1;
  22692. return nodeObject( new UniformNode( value, nodeType ) );
  22693. };
  22694. class PropertyNode extends Node {
  22695. static get type() {
  22696. return 'PropertyNode';
  22697. }
  22698. constructor( nodeType, name = null, varying = false ) {
  22699. super( nodeType );
  22700. this.name = name;
  22701. this.varying = varying;
  22702. this.isPropertyNode = true;
  22703. }
  22704. getHash( builder ) {
  22705. return this.name || super.getHash( builder );
  22706. }
  22707. isGlobal( /*builder*/ ) {
  22708. return true;
  22709. }
  22710. generate( builder ) {
  22711. let nodeVar;
  22712. if ( this.varying === true ) {
  22713. nodeVar = builder.getVaryingFromNode( this, this.name );
  22714. nodeVar.needsInterpolation = true;
  22715. } else {
  22716. nodeVar = builder.getVarFromNode( this, this.name );
  22717. }
  22718. return builder.getPropertyName( nodeVar );
  22719. }
  22720. }
  22721. const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) );
  22722. const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) );
  22723. const diffuseColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );
  22724. const emissive = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );
  22725. const roughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Roughness' );
  22726. const metalness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Metalness' );
  22727. const clearcoat = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Clearcoat' );
  22728. const clearcoatRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );
  22729. const sheen = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'Sheen' );
  22730. const sheenRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );
  22731. const iridescence = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Iridescence' );
  22732. const iridescenceIOR = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );
  22733. const iridescenceThickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );
  22734. const alphaT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AlphaT' );
  22735. const anisotropy = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Anisotropy' );
  22736. const anisotropyT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );
  22737. const anisotropyB = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );
  22738. const specularColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColor' );
  22739. const specularF90 = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SpecularF90' );
  22740. const shininess = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Shininess' );
  22741. const output = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'Output' );
  22742. const dashSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'dashSize' );
  22743. const gapSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'gapSize' );
  22744. const pointWidth = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'pointWidth' );
  22745. const ior = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IOR' );
  22746. const transmission = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Transmission' );
  22747. const thickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Thickness' );
  22748. const attenuationDistance = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );
  22749. const attenuationColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );
  22750. const dispersion = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Dispersion' );
  22751. class AssignNode extends TempNode {
  22752. static get type() {
  22753. return 'AssignNode';
  22754. }
  22755. constructor( targetNode, sourceNode ) {
  22756. super();
  22757. this.targetNode = targetNode;
  22758. this.sourceNode = sourceNode;
  22759. }
  22760. hasDependencies() {
  22761. return false;
  22762. }
  22763. getNodeType( builder, output ) {
  22764. return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';
  22765. }
  22766. needsSplitAssign( builder ) {
  22767. const { targetNode } = this;
  22768. if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {
  22769. const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
  22770. const assignDiferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;
  22771. return assignDiferentVector;
  22772. }
  22773. return false;
  22774. }
  22775. generate( builder, output ) {
  22776. const { targetNode, sourceNode } = this;
  22777. const needsSplitAssign = this.needsSplitAssign( builder );
  22778. const targetType = targetNode.getNodeType( builder );
  22779. const target = targetNode.context( { assign: true } ).build( builder );
  22780. const source = sourceNode.build( builder, targetType );
  22781. const sourceType = sourceNode.getNodeType( builder );
  22782. const nodeData = builder.getDataFromNode( this );
  22783. //
  22784. let snippet;
  22785. if ( nodeData.initialized === true ) {
  22786. if ( output !== 'void' ) {
  22787. snippet = target;
  22788. }
  22789. } else if ( needsSplitAssign ) {
  22790. const sourceVar = builder.getVarFromNode( this, null, targetType );
  22791. const sourceProperty = builder.getPropertyName( sourceVar );
  22792. builder.addLineFlowCode( `${ sourceProperty } = ${ source }` );
  22793. const targetRoot = targetNode.node.context( { assign: true } ).build( builder );
  22794. for ( let i = 0; i < targetNode.components.length; i ++ ) {
  22795. const component = targetNode.components[ i ];
  22796. builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]` );
  22797. }
  22798. if ( output !== 'void' ) {
  22799. snippet = target;
  22800. }
  22801. } else {
  22802. snippet = `${ target } = ${ source }`;
  22803. if ( output === 'void' || sourceType === 'void' ) {
  22804. builder.addLineFlowCode( snippet );
  22805. if ( output !== 'void' ) {
  22806. snippet = target;
  22807. }
  22808. }
  22809. }
  22810. nodeData.initialized = true;
  22811. return builder.format( snippet, targetType, output );
  22812. }
  22813. }
  22814. const assign = /*@__PURE__*/ nodeProxy( AssignNode );
  22815. addMethodChaining( 'assign', assign );
  22816. class FunctionCallNode extends TempNode {
  22817. static get type() {
  22818. return 'FunctionCallNode';
  22819. }
  22820. constructor( functionNode = null, parameters = {} ) {
  22821. super();
  22822. this.functionNode = functionNode;
  22823. this.parameters = parameters;
  22824. }
  22825. setParameters( parameters ) {
  22826. this.parameters = parameters;
  22827. return this;
  22828. }
  22829. getParameters() {
  22830. return this.parameters;
  22831. }
  22832. getNodeType( builder ) {
  22833. return this.functionNode.getNodeType( builder );
  22834. }
  22835. generate( builder ) {
  22836. const params = [];
  22837. const functionNode = this.functionNode;
  22838. const inputs = functionNode.getInputs( builder );
  22839. const parameters = this.parameters;
  22840. if ( Array.isArray( parameters ) ) {
  22841. for ( let i = 0; i < parameters.length; i ++ ) {
  22842. const inputNode = inputs[ i ];
  22843. const node = parameters[ i ];
  22844. params.push( node.build( builder, inputNode.type ) );
  22845. }
  22846. } else {
  22847. for ( const inputNode of inputs ) {
  22848. const node = parameters[ inputNode.name ];
  22849. if ( node !== undefined ) {
  22850. params.push( node.build( builder, inputNode.type ) );
  22851. } else {
  22852. throw new Error( `FunctionCallNode: Input '${inputNode.name}' not found in FunctionNode.` );
  22853. }
  22854. }
  22855. }
  22856. const functionName = functionNode.build( builder, 'property' );
  22857. return `${functionName}( ${params.join( ', ' )} )`;
  22858. }
  22859. }
  22860. const call = ( func, ...params ) => {
  22861. params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );
  22862. return nodeObject( new FunctionCallNode( nodeObject( func ), params ) );
  22863. };
  22864. addMethodChaining( 'call', call );
  22865. class OperatorNode extends TempNode {
  22866. static get type() {
  22867. return 'OperatorNode';
  22868. }
  22869. constructor( op, aNode, bNode, ...params ) {
  22870. super();
  22871. if ( params.length > 0 ) {
  22872. let finalOp = new OperatorNode( op, aNode, bNode );
  22873. for ( let i = 0; i < params.length - 1; i ++ ) {
  22874. finalOp = new OperatorNode( op, finalOp, params[ i ] );
  22875. }
  22876. aNode = finalOp;
  22877. bNode = params[ params.length - 1 ];
  22878. }
  22879. this.op = op;
  22880. this.aNode = aNode;
  22881. this.bNode = bNode;
  22882. }
  22883. getNodeType( builder, output ) {
  22884. const op = this.op;
  22885. const aNode = this.aNode;
  22886. const bNode = this.bNode;
  22887. const typeA = aNode.getNodeType( builder );
  22888. const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  22889. if ( typeA === 'void' || typeB === 'void' ) {
  22890. return 'void';
  22891. } else if ( op === '%' ) {
  22892. return typeA;
  22893. } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {
  22894. return builder.getIntegerType( typeA );
  22895. } else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
  22896. return 'bool';
  22897. } else if ( op === '<' || op === '>' || op === '<=' || op === '>=' ) {
  22898. const typeLength = output ? builder.getTypeLength( output ) : Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );
  22899. return typeLength > 1 ? `bvec${ typeLength }` : 'bool';
  22900. } else {
  22901. if ( typeA === 'float' && builder.isMatrix( typeB ) ) {
  22902. return typeB;
  22903. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  22904. // matrix x vector
  22905. return builder.getVectorFromMatrix( typeA );
  22906. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  22907. // vector x matrix
  22908. return builder.getVectorFromMatrix( typeB );
  22909. } else if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {
  22910. // anytype x anytype: use the greater length vector
  22911. return typeB;
  22912. }
  22913. return typeA;
  22914. }
  22915. }
  22916. generate( builder, output ) {
  22917. const op = this.op;
  22918. const aNode = this.aNode;
  22919. const bNode = this.bNode;
  22920. const type = this.getNodeType( builder, output );
  22921. let typeA = null;
  22922. let typeB = null;
  22923. if ( type !== 'void' ) {
  22924. typeA = aNode.getNodeType( builder );
  22925. typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  22926. if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
  22927. if ( builder.isVector( typeA ) ) {
  22928. typeB = typeA;
  22929. } else if ( typeA !== typeB ) {
  22930. typeA = typeB = 'float';
  22931. }
  22932. } else if ( op === '>>' || op === '<<' ) {
  22933. typeA = type;
  22934. typeB = builder.changeComponentType( typeB, 'uint' );
  22935. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  22936. // matrix x vector
  22937. typeB = builder.getVectorFromMatrix( typeA );
  22938. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  22939. // vector x matrix
  22940. typeA = builder.getVectorFromMatrix( typeB );
  22941. } else {
  22942. // anytype x anytype
  22943. typeA = typeB = type;
  22944. }
  22945. } else {
  22946. typeA = typeB = type;
  22947. }
  22948. const a = aNode.build( builder, typeA );
  22949. const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null;
  22950. const outputLength = builder.getTypeLength( output );
  22951. const fnOpSnippet = builder.getFunctionOperator( op );
  22952. if ( output !== 'void' ) {
  22953. if ( op === '<' && outputLength > 1 ) {
  22954. if ( builder.useComparisonMethod ) {
  22955. return builder.format( `${ builder.getMethod( 'lessThan', output ) }( ${ a }, ${ b } )`, type, output );
  22956. } else {
  22957. return builder.format( `( ${ a } < ${ b } )`, type, output );
  22958. }
  22959. } else if ( op === '<=' && outputLength > 1 ) {
  22960. if ( builder.useComparisonMethod ) {
  22961. return builder.format( `${ builder.getMethod( 'lessThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  22962. } else {
  22963. return builder.format( `( ${ a } <= ${ b } )`, type, output );
  22964. }
  22965. } else if ( op === '>' && outputLength > 1 ) {
  22966. if ( builder.useComparisonMethod ) {
  22967. return builder.format( `${ builder.getMethod( 'greaterThan', output ) }( ${ a }, ${ b } )`, type, output );
  22968. } else {
  22969. return builder.format( `( ${ a } > ${ b } )`, type, output );
  22970. }
  22971. } else if ( op === '>=' && outputLength > 1 ) {
  22972. if ( builder.useComparisonMethod ) {
  22973. return builder.format( `${ builder.getMethod( 'greaterThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  22974. } else {
  22975. return builder.format( `( ${ a } >= ${ b } )`, type, output );
  22976. }
  22977. } else if ( op === '!' || op === '~' ) {
  22978. return builder.format( `(${op}${a})`, typeA, output );
  22979. } else if ( fnOpSnippet ) {
  22980. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  22981. } else {
  22982. return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
  22983. }
  22984. } else if ( typeA !== 'void' ) {
  22985. if ( fnOpSnippet ) {
  22986. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  22987. } else {
  22988. return builder.format( `${ a } ${ op } ${ b }`, type, output );
  22989. }
  22990. }
  22991. }
  22992. serialize( data ) {
  22993. super.serialize( data );
  22994. data.op = this.op;
  22995. }
  22996. deserialize( data ) {
  22997. super.deserialize( data );
  22998. this.op = data.op;
  22999. }
  23000. }
  23001. const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' );
  23002. const sub = /*@__PURE__*/ nodeProxy( OperatorNode, '-' );
  23003. const mul = /*@__PURE__*/ nodeProxy( OperatorNode, '*' );
  23004. const div = /*@__PURE__*/ nodeProxy( OperatorNode, '/' );
  23005. const modInt = /*@__PURE__*/ nodeProxy( OperatorNode, '%' );
  23006. const equal = /*@__PURE__*/ nodeProxy( OperatorNode, '==' );
  23007. const notEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '!=' );
  23008. const lessThan = /*@__PURE__*/ nodeProxy( OperatorNode, '<' );
  23009. const greaterThan = /*@__PURE__*/ nodeProxy( OperatorNode, '>' );
  23010. const lessThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '<=' );
  23011. const greaterThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '>=' );
  23012. const and = /*@__PURE__*/ nodeProxy( OperatorNode, '&&' );
  23013. const or = /*@__PURE__*/ nodeProxy( OperatorNode, '||' );
  23014. const not = /*@__PURE__*/ nodeProxy( OperatorNode, '!' );
  23015. const xor = /*@__PURE__*/ nodeProxy( OperatorNode, '^^' );
  23016. const bitAnd = /*@__PURE__*/ nodeProxy( OperatorNode, '&' );
  23017. const bitNot = /*@__PURE__*/ nodeProxy( OperatorNode, '~' );
  23018. const bitOr = /*@__PURE__*/ nodeProxy( OperatorNode, '|' );
  23019. const bitXor = /*@__PURE__*/ nodeProxy( OperatorNode, '^' );
  23020. const shiftLeft = /*@__PURE__*/ nodeProxy( OperatorNode, '<<' );
  23021. const shiftRight = /*@__PURE__*/ nodeProxy( OperatorNode, '>>' );
  23022. addMethodChaining( 'add', add );
  23023. addMethodChaining( 'sub', sub );
  23024. addMethodChaining( 'mul', mul );
  23025. addMethodChaining( 'div', div );
  23026. addMethodChaining( 'modInt', modInt );
  23027. addMethodChaining( 'equal', equal );
  23028. addMethodChaining( 'notEqual', notEqual );
  23029. addMethodChaining( 'lessThan', lessThan );
  23030. addMethodChaining( 'greaterThan', greaterThan );
  23031. addMethodChaining( 'lessThanEqual', lessThanEqual );
  23032. addMethodChaining( 'greaterThanEqual', greaterThanEqual );
  23033. addMethodChaining( 'and', and );
  23034. addMethodChaining( 'or', or );
  23035. addMethodChaining( 'not', not );
  23036. addMethodChaining( 'xor', xor );
  23037. addMethodChaining( 'bitAnd', bitAnd );
  23038. addMethodChaining( 'bitNot', bitNot );
  23039. addMethodChaining( 'bitOr', bitOr );
  23040. addMethodChaining( 'bitXor', bitXor );
  23041. addMethodChaining( 'shiftLeft', shiftLeft );
  23042. addMethodChaining( 'shiftRight', shiftRight );
  23043. const remainder = ( ...params ) => { // @deprecated, r168
  23044. console.warn( 'TSL.OperatorNode: .remainder() has been renamed to .modInt().' );
  23045. return modInt( ...params );
  23046. };
  23047. addMethodChaining( 'remainder', remainder );
  23048. class MathNode extends TempNode {
  23049. static get type() {
  23050. return 'MathNode';
  23051. }
  23052. constructor( method, aNode, bNode = null, cNode = null ) {
  23053. super();
  23054. this.method = method;
  23055. this.aNode = aNode;
  23056. this.bNode = bNode;
  23057. this.cNode = cNode;
  23058. }
  23059. getInputType( builder ) {
  23060. const aType = this.aNode.getNodeType( builder );
  23061. const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
  23062. const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;
  23063. const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  23064. const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
  23065. const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );
  23066. if ( aLen > bLen && aLen > cLen ) {
  23067. return aType;
  23068. } else if ( bLen > cLen ) {
  23069. return bType;
  23070. } else if ( cLen > aLen ) {
  23071. return cType;
  23072. }
  23073. return aType;
  23074. }
  23075. getNodeType( builder ) {
  23076. const method = this.method;
  23077. if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {
  23078. return 'float';
  23079. } else if ( method === MathNode.CROSS ) {
  23080. return 'vec3';
  23081. } else if ( method === MathNode.ALL ) {
  23082. return 'bool';
  23083. } else if ( method === MathNode.EQUALS ) {
  23084. return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );
  23085. } else if ( method === MathNode.MOD ) {
  23086. return this.aNode.getNodeType( builder );
  23087. } else {
  23088. return this.getInputType( builder );
  23089. }
  23090. }
  23091. generate( builder, output ) {
  23092. const method = this.method;
  23093. const type = this.getNodeType( builder );
  23094. const inputType = this.getInputType( builder );
  23095. const a = this.aNode;
  23096. const b = this.bNode;
  23097. const c = this.cNode;
  23098. const isWebGL = builder.renderer.isWebGLRenderer === true;
  23099. if ( method === MathNode.TRANSFORM_DIRECTION ) {
  23100. // dir can be either a direction vector or a normal vector
  23101. // upper-left 3x3 of matrix is assumed to be orthogonal
  23102. let tA = a;
  23103. let tB = b;
  23104. if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {
  23105. tB = vec4( vec3( tB ), 0.0 );
  23106. } else {
  23107. tA = vec4( vec3( tA ), 0.0 );
  23108. }
  23109. const mulNode = mul( tA, tB ).xyz;
  23110. return normalize( mulNode ).build( builder, output );
  23111. } else if ( method === MathNode.NEGATE ) {
  23112. return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );
  23113. } else if ( method === MathNode.ONE_MINUS ) {
  23114. return sub( 1.0, a ).build( builder, output );
  23115. } else if ( method === MathNode.RECIPROCAL ) {
  23116. return div( 1.0, a ).build( builder, output );
  23117. } else if ( method === MathNode.DIFFERENCE ) {
  23118. return abs( sub( a, b ) ).build( builder, output );
  23119. } else {
  23120. const params = [];
  23121. if ( method === MathNode.CROSS || method === MathNode.MOD ) {
  23122. params.push(
  23123. a.build( builder, type ),
  23124. b.build( builder, type )
  23125. );
  23126. } else if ( isWebGL && method === MathNode.STEP ) {
  23127. params.push(
  23128. a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
  23129. b.build( builder, inputType )
  23130. );
  23131. } else if ( ( isWebGL && ( method === MathNode.MIN || method === MathNode.MAX ) ) || method === MathNode.MOD ) {
  23132. params.push(
  23133. a.build( builder, inputType ),
  23134. b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  23135. );
  23136. } else if ( method === MathNode.REFRACT ) {
  23137. params.push(
  23138. a.build( builder, inputType ),
  23139. b.build( builder, inputType ),
  23140. c.build( builder, 'float' )
  23141. );
  23142. } else if ( method === MathNode.MIX ) {
  23143. params.push(
  23144. a.build( builder, inputType ),
  23145. b.build( builder, inputType ),
  23146. c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  23147. );
  23148. } else {
  23149. params.push( a.build( builder, inputType ) );
  23150. if ( b !== null ) params.push( b.build( builder, inputType ) );
  23151. if ( c !== null ) params.push( c.build( builder, inputType ) );
  23152. }
  23153. return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );
  23154. }
  23155. }
  23156. serialize( data ) {
  23157. super.serialize( data );
  23158. data.method = this.method;
  23159. }
  23160. deserialize( data ) {
  23161. super.deserialize( data );
  23162. this.method = data.method;
  23163. }
  23164. }
  23165. // 1 input
  23166. MathNode.ALL = 'all';
  23167. MathNode.ANY = 'any';
  23168. MathNode.EQUALS = 'equals';
  23169. MathNode.RADIANS = 'radians';
  23170. MathNode.DEGREES = 'degrees';
  23171. MathNode.EXP = 'exp';
  23172. MathNode.EXP2 = 'exp2';
  23173. MathNode.LOG = 'log';
  23174. MathNode.LOG2 = 'log2';
  23175. MathNode.SQRT = 'sqrt';
  23176. MathNode.INVERSE_SQRT = 'inversesqrt';
  23177. MathNode.FLOOR = 'floor';
  23178. MathNode.CEIL = 'ceil';
  23179. MathNode.NORMALIZE = 'normalize';
  23180. MathNode.FRACT = 'fract';
  23181. MathNode.SIN = 'sin';
  23182. MathNode.COS = 'cos';
  23183. MathNode.TAN = 'tan';
  23184. MathNode.ASIN = 'asin';
  23185. MathNode.ACOS = 'acos';
  23186. MathNode.ATAN = 'atan';
  23187. MathNode.ABS = 'abs';
  23188. MathNode.SIGN = 'sign';
  23189. MathNode.LENGTH = 'length';
  23190. MathNode.NEGATE = 'negate';
  23191. MathNode.ONE_MINUS = 'oneMinus';
  23192. MathNode.DFDX = 'dFdx';
  23193. MathNode.DFDY = 'dFdy';
  23194. MathNode.ROUND = 'round';
  23195. MathNode.RECIPROCAL = 'reciprocal';
  23196. MathNode.TRUNC = 'trunc';
  23197. MathNode.FWIDTH = 'fwidth';
  23198. MathNode.BITCAST = 'bitcast';
  23199. MathNode.TRANSPOSE = 'transpose';
  23200. // 2 inputs
  23201. MathNode.ATAN2 = 'atan2';
  23202. MathNode.MIN = 'min';
  23203. MathNode.MAX = 'max';
  23204. MathNode.MOD = 'mod';
  23205. MathNode.STEP = 'step';
  23206. MathNode.REFLECT = 'reflect';
  23207. MathNode.DISTANCE = 'distance';
  23208. MathNode.DIFFERENCE = 'difference';
  23209. MathNode.DOT = 'dot';
  23210. MathNode.CROSS = 'cross';
  23211. MathNode.POW = 'pow';
  23212. MathNode.TRANSFORM_DIRECTION = 'transformDirection';
  23213. // 3 inputs
  23214. MathNode.MIX = 'mix';
  23215. MathNode.CLAMP = 'clamp';
  23216. MathNode.REFRACT = 'refract';
  23217. MathNode.SMOOTHSTEP = 'smoothstep';
  23218. MathNode.FACEFORWARD = 'faceforward';
  23219. const EPSILON = /*@__PURE__*/ float( 1e-6 );
  23220. const INFINITY = /*@__PURE__*/ float( 1e6 );
  23221. const PI = /*@__PURE__*/ float( Math.PI );
  23222. const PI2 = /*@__PURE__*/ float( Math.PI * 2 );
  23223. const all = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ALL );
  23224. const any = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ANY );
  23225. const equals = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EQUALS );
  23226. const radians = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RADIANS );
  23227. const degrees = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DEGREES );
  23228. const exp = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP );
  23229. const exp2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP2 );
  23230. const log = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG );
  23231. const log2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG2 );
  23232. const sqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SQRT );
  23233. const inverseSqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.INVERSE_SQRT );
  23234. const floor = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FLOOR );
  23235. const ceil = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CEIL );
  23236. const normalize = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NORMALIZE );
  23237. const fract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FRACT );
  23238. const sin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIN );
  23239. const cos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.COS );
  23240. const tan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TAN );
  23241. const asin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ASIN );
  23242. const acos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ACOS );
  23243. const atan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN );
  23244. const abs = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ABS );
  23245. const sign = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIGN );
  23246. const length = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LENGTH );
  23247. const negate = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NEGATE );
  23248. const oneMinus = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ONE_MINUS );
  23249. const dFdx = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDX );
  23250. const dFdy = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDY );
  23251. const round = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ROUND );
  23252. const reciprocal = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RECIPROCAL );
  23253. const trunc = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRUNC );
  23254. const fwidth = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FWIDTH );
  23255. const bitcast = /*@__PURE__*/ nodeProxy( MathNode, MathNode.BITCAST );
  23256. const transpose = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSPOSE );
  23257. const atan2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN2 );
  23258. const min$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIN );
  23259. const max$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MAX );
  23260. const mod = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MOD );
  23261. const step = /*@__PURE__*/ nodeProxy( MathNode, MathNode.STEP );
  23262. const reflect = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFLECT );
  23263. const distance = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DISTANCE );
  23264. const difference = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DIFFERENCE );
  23265. const dot = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DOT );
  23266. const cross = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CROSS );
  23267. const pow = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW );
  23268. const pow2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 2 );
  23269. const pow3 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 3 );
  23270. const pow4 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 4 );
  23271. const transformDirection = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION );
  23272. const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );
  23273. const lengthSq = ( a ) => dot( a, a );
  23274. const mix = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIX );
  23275. const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) );
  23276. const saturate = ( value ) => clamp( value );
  23277. const refract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFRACT );
  23278. const smoothstep = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SMOOTHSTEP );
  23279. const faceForward = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FACEFORWARD );
  23280. const rand = /*@__PURE__*/ Fn( ( [ uv ] ) => {
  23281. const a = 12.9898, b = 78.233, c = 43758.5453;
  23282. const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );
  23283. return fract( sin( sn ).mul( c ) );
  23284. } );
  23285. const mixElement = ( t, e1, e2 ) => mix( e1, e2, t );
  23286. const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );
  23287. addMethodChaining( 'all', all );
  23288. addMethodChaining( 'any', any );
  23289. addMethodChaining( 'equals', equals );
  23290. addMethodChaining( 'radians', radians );
  23291. addMethodChaining( 'degrees', degrees );
  23292. addMethodChaining( 'exp', exp );
  23293. addMethodChaining( 'exp2', exp2 );
  23294. addMethodChaining( 'log', log );
  23295. addMethodChaining( 'log2', log2 );
  23296. addMethodChaining( 'sqrt', sqrt );
  23297. addMethodChaining( 'inverseSqrt', inverseSqrt );
  23298. addMethodChaining( 'floor', floor );
  23299. addMethodChaining( 'ceil', ceil );
  23300. addMethodChaining( 'normalize', normalize );
  23301. addMethodChaining( 'fract', fract );
  23302. addMethodChaining( 'sin', sin );
  23303. addMethodChaining( 'cos', cos );
  23304. addMethodChaining( 'tan', tan );
  23305. addMethodChaining( 'asin', asin );
  23306. addMethodChaining( 'acos', acos );
  23307. addMethodChaining( 'atan', atan );
  23308. addMethodChaining( 'abs', abs );
  23309. addMethodChaining( 'sign', sign );
  23310. addMethodChaining( 'length', length );
  23311. addMethodChaining( 'lengthSq', lengthSq );
  23312. addMethodChaining( 'negate', negate );
  23313. addMethodChaining( 'oneMinus', oneMinus );
  23314. addMethodChaining( 'dFdx', dFdx );
  23315. addMethodChaining( 'dFdy', dFdy );
  23316. addMethodChaining( 'round', round );
  23317. addMethodChaining( 'reciprocal', reciprocal );
  23318. addMethodChaining( 'trunc', trunc );
  23319. addMethodChaining( 'fwidth', fwidth );
  23320. addMethodChaining( 'atan2', atan2 );
  23321. addMethodChaining( 'min', min$1 );
  23322. addMethodChaining( 'max', max$1 );
  23323. addMethodChaining( 'mod', mod );
  23324. addMethodChaining( 'step', step );
  23325. addMethodChaining( 'reflect', reflect );
  23326. addMethodChaining( 'distance', distance );
  23327. addMethodChaining( 'dot', dot );
  23328. addMethodChaining( 'cross', cross );
  23329. addMethodChaining( 'pow', pow );
  23330. addMethodChaining( 'pow2', pow2 );
  23331. addMethodChaining( 'pow3', pow3 );
  23332. addMethodChaining( 'pow4', pow4 );
  23333. addMethodChaining( 'transformDirection', transformDirection );
  23334. addMethodChaining( 'mix', mixElement );
  23335. addMethodChaining( 'clamp', clamp );
  23336. addMethodChaining( 'refract', refract );
  23337. addMethodChaining( 'smoothstep', smoothstepElement );
  23338. addMethodChaining( 'faceForward', faceForward );
  23339. addMethodChaining( 'difference', difference );
  23340. addMethodChaining( 'saturate', saturate );
  23341. addMethodChaining( 'cbrt', cbrt );
  23342. addMethodChaining( 'transpose', transpose );
  23343. addMethodChaining( 'rand', rand );
  23344. class ConditionalNode extends Node {
  23345. static get type() {
  23346. return 'ConditionalNode';
  23347. }
  23348. constructor( condNode, ifNode, elseNode = null ) {
  23349. super();
  23350. this.condNode = condNode;
  23351. this.ifNode = ifNode;
  23352. this.elseNode = elseNode;
  23353. }
  23354. getNodeType( builder ) {
  23355. const ifType = this.ifNode.getNodeType( builder );
  23356. if ( this.elseNode !== null ) {
  23357. const elseType = this.elseNode.getNodeType( builder );
  23358. if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {
  23359. return elseType;
  23360. }
  23361. }
  23362. return ifType;
  23363. }
  23364. setup( builder ) {
  23365. const properties = builder.getNodeProperties( this );
  23366. properties.condNode = this.condNode.cache();
  23367. properties.ifNode = this.ifNode.cache();
  23368. properties.elseNode = this.elseNode ? this.elseNode.cache() : null;
  23369. }
  23370. generate( builder, output ) {
  23371. const type = this.getNodeType( builder );
  23372. const nodeData = builder.getDataFromNode( this );
  23373. if ( nodeData.nodeProperty !== undefined ) {
  23374. return nodeData.nodeProperty;
  23375. }
  23376. const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );
  23377. const needsOutput = output !== 'void';
  23378. const nodeProperty = needsOutput ? property( type ).build( builder ) : '';
  23379. nodeData.nodeProperty = nodeProperty;
  23380. const nodeSnippet = condNode.build( builder, 'bool' );
  23381. builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();
  23382. let ifSnippet = ifNode.build( builder, type );
  23383. if ( ifSnippet ) {
  23384. if ( needsOutput ) {
  23385. ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';
  23386. } else {
  23387. ifSnippet = 'return ' + ifSnippet + ';';
  23388. }
  23389. }
  23390. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );
  23391. if ( elseNode !== null ) {
  23392. builder.addFlowCode( ' else {\n\n' ).addFlowTab();
  23393. let elseSnippet = elseNode.build( builder, type );
  23394. if ( elseSnippet ) {
  23395. if ( needsOutput ) {
  23396. elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';
  23397. } else {
  23398. elseSnippet = 'return ' + elseSnippet + ';';
  23399. }
  23400. }
  23401. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );
  23402. } else {
  23403. builder.addFlowCode( '\n\n' );
  23404. }
  23405. return builder.format( nodeProperty, type, output );
  23406. }
  23407. }
  23408. const select = /*@__PURE__*/ nodeProxy( ConditionalNode );
  23409. addMethodChaining( 'select', select );
  23410. //
  23411. const cond = ( ...params ) => { // @deprecated, r168
  23412. console.warn( 'TSL.ConditionalNode: cond() has been renamed to select().' );
  23413. return select( ...params );
  23414. };
  23415. addMethodChaining( 'cond', cond );
  23416. class ContextNode extends Node {
  23417. static get type() {
  23418. return 'ContextNode';
  23419. }
  23420. constructor( node, value = {} ) {
  23421. super();
  23422. this.isContextNode = true;
  23423. this.node = node;
  23424. this.value = value;
  23425. }
  23426. getScope() {
  23427. return this.node.getScope();
  23428. }
  23429. getNodeType( builder ) {
  23430. return this.node.getNodeType( builder );
  23431. }
  23432. analyze( builder ) {
  23433. this.node.build( builder );
  23434. }
  23435. setup( builder ) {
  23436. const previousContext = builder.getContext();
  23437. builder.setContext( { ...builder.context, ...this.value } );
  23438. const node = this.node.build( builder );
  23439. builder.setContext( previousContext );
  23440. return node;
  23441. }
  23442. generate( builder, output ) {
  23443. const previousContext = builder.getContext();
  23444. builder.setContext( { ...builder.context, ...this.value } );
  23445. const snippet = this.node.build( builder, output );
  23446. builder.setContext( previousContext );
  23447. return snippet;
  23448. }
  23449. }
  23450. const context = /*@__PURE__*/ nodeProxy( ContextNode );
  23451. const label = ( node, name ) => context( node, { label: name } );
  23452. addMethodChaining( 'context', context );
  23453. addMethodChaining( 'label', label );
  23454. class VarNode extends Node {
  23455. static get type() {
  23456. return 'VarNode';
  23457. }
  23458. constructor( node, name = null ) {
  23459. super();
  23460. this.node = node;
  23461. this.name = name;
  23462. this.global = true;
  23463. this.isVarNode = true;
  23464. }
  23465. getHash( builder ) {
  23466. return this.name || super.getHash( builder );
  23467. }
  23468. getNodeType( builder ) {
  23469. return this.node.getNodeType( builder );
  23470. }
  23471. generate( builder ) {
  23472. const { node, name } = this;
  23473. const nodeVar = builder.getVarFromNode( this, name, builder.getVectorType( this.getNodeType( builder ) ) );
  23474. const propertyName = builder.getPropertyName( nodeVar );
  23475. const snippet = node.build( builder, nodeVar.type );
  23476. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  23477. return propertyName;
  23478. }
  23479. }
  23480. const temp = /*@__PURE__*/ nodeProxy( VarNode );
  23481. addMethodChaining( 'temp', temp ); // @TODO: Will be removed in the future
  23482. addMethodChaining( 'toVar', ( ...params ) => temp( ...params ).append() );
  23483. class VaryingNode extends Node {
  23484. static get type() {
  23485. return 'VaryingNode';
  23486. }
  23487. constructor( node, name = null ) {
  23488. super();
  23489. this.node = node;
  23490. this.name = name;
  23491. this.isVaryingNode = true;
  23492. }
  23493. isGlobal() {
  23494. return true;
  23495. }
  23496. getHash( builder ) {
  23497. return this.name || super.getHash( builder );
  23498. }
  23499. getNodeType( builder ) {
  23500. // VaryingNode is auto type
  23501. return this.node.getNodeType( builder );
  23502. }
  23503. setupVarying( builder ) {
  23504. const properties = builder.getNodeProperties( this );
  23505. let varying = properties.varying;
  23506. if ( varying === undefined ) {
  23507. const name = this.name;
  23508. const type = this.getNodeType( builder );
  23509. properties.varying = varying = builder.getVaryingFromNode( this, name, type );
  23510. properties.node = this.node;
  23511. }
  23512. // this property can be used to check if the varying can be optimized for a variable
  23513. varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );
  23514. return varying;
  23515. }
  23516. setup( builder ) {
  23517. this.setupVarying( builder );
  23518. }
  23519. analyze( builder ) {
  23520. this.setupVarying( builder );
  23521. return this.node.analyze( builder );
  23522. }
  23523. generate( builder ) {
  23524. const properties = builder.getNodeProperties( this );
  23525. const varying = this.setupVarying( builder );
  23526. if ( properties.propertyName === undefined ) {
  23527. const type = this.getNodeType( builder );
  23528. const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );
  23529. // force node run in vertex stage
  23530. builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName );
  23531. properties.propertyName = propertyName;
  23532. }
  23533. return builder.getPropertyName( varying );
  23534. }
  23535. }
  23536. const varying = /*@__PURE__*/ nodeProxy( VaryingNode );
  23537. addMethodChaining( 'varying', varying );
  23538. const WORKING_COLOR_SPACE = 'WorkingColorSpace';
  23539. const OUTPUT_COLOR_SPACE = 'OutputColorSpace';
  23540. function getColorSpaceName( colorSpace ) {
  23541. let method = null;
  23542. if ( colorSpace === LinearSRGBColorSpace ) {
  23543. method = 'Linear';
  23544. } else if ( colorSpace === SRGBColorSpace ) {
  23545. method = 'sRGB';
  23546. }
  23547. return method;
  23548. }
  23549. function getColorSpaceMethod( source, target ) {
  23550. return getColorSpaceName( source ) + 'To' + getColorSpaceName( target );
  23551. }
  23552. class ColorSpaceNode extends TempNode {
  23553. static get type() {
  23554. return 'ColorSpaceNode';
  23555. }
  23556. constructor( colorNode, source, target ) {
  23557. super( 'vec4' );
  23558. this.colorNode = colorNode;
  23559. this.source = source;
  23560. this.target = target;
  23561. }
  23562. getColorSpace( builder, colorSpace ) {
  23563. if ( colorSpace === WORKING_COLOR_SPACE ) {
  23564. return ColorManagement.workingColorSpace;
  23565. } else if ( colorSpace === OUTPUT_COLOR_SPACE ) {
  23566. return builder.context.outputColorSpace || builder.renderer.outputColorSpace;
  23567. }
  23568. return colorSpace;
  23569. }
  23570. setup( builder ) {
  23571. const { renderer } = builder;
  23572. const { colorNode } = this;
  23573. const source = this.getColorSpace( builder, this.source );
  23574. const target = this.getColorSpace( builder, this.target );
  23575. if ( source === target ) return colorNode;
  23576. const colorSpace = getColorSpaceMethod( source, target );
  23577. let outputNode = null;
  23578. const colorSpaceFn = renderer.nodes.library.getColorSpaceFunction( colorSpace );
  23579. if ( colorSpaceFn !== null ) {
  23580. outputNode = vec4( colorSpaceFn( colorNode.rgb ), colorNode.a );
  23581. } else {
  23582. console.error( 'ColorSpaceNode: Unsupported Color Space configuration.', colorSpace );
  23583. outputNode = colorNode;
  23584. }
  23585. return outputNode;
  23586. }
  23587. }
  23588. const toOutputColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, OUTPUT_COLOR_SPACE ) );
  23589. const toWorkingColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), OUTPUT_COLOR_SPACE, WORKING_COLOR_SPACE ) );
  23590. const workingToColorSpace = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, colorSpace ) );
  23591. const colorSpaceToWorking = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), colorSpace, WORKING_COLOR_SPACE ) );
  23592. addMethodChaining( 'toOutputColorSpace', toOutputColorSpace );
  23593. addMethodChaining( 'toWorkingColorSpace', toWorkingColorSpace );
  23594. addMethodChaining( 'workingToColorSpace', workingToColorSpace );
  23595. addMethodChaining( 'colorSpaceToWorking', colorSpaceToWorking );
  23596. let ReferenceElementNode$1 = class ReferenceElementNode extends ArrayElementNode {
  23597. static get type() {
  23598. return 'ReferenceElementNode';
  23599. }
  23600. constructor( referenceNode, indexNode ) {
  23601. super( referenceNode, indexNode );
  23602. this.referenceNode = referenceNode;
  23603. this.isReferenceElementNode = true;
  23604. }
  23605. getNodeType() {
  23606. return this.referenceNode.uniformType;
  23607. }
  23608. generate( builder ) {
  23609. const snippet = super.generate( builder );
  23610. const arrayType = this.referenceNode.getNodeType();
  23611. const elementType = this.getNodeType();
  23612. return builder.format( snippet, arrayType, elementType );
  23613. }
  23614. };
  23615. class ReferenceBaseNode extends Node {
  23616. static get type() {
  23617. return 'ReferenceBaseNode';
  23618. }
  23619. constructor( property, uniformType, object = null, count = null ) {
  23620. super();
  23621. this.property = property;
  23622. this.uniformType = uniformType;
  23623. this.object = object;
  23624. this.count = count;
  23625. this.properties = property.split( '.' );
  23626. this.reference = object;
  23627. this.node = null;
  23628. this.group = null;
  23629. this.updateType = NodeUpdateType.OBJECT;
  23630. }
  23631. setGroup( group ) {
  23632. this.group = group;
  23633. return this;
  23634. }
  23635. element( indexNode ) {
  23636. return nodeObject( new ReferenceElementNode$1( this, nodeObject( indexNode ) ) );
  23637. }
  23638. setNodeType( uniformType ) {
  23639. const node = uniform( null, uniformType ).getSelf();
  23640. if ( this.group !== null ) {
  23641. node.setGroup( this.group );
  23642. }
  23643. this.node = node;
  23644. }
  23645. getNodeType( builder ) {
  23646. if ( this.node === null ) {
  23647. this.updateValue();
  23648. }
  23649. return this.node.getNodeType( builder );
  23650. }
  23651. getValueFromReference( object = this.reference ) {
  23652. const { properties } = this;
  23653. let value = object[ properties[ 0 ] ];
  23654. for ( let i = 1; i < properties.length; i ++ ) {
  23655. value = value[ properties[ i ] ];
  23656. }
  23657. return value;
  23658. }
  23659. updateReference( state ) {
  23660. this.reference = this.object !== null ? this.object : state.object;
  23661. return this.reference;
  23662. }
  23663. setup() {
  23664. this.updateValue();
  23665. return this.node;
  23666. }
  23667. update( /*frame*/ ) {
  23668. this.updateValue();
  23669. }
  23670. updateValue() {
  23671. if ( this.node === null ) this.setNodeType( this.uniformType );
  23672. const value = this.getValueFromReference();
  23673. if ( Array.isArray( value ) ) {
  23674. this.node.array = value;
  23675. } else {
  23676. this.node.value = value;
  23677. }
  23678. }
  23679. }
  23680. class RendererReferenceNode extends ReferenceBaseNode {
  23681. static get type() {
  23682. return 'RendererReferenceNode';
  23683. }
  23684. constructor( property, inputType, renderer = null ) {
  23685. super( property, inputType, renderer );
  23686. this.renderer = renderer;
  23687. this.setGroup( renderGroup );
  23688. }
  23689. updateReference( state ) {
  23690. this.reference = this.renderer !== null ? this.renderer : state.renderer;
  23691. return this.reference;
  23692. }
  23693. }
  23694. const rendererReference = ( name, type, renderer ) => nodeObject( new RendererReferenceNode( name, type, renderer ) );
  23695. class ToneMappingNode extends TempNode {
  23696. static get type() {
  23697. return 'ToneMappingNode';
  23698. }
  23699. constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {
  23700. super( 'vec3' );
  23701. this.toneMapping = toneMapping;
  23702. this.exposureNode = exposureNode;
  23703. this.colorNode = colorNode;
  23704. }
  23705. getCacheKey() {
  23706. let cacheKey = super.getCacheKey();
  23707. cacheKey = '{toneMapping:' + this.toneMapping + ',nodes:' + cacheKey + '}';
  23708. return cacheKey;
  23709. }
  23710. setup( builder ) {
  23711. const colorNode = this.colorNode || builder.context.color;
  23712. const toneMapping = this.toneMapping;
  23713. if ( toneMapping === NoToneMapping ) return colorNode;
  23714. let outputNode = null;
  23715. const toneMappingFn = builder.renderer.nodes.library.getToneMappingFunction( toneMapping );
  23716. if ( toneMappingFn !== null ) {
  23717. outputNode = vec4( toneMappingFn( colorNode.rgb, this.exposureNode ), colorNode.a );
  23718. } else {
  23719. console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );
  23720. outputNode = colorNode;
  23721. }
  23722. return outputNode;
  23723. }
  23724. }
  23725. const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) );
  23726. const toneMappingExposure = /*@__PURE__*/ rendererReference( 'toneMappingExposure', 'float' );
  23727. addMethodChaining( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );
  23728. class BufferAttributeNode extends InputNode {
  23729. static get type() {
  23730. return 'BufferAttributeNode';
  23731. }
  23732. constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
  23733. super( value, bufferType );
  23734. this.isBufferNode = true;
  23735. this.bufferType = bufferType;
  23736. this.bufferStride = bufferStride;
  23737. this.bufferOffset = bufferOffset;
  23738. this.usage = StaticDrawUsage;
  23739. this.instanced = false;
  23740. this.attribute = null;
  23741. this.global = true;
  23742. if ( value && value.isBufferAttribute === true ) {
  23743. this.attribute = value;
  23744. this.usage = value.usage;
  23745. this.instanced = value.isInstancedBufferAttribute;
  23746. }
  23747. }
  23748. getHash( builder ) {
  23749. if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {
  23750. let bufferData = builder.globalCache.getData( this.value );
  23751. if ( bufferData === undefined ) {
  23752. bufferData = {
  23753. node: this
  23754. };
  23755. builder.globalCache.setData( this.value, bufferData );
  23756. }
  23757. return bufferData.node.uuid;
  23758. }
  23759. return this.uuid;
  23760. }
  23761. getNodeType( builder ) {
  23762. if ( this.bufferType === null ) {
  23763. this.bufferType = builder.getTypeFromAttribute( this.attribute );
  23764. }
  23765. return this.bufferType;
  23766. }
  23767. setup( builder ) {
  23768. if ( this.attribute !== null ) return;
  23769. const type = this.getNodeType( builder );
  23770. const array = this.value;
  23771. const itemSize = builder.getTypeLength( type );
  23772. const stride = this.bufferStride || itemSize;
  23773. const offset = this.bufferOffset;
  23774. const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride );
  23775. const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
  23776. buffer.setUsage( this.usage );
  23777. this.attribute = bufferAttribute;
  23778. this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
  23779. }
  23780. generate( builder ) {
  23781. const nodeType = this.getNodeType( builder );
  23782. const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
  23783. const propertyName = builder.getPropertyName( nodeAttribute );
  23784. let output = null;
  23785. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  23786. this.name = propertyName;
  23787. output = propertyName;
  23788. } else {
  23789. const nodeVarying = varying( this );
  23790. output = nodeVarying.build( builder, nodeType );
  23791. }
  23792. return output;
  23793. }
  23794. getInputType( /*builder*/ ) {
  23795. return 'bufferAttribute';
  23796. }
  23797. setUsage( value ) {
  23798. this.usage = value;
  23799. if ( this.attribute && this.attribute.isBufferAttribute === true ) {
  23800. this.attribute.usage = value;
  23801. }
  23802. return this;
  23803. }
  23804. setInstanced( value ) {
  23805. this.instanced = value;
  23806. return this;
  23807. }
  23808. }
  23809. const bufferAttribute = ( array, type, stride, offset ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
  23810. const dynamicBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
  23811. const instancedBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
  23812. const instancedDynamicBufferAttribute = ( array, type, stride, offset ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );
  23813. addMethodChaining( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );
  23814. class ComputeNode extends Node {
  23815. static get type() {
  23816. return 'ComputeNode';
  23817. }
  23818. constructor( computeNode, count, workgroupSize = [ 64 ] ) {
  23819. super( 'void' );
  23820. this.isComputeNode = true;
  23821. this.computeNode = computeNode;
  23822. this.count = count;
  23823. this.workgroupSize = workgroupSize;
  23824. this.dispatchCount = 0;
  23825. this.version = 1;
  23826. this.updateBeforeType = NodeUpdateType.OBJECT;
  23827. this.updateDispatchCount();
  23828. }
  23829. dispose() {
  23830. this.dispatchEvent( { type: 'dispose' } );
  23831. }
  23832. set needsUpdate( value ) {
  23833. if ( value === true ) this.version ++;
  23834. }
  23835. updateDispatchCount() {
  23836. const { count, workgroupSize } = this;
  23837. let size = workgroupSize[ 0 ];
  23838. for ( let i = 1; i < workgroupSize.length; i ++ )
  23839. size *= workgroupSize[ i ];
  23840. this.dispatchCount = Math.ceil( count / size );
  23841. }
  23842. onInit() { }
  23843. updateBefore( { renderer } ) {
  23844. renderer.compute( this );
  23845. }
  23846. generate( builder ) {
  23847. const { shaderStage } = builder;
  23848. if ( shaderStage === 'compute' ) {
  23849. const snippet = this.computeNode.build( builder, 'void' );
  23850. if ( snippet !== '' ) {
  23851. builder.addLineFlowCode( snippet );
  23852. }
  23853. }
  23854. }
  23855. }
  23856. const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) );
  23857. addMethodChaining( 'compute', compute );
  23858. class CacheNode extends Node {
  23859. static get type() {
  23860. return 'CacheNode';
  23861. }
  23862. constructor( node, parent = true ) {
  23863. super();
  23864. this.node = node;
  23865. this.parent = parent;
  23866. this.isCacheNode = true;
  23867. }
  23868. getNodeType( builder ) {
  23869. return this.node.getNodeType( builder );
  23870. }
  23871. build( builder, ...params ) {
  23872. const previousCache = builder.getCache();
  23873. const cache = builder.getCacheFromNode( this, this.parent );
  23874. builder.setCache( cache );
  23875. const data = this.node.build( builder, ...params );
  23876. builder.setCache( previousCache );
  23877. return data;
  23878. }
  23879. }
  23880. const cache = ( node, ...params ) => nodeObject( new CacheNode( nodeObject( node ), ...params ) );
  23881. addMethodChaining( 'cache', cache );
  23882. class BypassNode extends Node {
  23883. static get type() {
  23884. return 'BypassNode';
  23885. }
  23886. constructor( returnNode, callNode ) {
  23887. super();
  23888. this.isBypassNode = true;
  23889. this.outputNode = returnNode;
  23890. this.callNode = callNode;
  23891. }
  23892. getNodeType( builder ) {
  23893. return this.outputNode.getNodeType( builder );
  23894. }
  23895. generate( builder ) {
  23896. const snippet = this.callNode.build( builder, 'void' );
  23897. if ( snippet !== '' ) {
  23898. builder.addLineFlowCode( snippet );
  23899. }
  23900. return this.outputNode.build( builder );
  23901. }
  23902. }
  23903. const bypass = /*@__PURE__*/ nodeProxy( BypassNode );
  23904. addMethodChaining( 'bypass', bypass );
  23905. class RemapNode extends Node {
  23906. static get type() {
  23907. return 'RemapNode';
  23908. }
  23909. constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {
  23910. super();
  23911. this.node = node;
  23912. this.inLowNode = inLowNode;
  23913. this.inHighNode = inHighNode;
  23914. this.outLowNode = outLowNode;
  23915. this.outHighNode = outHighNode;
  23916. this.doClamp = true;
  23917. }
  23918. setup() {
  23919. const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;
  23920. let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );
  23921. if ( doClamp === true ) t = t.clamp();
  23922. return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );
  23923. }
  23924. }
  23925. const remap = /*@__PURE__*/ nodeProxy( RemapNode, null, null, { doClamp: false } );
  23926. const remapClamp = /*@__PURE__*/ nodeProxy( RemapNode );
  23927. addMethodChaining( 'remap', remap );
  23928. addMethodChaining( 'remapClamp', remapClamp );
  23929. class ExpressionNode extends Node {
  23930. static get type() {
  23931. return 'ExpressionNode';
  23932. }
  23933. constructor( snippet = '', nodeType = 'void' ) {
  23934. super( nodeType );
  23935. this.snippet = snippet;
  23936. }
  23937. generate( builder, output ) {
  23938. const type = this.getNodeType( builder );
  23939. const snippet = this.snippet;
  23940. if ( type === 'void' ) {
  23941. builder.addLineFlowCode( snippet );
  23942. } else {
  23943. return builder.format( `( ${ snippet } )`, type, output );
  23944. }
  23945. }
  23946. }
  23947. const expression = /*@__PURE__*/ nodeProxy( ExpressionNode );
  23948. const Discard = ( conditional ) => ( conditional ? select( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).append();
  23949. const Return = () => expression( 'return' ).append();
  23950. addMethodChaining( 'discard', Discard );
  23951. class RenderOutputNode extends TempNode {
  23952. static get type() {
  23953. return 'RenderOutputNode';
  23954. }
  23955. constructor( colorNode, toneMapping, outputColorSpace ) {
  23956. super( 'vec4' );
  23957. this.colorNode = colorNode;
  23958. this.toneMapping = toneMapping;
  23959. this.outputColorSpace = outputColorSpace;
  23960. this.isRenderOutput = true;
  23961. }
  23962. setup( { context } ) {
  23963. let outputNode = this.colorNode || context.color;
  23964. // tone mapping
  23965. const toneMapping = ( this.toneMapping !== null ? this.toneMapping : context.toneMapping ) || NoToneMapping;
  23966. const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || NoColorSpace;
  23967. if ( toneMapping !== NoToneMapping ) {
  23968. outputNode = outputNode.toneMapping( toneMapping );
  23969. }
  23970. // working to output color space
  23971. if ( outputColorSpace !== NoColorSpace && outputColorSpace !== ColorManagement.workingColorSpace ) {
  23972. outputNode = outputNode.workingToColorSpace( outputColorSpace );
  23973. }
  23974. return outputNode;
  23975. }
  23976. }
  23977. const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) );
  23978. addMethodChaining( 'renderOutput', renderOutput );
  23979. // Non-PURE exports list, side-effects are required here.
  23980. // TSL Base Syntax
  23981. function addNodeElement( name/*, nodeElement*/ ) {
  23982. console.warn( 'THREE.TSLBase: AddNodeElement has been removed in favor of tree-shaking. Trying add', name );
  23983. }
  23984. class AttributeNode extends Node {
  23985. static get type() {
  23986. return 'AttributeNode';
  23987. }
  23988. constructor( attributeName, nodeType = null ) {
  23989. super( nodeType );
  23990. this.global = true;
  23991. this._attributeName = attributeName;
  23992. }
  23993. getHash( builder ) {
  23994. return this.getAttributeName( builder );
  23995. }
  23996. getNodeType( builder ) {
  23997. let nodeType = this.nodeType;
  23998. if ( nodeType === null ) {
  23999. const attributeName = this.getAttributeName( builder );
  24000. if ( builder.hasGeometryAttribute( attributeName ) ) {
  24001. const attribute = builder.geometry.getAttribute( attributeName );
  24002. nodeType = builder.getTypeFromAttribute( attribute );
  24003. } else {
  24004. nodeType = 'float';
  24005. }
  24006. }
  24007. return nodeType;
  24008. }
  24009. setAttributeName( attributeName ) {
  24010. this._attributeName = attributeName;
  24011. return this;
  24012. }
  24013. getAttributeName( /*builder*/ ) {
  24014. return this._attributeName;
  24015. }
  24016. generate( builder ) {
  24017. const attributeName = this.getAttributeName( builder );
  24018. const nodeType = this.getNodeType( builder );
  24019. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  24020. if ( geometryAttribute === true ) {
  24021. const attribute = builder.geometry.getAttribute( attributeName );
  24022. const attributeType = builder.getTypeFromAttribute( attribute );
  24023. const nodeAttribute = builder.getAttribute( attributeName, attributeType );
  24024. if ( builder.shaderStage === 'vertex' ) {
  24025. return builder.format( nodeAttribute.name, attributeType, nodeType );
  24026. } else {
  24027. const nodeVarying = varying( this );
  24028. return nodeVarying.build( builder, nodeType );
  24029. }
  24030. } else {
  24031. console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );
  24032. return builder.generateConst( nodeType );
  24033. }
  24034. }
  24035. serialize( data ) {
  24036. super.serialize( data );
  24037. data.global = this.global;
  24038. data._attributeName = this._attributeName;
  24039. }
  24040. deserialize( data ) {
  24041. super.deserialize( data );
  24042. this.global = data.global;
  24043. this._attributeName = data._attributeName;
  24044. }
  24045. }
  24046. const attribute = ( name, nodeType ) => nodeObject( new AttributeNode( name, nodeType ) );
  24047. const uv = ( index ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );
  24048. class TextureSizeNode extends Node {
  24049. static get type() {
  24050. return 'TextureSizeNode';
  24051. }
  24052. constructor( textureNode, levelNode = null ) {
  24053. super( 'uvec2' );
  24054. this.isTextureSizeNode = true;
  24055. this.textureNode = textureNode;
  24056. this.levelNode = levelNode;
  24057. }
  24058. generate( builder, output ) {
  24059. const textureProperty = this.textureNode.build( builder, 'property' );
  24060. const level = this.levelNode === null ? '0' : this.levelNode.build( builder, 'int' );
  24061. return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ level } )`, this.getNodeType( builder ), output );
  24062. }
  24063. }
  24064. const textureSize = /*@__PURE__*/ nodeProxy( TextureSizeNode );
  24065. class MaxMipLevelNode extends UniformNode {
  24066. static get type() {
  24067. return 'MaxMipLevelNode';
  24068. }
  24069. constructor( textureNode ) {
  24070. super( 0 );
  24071. this._textureNode = textureNode;
  24072. this.updateType = NodeUpdateType.FRAME;
  24073. }
  24074. get textureNode() {
  24075. return this._textureNode;
  24076. }
  24077. get texture() {
  24078. return this._textureNode.value;
  24079. }
  24080. update() {
  24081. const texture = this.texture;
  24082. const images = texture.images;
  24083. const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;
  24084. if ( image && image.width !== undefined ) {
  24085. const { width, height } = image;
  24086. this.value = Math.log2( Math.max( width, height ) );
  24087. }
  24088. }
  24089. }
  24090. const maxMipLevel = /*@__PURE__*/ nodeProxy( MaxMipLevelNode );
  24091. class TextureNode extends UniformNode {
  24092. static get type() {
  24093. return 'TextureNode';
  24094. }
  24095. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  24096. super( value );
  24097. this.isTextureNode = true;
  24098. this.uvNode = uvNode;
  24099. this.levelNode = levelNode;
  24100. this.biasNode = biasNode;
  24101. this.compareNode = null;
  24102. this.depthNode = null;
  24103. this.gradNode = null;
  24104. this.sampler = true;
  24105. this.updateMatrix = false;
  24106. this.updateType = NodeUpdateType.NONE;
  24107. this.referenceNode = null;
  24108. this._value = value;
  24109. this._matrixUniform = null;
  24110. this.setUpdateMatrix( uvNode === null );
  24111. }
  24112. set value( value ) {
  24113. if ( this.referenceNode ) {
  24114. this.referenceNode.value = value;
  24115. } else {
  24116. this._value = value;
  24117. }
  24118. }
  24119. get value() {
  24120. return this.referenceNode ? this.referenceNode.value : this._value;
  24121. }
  24122. getUniformHash( /*builder*/ ) {
  24123. return this.value.uuid;
  24124. }
  24125. getNodeType( /*builder*/ ) {
  24126. if ( this.value.isDepthTexture === true ) return 'float';
  24127. if ( this.value.type === UnsignedIntType ) {
  24128. return 'uvec4';
  24129. } else if ( this.value.type === IntType ) {
  24130. return 'ivec4';
  24131. }
  24132. return 'vec4';
  24133. }
  24134. getInputType( /*builder*/ ) {
  24135. return 'texture';
  24136. }
  24137. getDefaultUV() {
  24138. return uv( this.value.channel );
  24139. }
  24140. updateReference( /*state*/ ) {
  24141. return this.value;
  24142. }
  24143. getTransformedUV( uvNode ) {
  24144. if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );
  24145. return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;
  24146. }
  24147. setUpdateMatrix( value ) {
  24148. this.updateMatrix = value;
  24149. this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE;
  24150. return this;
  24151. }
  24152. setupUV( builder, uvNode ) {
  24153. const texture = this.value;
  24154. if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
  24155. if ( this.sampler ) {
  24156. uvNode = uvNode.flipY();
  24157. } else {
  24158. uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
  24159. }
  24160. }
  24161. return uvNode;
  24162. }
  24163. setup( builder ) {
  24164. const properties = builder.getNodeProperties( this );
  24165. properties.referenceNode = this.referenceNode;
  24166. //
  24167. let uvNode = this.uvNode;
  24168. if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
  24169. uvNode = builder.context.getUV( this );
  24170. }
  24171. if ( ! uvNode ) uvNode = this.getDefaultUV();
  24172. if ( this.updateMatrix === true ) {
  24173. uvNode = this.getTransformedUV( uvNode );
  24174. }
  24175. uvNode = this.setupUV( builder, uvNode );
  24176. //
  24177. let levelNode = this.levelNode;
  24178. if ( levelNode === null && builder.context.getTextureLevel ) {
  24179. levelNode = builder.context.getTextureLevel( this );
  24180. }
  24181. //
  24182. properties.uvNode = uvNode;
  24183. properties.levelNode = levelNode;
  24184. properties.biasNode = this.biasNode;
  24185. properties.compareNode = this.compareNode;
  24186. properties.gradNode = this.gradNode;
  24187. properties.depthNode = this.depthNode;
  24188. }
  24189. generateUV( builder, uvNode ) {
  24190. return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
  24191. }
  24192. generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
  24193. const texture = this.value;
  24194. let snippet;
  24195. if ( levelSnippet ) {
  24196. snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
  24197. } else if ( biasSnippet ) {
  24198. snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet );
  24199. } else if ( gradSnippet ) {
  24200. snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
  24201. } else if ( compareSnippet ) {
  24202. snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
  24203. } else if ( this.sampler === false ) {
  24204. snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
  24205. } else {
  24206. snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
  24207. }
  24208. return snippet;
  24209. }
  24210. generate( builder, output ) {
  24211. const properties = builder.getNodeProperties( this );
  24212. const texture = this.value;
  24213. if ( ! texture || texture.isTexture !== true ) {
  24214. throw new Error( 'TextureNode: Need a three.js texture.' );
  24215. }
  24216. const textureProperty = super.generate( builder, 'property' );
  24217. if ( output === 'sampler' ) {
  24218. return textureProperty + '_sampler';
  24219. } else if ( builder.isReference( output ) ) {
  24220. return textureProperty;
  24221. } else {
  24222. const nodeData = builder.getDataFromNode( this );
  24223. let propertyName = nodeData.propertyName;
  24224. if ( propertyName === undefined ) {
  24225. const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties;
  24226. const uvSnippet = this.generateUV( builder, uvNode );
  24227. const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  24228. const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
  24229. const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  24230. const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  24231. const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  24232. const nodeVar = builder.getVarFromNode( this );
  24233. propertyName = builder.getPropertyName( nodeVar );
  24234. const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet );
  24235. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  24236. nodeData.snippet = snippet;
  24237. nodeData.propertyName = propertyName;
  24238. }
  24239. let snippet = propertyName;
  24240. const nodeType = this.getNodeType( builder );
  24241. if ( builder.needsToWorkingColorSpace( texture ) ) {
  24242. snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
  24243. }
  24244. return builder.format( snippet, nodeType, output );
  24245. }
  24246. }
  24247. setSampler( value ) {
  24248. this.sampler = value;
  24249. return this;
  24250. }
  24251. getSampler() {
  24252. return this.sampler;
  24253. }
  24254. // @TODO: Move to TSL
  24255. uv( uvNode ) {
  24256. const textureNode = this.clone();
  24257. textureNode.uvNode = nodeObject( uvNode );
  24258. textureNode.referenceNode = this.getSelf();
  24259. return nodeObject( textureNode );
  24260. }
  24261. blur( amountNode ) {
  24262. const textureNode = this.clone();
  24263. textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
  24264. textureNode.referenceNode = this.getSelf();
  24265. return nodeObject( textureNode );
  24266. }
  24267. level( levelNode ) {
  24268. const textureNode = this.clone();
  24269. textureNode.levelNode = nodeObject( levelNode );
  24270. textureNode.referenceNode = this.getSelf();
  24271. return nodeObject( textureNode );
  24272. }
  24273. size( levelNode ) {
  24274. return textureSize( this, levelNode );
  24275. }
  24276. bias( biasNode ) {
  24277. const textureNode = this.clone();
  24278. textureNode.biasNode = nodeObject( biasNode );
  24279. textureNode.referenceNode = this.getSelf();
  24280. return nodeObject( textureNode );
  24281. }
  24282. compare( compareNode ) {
  24283. const textureNode = this.clone();
  24284. textureNode.compareNode = nodeObject( compareNode );
  24285. textureNode.referenceNode = this.getSelf();
  24286. return nodeObject( textureNode );
  24287. }
  24288. grad( gradNodeX, gradNodeY ) {
  24289. const textureNode = this.clone();
  24290. textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  24291. textureNode.referenceNode = this.getSelf();
  24292. return nodeObject( textureNode );
  24293. }
  24294. depth( depthNode ) {
  24295. const textureNode = this.clone();
  24296. textureNode.depthNode = nodeObject( depthNode );
  24297. textureNode.referenceNode = this.getSelf();
  24298. return nodeObject( textureNode );
  24299. }
  24300. // --
  24301. serialize( data ) {
  24302. super.serialize( data );
  24303. data.value = this.value.toJSON( data.meta ).uuid;
  24304. data.sampler = this.sampler;
  24305. data.updateMatrix = this.updateMatrix;
  24306. data.updateType = this.updateType;
  24307. }
  24308. deserialize( data ) {
  24309. super.deserialize( data );
  24310. this.value = data.meta.textures[ data.value ];
  24311. this.sampler = data.sampler;
  24312. this.updateMatrix = data.updateMatrix;
  24313. this.updateType = data.updateType;
  24314. }
  24315. update() {
  24316. const texture = this.value;
  24317. const matrixUniform = this._matrixUniform;
  24318. if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;
  24319. if ( texture.matrixAutoUpdate === true ) {
  24320. texture.updateMatrix();
  24321. }
  24322. }
  24323. clone() {
  24324. const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
  24325. newNode.sampler = this.sampler;
  24326. return newNode;
  24327. }
  24328. }
  24329. const texture = /*@__PURE__*/ nodeProxy( TextureNode );
  24330. const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
  24331. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  24332. const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  24333. const cameraNear = /*@__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near );
  24334. const cameraFar = /*@__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far );
  24335. const cameraLogDepth = /*@__PURE__*/ uniform( 'float' ).label( 'cameraLogDepth' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  24336. const cameraProjectionMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
  24337. const cameraProjectionMatrixInverse = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
  24338. const cameraViewMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
  24339. const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
  24340. const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
  24341. const cameraPosition = /*@__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
  24342. class Object3DNode extends Node {
  24343. static get type() {
  24344. return 'Object3DNode';
  24345. }
  24346. constructor( scope, object3d = null ) {
  24347. super();
  24348. this.scope = scope;
  24349. this.object3d = object3d;
  24350. this.updateType = NodeUpdateType.OBJECT;
  24351. this._uniformNode = new UniformNode( null );
  24352. }
  24353. getNodeType() {
  24354. const scope = this.scope;
  24355. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24356. return 'mat4';
  24357. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24358. return 'vec3';
  24359. }
  24360. }
  24361. update( frame ) {
  24362. const object = this.object3d;
  24363. const uniformNode = this._uniformNode;
  24364. const scope = this.scope;
  24365. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24366. uniformNode.value = object.matrixWorld;
  24367. } else if ( scope === Object3DNode.POSITION ) {
  24368. uniformNode.value = uniformNode.value || new Vector3();
  24369. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24370. } else if ( scope === Object3DNode.SCALE ) {
  24371. uniformNode.value = uniformNode.value || new Vector3();
  24372. uniformNode.value.setFromMatrixScale( object.matrixWorld );
  24373. } else if ( scope === Object3DNode.DIRECTION ) {
  24374. uniformNode.value = uniformNode.value || new Vector3();
  24375. object.getWorldDirection( uniformNode.value );
  24376. } else if ( scope === Object3DNode.VIEW_POSITION ) {
  24377. const camera = frame.camera;
  24378. uniformNode.value = uniformNode.value || new Vector3();
  24379. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  24380. uniformNode.value.applyMatrix4( camera.matrixWorldInverse );
  24381. }
  24382. }
  24383. generate( builder ) {
  24384. const scope = this.scope;
  24385. if ( scope === Object3DNode.WORLD_MATRIX ) {
  24386. this._uniformNode.nodeType = 'mat4';
  24387. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  24388. this._uniformNode.nodeType = 'vec3';
  24389. }
  24390. return this._uniformNode.build( builder );
  24391. }
  24392. serialize( data ) {
  24393. super.serialize( data );
  24394. data.scope = this.scope;
  24395. }
  24396. deserialize( data ) {
  24397. super.deserialize( data );
  24398. this.scope = data.scope;
  24399. }
  24400. }
  24401. Object3DNode.WORLD_MATRIX = 'worldMatrix';
  24402. Object3DNode.POSITION = 'position';
  24403. Object3DNode.SCALE = 'scale';
  24404. Object3DNode.VIEW_POSITION = 'viewPosition';
  24405. Object3DNode.DIRECTION = 'direction';
  24406. const objectDirection = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.DIRECTION );
  24407. const objectWorldMatrix = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX );
  24408. const objectPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.POSITION );
  24409. const objectScale = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.SCALE );
  24410. const objectViewPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION );
  24411. class ModelNode extends Object3DNode {
  24412. static get type() {
  24413. return 'ModelNode';
  24414. }
  24415. constructor( scope ) {
  24416. super( scope );
  24417. }
  24418. update( frame ) {
  24419. this.object3d = frame.object;
  24420. super.update( frame );
  24421. }
  24422. }
  24423. const modelDirection = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.DIRECTION );
  24424. const modelWorldMatrix = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
  24425. const modelPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.POSITION );
  24426. const modelScale = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.SCALE );
  24427. const modelViewPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );
  24428. const modelNormalMatrix = /*@__PURE__*/ uniform( new Matrix3() ).onObjectUpdate( ( { object }, self ) => self.value.getNormalMatrix( object.matrixWorld ) );
  24429. const modelWorldMatrixInverse = /*@__PURE__*/ uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() );
  24430. const modelViewMatrix = /*@__PURE__*/ cameraViewMatrix.mul( modelWorldMatrix ).toVar( 'modelViewMatrix' );
  24431. const highPrecisionModelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  24432. builder.context.isHighPrecisionModelViewMatrix = true;
  24433. return uniform( 'mat4' ).onObjectUpdate( ( { object, camera } ) => {
  24434. return object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  24435. } );
  24436. } ).once() )().toVar( 'highPrecisionModelViewMatrix' );
  24437. const highPrecisionModelNormalViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  24438. const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;
  24439. return uniform( 'mat3' ).onObjectUpdate( ( { object, camera } ) => {
  24440. if ( isHighPrecisionModelViewMatrix !== true ) {
  24441. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  24442. }
  24443. return object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  24444. } );
  24445. } ).once() )().toVar( 'highPrecisionModelNormalMatrix' );
  24446. const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' );
  24447. const positionLocal = /*@__PURE__*/ positionGeometry.varying( 'positionLocal' );
  24448. const positionPrevious = /*@__PURE__*/ positionGeometry.varying( 'positionPrevious' );
  24449. const positionWorld = /*@__PURE__*/ modelWorldMatrix.mul( positionLocal ).xyz.varying( 'v_positionWorld' );
  24450. const positionWorldDirection = /*@__PURE__*/ positionLocal.transformDirection( modelWorldMatrix ).varying( 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' );
  24451. const positionView = /*@__PURE__*/ modelViewMatrix.mul( positionLocal ).xyz.varying( 'v_positionView' );
  24452. const positionViewDirection = /*@__PURE__*/ positionView.negate().varying( 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' );
  24453. class FrontFacingNode extends Node {
  24454. static get type() {
  24455. return 'FrontFacingNode';
  24456. }
  24457. constructor() {
  24458. super( 'bool' );
  24459. this.isFrontFacingNode = true;
  24460. }
  24461. generate( builder ) {
  24462. const { renderer, material } = builder;
  24463. if ( renderer.coordinateSystem === WebGLCoordinateSystem ) {
  24464. if ( material.side === BackSide ) {
  24465. return 'false';
  24466. }
  24467. }
  24468. return builder.getFrontFacing();
  24469. }
  24470. }
  24471. const frontFacing = /*@__PURE__*/ nodeImmutable( FrontFacingNode );
  24472. const faceDirection = /*@__PURE__*/ float( frontFacing ).mul( 2.0 ).sub( 1.0 );
  24473. const normalGeometry = /*@__PURE__*/ attribute( 'normal', 'vec3' );
  24474. const normalLocal = /*@__PURE__*/ ( Fn( ( builder ) => {
  24475. if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
  24476. console.warn( 'TSL.NormalNode: Vertex attribute "normal" not found on geometry.' );
  24477. return vec3( 0, 1, 0 );
  24478. }
  24479. return normalGeometry;
  24480. }, 'vec3' ).once() )().toVar( 'normalLocal' );
  24481. const normalFlat = /*@__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );
  24482. const normalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24483. let node;
  24484. if ( builder.material.flatShading === true ) {
  24485. node = normalFlat;
  24486. } else {
  24487. node = varying( transformNormalToView( normalLocal ), 'v_normalView' ).normalize();
  24488. }
  24489. return node;
  24490. }, 'vec3' ).once() )().toVar( 'normalView' );
  24491. const normalWorld = /*@__PURE__*/ varying( normalView.transformDirection( cameraViewMatrix ), 'v_normalWorld' ).normalize().toVar( 'normalWorld' );
  24492. const transformedNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24493. return builder.context.setupNormal();
  24494. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedNormalView' );
  24495. const transformedNormalWorld = /*@__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).toVar( 'transformedNormalWorld' );
  24496. const transformedClearcoatNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  24497. return builder.context.setupClearcoatNormal();
  24498. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedClearcoatNormalView' );
  24499. const transformNormal = /*@__PURE__*/ Fn( ( [ normal, matrix = modelWorldMatrix ] ) => {
  24500. const m = mat3( matrix );
  24501. const transformedNormal = normal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );
  24502. return m.mul( transformedNormal ).xyz;
  24503. } );
  24504. const transformNormalToView = /*@__PURE__*/ Fn( ( [ normal ], builder ) => {
  24505. const modelNormalViewMatrix = builder.renderer.nodes.modelNormalViewMatrix;
  24506. if ( modelNormalViewMatrix !== null ) {
  24507. return modelNormalViewMatrix.transformDirection( normal );
  24508. }
  24509. //
  24510. const transformedNormal = modelNormalMatrix.mul( normal );
  24511. return cameraViewMatrix.transformDirection( transformedNormal );
  24512. } );
  24513. const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onRenderUpdate( ( { material } ) => material.refractionRatio );
  24514. const reflectView = /*@__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView );
  24515. const refractView = /*@__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio );
  24516. const reflectVector = /*@__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  24517. const refractVector = /*@__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  24518. class CubeTextureNode extends TextureNode {
  24519. static get type() {
  24520. return 'CubeTextureNode';
  24521. }
  24522. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  24523. super( value, uvNode, levelNode, biasNode );
  24524. this.isCubeTextureNode = true;
  24525. }
  24526. getInputType( /*builder*/ ) {
  24527. return 'cubeTexture';
  24528. }
  24529. getDefaultUV() {
  24530. const texture = this.value;
  24531. if ( texture.mapping === CubeReflectionMapping ) {
  24532. return reflectVector;
  24533. } else if ( texture.mapping === CubeRefractionMapping ) {
  24534. return refractVector;
  24535. } else {
  24536. console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping );
  24537. return vec3( 0, 0, 0 );
  24538. }
  24539. }
  24540. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
  24541. setupUV( builder, uvNode ) {
  24542. const texture = this.value;
  24543. if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {
  24544. return vec3( uvNode.x.negate(), uvNode.yz );
  24545. } else {
  24546. return uvNode;
  24547. }
  24548. }
  24549. generateUV( builder, cubeUV ) {
  24550. return cubeUV.build( builder, 'vec3' );
  24551. }
  24552. }
  24553. const cubeTexture = /*@__PURE__*/ nodeProxy( CubeTextureNode );
  24554. class BufferNode extends UniformNode {
  24555. static get type() {
  24556. return 'BufferNode';
  24557. }
  24558. constructor( value, bufferType, bufferCount = 0 ) {
  24559. super( value, bufferType );
  24560. this.isBufferNode = true;
  24561. this.bufferType = bufferType;
  24562. this.bufferCount = bufferCount;
  24563. }
  24564. getElementType( builder ) {
  24565. return this.getNodeType( builder );
  24566. }
  24567. getInputType( /*builder*/ ) {
  24568. return 'buffer';
  24569. }
  24570. }
  24571. const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );
  24572. class UniformArrayElementNode extends ArrayElementNode {
  24573. static get type() {
  24574. return 'UniformArrayElementNode';
  24575. }
  24576. constructor( arrayBuffer, indexNode ) {
  24577. super( arrayBuffer, indexNode );
  24578. this.isArrayBufferElementNode = true;
  24579. }
  24580. generate( builder ) {
  24581. const snippet = super.generate( builder );
  24582. const type = this.getNodeType();
  24583. return builder.format( snippet, 'vec4', type );
  24584. }
  24585. }
  24586. class UniformArrayNode extends BufferNode {
  24587. static get type() {
  24588. return 'UniformArrayNode';
  24589. }
  24590. constructor( value, elementType = null ) {
  24591. super( null, 'vec4' );
  24592. this.array = value;
  24593. this.elementType = elementType;
  24594. this._elementType = null;
  24595. this._elementLength = 0;
  24596. this.updateType = NodeUpdateType.RENDER;
  24597. this.isArrayBufferNode = true;
  24598. }
  24599. getElementType() {
  24600. return this.elementType || this._elementType;
  24601. }
  24602. getElementLength() {
  24603. return this._elementLength;
  24604. }
  24605. update( /*frame*/ ) {
  24606. const { array, value } = this;
  24607. const elementLength = this.getElementLength();
  24608. const elementType = this.getElementType();
  24609. if ( elementLength === 1 ) {
  24610. for ( let i = 0; i < array.length; i ++ ) {
  24611. const index = i * 4;
  24612. value[ index ] = array[ i ];
  24613. }
  24614. } else if ( elementType === 'color' ) {
  24615. for ( let i = 0; i < array.length; i ++ ) {
  24616. const index = i * 4;
  24617. const vector = array[ i ];
  24618. value[ index ] = vector.r;
  24619. value[ index + 1 ] = vector.g;
  24620. value[ index + 2 ] = vector.b || 0;
  24621. //value[ index + 3 ] = vector.a || 0;
  24622. }
  24623. } else {
  24624. for ( let i = 0; i < array.length; i ++ ) {
  24625. const index = i * 4;
  24626. const vector = array[ i ];
  24627. value[ index ] = vector.x;
  24628. value[ index + 1 ] = vector.y;
  24629. value[ index + 2 ] = vector.z || 0;
  24630. value[ index + 3 ] = vector.w || 0;
  24631. }
  24632. }
  24633. }
  24634. setup( builder ) {
  24635. const length = this.array.length;
  24636. this._elementType = this.elementType === null ? getValueType( this.array[ 0 ] ) : this.elementType;
  24637. this._elementLength = builder.getTypeLength( this._elementType );
  24638. let arrayType = Float32Array;
  24639. if ( this._elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
  24640. else if ( this._elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;
  24641. this.value = new arrayType( length * 4 );
  24642. this.bufferCount = length;
  24643. this.bufferType = builder.changeComponentType( 'vec4', builder.getComponentType( this._elementType ) );
  24644. return super.setup( builder );
  24645. }
  24646. element( indexNode ) {
  24647. return nodeObject( new UniformArrayElementNode( this, nodeObject( indexNode ) ) );
  24648. }
  24649. }
  24650. const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
  24651. //
  24652. const uniforms = ( values, nodeType ) => { // @deprecated, r168
  24653. console.warn( 'TSL.UniformArrayNode: uniforms() has been renamed to uniformArray().' );
  24654. return nodeObject( new UniformArrayNode( values, nodeType ) );
  24655. };
  24656. class ReferenceElementNode extends ArrayElementNode {
  24657. static get type() {
  24658. return 'ReferenceElementNode';
  24659. }
  24660. constructor( referenceNode, indexNode ) {
  24661. super( referenceNode, indexNode );
  24662. this.referenceNode = referenceNode;
  24663. this.isReferenceElementNode = true;
  24664. }
  24665. getNodeType() {
  24666. return this.referenceNode.uniformType;
  24667. }
  24668. generate( builder ) {
  24669. const snippet = super.generate( builder );
  24670. const arrayType = this.referenceNode.getNodeType();
  24671. const elementType = this.getNodeType();
  24672. return builder.format( snippet, arrayType, elementType );
  24673. }
  24674. }
  24675. // TODO: Extends this from ReferenceBaseNode
  24676. class ReferenceNode extends Node {
  24677. static get type() {
  24678. return 'ReferenceNode';
  24679. }
  24680. constructor( property, uniformType, object = null, count = null ) {
  24681. super();
  24682. this.property = property;
  24683. this.uniformType = uniformType;
  24684. this.object = object;
  24685. this.count = count;
  24686. this.properties = property.split( '.' );
  24687. this.reference = object;
  24688. this.node = null;
  24689. this.group = null;
  24690. this.name = null;
  24691. this.updateType = NodeUpdateType.OBJECT;
  24692. }
  24693. element( indexNode ) {
  24694. return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) );
  24695. }
  24696. setGroup( group ) {
  24697. this.group = group;
  24698. return this;
  24699. }
  24700. label( name ) {
  24701. this.name = name;
  24702. return this;
  24703. }
  24704. setNodeType( uniformType ) {
  24705. let node = null;
  24706. if ( this.count !== null ) {
  24707. node = buffer( null, uniformType, this.count );
  24708. } else if ( Array.isArray( this.getValueFromReference() ) ) {
  24709. node = uniformArray( null, uniformType );
  24710. } else if ( uniformType === 'texture' ) {
  24711. node = texture( null );
  24712. } else if ( uniformType === 'cubeTexture' ) {
  24713. node = cubeTexture( null );
  24714. } else {
  24715. node = uniform( null, uniformType );
  24716. }
  24717. if ( this.group !== null ) {
  24718. node.setGroup( this.group );
  24719. }
  24720. if ( this.name !== null ) node.label( this.name );
  24721. this.node = node.getSelf();
  24722. }
  24723. getNodeType( builder ) {
  24724. if ( this.node === null ) {
  24725. this.updateValue();
  24726. }
  24727. return this.node.getNodeType( builder );
  24728. }
  24729. getValueFromReference( object = this.reference ) {
  24730. const { properties } = this;
  24731. let value = object[ properties[ 0 ] ];
  24732. for ( let i = 1; i < properties.length; i ++ ) {
  24733. value = value[ properties[ i ] ];
  24734. }
  24735. return value;
  24736. }
  24737. updateReference( state ) {
  24738. this.reference = this.object !== null ? this.object : state.object;
  24739. return this.reference;
  24740. }
  24741. setup() {
  24742. this.updateValue();
  24743. return this.node;
  24744. }
  24745. update( /*frame*/ ) {
  24746. this.updateValue();
  24747. }
  24748. updateValue() {
  24749. if ( this.node === null ) this.setNodeType( this.uniformType );
  24750. const value = this.getValueFromReference();
  24751. if ( Array.isArray( value ) ) {
  24752. this.node.array = value;
  24753. } else {
  24754. this.node.value = value;
  24755. }
  24756. }
  24757. }
  24758. const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) );
  24759. const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) );
  24760. class MaterialReferenceNode extends ReferenceNode {
  24761. static get type() {
  24762. return 'MaterialReferenceNode';
  24763. }
  24764. constructor( property, inputType, material = null ) {
  24765. super( property, inputType, material );
  24766. this.material = material;
  24767. //this.updateType = NodeUpdateType.RENDER;
  24768. this.isMaterialReferenceNode = true;
  24769. }
  24770. /*setNodeType( node ) {
  24771. super.setNodeType( node );
  24772. this.node.groupNode = renderGroup;
  24773. }*/
  24774. updateReference( state ) {
  24775. this.reference = this.material !== null ? this.material : state.material;
  24776. return this.reference;
  24777. }
  24778. }
  24779. const materialReference = ( name, type, material ) => nodeObject( new MaterialReferenceNode( name, type, material ) );
  24780. const tangentGeometry = /*@__PURE__*/ Fn( ( builder ) => {
  24781. if ( builder.geometry.hasAttribute( 'tangent' ) === false ) {
  24782. builder.geometry.computeTangents();
  24783. }
  24784. return attribute( 'tangent', 'vec4' );
  24785. } )();
  24786. const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );
  24787. const tangentView = /*@__PURE__*/ modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.varying( 'v_tangentView' ).normalize().toVar( 'tangentView' );
  24788. const tangentWorld = /*@__PURE__*/ tangentView.transformDirection( cameraViewMatrix ).varying( 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );
  24789. const transformedTangentView = /*@__PURE__*/ tangentView.toVar( 'transformedTangentView' );
  24790. const transformedTangentWorld = /*@__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' );
  24791. const getBitangent = ( crossNormalTangent ) => crossNormalTangent.mul( tangentGeometry.w ).xyz;
  24792. const bitangentGeometry = /*@__PURE__*/ varying( getBitangent( normalGeometry.cross( tangentGeometry ) ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' );
  24793. const bitangentLocal = /*@__PURE__*/ varying( getBitangent( normalLocal.cross( tangentLocal ) ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' );
  24794. const bitangentView = /*@__PURE__*/ varying( getBitangent( normalView.cross( tangentView ) ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' );
  24795. const bitangentWorld = /*@__PURE__*/ varying( getBitangent( normalWorld.cross( tangentWorld ) ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' );
  24796. const transformedBitangentView = /*@__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ) ).normalize().toVar( 'transformedBitangentView' );
  24797. const transformedBitangentWorld = /*@__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' );
  24798. const TBNViewMatrix = /*@__PURE__*/ mat3( tangentView, bitangentView, normalView );
  24799. const parallaxDirection = /*@__PURE__*/ positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/;
  24800. const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) );
  24801. const transformedBentNormalView = /*@__PURE__*/ ( () => {
  24802. // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
  24803. let bentNormal = anisotropyB.cross( positionViewDirection );
  24804. bentNormal = bentNormal.cross( anisotropyB ).normalize();
  24805. bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();
  24806. return bentNormal;
  24807. } )();
  24808. // Normal Mapping Without Precomputed Tangents
  24809. // http://www.thetenthplanet.de/archives/1180
  24810. const perturbNormal2Arb = /*@__PURE__*/ Fn( ( inputs ) => {
  24811. const { eye_pos, surf_norm, mapN, uv } = inputs;
  24812. const q0 = eye_pos.dFdx();
  24813. const q1 = eye_pos.dFdy();
  24814. const st0 = uv.dFdx();
  24815. const st1 = uv.dFdy();
  24816. const N = surf_norm; // normalized
  24817. const q1perp = q1.cross( N );
  24818. const q0perp = N.cross( q0 );
  24819. const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
  24820. const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );
  24821. const det = T.dot( T ).max( B.dot( B ) );
  24822. const scale = faceDirection.mul( det.inverseSqrt() );
  24823. return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize();
  24824. } );
  24825. class NormalMapNode extends TempNode {
  24826. static get type() {
  24827. return 'NormalMapNode';
  24828. }
  24829. constructor( node, scaleNode = null ) {
  24830. super( 'vec3' );
  24831. this.node = node;
  24832. this.scaleNode = scaleNode;
  24833. this.normalMapType = TangentSpaceNormalMap;
  24834. }
  24835. setup( builder ) {
  24836. const { normalMapType, scaleNode } = this;
  24837. let normalMap = this.node.mul( 2.0 ).sub( 1.0 );
  24838. if ( scaleNode !== null ) {
  24839. normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z );
  24840. }
  24841. let outputNode = null;
  24842. if ( normalMapType === ObjectSpaceNormalMap ) {
  24843. outputNode = transformNormalToView( normalMap );
  24844. } else if ( normalMapType === TangentSpaceNormalMap ) {
  24845. const tangent = builder.hasGeometryAttribute( 'tangent' );
  24846. if ( tangent === true ) {
  24847. outputNode = TBNViewMatrix.mul( normalMap ).normalize();
  24848. } else {
  24849. outputNode = perturbNormal2Arb( {
  24850. eye_pos: positionView,
  24851. surf_norm: normalView,
  24852. mapN: normalMap,
  24853. uv: uv()
  24854. } );
  24855. }
  24856. }
  24857. return outputNode;
  24858. }
  24859. }
  24860. const normalMap = /*@__PURE__*/ nodeProxy( NormalMapNode );
  24861. // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
  24862. // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
  24863. const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {
  24864. // It's used to preserve the same TextureNode instance
  24865. const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } );
  24866. const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );
  24867. return vec2(
  24868. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
  24869. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
  24870. ).mul( bumpScale );
  24871. } );
  24872. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  24873. const perturbNormalArb = Fn( ( inputs ) => {
  24874. const { surf_pos, surf_norm, dHdxy } = inputs;
  24875. // normalize is done to ensure that the bump map looks the same regardless of the texture's scale
  24876. const vSigmaX = surf_pos.dFdx().normalize();
  24877. const vSigmaY = surf_pos.dFdy().normalize();
  24878. const vN = surf_norm; // normalized
  24879. const R1 = vSigmaY.cross( vN );
  24880. const R2 = vN.cross( vSigmaX );
  24881. const fDet = vSigmaX.dot( R1 ).mul( faceDirection );
  24882. const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );
  24883. return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();
  24884. } );
  24885. class BumpMapNode extends TempNode {
  24886. static get type() {
  24887. return 'BumpMapNode';
  24888. }
  24889. constructor( textureNode, scaleNode = null ) {
  24890. super( 'vec3' );
  24891. this.textureNode = textureNode;
  24892. this.scaleNode = scaleNode;
  24893. }
  24894. setup() {
  24895. const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
  24896. const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );
  24897. return perturbNormalArb( {
  24898. surf_pos: positionView,
  24899. surf_norm: normalView,
  24900. dHdxy
  24901. } );
  24902. }
  24903. }
  24904. const bumpMap = /*@__PURE__*/ nodeProxy( BumpMapNode );
  24905. const _propertyCache = new Map();
  24906. class MaterialNode extends Node {
  24907. static get type() {
  24908. return 'MaterialNode';
  24909. }
  24910. constructor( scope ) {
  24911. super();
  24912. this.scope = scope;
  24913. }
  24914. getCache( property, type ) {
  24915. let node = _propertyCache.get( property );
  24916. if ( node === undefined ) {
  24917. node = materialReference( property, type );
  24918. _propertyCache.set( property, node );
  24919. }
  24920. return node;
  24921. }
  24922. getFloat( property ) {
  24923. return this.getCache( property, 'float' );
  24924. }
  24925. getColor( property ) {
  24926. return this.getCache( property, 'color' );
  24927. }
  24928. getTexture( property ) {
  24929. return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );
  24930. }
  24931. setup( builder ) {
  24932. const material = builder.context.material;
  24933. const scope = this.scope;
  24934. let node = null;
  24935. if ( scope === MaterialNode.COLOR ) {
  24936. const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();
  24937. if ( material.map && material.map.isTexture === true ) {
  24938. node = colorNode.mul( this.getTexture( 'map' ) );
  24939. } else {
  24940. node = colorNode;
  24941. }
  24942. } else if ( scope === MaterialNode.OPACITY ) {
  24943. const opacityNode = this.getFloat( scope );
  24944. if ( material.alphaMap && material.alphaMap.isTexture === true ) {
  24945. node = opacityNode.mul( this.getTexture( 'alpha' ) );
  24946. } else {
  24947. node = opacityNode;
  24948. }
  24949. } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {
  24950. if ( material.specularMap && material.specularMap.isTexture === true ) {
  24951. node = this.getTexture( 'specular' ).r;
  24952. } else {
  24953. node = float( 1 );
  24954. }
  24955. } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {
  24956. const specularIntensity = this.getFloat( scope );
  24957. if ( material.specularMap ) {
  24958. node = specularIntensity.mul( this.getTexture( scope ).a );
  24959. } else {
  24960. node = specularIntensity;
  24961. }
  24962. } else if ( scope === MaterialNode.SPECULAR_COLOR ) {
  24963. const specularColorNode = this.getColor( scope );
  24964. if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {
  24965. node = specularColorNode.mul( this.getTexture( scope ).rgb );
  24966. } else {
  24967. node = specularColorNode;
  24968. }
  24969. } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches
  24970. const roughnessNode = this.getFloat( scope );
  24971. if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {
  24972. node = roughnessNode.mul( this.getTexture( scope ).g );
  24973. } else {
  24974. node = roughnessNode;
  24975. }
  24976. } else if ( scope === MaterialNode.METALNESS ) {
  24977. const metalnessNode = this.getFloat( scope );
  24978. if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {
  24979. node = metalnessNode.mul( this.getTexture( scope ).b );
  24980. } else {
  24981. node = metalnessNode;
  24982. }
  24983. } else if ( scope === MaterialNode.EMISSIVE ) {
  24984. const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
  24985. const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );
  24986. if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {
  24987. node = emissiveNode.mul( this.getTexture( scope ) );
  24988. } else {
  24989. node = emissiveNode;
  24990. }
  24991. } else if ( scope === MaterialNode.NORMAL ) {
  24992. if ( material.normalMap ) {
  24993. node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
  24994. node.normalMapType = material.normalMapType;
  24995. } else if ( material.bumpMap ) {
  24996. node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );
  24997. } else {
  24998. node = normalView;
  24999. }
  25000. } else if ( scope === MaterialNode.CLEARCOAT ) {
  25001. const clearcoatNode = this.getFloat( scope );
  25002. if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {
  25003. node = clearcoatNode.mul( this.getTexture( scope ).r );
  25004. } else {
  25005. node = clearcoatNode;
  25006. }
  25007. } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {
  25008. const clearcoatRoughnessNode = this.getFloat( scope );
  25009. if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {
  25010. node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );
  25011. } else {
  25012. node = clearcoatRoughnessNode;
  25013. }
  25014. } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {
  25015. if ( material.clearcoatNormalMap ) {
  25016. node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) );
  25017. } else {
  25018. node = normalView;
  25019. }
  25020. } else if ( scope === MaterialNode.SHEEN ) {
  25021. const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU
  25022. if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {
  25023. node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );
  25024. } else {
  25025. node = sheenNode;
  25026. }
  25027. } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {
  25028. const sheenRoughnessNode = this.getFloat( scope );
  25029. if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {
  25030. node = sheenRoughnessNode.mul( this.getTexture( scope ).a );
  25031. } else {
  25032. node = sheenRoughnessNode;
  25033. }
  25034. node = node.clamp( 0.07, 1.0 );
  25035. } else if ( scope === MaterialNode.ANISOTROPY ) {
  25036. if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {
  25037. const anisotropyPolar = this.getTexture( scope );
  25038. const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );
  25039. node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );
  25040. } else {
  25041. node = materialAnisotropyVector;
  25042. }
  25043. } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {
  25044. const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );
  25045. if ( material.iridescenceThicknessMap ) {
  25046. const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );
  25047. node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );
  25048. } else {
  25049. node = iridescenceThicknessMaximum;
  25050. }
  25051. } else if ( scope === MaterialNode.TRANSMISSION ) {
  25052. const transmissionNode = this.getFloat( scope );
  25053. if ( material.transmissionMap ) {
  25054. node = transmissionNode.mul( this.getTexture( scope ).r );
  25055. } else {
  25056. node = transmissionNode;
  25057. }
  25058. } else if ( scope === MaterialNode.THICKNESS ) {
  25059. const thicknessNode = this.getFloat( scope );
  25060. if ( material.thicknessMap ) {
  25061. node = thicknessNode.mul( this.getTexture( scope ).g );
  25062. } else {
  25063. node = thicknessNode;
  25064. }
  25065. } else if ( scope === MaterialNode.IOR ) {
  25066. node = this.getFloat( scope );
  25067. } else if ( scope === MaterialNode.LIGHT_MAP ) {
  25068. node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );
  25069. } else if ( scope === MaterialNode.AO_MAP ) {
  25070. node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );
  25071. } else {
  25072. const outputType = this.getNodeType( builder );
  25073. node = this.getCache( scope, outputType );
  25074. }
  25075. return node;
  25076. }
  25077. }
  25078. MaterialNode.ALPHA_TEST = 'alphaTest';
  25079. MaterialNode.COLOR = 'color';
  25080. MaterialNode.OPACITY = 'opacity';
  25081. MaterialNode.SHININESS = 'shininess';
  25082. MaterialNode.SPECULAR = 'specular';
  25083. MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
  25084. MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
  25085. MaterialNode.SPECULAR_COLOR = 'specularColor';
  25086. MaterialNode.REFLECTIVITY = 'reflectivity';
  25087. MaterialNode.ROUGHNESS = 'roughness';
  25088. MaterialNode.METALNESS = 'metalness';
  25089. MaterialNode.NORMAL = 'normal';
  25090. MaterialNode.CLEARCOAT = 'clearcoat';
  25091. MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
  25092. MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
  25093. MaterialNode.EMISSIVE = 'emissive';
  25094. MaterialNode.ROTATION = 'rotation';
  25095. MaterialNode.SHEEN = 'sheen';
  25096. MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
  25097. MaterialNode.ANISOTROPY = 'anisotropy';
  25098. MaterialNode.IRIDESCENCE = 'iridescence';
  25099. MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
  25100. MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
  25101. MaterialNode.IOR = 'ior';
  25102. MaterialNode.TRANSMISSION = 'transmission';
  25103. MaterialNode.THICKNESS = 'thickness';
  25104. MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
  25105. MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
  25106. MaterialNode.LINE_SCALE = 'scale';
  25107. MaterialNode.LINE_DASH_SIZE = 'dashSize';
  25108. MaterialNode.LINE_GAP_SIZE = 'gapSize';
  25109. MaterialNode.LINE_WIDTH = 'linewidth';
  25110. MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
  25111. MaterialNode.POINT_WIDTH = 'pointWidth';
  25112. MaterialNode.DISPERSION = 'dispersion';
  25113. MaterialNode.LIGHT_MAP = 'light';
  25114. MaterialNode.AO_MAP = 'ao';
  25115. const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );
  25116. const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR );
  25117. const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS );
  25118. const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );
  25119. const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY );
  25120. const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR );
  25121. const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );
  25122. const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );
  25123. const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );
  25124. const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );
  25125. const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );
  25126. const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS );
  25127. const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL ).context( { getUV: null } );
  25128. const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );
  25129. const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );
  25130. const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL ).context( { getUV: null } );
  25131. const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION );
  25132. const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN );
  25133. const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
  25134. const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );
  25135. const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );
  25136. const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );
  25137. const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );
  25138. const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );
  25139. const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS );
  25140. const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR );
  25141. const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );
  25142. const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );
  25143. const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );
  25144. const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );
  25145. const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );
  25146. const materialLineWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );
  25147. const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );
  25148. const materialPointWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_WIDTH );
  25149. const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION );
  25150. const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );
  25151. const materialAOMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO_MAP );
  25152. const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) {
  25153. return frame.material;
  25154. } ).onRenderUpdate( function ( { material } ) {
  25155. this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
  25156. } );
  25157. class ModelViewProjectionNode extends TempNode {
  25158. static get type() {
  25159. return 'ModelViewProjectionNode';
  25160. }
  25161. constructor( positionNode = null ) {
  25162. super( 'vec4' );
  25163. this.positionNode = positionNode;
  25164. }
  25165. setup( builder ) {
  25166. if ( builder.shaderStage === 'fragment' ) {
  25167. return varying( builder.context.mvp );
  25168. }
  25169. const position = this.positionNode || positionLocal;
  25170. const viewMatrix = builder.renderer.nodes.modelViewMatrix || modelViewMatrix;
  25171. return cameraProjectionMatrix.mul( viewMatrix ).mul( position );
  25172. }
  25173. }
  25174. const modelViewProjection = /*@__PURE__*/ nodeProxy( ModelViewProjectionNode );
  25175. class IndexNode extends Node {
  25176. static get type() {
  25177. return 'IndexNode';
  25178. }
  25179. constructor( scope ) {
  25180. super( 'uint' );
  25181. this.scope = scope;
  25182. this.isInstanceIndexNode = true;
  25183. }
  25184. generate( builder ) {
  25185. const nodeType = this.getNodeType( builder );
  25186. const scope = this.scope;
  25187. let propertyName;
  25188. if ( scope === IndexNode.VERTEX ) {
  25189. propertyName = builder.getVertexIndex();
  25190. } else if ( scope === IndexNode.INSTANCE ) {
  25191. propertyName = builder.getInstanceIndex();
  25192. } else if ( scope === IndexNode.DRAW ) {
  25193. propertyName = builder.getDrawIndex();
  25194. } else if ( scope === IndexNode.INVOCATION_LOCAL ) {
  25195. propertyName = builder.getInvocationLocalIndex();
  25196. } else {
  25197. throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );
  25198. }
  25199. let output;
  25200. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  25201. output = propertyName;
  25202. } else {
  25203. const nodeVarying = varying( this );
  25204. output = nodeVarying.build( builder, nodeType );
  25205. }
  25206. return output;
  25207. }
  25208. }
  25209. IndexNode.VERTEX = 'vertex';
  25210. IndexNode.INSTANCE = 'instance';
  25211. IndexNode.INVOCATION_LOCAL = 'invocationLocal';
  25212. IndexNode.DRAW = 'draw';
  25213. const vertexIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.VERTEX );
  25214. const instanceIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INSTANCE );
  25215. const invocationLocalIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );
  25216. const drawIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.DRAW );
  25217. class InstanceNode extends Node {
  25218. static get type() {
  25219. return 'InstanceNode';
  25220. }
  25221. constructor( instanceMesh ) {
  25222. super( 'void' );
  25223. this.instanceMesh = instanceMesh;
  25224. this.instanceMatrixNode = null;
  25225. this.instanceColorNode = null;
  25226. this.updateType = NodeUpdateType.FRAME;
  25227. this.buffer = null;
  25228. this.bufferColor = null;
  25229. }
  25230. setup( builder ) {
  25231. let instanceMatrixNode = this.instanceMatrixNode;
  25232. let instanceColorNode = this.instanceColorNode;
  25233. const instanceMesh = this.instanceMesh;
  25234. if ( instanceMatrixNode === null ) {
  25235. const instanceAttribute = instanceMesh.instanceMatrix;
  25236. // Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute.
  25237. if ( instanceMesh.count <= 1000 ) {
  25238. instanceMatrixNode = buffer( instanceAttribute.array, 'mat4', Math.max( instanceMesh.count, 1 ) ).element( instanceIndex );
  25239. } else {
  25240. const buffer = new InstancedInterleavedBuffer( instanceAttribute.array, 16, 1 );
  25241. this.buffer = buffer;
  25242. const bufferFn = instanceAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25243. const instanceBuffers = [
  25244. // F.Signature -> bufferAttribute( array, type, stride, offset )
  25245. bufferFn( buffer, 'vec4', 16, 0 ),
  25246. bufferFn( buffer, 'vec4', 16, 4 ),
  25247. bufferFn( buffer, 'vec4', 16, 8 ),
  25248. bufferFn( buffer, 'vec4', 16, 12 )
  25249. ];
  25250. instanceMatrixNode = mat4( ...instanceBuffers );
  25251. }
  25252. this.instanceMatrixNode = instanceMatrixNode;
  25253. }
  25254. const instanceColorAttribute = instanceMesh.instanceColor;
  25255. if ( instanceColorAttribute && instanceColorNode === null ) {
  25256. const buffer = new InstancedBufferAttribute( instanceColorAttribute.array, 3 );
  25257. const bufferFn = instanceColorAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  25258. this.bufferColor = buffer;
  25259. instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );
  25260. this.instanceColorNode = instanceColorNode;
  25261. }
  25262. // POSITION
  25263. const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
  25264. positionLocal.assign( instancePosition );
  25265. // NORMAL
  25266. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25267. const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );
  25268. // ASSIGNS
  25269. normalLocal.assign( instanceNormal );
  25270. }
  25271. // COLOR
  25272. if ( this.instanceColorNode !== null ) {
  25273. varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );
  25274. }
  25275. }
  25276. update( /*frame*/ ) {
  25277. if ( this.instanceMesh.instanceMatrix.usage !== DynamicDrawUsage && this.buffer != null && this.instanceMesh.instanceMatrix.version !== this.buffer.version ) {
  25278. this.buffer.version = this.instanceMesh.instanceMatrix.version;
  25279. }
  25280. if ( this.instanceMesh.instanceColor && this.instanceMesh.instanceColor.usage !== DynamicDrawUsage && this.bufferColor != null && this.instanceMesh.instanceColor.version !== this.bufferColor.version ) {
  25281. this.bufferColor.version = this.instanceMesh.instanceColor.version;
  25282. }
  25283. }
  25284. }
  25285. const instance = /*@__PURE__*/ nodeProxy( InstanceNode );
  25286. class BatchNode extends Node {
  25287. static get type() {
  25288. return 'BatchNode';
  25289. }
  25290. constructor( batchMesh ) {
  25291. super( 'void' );
  25292. this.batchMesh = batchMesh;
  25293. this.batchingIdNode = null;
  25294. }
  25295. setup( builder ) {
  25296. // POSITION
  25297. if ( this.batchingIdNode === null ) {
  25298. if ( builder.getDrawIndex() === null ) {
  25299. this.batchingIdNode = instanceIndex;
  25300. } else {
  25301. this.batchingIdNode = drawIndex;
  25302. }
  25303. }
  25304. const getIndirectIndex = Fn( ( [ id ] ) => {
  25305. const size = textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 );
  25306. const x = int( id ).modInt( int( size ) );
  25307. const y = int( id ).div( int( size ) );
  25308. return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
  25309. } ).setLayout( {
  25310. name: 'getIndirectIndex',
  25311. type: 'uint',
  25312. inputs: [
  25313. { name: 'id', type: 'int' }
  25314. ]
  25315. } );
  25316. const indirectId = getIndirectIndex( int( this.batchingIdNode ) );
  25317. const matricesTexture = this.batchMesh._matricesTexture;
  25318. const size = textureSize( textureLoad( matricesTexture ), 0 );
  25319. const j = float( indirectId ).mul( 4 ).toInt().toVar();
  25320. const x = j.modInt( size );
  25321. const y = j.div( int( size ) );
  25322. const batchingMatrix = mat4(
  25323. textureLoad( matricesTexture, ivec2( x, y ) ),
  25324. textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
  25325. textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
  25326. textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
  25327. );
  25328. const colorsTexture = this.batchMesh._colorsTexture;
  25329. if ( colorsTexture !== null ) {
  25330. const getBatchingColor = Fn( ( [ id ] ) => {
  25331. const size = textureSize( textureLoad( colorsTexture ), 0 ).x;
  25332. const j = id;
  25333. const x = j.modInt( size );
  25334. const y = j.div( size );
  25335. return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;
  25336. } ).setLayout( {
  25337. name: 'getBatchingColor',
  25338. type: 'vec3',
  25339. inputs: [
  25340. { name: 'id', type: 'int' }
  25341. ]
  25342. } );
  25343. const color = getBatchingColor( indirectId );
  25344. varyingProperty( 'vec3', 'vBatchColor' ).assign( color );
  25345. }
  25346. const bm = mat3( batchingMatrix );
  25347. positionLocal.assign( batchingMatrix.mul( positionLocal ) );
  25348. const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );
  25349. const batchingNormal = bm.mul( transformedNormal ).xyz;
  25350. normalLocal.assign( batchingNormal );
  25351. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25352. tangentLocal.mulAssign( bm );
  25353. }
  25354. }
  25355. }
  25356. const batch = /*@__PURE__*/ nodeProxy( BatchNode );
  25357. const _frameId = new WeakMap();
  25358. class SkinningNode extends Node {
  25359. static get type() {
  25360. return 'SkinningNode';
  25361. }
  25362. constructor( skinnedMesh, useReference = false ) {
  25363. super( 'void' );
  25364. this.skinnedMesh = skinnedMesh;
  25365. this.useReference = useReference;
  25366. this.updateType = NodeUpdateType.OBJECT;
  25367. //
  25368. this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
  25369. this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
  25370. let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
  25371. if ( useReference ) {
  25372. bindMatrixNode = reference( 'bindMatrix', 'mat4' );
  25373. bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
  25374. boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25375. } else {
  25376. bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
  25377. bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
  25378. boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
  25379. }
  25380. this.bindMatrixNode = bindMatrixNode;
  25381. this.bindMatrixInverseNode = bindMatrixInverseNode;
  25382. this.boneMatricesNode = boneMatricesNode;
  25383. this.previousBoneMatricesNode = null;
  25384. }
  25385. getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = positionLocal ) {
  25386. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25387. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25388. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25389. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25390. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25391. // POSITION
  25392. const skinVertex = bindMatrixNode.mul( position );
  25393. const skinned = add(
  25394. boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
  25395. boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
  25396. boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
  25397. boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
  25398. );
  25399. return bindMatrixInverseNode.mul( skinned ).xyz;
  25400. }
  25401. getSkinnedNormal( boneMatrices = this.boneMatricesNode, normal = normalLocal ) {
  25402. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  25403. const boneMatX = boneMatrices.element( skinIndexNode.x );
  25404. const boneMatY = boneMatrices.element( skinIndexNode.y );
  25405. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  25406. const boneMatW = boneMatrices.element( skinIndexNode.w );
  25407. // NORMAL
  25408. let skinMatrix = add(
  25409. skinWeightNode.x.mul( boneMatX ),
  25410. skinWeightNode.y.mul( boneMatY ),
  25411. skinWeightNode.z.mul( boneMatZ ),
  25412. skinWeightNode.w.mul( boneMatW )
  25413. );
  25414. skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
  25415. return skinMatrix.transformDirection( normal ).xyz;
  25416. }
  25417. getPreviousSkinnedPosition( builder ) {
  25418. const skinnedMesh = builder.object;
  25419. if ( this.previousBoneMatricesNode === null ) {
  25420. skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );
  25421. this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  25422. }
  25423. return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );
  25424. }
  25425. needsPreviousBoneMatrices( builder ) {
  25426. const mrt = builder.renderer.getMRT();
  25427. return mrt && mrt.has( 'velocity' );
  25428. }
  25429. setup( builder ) {
  25430. if ( this.needsPreviousBoneMatrices( builder ) ) {
  25431. positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );
  25432. }
  25433. const skinPosition = this.getSkinnedPosition();
  25434. positionLocal.assign( skinPosition );
  25435. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  25436. const skinNormal = this.getSkinnedNormal();
  25437. normalLocal.assign( skinNormal );
  25438. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  25439. tangentLocal.assign( skinNormal );
  25440. }
  25441. }
  25442. }
  25443. generate( builder, output ) {
  25444. if ( output !== 'void' ) {
  25445. return positionLocal.build( builder, output );
  25446. }
  25447. }
  25448. update( frame ) {
  25449. const object = this.useReference ? frame.object : this.skinnedMesh;
  25450. const skeleton = object.skeleton;
  25451. if ( _frameId.get( skeleton ) === frame.frameId ) return;
  25452. _frameId.set( skeleton, frame.frameId );
  25453. if ( this.previousBoneMatricesNode !== null ) skeleton.previousBoneMatrices.set( skeleton.boneMatrices );
  25454. skeleton.update();
  25455. }
  25456. }
  25457. const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
  25458. const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
  25459. class LoopNode extends Node {
  25460. static get type() {
  25461. return 'LoopNode';
  25462. }
  25463. constructor( params = [] ) {
  25464. super();
  25465. this.params = params;
  25466. }
  25467. getVarName( index ) {
  25468. return String.fromCharCode( 'i'.charCodeAt() + index );
  25469. }
  25470. getProperties( builder ) {
  25471. const properties = builder.getNodeProperties( this );
  25472. if ( properties.stackNode !== undefined ) return properties;
  25473. //
  25474. const inputs = {};
  25475. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25476. const param = this.params[ i ];
  25477. const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
  25478. const type = ( param.isNode !== true && param.type ) || 'int';
  25479. inputs[ name ] = expression( name, type );
  25480. }
  25481. const stack = builder.addStack(); // TODO: cache() it
  25482. properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, stack, builder );
  25483. properties.stackNode = stack;
  25484. builder.removeStack();
  25485. return properties;
  25486. }
  25487. getNodeType( builder ) {
  25488. const { returnsNode } = this.getProperties( builder );
  25489. return returnsNode ? returnsNode.getNodeType( builder ) : 'void';
  25490. }
  25491. setup( builder ) {
  25492. // setup properties
  25493. this.getProperties( builder );
  25494. }
  25495. generate( builder ) {
  25496. const properties = this.getProperties( builder );
  25497. const params = this.params;
  25498. const stackNode = properties.stackNode;
  25499. for ( let i = 0, l = params.length - 1; i < l; i ++ ) {
  25500. const param = params[ i ];
  25501. let start = null, end = null, name = null, type = null, condition = null, update = null;
  25502. if ( param.isNode ) {
  25503. type = 'int';
  25504. name = this.getVarName( i );
  25505. start = '0';
  25506. end = param.build( builder, type );
  25507. condition = '<';
  25508. } else {
  25509. type = param.type || 'int';
  25510. name = param.name || this.getVarName( i );
  25511. start = param.start;
  25512. end = param.end;
  25513. condition = param.condition;
  25514. update = param.update;
  25515. if ( typeof start === 'number' ) start = start.toString();
  25516. else if ( start && start.isNode ) start = start.build( builder, type );
  25517. if ( typeof end === 'number' ) end = end.toString();
  25518. else if ( end && end.isNode ) end = end.build( builder, type );
  25519. if ( start !== undefined && end === undefined ) {
  25520. start = start + ' - 1';
  25521. end = '0';
  25522. condition = '>=';
  25523. } else if ( end !== undefined && start === undefined ) {
  25524. start = '0';
  25525. condition = '<';
  25526. }
  25527. if ( condition === undefined ) {
  25528. if ( Number( start ) > Number( end ) ) {
  25529. condition = '>=';
  25530. } else {
  25531. condition = '<';
  25532. }
  25533. }
  25534. }
  25535. const internalParam = { start, end, condition };
  25536. //
  25537. const startSnippet = internalParam.start;
  25538. const endSnippet = internalParam.end;
  25539. let declarationSnippet = '';
  25540. let conditionalSnippet = '';
  25541. let updateSnippet = '';
  25542. if ( ! update ) {
  25543. if ( type === 'int' || type === 'uint' ) {
  25544. if ( condition.includes( '<' ) ) update = '++';
  25545. else update = '--';
  25546. } else {
  25547. if ( condition.includes( '<' ) ) update = '+= 1.';
  25548. else update = '-= 1.';
  25549. }
  25550. }
  25551. declarationSnippet += builder.getVar( type, name ) + ' = ' + startSnippet;
  25552. conditionalSnippet += name + ' ' + condition + ' ' + endSnippet;
  25553. updateSnippet += name + ' ' + update;
  25554. const forSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;
  25555. builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + forSnippet + ' {\n\n' ).addFlowTab();
  25556. }
  25557. const stackSnippet = stackNode.build( builder, 'void' );
  25558. const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : '';
  25559. builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );
  25560. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  25561. builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();
  25562. }
  25563. builder.addFlowTab();
  25564. return returnsSnippet;
  25565. }
  25566. }
  25567. const Loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).append();
  25568. const Continue = () => expression( 'continue' ).append();
  25569. const Break = () => expression( 'break' ).append();
  25570. //
  25571. const loop = ( ...params ) => { // @deprecated, r168
  25572. console.warn( 'TSL.LoopNode: loop() has been renamed to Loop().' );
  25573. return Loop( ...params );
  25574. };
  25575. const _morphTextures = /*@__PURE__*/ new WeakMap();
  25576. const _morphVec4 = /*@__PURE__*/ new Vector4();
  25577. const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {
  25578. const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
  25579. const y = texelIndex.div( width );
  25580. const x = texelIndex.sub( y.mul( width ) );
  25581. const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
  25582. return bufferAttrib.mul( influence );
  25583. } );
  25584. function getEntry( geometry ) {
  25585. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25586. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  25587. const hasMorphColors = geometry.morphAttributes.color !== undefined;
  25588. // instead of using attributes, the WebGL 2 code path encodes morph targets
  25589. // into an array of data textures. Each layer represents a single morph target.
  25590. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25591. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25592. let entry = _morphTextures.get( geometry );
  25593. if ( entry === undefined || entry.count !== morphTargetsCount ) {
  25594. if ( entry !== undefined ) entry.texture.dispose();
  25595. const morphTargets = geometry.morphAttributes.position || [];
  25596. const morphNormals = geometry.morphAttributes.normal || [];
  25597. const morphColors = geometry.morphAttributes.color || [];
  25598. let vertexDataCount = 0;
  25599. if ( hasMorphPosition === true ) vertexDataCount = 1;
  25600. if ( hasMorphNormals === true ) vertexDataCount = 2;
  25601. if ( hasMorphColors === true ) vertexDataCount = 3;
  25602. let width = geometry.attributes.position.count * vertexDataCount;
  25603. let height = 1;
  25604. const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'
  25605. if ( width > maxTextureSize ) {
  25606. height = Math.ceil( width / maxTextureSize );
  25607. width = maxTextureSize;
  25608. }
  25609. const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
  25610. const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  25611. bufferTexture.type = FloatType;
  25612. bufferTexture.needsUpdate = true;
  25613. // fill buffer
  25614. const vertexDataStride = vertexDataCount * 4;
  25615. for ( let i = 0; i < morphTargetsCount; i ++ ) {
  25616. const morphTarget = morphTargets[ i ];
  25617. const morphNormal = morphNormals[ i ];
  25618. const morphColor = morphColors[ i ];
  25619. const offset = width * height * 4 * i;
  25620. for ( let j = 0; j < morphTarget.count; j ++ ) {
  25621. const stride = j * vertexDataStride;
  25622. if ( hasMorphPosition === true ) {
  25623. _morphVec4.fromBufferAttribute( morphTarget, j );
  25624. buffer[ offset + stride + 0 ] = _morphVec4.x;
  25625. buffer[ offset + stride + 1 ] = _morphVec4.y;
  25626. buffer[ offset + stride + 2 ] = _morphVec4.z;
  25627. buffer[ offset + stride + 3 ] = 0;
  25628. }
  25629. if ( hasMorphNormals === true ) {
  25630. _morphVec4.fromBufferAttribute( morphNormal, j );
  25631. buffer[ offset + stride + 4 ] = _morphVec4.x;
  25632. buffer[ offset + stride + 5 ] = _morphVec4.y;
  25633. buffer[ offset + stride + 6 ] = _morphVec4.z;
  25634. buffer[ offset + stride + 7 ] = 0;
  25635. }
  25636. if ( hasMorphColors === true ) {
  25637. _morphVec4.fromBufferAttribute( morphColor, j );
  25638. buffer[ offset + stride + 8 ] = _morphVec4.x;
  25639. buffer[ offset + stride + 9 ] = _morphVec4.y;
  25640. buffer[ offset + stride + 10 ] = _morphVec4.z;
  25641. buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;
  25642. }
  25643. }
  25644. }
  25645. entry = {
  25646. count: morphTargetsCount,
  25647. texture: bufferTexture,
  25648. stride: vertexDataCount,
  25649. size: new Vector2( width, height )
  25650. };
  25651. _morphTextures.set( geometry, entry );
  25652. function disposeTexture() {
  25653. bufferTexture.dispose();
  25654. _morphTextures.delete( geometry );
  25655. geometry.removeEventListener( 'dispose', disposeTexture );
  25656. }
  25657. geometry.addEventListener( 'dispose', disposeTexture );
  25658. }
  25659. return entry;
  25660. }
  25661. class MorphNode extends Node {
  25662. static get type() {
  25663. return 'MorphNode';
  25664. }
  25665. constructor( mesh ) {
  25666. super( 'void' );
  25667. this.mesh = mesh;
  25668. this.morphBaseInfluence = uniform( 1 );
  25669. this.updateType = NodeUpdateType.OBJECT;
  25670. }
  25671. setup( builder ) {
  25672. const { geometry } = builder;
  25673. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  25674. const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;
  25675. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  25676. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  25677. // nodes
  25678. const { texture: bufferMap, stride, size } = getEntry( geometry );
  25679. if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
  25680. if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );
  25681. const width = int( size.width );
  25682. Loop( morphTargetsCount, ( { i } ) => {
  25683. const influence = float( 0 ).toVar();
  25684. if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {
  25685. influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );
  25686. } else {
  25687. influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );
  25688. }
  25689. if ( hasMorphPosition === true ) {
  25690. positionLocal.addAssign( getMorph( {
  25691. bufferMap,
  25692. influence,
  25693. stride,
  25694. width,
  25695. depth: i,
  25696. offset: int( 0 )
  25697. } ) );
  25698. }
  25699. if ( hasMorphNormals === true ) {
  25700. normalLocal.addAssign( getMorph( {
  25701. bufferMap,
  25702. influence,
  25703. stride,
  25704. width,
  25705. depth: i,
  25706. offset: int( 1 )
  25707. } ) );
  25708. }
  25709. } );
  25710. }
  25711. update() {
  25712. const morphBaseInfluence = this.morphBaseInfluence;
  25713. if ( this.mesh.geometry.morphTargetsRelative ) {
  25714. morphBaseInfluence.value = 1;
  25715. } else {
  25716. morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );
  25717. }
  25718. }
  25719. }
  25720. const morphReference = /*@__PURE__*/ nodeProxy( MorphNode );
  25721. const sortLights = ( lights ) => {
  25722. return lights.sort( ( a, b ) => a.id - b.id );
  25723. };
  25724. const getLightNodeById = ( id, lightNodes ) => {
  25725. for ( const lightNode of lightNodes ) {
  25726. if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {
  25727. return lightNode;
  25728. }
  25729. }
  25730. return null;
  25731. };
  25732. class LightsNode extends Node {
  25733. static get type() {
  25734. return 'LightsNode';
  25735. }
  25736. constructor( lights = [] ) {
  25737. super( 'vec3' );
  25738. this.totalDiffuseNode = vec3().toVar( 'totalDiffuse' );
  25739. this.totalSpecularNode = vec3().toVar( 'totalSpecular' );
  25740. this.outgoingLightNode = vec3().toVar( 'outgoingLight' );
  25741. this._lights = lights;
  25742. this._lightNodes = null;
  25743. this._lightNodesHash = null;
  25744. this.global = true;
  25745. }
  25746. getHash( builder ) {
  25747. if ( this._lightNodesHash === null ) {
  25748. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  25749. const hash = [];
  25750. for ( const lightNode of this._lightNodes ) {
  25751. hash.push( lightNode.getHash() );
  25752. }
  25753. this._lightNodesHash = 'lights-' + hash.join( ',' );
  25754. }
  25755. return this._lightNodesHash;
  25756. }
  25757. analyze( builder ) {
  25758. const properties = builder.getDataFromNode( this );
  25759. for ( const node of properties.nodes ) {
  25760. node.build( builder );
  25761. }
  25762. }
  25763. setupLightsNode( builder ) {
  25764. const lightNodes = [];
  25765. const previousLightNodes = this._lightNodes;
  25766. const lights = sortLights( this._lights );
  25767. const nodeLibrary = builder.renderer.nodes.library;
  25768. for ( const light of lights ) {
  25769. if ( light.isNode ) {
  25770. lightNodes.push( nodeObject( light ) );
  25771. } else {
  25772. let lightNode = null;
  25773. if ( previousLightNodes !== null ) {
  25774. lightNode = getLightNodeById( light.id, previousLightNodes ); // resuse existing light node
  25775. }
  25776. if ( lightNode === null ) {
  25777. const lightNodeClass = nodeLibrary.getLightNodeClass( light.constructor );
  25778. if ( lightNodeClass === null ) {
  25779. console.warn( `LightsNode.setupNodeLights: Light node not found for ${ light.constructor.name }` );
  25780. continue;
  25781. }
  25782. lightNodes.push( nodeObject( new lightNodeClass( light ) ) );
  25783. }
  25784. }
  25785. }
  25786. this._lightNodes = lightNodes;
  25787. }
  25788. setup( builder ) {
  25789. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  25790. const context = builder.context;
  25791. const lightingModel = context.lightingModel;
  25792. let outgoingLightNode = this.outgoingLightNode;
  25793. if ( lightingModel ) {
  25794. const { _lightNodes, totalDiffuseNode, totalSpecularNode } = this;
  25795. context.outgoingLight = outgoingLightNode;
  25796. const stack = builder.addStack();
  25797. //
  25798. const properties = builder.getDataFromNode( this );
  25799. properties.nodes = stack.nodes;
  25800. //
  25801. lightingModel.start( context, stack, builder );
  25802. // lights
  25803. for ( const lightNode of _lightNodes ) {
  25804. lightNode.build( builder );
  25805. }
  25806. //
  25807. lightingModel.indirect( context, stack, builder );
  25808. //
  25809. const { backdrop, backdropAlpha } = context;
  25810. const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;
  25811. let totalDiffuse = directDiffuse.add( indirectDiffuse );
  25812. if ( backdrop !== null ) {
  25813. if ( backdropAlpha !== null ) {
  25814. totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );
  25815. } else {
  25816. totalDiffuse = vec3( backdrop );
  25817. }
  25818. context.material.transparent = true;
  25819. }
  25820. totalDiffuseNode.assign( totalDiffuse );
  25821. totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );
  25822. outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );
  25823. //
  25824. lightingModel.finish( context, stack, builder );
  25825. //
  25826. outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );
  25827. }
  25828. return outgoingLightNode;
  25829. }
  25830. setLights( lights ) {
  25831. this._lights = lights;
  25832. this._lightNodes = null;
  25833. this._lightNodesHash = null;
  25834. return this;
  25835. }
  25836. getLights() {
  25837. return this._lights;
  25838. }
  25839. }
  25840. const lights = /*@__PURE__*/ nodeProxy( LightsNode );
  25841. class LightingNode extends Node {
  25842. static get type() {
  25843. return 'LightingNode';
  25844. }
  25845. constructor() {
  25846. super( 'vec3' );
  25847. this.isLightingNode = true;
  25848. }
  25849. generate( /*builder*/ ) {
  25850. console.warn( 'Abstract function.' );
  25851. }
  25852. }
  25853. class AONode extends LightingNode {
  25854. static get type() {
  25855. return 'AONode';
  25856. }
  25857. constructor( aoNode = null ) {
  25858. super();
  25859. this.aoNode = aoNode;
  25860. }
  25861. setup( builder ) {
  25862. builder.context.ambientOcclusion.mulAssign( this.aoNode );
  25863. }
  25864. }
  25865. class LightingContextNode extends ContextNode {
  25866. static get type() {
  25867. return 'LightingContextNode';
  25868. }
  25869. constructor( node, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {
  25870. super( node );
  25871. this.lightingModel = lightingModel;
  25872. this.backdropNode = backdropNode;
  25873. this.backdropAlphaNode = backdropAlphaNode;
  25874. this._value = null;
  25875. }
  25876. getContext() {
  25877. const { backdropNode, backdropAlphaNode } = this;
  25878. const directDiffuse = vec3().toVar( 'directDiffuse' ),
  25879. directSpecular = vec3().toVar( 'directSpecular' ),
  25880. indirectDiffuse = vec3().toVar( 'indirectDiffuse' ),
  25881. indirectSpecular = vec3().toVar( 'indirectSpecular' );
  25882. const reflectedLight = {
  25883. directDiffuse,
  25884. directSpecular,
  25885. indirectDiffuse,
  25886. indirectSpecular
  25887. };
  25888. const context = {
  25889. radiance: vec3().toVar( 'radiance' ),
  25890. irradiance: vec3().toVar( 'irradiance' ),
  25891. iblIrradiance: vec3().toVar( 'iblIrradiance' ),
  25892. ambientOcclusion: float( 1 ).toVar( 'ambientOcclusion' ),
  25893. reflectedLight,
  25894. backdrop: backdropNode,
  25895. backdropAlpha: backdropAlphaNode
  25896. };
  25897. return context;
  25898. }
  25899. setup( builder ) {
  25900. this.value = this._value || ( this._value = this.getContext() );
  25901. this.value.lightingModel = this.lightingModel || builder.context.lightingModel;
  25902. return super.setup( builder );
  25903. }
  25904. }
  25905. const lightingContext = /*@__PURE__*/ nodeProxy( LightingContextNode );
  25906. class IrradianceNode extends LightingNode {
  25907. static get type() {
  25908. return 'IrradianceNode';
  25909. }
  25910. constructor( node ) {
  25911. super();
  25912. this.node = node;
  25913. }
  25914. setup( builder ) {
  25915. builder.context.irradiance.addAssign( this.node );
  25916. }
  25917. }
  25918. let screenSizeVec, viewportVec;
  25919. class ScreenNode extends Node {
  25920. static get type() {
  25921. return 'ScreenNode';
  25922. }
  25923. constructor( scope ) {
  25924. super();
  25925. this.scope = scope;
  25926. this.isViewportNode = true;
  25927. }
  25928. getNodeType() {
  25929. if ( this.scope === ScreenNode.VIEWPORT ) return 'vec4';
  25930. else return 'vec2';
  25931. }
  25932. getUpdateType() {
  25933. let updateType = NodeUpdateType.NONE;
  25934. if ( this.scope === ScreenNode.SIZE || this.scope === ScreenNode.VIEWPORT ) {
  25935. updateType = NodeUpdateType.RENDER;
  25936. }
  25937. this.updateType = updateType;
  25938. return updateType;
  25939. }
  25940. update( { renderer } ) {
  25941. const renderTarget = renderer.getRenderTarget();
  25942. if ( this.scope === ScreenNode.VIEWPORT ) {
  25943. if ( renderTarget !== null ) {
  25944. viewportVec.copy( renderTarget.viewport );
  25945. } else {
  25946. renderer.getViewport( viewportVec );
  25947. viewportVec.multiplyScalar( renderer.getPixelRatio() );
  25948. }
  25949. } else {
  25950. if ( renderTarget !== null ) {
  25951. screenSizeVec.width = renderTarget.width;
  25952. screenSizeVec.height = renderTarget.height;
  25953. } else {
  25954. renderer.getDrawingBufferSize( screenSizeVec );
  25955. }
  25956. }
  25957. }
  25958. setup( /*builder*/ ) {
  25959. const scope = this.scope;
  25960. let output = null;
  25961. if ( scope === ScreenNode.SIZE ) {
  25962. output = uniform( screenSizeVec || ( screenSizeVec = new Vector2() ) );
  25963. } else if ( scope === ScreenNode.VIEWPORT ) {
  25964. output = uniform( viewportVec || ( viewportVec = new Vector4() ) );
  25965. } else {
  25966. output = vec2( screenCoordinate.div( screenSize ) );
  25967. }
  25968. return output;
  25969. }
  25970. generate( builder ) {
  25971. if ( this.scope === ScreenNode.COORDINATE ) {
  25972. let coord = builder.getFragCoord();
  25973. if ( builder.isFlipY() ) {
  25974. // follow webgpu standards
  25975. const size = builder.getNodeProperties( screenSize ).outputNode.build( builder );
  25976. coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ size }.y - ${ coord }.y )`;
  25977. }
  25978. return coord;
  25979. }
  25980. return super.generate( builder );
  25981. }
  25982. }
  25983. ScreenNode.COORDINATE = 'coordinate';
  25984. ScreenNode.VIEWPORT = 'viewport';
  25985. ScreenNode.SIZE = 'size';
  25986. ScreenNode.UV = 'uv';
  25987. // Screen
  25988. const screenUV = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.UV );
  25989. const screenSize = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.SIZE );
  25990. const screenCoordinate = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.COORDINATE );
  25991. // Viewport
  25992. const viewport = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.VIEWPORT );
  25993. const viewportSize = viewport.zw;
  25994. const viewportCoordinate = /*@__PURE__*/ screenCoordinate.sub( viewport.xy );
  25995. const viewportUV = /*@__PURE__*/ viewportCoordinate.div( viewportSize );
  25996. // Deprecated
  25997. const viewportResolution = /*@__PURE__*/ ( Fn( () => { // @deprecated, r169
  25998. console.warn( 'TSL.ViewportNode: "viewportResolution" is deprecated. Use "screenSize" instead.' );
  25999. return screenSize;
  26000. }, 'vec2' ).once() )();
  26001. const viewportTopLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  26002. console.warn( 'TSL.ViewportNode: "viewportTopLeft" is deprecated. Use "screenUV" instead.' );
  26003. return screenUV;
  26004. }, 'vec2' ).once() )();
  26005. const viewportBottomLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  26006. console.warn( 'TSL.ViewportNode: "viewportBottomLeft" is deprecated. Use "screenUV.flipY()" instead.' );
  26007. return screenUV.flipY();
  26008. }, 'vec2' ).once() )();
  26009. const _size$a = /*@__PURE__*/ new Vector2();
  26010. class ViewportTextureNode extends TextureNode {
  26011. static get type() {
  26012. return 'ViewportTextureNode';
  26013. }
  26014. constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {
  26015. if ( framebufferTexture === null ) {
  26016. framebufferTexture = new FramebufferTexture();
  26017. framebufferTexture.minFilter = LinearMipmapLinearFilter;
  26018. }
  26019. super( framebufferTexture, uvNode, levelNode );
  26020. this.generateMipmaps = false;
  26021. this.isOutputTextureNode = true;
  26022. this.updateBeforeType = NodeUpdateType.FRAME;
  26023. }
  26024. updateBefore( frame ) {
  26025. const renderer = frame.renderer;
  26026. renderer.getDrawingBufferSize( _size$a );
  26027. //
  26028. const framebufferTexture = this.value;
  26029. if ( framebufferTexture.image.width !== _size$a.width || framebufferTexture.image.height !== _size$a.height ) {
  26030. framebufferTexture.image.width = _size$a.width;
  26031. framebufferTexture.image.height = _size$a.height;
  26032. framebufferTexture.needsUpdate = true;
  26033. }
  26034. //
  26035. const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
  26036. framebufferTexture.generateMipmaps = this.generateMipmaps;
  26037. renderer.copyFramebufferToTexture( framebufferTexture );
  26038. framebufferTexture.generateMipmaps = currentGenerateMipmaps;
  26039. }
  26040. clone() {
  26041. const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
  26042. viewportTextureNode.generateMipmaps = this.generateMipmaps;
  26043. return viewportTextureNode;
  26044. }
  26045. }
  26046. const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode );
  26047. const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } );
  26048. let sharedDepthbuffer = null;
  26049. class ViewportDepthTextureNode extends ViewportTextureNode {
  26050. static get type() {
  26051. return 'ViewportDepthTextureNode';
  26052. }
  26053. constructor( uvNode = screenUV, levelNode = null ) {
  26054. if ( sharedDepthbuffer === null ) {
  26055. sharedDepthbuffer = new DepthTexture();
  26056. }
  26057. super( uvNode, levelNode, sharedDepthbuffer );
  26058. }
  26059. }
  26060. const viewportDepthTexture = /*@__PURE__*/ nodeProxy( ViewportDepthTextureNode );
  26061. class ViewportDepthNode extends Node {
  26062. static get type() {
  26063. return 'ViewportDepthNode';
  26064. }
  26065. constructor( scope, valueNode = null ) {
  26066. super( 'float' );
  26067. this.scope = scope;
  26068. this.valueNode = valueNode;
  26069. this.isViewportDepthNode = true;
  26070. }
  26071. generate( builder ) {
  26072. const { scope } = this;
  26073. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  26074. return builder.getFragDepth();
  26075. }
  26076. return super.generate( builder );
  26077. }
  26078. setup( { camera } ) {
  26079. const { scope } = this;
  26080. const value = this.valueNode;
  26081. let node = null;
  26082. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  26083. if ( value !== null ) {
  26084. node = depthBase().assign( value );
  26085. }
  26086. } else if ( scope === ViewportDepthNode.DEPTH ) {
  26087. if ( camera.isPerspectiveCamera ) {
  26088. node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );
  26089. } else {
  26090. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26091. }
  26092. } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {
  26093. if ( value !== null ) {
  26094. if ( camera.isPerspectiveCamera ) {
  26095. const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );
  26096. node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  26097. } else {
  26098. node = value;
  26099. }
  26100. } else {
  26101. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  26102. }
  26103. }
  26104. return node;
  26105. }
  26106. }
  26107. ViewportDepthNode.DEPTH_BASE = 'depthBase';
  26108. ViewportDepthNode.DEPTH = 'depth';
  26109. ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';
  26110. // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
  26111. // -near maps to 0; -far maps to 1
  26112. const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
  26113. // maps orthographic depth in [ 0, 1 ] to viewZ
  26114. const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
  26115. // NOTE: https://twitter.com/gonnavis/status/1377183786949959682
  26116. // -near maps to 0; -far maps to 1
  26117. const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
  26118. // maps perspective depth in [ 0, 1 ] to viewZ
  26119. const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
  26120. const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );
  26121. const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
  26122. const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH );
  26123. const viewportLinearDepth = /*@__PURE__*/ linearDepth( viewportDepthTexture() );
  26124. depth.assign = ( value ) => depthBase( value );
  26125. class ClippingNode extends Node {
  26126. static get type() {
  26127. return 'ClippingNode';
  26128. }
  26129. constructor( scope = ClippingNode.DEFAULT ) {
  26130. super();
  26131. this.scope = scope;
  26132. }
  26133. setup( builder ) {
  26134. super.setup( builder );
  26135. const clippingContext = builder.clippingContext;
  26136. const { localClipIntersection, localClippingCount, globalClippingCount } = clippingContext;
  26137. const numClippingPlanes = globalClippingCount + localClippingCount;
  26138. const numUnionClippingPlanes = localClipIntersection ? numClippingPlanes - localClippingCount : numClippingPlanes;
  26139. if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {
  26140. return this.setupAlphaToCoverage( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  26141. } else {
  26142. return this.setupDefault( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes );
  26143. }
  26144. }
  26145. setupAlphaToCoverage( planes, numClippingPlanes, numUnionClippingPlanes ) {
  26146. return Fn( () => {
  26147. const clippingPlanes = uniformArray( planes );
  26148. const distanceToPlane = property( 'float', 'distanceToPlane' );
  26149. const distanceGradient = property( 'float', 'distanceToGradient' );
  26150. const clipOpacity = property( 'float', 'clipOpacity' );
  26151. clipOpacity.assign( 1 );
  26152. let plane;
  26153. Loop( numUnionClippingPlanes, ( { i } ) => {
  26154. plane = clippingPlanes.element( i );
  26155. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  26156. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  26157. clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );
  26158. clipOpacity.equal( 0.0 ).discard();
  26159. } );
  26160. if ( numUnionClippingPlanes < numClippingPlanes ) {
  26161. const unionClipOpacity = property( 'float', 'unionclipOpacity' );
  26162. unionClipOpacity.assign( 1 );
  26163. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  26164. plane = clippingPlanes.element( i );
  26165. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  26166. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  26167. unionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );
  26168. } );
  26169. clipOpacity.mulAssign( unionClipOpacity.oneMinus() );
  26170. }
  26171. diffuseColor.a.mulAssign( clipOpacity );
  26172. diffuseColor.a.equal( 0.0 ).discard();
  26173. } )();
  26174. }
  26175. setupDefault( planes, numClippingPlanes, numUnionClippingPlanes ) {
  26176. return Fn( () => {
  26177. const clippingPlanes = uniformArray( planes );
  26178. let plane;
  26179. Loop( numUnionClippingPlanes, ( { i } ) => {
  26180. plane = clippingPlanes.element( i );
  26181. positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();
  26182. } );
  26183. if ( numUnionClippingPlanes < numClippingPlanes ) {
  26184. const clipped = property( 'bool', 'clipped' );
  26185. clipped.assign( true );
  26186. Loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => {
  26187. plane = clippingPlanes.element( i );
  26188. clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );
  26189. } );
  26190. clipped.discard();
  26191. }
  26192. } )();
  26193. }
  26194. }
  26195. ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
  26196. ClippingNode.DEFAULT = 'default';
  26197. const clipping = () => nodeObject( new ClippingNode() );
  26198. const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) );
  26199. class NodeMaterial extends Material {
  26200. static get type() {
  26201. return 'NodeMaterial';
  26202. }
  26203. constructor() {
  26204. super();
  26205. this.isNodeMaterial = true;
  26206. this.type = this.constructor.type;
  26207. this.forceSinglePass = false;
  26208. this.fog = true;
  26209. this.lights = false;
  26210. this.lightsNode = null;
  26211. this.envNode = null;
  26212. this.aoNode = null;
  26213. this.colorNode = null;
  26214. this.normalNode = null;
  26215. this.opacityNode = null;
  26216. this.backdropNode = null;
  26217. this.backdropAlphaNode = null;
  26218. this.alphaTestNode = null;
  26219. this.positionNode = null;
  26220. this.depthNode = null;
  26221. this.shadowNode = null;
  26222. this.shadowPositionNode = null;
  26223. this.outputNode = null;
  26224. this.mrtNode = null;
  26225. this.fragmentNode = null;
  26226. this.vertexNode = null;
  26227. }
  26228. customProgramCacheKey() {
  26229. return this.type + getCacheKey$1( this );
  26230. }
  26231. build( builder ) {
  26232. this.setup( builder );
  26233. }
  26234. setupObserver( builder ) {
  26235. return new NodeMaterialObserver( builder );
  26236. }
  26237. setup( builder ) {
  26238. builder.context.setupNormal = () => this.setupNormal( builder );
  26239. // < VERTEX STAGE >
  26240. builder.addStack();
  26241. builder.stack.outputNode = this.vertexNode || this.setupPosition( builder );
  26242. builder.addFlow( 'vertex', builder.removeStack() );
  26243. // < FRAGMENT STAGE >
  26244. builder.addStack();
  26245. let resultNode;
  26246. const clippingNode = this.setupClipping( builder );
  26247. if ( this.depthWrite === true ) this.setupDepth( builder );
  26248. if ( this.fragmentNode === null ) {
  26249. this.setupDiffuseColor( builder );
  26250. this.setupVariants( builder );
  26251. const outgoingLightNode = this.setupLighting( builder );
  26252. if ( clippingNode !== null ) builder.stack.add( clippingNode );
  26253. // force unsigned floats - useful for RenderTargets
  26254. const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
  26255. resultNode = this.setupOutput( builder, basicOutput );
  26256. // OUTPUT NODE
  26257. output.assign( resultNode );
  26258. //
  26259. if ( this.outputNode !== null ) resultNode = this.outputNode;
  26260. // MRT
  26261. const renderTarget = builder.renderer.getRenderTarget();
  26262. if ( renderTarget !== null ) {
  26263. const mrt = builder.renderer.getMRT();
  26264. const materialMRT = this.mrtNode;
  26265. if ( mrt !== null ) {
  26266. resultNode = mrt;
  26267. if ( materialMRT !== null ) {
  26268. resultNode = mrt.merge( materialMRT );
  26269. }
  26270. } else if ( materialMRT !== null ) {
  26271. resultNode = materialMRT;
  26272. }
  26273. }
  26274. } else {
  26275. let fragmentNode = this.fragmentNode;
  26276. if ( fragmentNode.isOutputStructNode !== true ) {
  26277. fragmentNode = vec4( fragmentNode );
  26278. }
  26279. resultNode = this.setupOutput( builder, fragmentNode );
  26280. }
  26281. builder.stack.outputNode = resultNode;
  26282. builder.addFlow( 'fragment', builder.removeStack() );
  26283. // < MONITOR >
  26284. builder.monitor = this.setupObserver( builder );
  26285. }
  26286. setupClipping( builder ) {
  26287. if ( builder.clippingContext === null ) return null;
  26288. const { globalClippingCount, localClippingCount } = builder.clippingContext;
  26289. let result = null;
  26290. if ( globalClippingCount || localClippingCount ) {
  26291. const samples = builder.renderer.samples;
  26292. if ( this.alphaToCoverage && samples > 1 ) {
  26293. // to be added to flow when the color/alpha value has been determined
  26294. result = clippingAlpha();
  26295. } else {
  26296. builder.stack.add( clipping() );
  26297. }
  26298. }
  26299. return result;
  26300. }
  26301. setupDepth( builder ) {
  26302. const { renderer } = builder;
  26303. // Depth
  26304. let depthNode = this.depthNode;
  26305. if ( depthNode === null ) {
  26306. const mrt = renderer.getMRT();
  26307. if ( mrt && mrt.has( 'depth' ) ) {
  26308. depthNode = mrt.get( 'depth' );
  26309. } else if ( renderer.logarithmicDepthBuffer === true ) {
  26310. const fragDepth = modelViewProjection().w.add( 1 );
  26311. depthNode = fragDepth.log2().mul( cameraLogDepth ).mul( 0.5 );
  26312. }
  26313. }
  26314. if ( depthNode !== null ) {
  26315. depth.assign( depthNode ).append();
  26316. }
  26317. }
  26318. setupPosition( builder ) {
  26319. const { object } = builder;
  26320. const geometry = object.geometry;
  26321. builder.addStack();
  26322. // Vertex
  26323. if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
  26324. morphReference( object ).append();
  26325. }
  26326. if ( object.isSkinnedMesh === true ) {
  26327. skinningReference( object ).append();
  26328. }
  26329. if ( this.displacementMap ) {
  26330. const displacementMap = materialReference( 'displacementMap', 'texture' );
  26331. const displacementScale = materialReference( 'displacementScale', 'float' );
  26332. const displacementBias = materialReference( 'displacementBias', 'float' );
  26333. positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
  26334. }
  26335. if ( object.isBatchedMesh ) {
  26336. batch( object ).append();
  26337. }
  26338. if ( ( object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
  26339. instance( object ).append();
  26340. }
  26341. if ( this.positionNode !== null ) {
  26342. positionLocal.assign( this.positionNode );
  26343. }
  26344. const mvp = modelViewProjection();
  26345. builder.context.vertex = builder.removeStack();
  26346. builder.context.mvp = mvp;
  26347. return mvp;
  26348. }
  26349. setupDiffuseColor( { object, geometry } ) {
  26350. let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
  26351. // VERTEX COLORS
  26352. if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
  26353. colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a );
  26354. }
  26355. // Instanced colors
  26356. if ( object.instanceColor ) {
  26357. const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
  26358. colorNode = instanceColor.mul( colorNode );
  26359. }
  26360. if ( object.isBatchedMesh && object._colorsTexture ) {
  26361. const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
  26362. colorNode = batchColor.mul( colorNode );
  26363. }
  26364. // COLOR
  26365. diffuseColor.assign( colorNode );
  26366. // OPACITY
  26367. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  26368. diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
  26369. // ALPHA TEST
  26370. if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
  26371. const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
  26372. diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
  26373. }
  26374. if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
  26375. diffuseColor.a.assign( 1.0 );
  26376. }
  26377. }
  26378. setupVariants( /*builder*/ ) {
  26379. // Interface function.
  26380. }
  26381. setupOutgoingLight() {
  26382. return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
  26383. }
  26384. setupNormal() {
  26385. return this.normalNode ? vec3( this.normalNode ) : materialNormal;
  26386. }
  26387. setupEnvironment( /*builder*/ ) {
  26388. let node = null;
  26389. if ( this.envNode ) {
  26390. node = this.envNode;
  26391. } else if ( this.envMap ) {
  26392. node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
  26393. }
  26394. return node;
  26395. }
  26396. setupLightMap( builder ) {
  26397. let node = null;
  26398. if ( builder.material.lightMap ) {
  26399. node = new IrradianceNode( materialLightMap );
  26400. }
  26401. return node;
  26402. }
  26403. setupLights( builder ) {
  26404. const materialLightsNode = [];
  26405. //
  26406. const envNode = this.setupEnvironment( builder );
  26407. if ( envNode && envNode.isLightingNode ) {
  26408. materialLightsNode.push( envNode );
  26409. }
  26410. const lightMapNode = this.setupLightMap( builder );
  26411. if ( lightMapNode && lightMapNode.isLightingNode ) {
  26412. materialLightsNode.push( lightMapNode );
  26413. }
  26414. if ( this.aoNode !== null || builder.material.aoMap ) {
  26415. const aoNode = this.aoNode !== null ? this.aoNode : materialAOMap;
  26416. materialLightsNode.push( new AONode( aoNode ) );
  26417. }
  26418. let lightsN = this.lightsNode || builder.lightsNode;
  26419. if ( materialLightsNode.length > 0 ) {
  26420. lightsN = lights( [ ...lightsN.getLights(), ...materialLightsNode ] );
  26421. }
  26422. return lightsN;
  26423. }
  26424. setupLightingModel( /*builder*/ ) {
  26425. // Interface function.
  26426. }
  26427. setupLighting( builder ) {
  26428. const { material } = builder;
  26429. const { backdropNode, backdropAlphaNode, emissiveNode } = this;
  26430. // OUTGOING LIGHT
  26431. const lights = this.lights === true || this.lightsNode !== null;
  26432. const lightsNode = lights ? this.setupLights( builder ) : null;
  26433. let outgoingLightNode = this.setupOutgoingLight( builder );
  26434. if ( lightsNode && lightsNode.getScope().getLights().length > 0 ) {
  26435. const lightingModel = this.setupLightingModel( builder );
  26436. outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
  26437. } else if ( backdropNode !== null ) {
  26438. outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
  26439. }
  26440. // EMISSIVE
  26441. if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
  26442. emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
  26443. outgoingLightNode = outgoingLightNode.add( emissive );
  26444. }
  26445. return outgoingLightNode;
  26446. }
  26447. setupOutput( builder, outputNode ) {
  26448. // FOG
  26449. if ( this.fog === true ) {
  26450. const fogNode = builder.fogNode;
  26451. if ( fogNode ) outputNode = vec4( fogNode.mix( outputNode.rgb, fogNode.colorNode ), outputNode.a );
  26452. }
  26453. return outputNode;
  26454. }
  26455. setDefaultValues( material ) {
  26456. // This approach is to reuse the native refreshUniforms*
  26457. // and turn available the use of features like transmission and environment in core
  26458. for ( const property in material ) {
  26459. const value = material[ property ];
  26460. if ( this[ property ] === undefined ) {
  26461. this[ property ] = value;
  26462. if ( value && value.clone ) this[ property ] = value.clone();
  26463. }
  26464. }
  26465. const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
  26466. for ( const key in descriptors ) {
  26467. if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
  26468. descriptors[ key ].get !== undefined ) {
  26469. Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
  26470. }
  26471. }
  26472. }
  26473. toJSON( meta ) {
  26474. const isRoot = ( meta === undefined || typeof meta === 'string' );
  26475. if ( isRoot ) {
  26476. meta = {
  26477. textures: {},
  26478. images: {},
  26479. nodes: {}
  26480. };
  26481. }
  26482. const data = Material.prototype.toJSON.call( this, meta );
  26483. const nodeChildren = getNodeChildren( this );
  26484. data.inputNodes = {};
  26485. for ( const { property, childNode } of nodeChildren ) {
  26486. data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
  26487. }
  26488. // TODO: Copied from Object3D.toJSON
  26489. function extractFromCache( cache ) {
  26490. const values = [];
  26491. for ( const key in cache ) {
  26492. const data = cache[ key ];
  26493. delete data.metadata;
  26494. values.push( data );
  26495. }
  26496. return values;
  26497. }
  26498. if ( isRoot ) {
  26499. const textures = extractFromCache( meta.textures );
  26500. const images = extractFromCache( meta.images );
  26501. const nodes = extractFromCache( meta.nodes );
  26502. if ( textures.length > 0 ) data.textures = textures;
  26503. if ( images.length > 0 ) data.images = images;
  26504. if ( nodes.length > 0 ) data.nodes = nodes;
  26505. }
  26506. return data;
  26507. }
  26508. copy( source ) {
  26509. this.lightsNode = source.lightsNode;
  26510. this.envNode = source.envNode;
  26511. this.colorNode = source.colorNode;
  26512. this.normalNode = source.normalNode;
  26513. this.opacityNode = source.opacityNode;
  26514. this.backdropNode = source.backdropNode;
  26515. this.backdropAlphaNode = source.backdropAlphaNode;
  26516. this.alphaTestNode = source.alphaTestNode;
  26517. this.positionNode = source.positionNode;
  26518. this.depthNode = source.depthNode;
  26519. this.shadowNode = source.shadowNode;
  26520. this.shadowPositionNode = source.shadowPositionNode;
  26521. this.outputNode = source.outputNode;
  26522. this.mrtNode = source.mrtNode;
  26523. this.fragmentNode = source.fragmentNode;
  26524. this.vertexNode = source.vertexNode;
  26525. return super.copy( source );
  26526. }
  26527. }
  26528. const _defaultValues$e = /*@__PURE__*/ new PointsMaterial();
  26529. class InstancedPointsNodeMaterial extends NodeMaterial {
  26530. static get type() {
  26531. return 'InstancedPointsNodeMaterial';
  26532. }
  26533. constructor( params = {} ) {
  26534. super();
  26535. this.lights = false;
  26536. this.useAlphaToCoverage = true;
  26537. this.useColor = params.vertexColors;
  26538. this.pointWidth = 1;
  26539. this.pointColorNode = null;
  26540. this.pointWidthNode = null;
  26541. this.setDefaultValues( _defaultValues$e );
  26542. this.setValues( params );
  26543. }
  26544. setup( builder ) {
  26545. this.setupShaders( builder );
  26546. super.setup( builder );
  26547. }
  26548. setupShaders( { renderer } ) {
  26549. const useAlphaToCoverage = this.alphaToCoverage;
  26550. const useColor = this.useColor;
  26551. this.vertexNode = Fn( () => {
  26552. const instancePosition = attribute( 'instancePosition' ).xyz;
  26553. // camera space
  26554. const mvPos = vec4( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
  26555. const aspect = viewport.z.div( viewport.w );
  26556. // clip space
  26557. const clipPos = cameraProjectionMatrix.mul( mvPos );
  26558. // offset in ndc space
  26559. const offset = positionGeometry.xy.toVar();
  26560. offset.mulAssign( this.pointWidthNode ? this.pointWidthNode : materialPointWidth );
  26561. offset.assign( offset.div( viewport.z ) );
  26562. offset.y.assign( offset.y.mul( aspect ) );
  26563. // back to clip space
  26564. offset.assign( offset.mul( clipPos.w ) );
  26565. //clipPos.xy += offset;
  26566. clipPos.addAssign( vec4( offset, 0, 0 ) );
  26567. return clipPos;
  26568. } )();
  26569. this.fragmentNode = Fn( () => {
  26570. const alpha = float( 1 ).toVar();
  26571. const len2 = lengthSq( uv().mul( 2 ).sub( 1 ) );
  26572. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  26573. const dlen = float( len2.fwidth() ).toVar();
  26574. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  26575. } else {
  26576. len2.greaterThan( 1.0 ).discard();
  26577. }
  26578. let pointColorNode;
  26579. if ( this.pointColorNode ) {
  26580. pointColorNode = this.pointColorNode;
  26581. } else {
  26582. if ( useColor ) {
  26583. const instanceColor = attribute( 'instanceColor' );
  26584. pointColorNode = instanceColor.mul( materialColor );
  26585. } else {
  26586. pointColorNode = materialColor;
  26587. }
  26588. }
  26589. alpha.mulAssign( materialOpacity );
  26590. return vec4( pointColorNode, alpha );
  26591. } )();
  26592. }
  26593. get alphaToCoverage() {
  26594. return this.useAlphaToCoverage;
  26595. }
  26596. set alphaToCoverage( value ) {
  26597. if ( this.useAlphaToCoverage !== value ) {
  26598. this.useAlphaToCoverage = value;
  26599. this.needsUpdate = true;
  26600. }
  26601. }
  26602. }
  26603. const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();
  26604. class LineBasicNodeMaterial extends NodeMaterial {
  26605. static get type() {
  26606. return 'LineBasicNodeMaterial';
  26607. }
  26608. constructor( parameters ) {
  26609. super();
  26610. this.isLineBasicNodeMaterial = true;
  26611. this.lights = false;
  26612. this.setDefaultValues( _defaultValues$d );
  26613. this.setValues( parameters );
  26614. }
  26615. }
  26616. const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();
  26617. class LineDashedNodeMaterial extends NodeMaterial {
  26618. static get type() {
  26619. return 'LineDashedNodeMaterial';
  26620. }
  26621. constructor( parameters ) {
  26622. super();
  26623. this.isLineDashedNodeMaterial = true;
  26624. this.lights = false;
  26625. this.setDefaultValues( _defaultValues$c );
  26626. this.offsetNode = null;
  26627. this.dashScaleNode = null;
  26628. this.dashSizeNode = null;
  26629. this.gapSizeNode = null;
  26630. this.setValues( parameters );
  26631. }
  26632. setupVariants() {
  26633. const offsetNode = this.offsetNode;
  26634. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  26635. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  26636. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  26637. dashSize.assign( dashSizeNode );
  26638. gapSize.assign( gapSizeNode );
  26639. const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
  26640. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  26641. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();
  26642. }
  26643. }
  26644. const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial();
  26645. class Line2NodeMaterial extends NodeMaterial {
  26646. static get type() {
  26647. return 'Line2NodeMaterial';
  26648. }
  26649. constructor( params = {} ) {
  26650. super();
  26651. this.lights = false;
  26652. this.setDefaultValues( _defaultValues$b );
  26653. this.useAlphaToCoverage = true;
  26654. this.useColor = params.vertexColors;
  26655. this.useDash = params.dashed;
  26656. this.useWorldUnits = false;
  26657. this.dashOffset = 0;
  26658. this.lineWidth = 1;
  26659. this.lineColorNode = null;
  26660. this.offsetNode = null;
  26661. this.dashScaleNode = null;
  26662. this.dashSizeNode = null;
  26663. this.gapSizeNode = null;
  26664. this.setValues( params );
  26665. }
  26666. setup( builder ) {
  26667. this.setupShaders( builder );
  26668. super.setup( builder );
  26669. }
  26670. setupShaders( { renderer } ) {
  26671. const useAlphaToCoverage = this.alphaToCoverage;
  26672. const useColor = this.useColor;
  26673. const useDash = this.dashed;
  26674. const useWorldUnits = this.worldUnits;
  26675. const trimSegment = Fn( ( { start, end } ) => {
  26676. const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
  26677. const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
  26678. const nearEstimate = b.mul( - 0.5 ).div( a );
  26679. const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
  26680. return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
  26681. } ).setLayout( {
  26682. name: 'trimSegment',
  26683. type: 'vec4',
  26684. inputs: [
  26685. { name: 'start', type: 'vec4' },
  26686. { name: 'end', type: 'vec4' }
  26687. ]
  26688. } );
  26689. this.vertexNode = Fn( () => {
  26690. const instanceStart = attribute( 'instanceStart' );
  26691. const instanceEnd = attribute( 'instanceEnd' );
  26692. // camera space
  26693. const start = vec4( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ).toVar( 'start' );
  26694. const end = vec4( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) ).toVar( 'end' );
  26695. if ( useWorldUnits ) {
  26696. varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
  26697. varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
  26698. }
  26699. const aspect = viewport.z.div( viewport.w );
  26700. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  26701. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  26702. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  26703. // perhaps there is a more elegant solution -- WestLangley
  26704. const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
  26705. If( perspective, () => {
  26706. If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
  26707. end.assign( trimSegment( { start: start, end: end } ) );
  26708. } ).ElseIf( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
  26709. start.assign( trimSegment( { start: end, end: start } ) );
  26710. } );
  26711. } );
  26712. // clip space
  26713. const clipStart = cameraProjectionMatrix.mul( start );
  26714. const clipEnd = cameraProjectionMatrix.mul( end );
  26715. // ndc space
  26716. const ndcStart = clipStart.xyz.div( clipStart.w );
  26717. const ndcEnd = clipEnd.xyz.div( clipEnd.w );
  26718. // direction
  26719. const dir = ndcEnd.xy.sub( ndcStart.xy ).toVar();
  26720. // account for clip-space aspect ratio
  26721. dir.x.assign( dir.x.mul( aspect ) );
  26722. dir.assign( dir.normalize() );
  26723. const clip = vec4().toVar();
  26724. if ( useWorldUnits ) {
  26725. // get the offset direction as perpendicular to the view vector
  26726. const worldDir = end.xyz.sub( start.xyz ).normalize();
  26727. const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
  26728. const worldUp = worldDir.cross( tmpFwd ).normalize();
  26729. const worldFwd = worldDir.cross( worldUp );
  26730. const worldPos = varyingProperty( 'vec4', 'worldPos' );
  26731. worldPos.assign( positionGeometry.y.lessThan( 0.5 ).select( start, end ) );
  26732. // height offset
  26733. const hw = materialLineWidth.mul( 0.5 );
  26734. worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).select( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
  26735. // don't extend the line if we're rendering dashes because we
  26736. // won't be rendering the endcaps
  26737. if ( ! useDash ) {
  26738. // cap extension
  26739. worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).select( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
  26740. // add width to the box
  26741. worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
  26742. // endcaps
  26743. If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
  26744. worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
  26745. } );
  26746. }
  26747. // project the worldpos
  26748. clip.assign( cameraProjectionMatrix.mul( worldPos ) );
  26749. // shift the depth of the projected points so the line
  26750. // segments overlap neatly
  26751. const clipPose = vec3().toVar();
  26752. clipPose.assign( positionGeometry.y.lessThan( 0.5 ).select( ndcStart, ndcEnd ) );
  26753. clip.z.assign( clipPose.z.mul( clip.w ) );
  26754. } else {
  26755. const offset = vec2( dir.y, dir.x.negate() ).toVar( 'offset' );
  26756. // undo aspect ratio adjustment
  26757. dir.x.assign( dir.x.div( aspect ) );
  26758. offset.x.assign( offset.x.div( aspect ) );
  26759. // sign flip
  26760. offset.assign( positionGeometry.x.lessThan( 0.0 ).select( offset.negate(), offset ) );
  26761. // endcaps
  26762. If( positionGeometry.y.lessThan( 0.0 ), () => {
  26763. offset.assign( offset.sub( dir ) );
  26764. } ).ElseIf( positionGeometry.y.greaterThan( 1.0 ), () => {
  26765. offset.assign( offset.add( dir ) );
  26766. } );
  26767. // adjust for linewidth
  26768. offset.assign( offset.mul( materialLineWidth ) );
  26769. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  26770. offset.assign( offset.div( viewport.w ) );
  26771. // select end
  26772. clip.assign( positionGeometry.y.lessThan( 0.5 ).select( clipStart, clipEnd ) );
  26773. // back to clip space
  26774. offset.assign( offset.mul( clip.w ) );
  26775. clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
  26776. }
  26777. return clip;
  26778. } )();
  26779. const closestLineToLine = Fn( ( { p1, p2, p3, p4 } ) => {
  26780. const p13 = p1.sub( p3 );
  26781. const p43 = p4.sub( p3 );
  26782. const p21 = p2.sub( p1 );
  26783. const d1343 = p13.dot( p43 );
  26784. const d4321 = p43.dot( p21 );
  26785. const d1321 = p13.dot( p21 );
  26786. const d4343 = p43.dot( p43 );
  26787. const d2121 = p21.dot( p21 );
  26788. const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
  26789. const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
  26790. const mua = numer.div( denom ).clamp();
  26791. const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
  26792. return vec2( mua, mub );
  26793. } );
  26794. this.fragmentNode = Fn( () => {
  26795. const vUv = uv();
  26796. if ( useDash ) {
  26797. const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
  26798. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  26799. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  26800. const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
  26801. dashSize.assign( dashSizeNode );
  26802. gapSize.assign( gapSizeNode );
  26803. const instanceDistanceStart = attribute( 'instanceDistanceStart' );
  26804. const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
  26805. const lineDistance = positionGeometry.y.lessThan( 0.5 ).select( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
  26806. const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
  26807. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  26808. vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
  26809. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
  26810. }
  26811. const alpha = float( 1 ).toVar( 'alpha' );
  26812. if ( useWorldUnits ) {
  26813. const worldStart = varyingProperty( 'vec3', 'worldStart' );
  26814. const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
  26815. // Find the closest points on the view ray and the line segment
  26816. const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
  26817. const lineDir = worldEnd.sub( worldStart );
  26818. const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
  26819. const p1 = worldStart.add( lineDir.mul( params.x ) );
  26820. const p2 = rayEnd.mul( params.y );
  26821. const delta = p1.sub( p2 );
  26822. const len = delta.length();
  26823. const norm = len.div( materialLineWidth );
  26824. if ( ! useDash ) {
  26825. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  26826. const dnorm = norm.fwidth();
  26827. alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
  26828. } else {
  26829. norm.greaterThan( 0.5 ).discard();
  26830. }
  26831. }
  26832. } else {
  26833. // round endcaps
  26834. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  26835. const a = vUv.x;
  26836. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  26837. const len2 = a.mul( a ).add( b.mul( b ) );
  26838. const dlen = float( len2.fwidth() ).toVar( 'dlen' );
  26839. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  26840. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  26841. } );
  26842. } else {
  26843. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  26844. const a = vUv.x;
  26845. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  26846. const len2 = a.mul( a ).add( b.mul( b ) );
  26847. len2.greaterThan( 1.0 ).discard();
  26848. } );
  26849. }
  26850. }
  26851. let lineColorNode;
  26852. if ( this.lineColorNode ) {
  26853. lineColorNode = this.lineColorNode;
  26854. } else {
  26855. if ( useColor ) {
  26856. const instanceColorStart = attribute( 'instanceColorStart' );
  26857. const instanceColorEnd = attribute( 'instanceColorEnd' );
  26858. const instanceColor = positionGeometry.y.lessThan( 0.5 ).select( instanceColorStart, instanceColorEnd );
  26859. lineColorNode = instanceColor.mul( materialColor );
  26860. } else {
  26861. lineColorNode = materialColor;
  26862. }
  26863. }
  26864. return vec4( lineColorNode, alpha );
  26865. } )();
  26866. }
  26867. get worldUnits() {
  26868. return this.useWorldUnits;
  26869. }
  26870. set worldUnits( value ) {
  26871. if ( this.useWorldUnits !== value ) {
  26872. this.useWorldUnits = value;
  26873. this.needsUpdate = true;
  26874. }
  26875. }
  26876. get dashed() {
  26877. return this.useDash;
  26878. }
  26879. set dashed( value ) {
  26880. if ( this.useDash !== value ) {
  26881. this.useDash = value;
  26882. this.needsUpdate = true;
  26883. }
  26884. }
  26885. get alphaToCoverage() {
  26886. return this.useAlphaToCoverage;
  26887. }
  26888. set alphaToCoverage( value ) {
  26889. if ( this.useAlphaToCoverage !== value ) {
  26890. this.useAlphaToCoverage = value;
  26891. this.needsUpdate = true;
  26892. }
  26893. }
  26894. }
  26895. const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );
  26896. const colorToDirection = ( node ) => nodeObject( node ).mul( 2.0 ).sub( 1 );
  26897. const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();
  26898. class MeshNormalNodeMaterial extends NodeMaterial {
  26899. static get type() {
  26900. return 'MeshNormalNodeMaterial';
  26901. }
  26902. constructor( parameters ) {
  26903. super();
  26904. this.lights = false;
  26905. this.isMeshNormalNodeMaterial = true;
  26906. this.setDefaultValues( _defaultValues$a );
  26907. this.setValues( parameters );
  26908. }
  26909. setupDiffuseColor() {
  26910. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  26911. diffuseColor.assign( vec4( directionToColor( transformedNormalView ), opacityNode ) );
  26912. }
  26913. }
  26914. class EquirectUVNode extends TempNode {
  26915. static get type() {
  26916. return 'EquirectUVNode';
  26917. }
  26918. constructor( dirNode = positionWorldDirection ) {
  26919. super( 'vec2' );
  26920. this.dirNode = dirNode;
  26921. }
  26922. setup() {
  26923. const dir = this.dirNode;
  26924. const u = dir.z.atan2( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
  26925. const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
  26926. return vec2( u, v );
  26927. }
  26928. }
  26929. const equirectUV = /*@__PURE__*/ nodeProxy( EquirectUVNode );
  26930. // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
  26931. class CubeRenderTarget extends WebGLCubeRenderTarget {
  26932. constructor( size = 1, options = {} ) {
  26933. super( size, options );
  26934. this.isCubeRenderTarget = true;
  26935. }
  26936. fromEquirectangularTexture( renderer, texture$1 ) {
  26937. const currentMinFilter = texture$1.minFilter;
  26938. const currentGenerateMipmaps = texture$1.generateMipmaps;
  26939. texture$1.generateMipmaps = true;
  26940. this.texture.type = texture$1.type;
  26941. this.texture.colorSpace = texture$1.colorSpace;
  26942. this.texture.generateMipmaps = texture$1.generateMipmaps;
  26943. this.texture.minFilter = texture$1.minFilter;
  26944. this.texture.magFilter = texture$1.magFilter;
  26945. const geometry = new BoxGeometry( 5, 5, 5 );
  26946. const uvNode = equirectUV( positionWorldDirection );
  26947. const material = new NodeMaterial();
  26948. material.colorNode = texture( texture$1, uvNode, 0 );
  26949. material.side = BackSide;
  26950. material.blending = NoBlending;
  26951. const mesh = new Mesh( geometry, material );
  26952. const scene = new Scene();
  26953. scene.add( mesh );
  26954. // Avoid blurred poles
  26955. if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;
  26956. const camera = new CubeCamera( 1, 10, this );
  26957. const currentMRT = renderer.getMRT();
  26958. renderer.setMRT( null );
  26959. camera.update( renderer, scene );
  26960. renderer.setMRT( currentMRT );
  26961. texture$1.minFilter = currentMinFilter;
  26962. texture$1.currentGenerateMipmaps = currentGenerateMipmaps;
  26963. mesh.geometry.dispose();
  26964. mesh.material.dispose();
  26965. return this;
  26966. }
  26967. }
  26968. const _cache$1 = new WeakMap();
  26969. class CubeMapNode extends TempNode {
  26970. static get type() {
  26971. return 'CubeMapNode';
  26972. }
  26973. constructor( envNode ) {
  26974. super( 'vec3' );
  26975. this.envNode = envNode;
  26976. this._cubeTexture = null;
  26977. this._cubeTextureNode = cubeTexture();
  26978. const defaultTexture = new CubeTexture();
  26979. defaultTexture.isRenderTargetTexture = true;
  26980. this._defaultTexture = defaultTexture;
  26981. this.updateBeforeType = NodeUpdateType.RENDER;
  26982. }
  26983. updateBefore( frame ) {
  26984. const { renderer, material } = frame;
  26985. const envNode = this.envNode;
  26986. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  26987. const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  26988. if ( texture && texture.isTexture ) {
  26989. const mapping = texture.mapping;
  26990. if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
  26991. // check for converted cubemap map
  26992. if ( _cache$1.has( texture ) ) {
  26993. const cubeMap = _cache$1.get( texture );
  26994. mapTextureMapping( cubeMap, texture.mapping );
  26995. this._cubeTexture = cubeMap;
  26996. } else {
  26997. // create cube map from equirectangular map
  26998. const image = texture.image;
  26999. if ( isEquirectangularMapReady$1( image ) ) {
  27000. const renderTarget = new CubeRenderTarget( image.height );
  27001. renderTarget.fromEquirectangularTexture( renderer, texture );
  27002. mapTextureMapping( renderTarget.texture, texture.mapping );
  27003. this._cubeTexture = renderTarget.texture;
  27004. _cache$1.set( texture, renderTarget.texture );
  27005. texture.addEventListener( 'dispose', onTextureDispose );
  27006. } else {
  27007. // default cube texture as fallback when equirectangular texture is not yet loaded
  27008. this._cubeTexture = this._defaultTexture;
  27009. }
  27010. }
  27011. //
  27012. this._cubeTextureNode.value = this._cubeTexture;
  27013. } else {
  27014. // envNode already refers to a cube map
  27015. this._cubeTextureNode = this.envNode;
  27016. }
  27017. }
  27018. }
  27019. }
  27020. setup( builder ) {
  27021. this.updateBefore( builder );
  27022. return this._cubeTextureNode;
  27023. }
  27024. }
  27025. function isEquirectangularMapReady$1( image ) {
  27026. if ( image === null || image === undefined ) return false;
  27027. return image.height > 0;
  27028. }
  27029. function onTextureDispose( event ) {
  27030. const texture = event.target;
  27031. texture.removeEventListener( 'dispose', onTextureDispose );
  27032. const renderTarget = _cache$1.get( texture );
  27033. if ( renderTarget !== undefined ) {
  27034. _cache$1.delete( texture );
  27035. renderTarget.dispose();
  27036. }
  27037. }
  27038. function mapTextureMapping( texture, mapping ) {
  27039. if ( mapping === EquirectangularReflectionMapping ) {
  27040. texture.mapping = CubeReflectionMapping;
  27041. } else if ( mapping === EquirectangularRefractionMapping ) {
  27042. texture.mapping = CubeRefractionMapping;
  27043. }
  27044. }
  27045. const cubeMapNode = /*@__PURE__*/ nodeProxy( CubeMapNode );
  27046. class BasicEnvironmentNode extends LightingNode {
  27047. static get type() {
  27048. return 'BasicEnvironmentNode';
  27049. }
  27050. constructor( envNode = null ) {
  27051. super();
  27052. this.envNode = envNode;
  27053. }
  27054. setup( builder ) {
  27055. // environment property is used in the finish() method of BasicLightingModel
  27056. builder.context.environment = cubeMapNode( this.envNode );
  27057. }
  27058. }
  27059. class BasicLightMapNode extends LightingNode {
  27060. static get type() {
  27061. return 'BasicLightMapNode';
  27062. }
  27063. constructor( lightMapNode = null ) {
  27064. super();
  27065. this.lightMapNode = lightMapNode;
  27066. }
  27067. setup( builder ) {
  27068. // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel
  27069. const RECIPROCAL_PI = float( 1 / Math.PI );
  27070. builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );
  27071. }
  27072. }
  27073. class LightingModel {
  27074. start( /*input, stack, builder*/ ) { }
  27075. finish( /*input, stack, builder*/ ) { }
  27076. direct( /*input, stack, builder*/ ) { }
  27077. directRectArea( /*input, stack, builder*/ ) {}
  27078. indirect( /*input, stack, builder*/ ) { }
  27079. ambientOcclusion( /*input, stack, builder*/ ) { }
  27080. }
  27081. class BasicLightingModel extends LightingModel {
  27082. constructor() {
  27083. super();
  27084. }
  27085. indirect( context, stack, builder ) {
  27086. const ambientOcclusion = context.ambientOcclusion;
  27087. const reflectedLight = context.reflectedLight;
  27088. const irradianceLightMap = builder.context.irradianceLightMap;
  27089. reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );
  27090. // accumulation (baked indirect lighting only)
  27091. if ( irradianceLightMap ) {
  27092. reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );
  27093. } else {
  27094. reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );
  27095. }
  27096. // modulation
  27097. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  27098. reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );
  27099. }
  27100. finish( context, stack, builder ) {
  27101. const material = builder.material;
  27102. const outgoingLight = context.outgoingLight;
  27103. const envNode = builder.context.environment;
  27104. if ( envNode ) {
  27105. switch ( material.combine ) {
  27106. case MultiplyOperation:
  27107. outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
  27108. break;
  27109. case MixOperation:
  27110. outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
  27111. break;
  27112. case AddOperation:
  27113. outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
  27114. break;
  27115. default:
  27116. console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine );
  27117. break;
  27118. }
  27119. }
  27120. }
  27121. }
  27122. const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();
  27123. class MeshBasicNodeMaterial extends NodeMaterial {
  27124. static get type() {
  27125. return 'MeshBasicNodeMaterial';
  27126. }
  27127. constructor( parameters ) {
  27128. super();
  27129. this.isMeshBasicNodeMaterial = true;
  27130. this.lights = true;
  27131. this.setDefaultValues( _defaultValues$9 );
  27132. this.setValues( parameters );
  27133. }
  27134. setupNormal() {
  27135. return normalView; // see #28839
  27136. }
  27137. setupEnvironment( builder ) {
  27138. const envNode = super.setupEnvironment( builder );
  27139. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  27140. }
  27141. setupLightMap( builder ) {
  27142. let node = null;
  27143. if ( builder.material.lightMap ) {
  27144. node = new BasicLightMapNode( materialLightMap );
  27145. }
  27146. return node;
  27147. }
  27148. setupOutgoingLight() {
  27149. return diffuseColor.rgb;
  27150. }
  27151. setupLightingModel() {
  27152. return new BasicLightingModel();
  27153. }
  27154. }
  27155. const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {
  27156. // Original approximation by Christophe Schlick '94
  27157. // float fresnel = pow( 1.0 - dotVH, 5.0 );
  27158. // Optimized variant (presented by Epic at SIGGRAPH '13)
  27159. // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
  27160. const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
  27161. return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
  27162. } ); // validated
  27163. const BRDF_Lambert = /*@__PURE__*/ Fn( ( inputs ) => {
  27164. return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light
  27165. } ); // validated
  27166. const G_BlinnPhong_Implicit = () => float( 0.25 );
  27167. const D_BlinnPhong = /*@__PURE__*/ Fn( ( { dotNH } ) => {
  27168. return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );
  27169. } );
  27170. const BRDF_BlinnPhong = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  27171. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27172. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  27173. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  27174. const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
  27175. const G = G_BlinnPhong_Implicit();
  27176. const D = D_BlinnPhong( { dotNH } );
  27177. return F.mul( G ).mul( D );
  27178. } );
  27179. class PhongLightingModel extends BasicLightingModel {
  27180. constructor( specular = true ) {
  27181. super();
  27182. this.specular = specular;
  27183. }
  27184. direct( { lightDirection, lightColor, reflectedLight } ) {
  27185. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27186. const irradiance = dotNL.mul( lightColor );
  27187. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  27188. if ( this.specular === true ) {
  27189. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );
  27190. }
  27191. }
  27192. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  27193. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  27194. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  27195. }
  27196. }
  27197. const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();
  27198. class MeshLambertNodeMaterial extends NodeMaterial {
  27199. static get type() {
  27200. return 'MeshLambertNodeMaterial';
  27201. }
  27202. constructor( parameters ) {
  27203. super();
  27204. this.isMeshLambertNodeMaterial = true;
  27205. this.lights = true;
  27206. this.setDefaultValues( _defaultValues$8 );
  27207. this.setValues( parameters );
  27208. }
  27209. setupEnvironment( builder ) {
  27210. const envNode = super.setupEnvironment( builder );
  27211. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  27212. }
  27213. setupLightingModel( /*builder*/ ) {
  27214. return new PhongLightingModel( false ); // ( specular ) -> force lambert
  27215. }
  27216. }
  27217. const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();
  27218. class MeshPhongNodeMaterial extends NodeMaterial {
  27219. static get type() {
  27220. return 'MeshPhongNodeMaterial';
  27221. }
  27222. constructor( parameters ) {
  27223. super();
  27224. this.isMeshPhongNodeMaterial = true;
  27225. this.lights = true;
  27226. this.shininessNode = null;
  27227. this.specularNode = null;
  27228. this.setDefaultValues( _defaultValues$7 );
  27229. this.setValues( parameters );
  27230. }
  27231. setupEnvironment( builder ) {
  27232. const envNode = super.setupEnvironment( builder );
  27233. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  27234. }
  27235. setupLightingModel( /*builder*/ ) {
  27236. return new PhongLightingModel();
  27237. }
  27238. setupVariants() {
  27239. // SHININESS
  27240. const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )
  27241. shininess.assign( shininessNode );
  27242. // SPECULAR COLOR
  27243. const specularNode = this.specularNode || materialSpecular;
  27244. specularColor.assign( specularNode );
  27245. }
  27246. copy( source ) {
  27247. this.shininessNode = source.shininessNode;
  27248. this.specularNode = source.specularNode;
  27249. return super.copy( source );
  27250. }
  27251. }
  27252. const getGeometryRoughness = /*@__PURE__*/ Fn( () => {
  27253. const dxy = normalView.dFdx().abs().max( normalView.dFdy().abs() );
  27254. const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );
  27255. return geometryRoughness;
  27256. } );
  27257. const getRoughness = /*@__PURE__*/ Fn( ( inputs ) => {
  27258. const { roughness } = inputs;
  27259. const geometryRoughness = getGeometryRoughness();
  27260. let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
  27261. roughnessFactor = roughnessFactor.add( geometryRoughness );
  27262. roughnessFactor = roughnessFactor.min( 1.0 );
  27263. return roughnessFactor;
  27264. } );
  27265. // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
  27266. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  27267. const V_GGX_SmithCorrelated = /*@__PURE__*/ Fn( ( { alpha, dotNL, dotNV } ) => {
  27268. const a2 = alpha.pow2();
  27269. const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
  27270. const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );
  27271. return div( 0.5, gv.add( gl ).max( EPSILON ) );
  27272. } ).setLayout( {
  27273. name: 'V_GGX_SmithCorrelated',
  27274. type: 'float',
  27275. inputs: [
  27276. { name: 'alpha', type: 'float' },
  27277. { name: 'dotNL', type: 'float' },
  27278. { name: 'dotNV', type: 'float' }
  27279. ]
  27280. } ); // validated
  27281. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  27282. const V_GGX_SmithCorrelated_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {
  27283. const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
  27284. const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
  27285. const v = div( 0.5, gv.add( gl ) );
  27286. return v.saturate();
  27287. } ).setLayout( {
  27288. name: 'V_GGX_SmithCorrelated_Anisotropic',
  27289. type: 'float',
  27290. inputs: [
  27291. { name: 'alphaT', type: 'float', qualifier: 'in' },
  27292. { name: 'alphaB', type: 'float', qualifier: 'in' },
  27293. { name: 'dotTV', type: 'float', qualifier: 'in' },
  27294. { name: 'dotBV', type: 'float', qualifier: 'in' },
  27295. { name: 'dotTL', type: 'float', qualifier: 'in' },
  27296. { name: 'dotBL', type: 'float', qualifier: 'in' },
  27297. { name: 'dotNV', type: 'float', qualifier: 'in' },
  27298. { name: 'dotNL', type: 'float', qualifier: 'in' }
  27299. ]
  27300. } );
  27301. // Microfacet Models for Refraction through Rough Surfaces - equation (33)
  27302. // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
  27303. // alpha is "roughness squared" in Disney’s reparameterization
  27304. const D_GGX = /*@__PURE__*/ Fn( ( { alpha, dotNH } ) => {
  27305. const a2 = alpha.pow2();
  27306. const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1
  27307. return a2.div( denom.pow2() ).mul( 1 / Math.PI );
  27308. } ).setLayout( {
  27309. name: 'D_GGX',
  27310. type: 'float',
  27311. inputs: [
  27312. { name: 'alpha', type: 'float' },
  27313. { name: 'dotNH', type: 'float' }
  27314. ]
  27315. } ); // validated
  27316. const RECIPROCAL_PI = /*@__PURE__*/ float( 1 / Math.PI );
  27317. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  27318. const D_GGX_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {
  27319. const a2 = alphaT.mul( alphaB );
  27320. const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
  27321. const v2 = v.dot( v );
  27322. const w2 = a2.div( v2 );
  27323. return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );
  27324. } ).setLayout( {
  27325. name: 'D_GGX_Anisotropic',
  27326. type: 'float',
  27327. inputs: [
  27328. { name: 'alphaT', type: 'float', qualifier: 'in' },
  27329. { name: 'alphaB', type: 'float', qualifier: 'in' },
  27330. { name: 'dotNH', type: 'float', qualifier: 'in' },
  27331. { name: 'dotTH', type: 'float', qualifier: 'in' },
  27332. { name: 'dotBH', type: 'float', qualifier: 'in' }
  27333. ]
  27334. } );
  27335. // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
  27336. const BRDF_GGX = /*@__PURE__*/ Fn( ( inputs ) => {
  27337. const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs;
  27338. const normalView = inputs.normalView || transformedNormalView;
  27339. const alpha = roughness.pow2(); // UE4's roughness
  27340. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27341. const dotNL = normalView.dot( lightDirection ).clamp();
  27342. const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27343. const dotNH = normalView.dot( halfDir ).clamp();
  27344. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  27345. let F = F_Schlick( { f0, f90, dotVH } );
  27346. let V, D;
  27347. if ( defined( USE_IRIDESCENCE ) ) {
  27348. F = iridescence.mix( F, f );
  27349. }
  27350. if ( defined( USE_ANISOTROPY ) ) {
  27351. const dotTL = anisotropyT.dot( lightDirection );
  27352. const dotTV = anisotropyT.dot( positionViewDirection );
  27353. const dotTH = anisotropyT.dot( halfDir );
  27354. const dotBL = anisotropyB.dot( lightDirection );
  27355. const dotBV = anisotropyB.dot( positionViewDirection );
  27356. const dotBH = anisotropyB.dot( halfDir );
  27357. V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
  27358. D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );
  27359. } else {
  27360. V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
  27361. D = D_GGX( { alpha, dotNH } );
  27362. }
  27363. return F.mul( V ).mul( D );
  27364. } ); // validated
  27365. // Analytical approximation of the DFG LUT, one half of the
  27366. // split-sum approximation used in indirect specular lighting.
  27367. // via 'environmentBRDF' from "Physically Based Shading on Mobile"
  27368. // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
  27369. const DFGApprox = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {
  27370. const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
  27371. const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
  27372. const r = roughness.mul( c0 ).add( c1 );
  27373. const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
  27374. const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
  27375. return fab;
  27376. } ).setLayout( {
  27377. name: 'DFGApprox',
  27378. type: 'vec2',
  27379. inputs: [
  27380. { name: 'roughness', type: 'float' },
  27381. { name: 'dotNV', type: 'vec3' }
  27382. ]
  27383. } );
  27384. const EnvironmentBRDF = /*@__PURE__*/ Fn( ( inputs ) => {
  27385. const { dotNV, specularColor, specularF90, roughness } = inputs;
  27386. const fab = DFGApprox( { dotNV, roughness } );
  27387. return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
  27388. } );
  27389. const Schlick_to_F0 = /*@__PURE__*/ Fn( ( { f, f90, dotVH } ) => {
  27390. const x = dotVH.oneMinus().saturate();
  27391. const x2 = x.mul( x );
  27392. const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );
  27393. return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );
  27394. } ).setLayout( {
  27395. name: 'Schlick_to_F0',
  27396. type: 'vec3',
  27397. inputs: [
  27398. { name: 'f', type: 'vec3' },
  27399. { name: 'f90', type: 'float' },
  27400. { name: 'dotVH', type: 'float' }
  27401. ]
  27402. } );
  27403. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  27404. const D_Charlie = /*@__PURE__*/ Fn( ( { roughness, dotNH } ) => {
  27405. const alpha = roughness.pow2();
  27406. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
  27407. const invAlpha = float( 1.0 ).div( alpha );
  27408. const cos2h = dotNH.pow2();
  27409. const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
  27410. return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );
  27411. } ).setLayout( {
  27412. name: 'D_Charlie',
  27413. type: 'float',
  27414. inputs: [
  27415. { name: 'roughness', type: 'float' },
  27416. { name: 'dotNH', type: 'float' }
  27417. ]
  27418. } );
  27419. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  27420. const V_Neubelt = /*@__PURE__*/ Fn( ( { dotNV, dotNL } ) => {
  27421. // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
  27422. return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );
  27423. } ).setLayout( {
  27424. name: 'V_Neubelt',
  27425. type: 'float',
  27426. inputs: [
  27427. { name: 'dotNV', type: 'float' },
  27428. { name: 'dotNL', type: 'float' }
  27429. ]
  27430. } );
  27431. const BRDF_Sheen = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  27432. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  27433. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27434. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
  27435. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  27436. const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
  27437. const V = V_Neubelt( { dotNV, dotNL } );
  27438. return sheen.mul( D ).mul( V );
  27439. } );
  27440. // Rect Area Light
  27441. // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
  27442. // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
  27443. // code: https://github.com/selfshadow/ltc_code/
  27444. const LTC_Uv = /*@__PURE__*/ Fn( ( { N, V, roughness } ) => {
  27445. const LUT_SIZE = 64.0;
  27446. const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
  27447. const LUT_BIAS = 0.5 / LUT_SIZE;
  27448. const dotNV = N.dot( V ).saturate();
  27449. // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
  27450. const uv = vec2( roughness, dotNV.oneMinus().sqrt() );
  27451. uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );
  27452. return uv;
  27453. } ).setLayout( {
  27454. name: 'LTC_Uv',
  27455. type: 'vec2',
  27456. inputs: [
  27457. { name: 'N', type: 'vec3' },
  27458. { name: 'V', type: 'vec3' },
  27459. { name: 'roughness', type: 'float' }
  27460. ]
  27461. } );
  27462. const LTC_ClippedSphereFormFactor = /*@__PURE__*/ Fn( ( { f } ) => {
  27463. // Real-Time Area Lighting: a Journey from Research to Production (p.102)
  27464. // An approximation of the form factor of a horizon-clipped rectangle.
  27465. const l = f.length();
  27466. return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );
  27467. } ).setLayout( {
  27468. name: 'LTC_ClippedSphereFormFactor',
  27469. type: 'float',
  27470. inputs: [
  27471. { name: 'f', type: 'vec3' }
  27472. ]
  27473. } );
  27474. const LTC_EdgeVectorFormFactor = /*@__PURE__*/ Fn( ( { v1, v2 } ) => {
  27475. const x = v1.dot( v2 );
  27476. const y = x.abs().toVar();
  27477. // rational polynomial approximation to theta / sin( theta ) / 2PI
  27478. const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
  27479. const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
  27480. const v = a.div( b );
  27481. const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );
  27482. return v1.cross( v2 ).mul( theta_sintheta );
  27483. } ).setLayout( {
  27484. name: 'LTC_EdgeVectorFormFactor',
  27485. type: 'vec3',
  27486. inputs: [
  27487. { name: 'v1', type: 'vec3' },
  27488. { name: 'v2', type: 'vec3' }
  27489. ]
  27490. } );
  27491. const LTC_Evaluate = /*@__PURE__*/ Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {
  27492. // bail if point is on back side of plane of light
  27493. // assumes ccw winding order of light vertices
  27494. const v1 = p1.sub( p0 ).toVar();
  27495. const v2 = p3.sub( p0 ).toVar();
  27496. const lightNormal = v1.cross( v2 );
  27497. const result = vec3().toVar();
  27498. If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
  27499. // construct orthonormal basis around N
  27500. const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
  27501. const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system
  27502. // compute transform
  27503. const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();
  27504. // transform rect
  27505. // & project rect onto sphere
  27506. const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
  27507. const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
  27508. const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
  27509. const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();
  27510. // calculate vector form factor
  27511. const vectorFormFactor = vec3( 0 ).toVar();
  27512. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
  27513. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
  27514. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
  27515. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
  27516. // adjust for horizon clipping
  27517. result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );
  27518. } );
  27519. return result;
  27520. } ).setLayout( {
  27521. name: 'LTC_Evaluate',
  27522. type: 'vec3',
  27523. inputs: [
  27524. { name: 'N', type: 'vec3' },
  27525. { name: 'V', type: 'vec3' },
  27526. { name: 'P', type: 'vec3' },
  27527. { name: 'mInv', type: 'mat3' },
  27528. { name: 'p0', type: 'vec3' },
  27529. { name: 'p1', type: 'vec3' },
  27530. { name: 'p2', type: 'vec3' },
  27531. { name: 'p3', type: 'vec3' }
  27532. ]
  27533. } );
  27534. // Mipped Bicubic Texture Filtering by N8
  27535. // https://www.shadertoy.com/view/Dl2SDW
  27536. const bC = 1.0 / 6.0;
  27537. const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );
  27538. const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
  27539. const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
  27540. const w3 = ( a ) => mul( bC, pow( a, 3 ) );
  27541. const g0 = ( a ) => w0( a ).add( w1( a ) );
  27542. const g1 = ( a ) => w2( a ).add( w3( a ) );
  27543. // h0 and h1 are the two offset functions
  27544. const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) );
  27545. const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
  27546. const bicubic = ( textureNode, texelSize, lod ) => {
  27547. const uv = textureNode.uvNode;
  27548. const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );
  27549. const iuv = floor( uvScaled );
  27550. const fuv = fract( uvScaled );
  27551. const g0x = g0( fuv.x );
  27552. const g1x = g1( fuv.x );
  27553. const h0x = h0( fuv.x );
  27554. const h1x = h1( fuv.x );
  27555. const h0y = h0( fuv.y );
  27556. const h1y = h1( fuv.y );
  27557. const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  27558. const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  27559. const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  27560. const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  27561. const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.uv( p0 ).level( lod ) ), g1x.mul( textureNode.uv( p1 ).level( lod ) ) ) );
  27562. const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.uv( p2 ).level( lod ) ), g1x.mul( textureNode.uv( p3 ).level( lod ) ) ) );
  27563. return a.add( b );
  27564. };
  27565. const textureBicubic = /*@__PURE__*/ Fn( ( [ textureNode, lodNode = float( 3 ) ] ) => {
  27566. const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
  27567. const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
  27568. const fLodSizeInv = div( 1.0, fLodSize );
  27569. const cLodSizeInv = div( 1.0, cLodSize );
  27570. const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
  27571. const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );
  27572. return fract( lodNode ).mix( fSample, cSample );
  27573. } );
  27574. //
  27575. // Transmission
  27576. //
  27577. const getVolumeTransmissionRay = /*@__PURE__*/ Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
  27578. // Direction of refracted light.
  27579. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
  27580. // Compute rotation-independant scaling of the model matrix.
  27581. const modelScale = vec3(
  27582. length( modelMatrix[ 0 ].xyz ),
  27583. length( modelMatrix[ 1 ].xyz ),
  27584. length( modelMatrix[ 2 ].xyz )
  27585. );
  27586. // The thickness is specified in local space.
  27587. return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
  27588. } ).setLayout( {
  27589. name: 'getVolumeTransmissionRay',
  27590. type: 'vec3',
  27591. inputs: [
  27592. { name: 'n', type: 'vec3' },
  27593. { name: 'v', type: 'vec3' },
  27594. { name: 'thickness', type: 'float' },
  27595. { name: 'ior', type: 'float' },
  27596. { name: 'modelMatrix', type: 'mat4' }
  27597. ]
  27598. } );
  27599. const applyIorToRoughness = /*@__PURE__*/ Fn( ( [ roughness, ior ] ) => {
  27600. // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  27601. // an IOR of 1.5 results in the default amount of microfacet refraction.
  27602. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
  27603. } ).setLayout( {
  27604. name: 'applyIorToRoughness',
  27605. type: 'float',
  27606. inputs: [
  27607. { name: 'roughness', type: 'float' },
  27608. { name: 'ior', type: 'float' }
  27609. ]
  27610. } );
  27611. const singleViewportMipTexture = /*@__PURE__*/ viewportMipTexture();
  27612. const getTransmissionSample = /*@__PURE__*/ Fn( ( [ fragCoord, roughness, ior ] ) => {
  27613. const transmissionSample = singleViewportMipTexture.uv( fragCoord );
  27614. //const transmissionSample = viewportMipTexture( fragCoord );
  27615. const lod = log2( float( screenSize.x ) ).mul( applyIorToRoughness( roughness, ior ) );
  27616. return textureBicubic( transmissionSample, lod );
  27617. } );
  27618. const volumeAttenuation = /*@__PURE__*/ Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
  27619. If( attenuationDistance.notEqual( 0 ), () => {
  27620. // Compute light attenuation using Beer's law.
  27621. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  27622. const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
  27623. return transmittance;
  27624. } );
  27625. // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  27626. return vec3( 1.0 );
  27627. } ).setLayout( {
  27628. name: 'volumeAttenuation',
  27629. type: 'vec3',
  27630. inputs: [
  27631. { name: 'transmissionDistance', type: 'float' },
  27632. { name: 'attenuationColor', type: 'vec3' },
  27633. { name: 'attenuationDistance', type: 'float' }
  27634. ]
  27635. } );
  27636. const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
  27637. let transmittedLight, transmittance;
  27638. if ( dispersion ) {
  27639. transmittedLight = vec4().toVar();
  27640. transmittance = vec3().toVar();
  27641. const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  27642. const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
  27643. Loop( { start: 0, end: 3 }, ( { i } ) => {
  27644. const ior = iors.element( i );
  27645. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  27646. const refractedRayExit = position.add( transmissionRay );
  27647. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  27648. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  27649. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  27650. refractionCoords.addAssign( 1.0 );
  27651. refractionCoords.divAssign( 2.0 );
  27652. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  27653. // Sample framebuffer to get pixel the refracted ray hits.
  27654. const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
  27655. transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  27656. transmittedLight.a.addAssign( transmissionSample.a );
  27657. transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
  27658. } );
  27659. transmittedLight.a.divAssign( 3.0 );
  27660. } else {
  27661. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  27662. const refractedRayExit = position.add( transmissionRay );
  27663. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  27664. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  27665. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  27666. refractionCoords.addAssign( 1.0 );
  27667. refractionCoords.divAssign( 2.0 );
  27668. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  27669. // Sample framebuffer to get pixel the refracted ray hits.
  27670. transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  27671. transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
  27672. }
  27673. const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  27674. const dotNV = n.dot( v ).clamp();
  27675. // Get the specular component.
  27676. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  27677. dotNV,
  27678. specularColor,
  27679. specularF90,
  27680. roughness
  27681. } ) );
  27682. // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  27683. // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  27684. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
  27685. return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
  27686. } );
  27687. //
  27688. // Iridescence
  27689. //
  27690. // XYZ to linear-sRGB color space
  27691. const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
  27692. 3.2404542, - 0.9692660, 0.0556434,
  27693. - 1.5371385, 1.8760108, - 0.2040259,
  27694. - 0.4985314, 0.0415560, 1.0572252
  27695. );
  27696. // Assume air interface for top
  27697. // Note: We don't handle the case fresnel0 == 1
  27698. const Fresnel0ToIor = ( fresnel0 ) => {
  27699. const sqrtF0 = fresnel0.sqrt();
  27700. return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
  27701. };
  27702. // ior is a value between 1.0 and 3.0. 1.0 is air interface
  27703. const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
  27704. return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
  27705. };
  27706. // Fresnel equations for dielectric/dielectric interfaces.
  27707. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  27708. // Evaluation XYZ sensitivity curves in Fourier space
  27709. const evalSensitivity = ( OPD, shift ) => {
  27710. const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  27711. const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  27712. const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  27713. const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
  27714. const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() );
  27715. let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
  27716. xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
  27717. const rgb = XYZ_TO_REC709.mul( xyz );
  27718. return rgb;
  27719. };
  27720. const evalIridescence = /*@__PURE__*/ Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
  27721. // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  27722. const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  27723. // Evaluate the cosTheta on the base layer (Snell law)
  27724. const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) );
  27725. // Handle TIR:
  27726. const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq );
  27727. /*if ( cosTheta2Sq < 0.0 ) {
  27728. return vec3( 1.0 );
  27729. }*/
  27730. const cosTheta2 = cosTheta2Sq.sqrt();
  27731. // First interface
  27732. const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  27733. const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  27734. //const R21 = R12;
  27735. const T121 = R12.oneMinus();
  27736. const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
  27737. const phi21 = float( Math.PI ).sub( phi12 );
  27738. // Second interface
  27739. const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  27740. const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  27741. const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  27742. const phi23 = vec3(
  27743. baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  27744. baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  27745. baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
  27746. );
  27747. // Phase shift
  27748. const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  27749. const phi = vec3( phi21 ).add( phi23 );
  27750. // Compound terms
  27751. const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  27752. const r123 = R123.sqrt();
  27753. const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
  27754. // Reflectance term for m = 0 (DC term amplitude)
  27755. const C0 = R12.add( Rs );
  27756. let I = C0;
  27757. // Reflectance term for m > 0 (pairs of diracs)
  27758. let Cm = Rs.sub( T121 );
  27759. for ( let m = 1; m <= 2; ++ m ) {
  27760. Cm = Cm.mul( r123 );
  27761. const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  27762. I = I.add( Cm.mul( Sm ) );
  27763. }
  27764. // Since out of gamut colors might be produced, negative color values are clamped to 0.
  27765. return I.max( vec3( 0.0 ) );
  27766. } ).setLayout( {
  27767. name: 'evalIridescence',
  27768. type: 'vec3',
  27769. inputs: [
  27770. { name: 'outsideIOR', type: 'float' },
  27771. { name: 'eta2', type: 'float' },
  27772. { name: 'cosTheta1', type: 'float' },
  27773. { name: 'thinFilmThickness', type: 'float' },
  27774. { name: 'baseF0', type: 'vec3' }
  27775. ]
  27776. } );
  27777. //
  27778. // Sheen
  27779. //
  27780. // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
  27781. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
  27782. // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
  27783. const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {
  27784. const dotNV = normal.dot( viewDir ).saturate();
  27785. const r2 = roughness.pow2();
  27786. const a = select(
  27787. roughness.lessThan( 0.25 ),
  27788. float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
  27789. float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
  27790. );
  27791. const b = select(
  27792. roughness.lessThan( 0.25 ),
  27793. float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
  27794. float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
  27795. );
  27796. const DG = select( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
  27797. return DG.mul( 1.0 / Math.PI ).saturate();
  27798. } );
  27799. const clearcoatF0 = vec3( 0.04 );
  27800. const clearcoatF90 = float( 1 );
  27801. //
  27802. class PhysicalLightingModel extends LightingModel {
  27803. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
  27804. super();
  27805. this.clearcoat = clearcoat;
  27806. this.sheen = sheen;
  27807. this.iridescence = iridescence;
  27808. this.anisotropy = anisotropy;
  27809. this.transmission = transmission;
  27810. this.dispersion = dispersion;
  27811. this.clearcoatRadiance = null;
  27812. this.clearcoatSpecularDirect = null;
  27813. this.clearcoatSpecularIndirect = null;
  27814. this.sheenSpecularDirect = null;
  27815. this.sheenSpecularIndirect = null;
  27816. this.iridescenceFresnel = null;
  27817. this.iridescenceF0 = null;
  27818. }
  27819. start( context ) {
  27820. if ( this.clearcoat === true ) {
  27821. this.clearcoatRadiance = vec3().toVar( 'clearcoatRadiance' );
  27822. this.clearcoatSpecularDirect = vec3().toVar( 'clearcoatSpecularDirect' );
  27823. this.clearcoatSpecularIndirect = vec3().toVar( 'clearcoatSpecularIndirect' );
  27824. }
  27825. if ( this.sheen === true ) {
  27826. this.sheenSpecularDirect = vec3().toVar( 'sheenSpecularDirect' );
  27827. this.sheenSpecularIndirect = vec3().toVar( 'sheenSpecularIndirect' );
  27828. }
  27829. if ( this.iridescence === true ) {
  27830. const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
  27831. this.iridescenceFresnel = evalIridescence( {
  27832. outsideIOR: float( 1.0 ),
  27833. eta2: iridescenceIOR,
  27834. cosTheta1: dotNVi,
  27835. thinFilmThickness: iridescenceThickness,
  27836. baseF0: specularColor
  27837. } );
  27838. this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
  27839. }
  27840. if ( this.transmission === true ) {
  27841. const position = positionWorld;
  27842. const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  27843. const n = transformedNormalWorld;
  27844. context.backdrop = getIBLVolumeRefraction(
  27845. n,
  27846. v,
  27847. roughness,
  27848. diffuseColor,
  27849. specularColor,
  27850. specularF90, // specularF90
  27851. position, // positionWorld
  27852. modelWorldMatrix, // modelMatrix
  27853. cameraViewMatrix, // viewMatrix
  27854. cameraProjectionMatrix, // projMatrix
  27855. ior,
  27856. thickness,
  27857. attenuationColor,
  27858. attenuationDistance,
  27859. this.dispersion ? dispersion : null
  27860. );
  27861. context.backdropAlpha = transmission;
  27862. diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
  27863. }
  27864. }
  27865. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  27866. // Approximates multiscattering in order to preserve energy.
  27867. // http://www.jcgt.org/published/0008/01/03/
  27868. computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
  27869. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27870. const fab = DFGApprox( { roughness, dotNV } );
  27871. const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
  27872. const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
  27873. const Ess = fab.x.add( fab.y );
  27874. const Ems = Ess.oneMinus();
  27875. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  27876. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  27877. singleScatter.addAssign( FssEss );
  27878. multiScatter.addAssign( Fms.mul( Ems ) );
  27879. }
  27880. direct( { lightDirection, lightColor, reflectedLight } ) {
  27881. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  27882. const irradiance = dotNL.mul( lightColor );
  27883. if ( this.sheen === true ) {
  27884. this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
  27885. }
  27886. if ( this.clearcoat === true ) {
  27887. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  27888. const ccIrradiance = dotNLcc.mul( lightColor );
  27889. this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  27890. }
  27891. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  27892. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );
  27893. }
  27894. directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
  27895. const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  27896. const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  27897. const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  27898. const p3 = lightPosition.add( halfWidth ).add( halfHeight );
  27899. const N = transformedNormalView;
  27900. const V = positionViewDirection;
  27901. const P = positionView.toVar();
  27902. const uv = LTC_Uv( { N, V, roughness } );
  27903. const t1 = ltc_1.uv( uv ).toVar();
  27904. const t2 = ltc_2.uv( uv ).toVar();
  27905. const mInv = mat3(
  27906. vec3( t1.x, 0, t1.y ),
  27907. vec3( 0, 1, 0 ),
  27908. vec3( t1.z, 0, t1.w )
  27909. ).toVar();
  27910. // LTC Fresnel Approximation by Stephen Hill
  27911. // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  27912. const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
  27913. reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
  27914. reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );
  27915. }
  27916. indirect( context, stack, builder ) {
  27917. this.indirectDiffuse( context, stack, builder );
  27918. this.indirectSpecular( context, stack, builder );
  27919. this.ambientOcclusion( context, stack, builder );
  27920. }
  27921. indirectDiffuse( { irradiance, reflectedLight } ) {
  27922. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  27923. }
  27924. indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) {
  27925. if ( this.sheen === true ) {
  27926. this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  27927. sheen,
  27928. IBLSheenBRDF( {
  27929. normal: transformedNormalView,
  27930. viewDir: positionViewDirection,
  27931. roughness: sheenRoughness
  27932. } )
  27933. ) );
  27934. }
  27935. if ( this.clearcoat === true ) {
  27936. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  27937. const clearcoatEnv = EnvironmentBRDF( {
  27938. dotNV: dotNVcc,
  27939. specularColor: clearcoatF0,
  27940. specularF90: clearcoatF90,
  27941. roughness: clearcoatRoughness
  27942. } );
  27943. this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
  27944. }
  27945. // Both indirect specular and indirect diffuse light accumulate here
  27946. const singleScattering = vec3().toVar( 'singleScattering' );
  27947. const multiScattering = vec3().toVar( 'multiScattering' );
  27948. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  27949. this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
  27950. const totalScattering = singleScattering.add( multiScattering );
  27951. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  27952. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  27953. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  27954. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  27955. }
  27956. ambientOcclusion( { ambientOcclusion, reflectedLight } ) {
  27957. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  27958. const aoNV = dotNV.add( ambientOcclusion );
  27959. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  27960. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  27961. if ( this.clearcoat === true ) {
  27962. this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
  27963. }
  27964. if ( this.sheen === true ) {
  27965. this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
  27966. }
  27967. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  27968. reflectedLight.indirectSpecular.mulAssign( aoNode );
  27969. }
  27970. finish( context ) {
  27971. const { outgoingLight } = context;
  27972. if ( this.clearcoat === true ) {
  27973. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  27974. const Fcc = F_Schlick( {
  27975. dotVH: dotNVcc,
  27976. f0: clearcoatF0,
  27977. f90: clearcoatF90
  27978. } );
  27979. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
  27980. outgoingLight.assign( clearcoatLight );
  27981. }
  27982. if ( this.sheen === true ) {
  27983. const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
  27984. const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
  27985. outgoingLight.assign( sheenLight );
  27986. }
  27987. }
  27988. }
  27989. // These defines must match with PMREMGenerator
  27990. const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
  27991. const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 );
  27992. const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
  27993. const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 );
  27994. const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
  27995. const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
  27996. const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
  27997. const cubeUV_m5 = /*@__PURE__*/ float( 3.0 );
  27998. const cubeUV_r6 = /*@__PURE__*/ float( 0.21 );
  27999. const cubeUV_m6 = /*@__PURE__*/ float( 4.0 );
  28000. const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 );
  28001. const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );
  28002. // These shader functions convert between the UV coordinates of a single face of
  28003. // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
  28004. // sampling a textureCube (not generally normalized ).
  28005. const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {
  28006. const absDirection = vec3( abs( direction ) ).toVar();
  28007. const face = float( - 1.0 ).toVar();
  28008. If( absDirection.x.greaterThan( absDirection.z ), () => {
  28009. If( absDirection.x.greaterThan( absDirection.y ), () => {
  28010. face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
  28011. } ).Else( () => {
  28012. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  28013. } );
  28014. } ).Else( () => {
  28015. If( absDirection.z.greaterThan( absDirection.y ), () => {
  28016. face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
  28017. } ).Else( () => {
  28018. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  28019. } );
  28020. } );
  28021. return face;
  28022. } ).setLayout( {
  28023. name: 'getFace',
  28024. type: 'float',
  28025. inputs: [
  28026. { name: 'direction', type: 'vec3' }
  28027. ]
  28028. } );
  28029. // RH coordinate system; PMREM face-indexing convention
  28030. const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => {
  28031. const uv = vec2().toVar();
  28032. If( face.equal( 0.0 ), () => {
  28033. uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
  28034. } ).ElseIf( face.equal( 1.0 ), () => {
  28035. uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
  28036. } ).ElseIf( face.equal( 2.0 ), () => {
  28037. uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
  28038. } ).ElseIf( face.equal( 3.0 ), () => {
  28039. uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
  28040. } ).ElseIf( face.equal( 4.0 ), () => {
  28041. uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
  28042. } ).Else( () => {
  28043. uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
  28044. } );
  28045. return mul( 0.5, uv.add( 1.0 ) );
  28046. } ).setLayout( {
  28047. name: 'getUV',
  28048. type: 'vec2',
  28049. inputs: [
  28050. { name: 'direction', type: 'vec3' },
  28051. { name: 'face', type: 'float' }
  28052. ]
  28053. } );
  28054. const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {
  28055. const mip = float( 0.0 ).toVar();
  28056. If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
  28057. mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
  28058. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {
  28059. mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
  28060. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {
  28061. mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
  28062. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {
  28063. mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
  28064. } ).Else( () => {
  28065. mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
  28066. } );
  28067. return mip;
  28068. } ).setLayout( {
  28069. name: 'roughnessToMip',
  28070. type: 'float',
  28071. inputs: [
  28072. { name: 'roughness', type: 'float' }
  28073. ]
  28074. } );
  28075. // RH coordinate system; PMREM face-indexing convention
  28076. const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {
  28077. const uv = uv_immutable.toVar();
  28078. uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
  28079. const direction = vec3( uv, 1.0 ).toVar();
  28080. If( face.equal( 0.0 ), () => {
  28081. direction.assign( direction.zyx ); // ( 1, v, u ) pos x
  28082. } ).ElseIf( face.equal( 1.0 ), () => {
  28083. direction.assign( direction.xzy );
  28084. direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
  28085. } ).ElseIf( face.equal( 2.0 ), () => {
  28086. direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
  28087. } ).ElseIf( face.equal( 3.0 ), () => {
  28088. direction.assign( direction.zyx );
  28089. direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
  28090. } ).ElseIf( face.equal( 4.0 ), () => {
  28091. direction.assign( direction.xzy );
  28092. direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
  28093. } ).ElseIf( face.equal( 5.0 ), () => {
  28094. direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
  28095. } );
  28096. return direction;
  28097. } ).setLayout( {
  28098. name: 'getDirection',
  28099. type: 'vec3',
  28100. inputs: [
  28101. { name: 'uv', type: 'vec2' },
  28102. { name: 'face', type: 'float' }
  28103. ]
  28104. } );
  28105. //
  28106. const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  28107. const roughness = float( roughness_immutable );
  28108. const sampleDir = vec3( sampleDir_immutable );
  28109. const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
  28110. const mipF = fract( mip );
  28111. const mipInt = floor( mip );
  28112. const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  28113. If( mipF.notEqual( 0.0 ), () => {
  28114. const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  28115. color0.assign( mix( color0, color1, mipF ) );
  28116. } );
  28117. return color0;
  28118. } );
  28119. const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  28120. const mipInt = float( mipInt_immutable ).toVar();
  28121. const direction = vec3( direction_immutable );
  28122. const face = float( getFace( direction ) ).toVar();
  28123. const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
  28124. mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
  28125. const faceSize = float( exp2( mipInt ) ).toVar();
  28126. const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
  28127. If( face.greaterThan( 2.0 ), () => {
  28128. uv.y.addAssign( faceSize );
  28129. face.subAssign( 3.0 );
  28130. } );
  28131. uv.x.addAssign( face.mul( faceSize ) );
  28132. uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
  28133. uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
  28134. uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
  28135. uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
  28136. return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
  28137. } );
  28138. const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  28139. const cosTheta = cos( theta );
  28140. // Rodrigues' axis-angle rotation
  28141. const sampleDirection = outputDirection.mul( cosTheta )
  28142. .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
  28143. .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
  28144. return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
  28145. } );
  28146. const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  28147. const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
  28148. If( all( axis.equals( vec3( 0.0 ) ) ), () => {
  28149. axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
  28150. } );
  28151. axis.assign( normalize( axis ) );
  28152. const gl_FragColor = vec3().toVar();
  28153. gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  28154. Loop( { start: int( 1 ), end: n }, ( { i } ) => {
  28155. If( i.greaterThanEqual( samples ), () => {
  28156. Break();
  28157. } );
  28158. const theta = float( dTheta.mul( float( i ) ) ).toVar();
  28159. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  28160. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  28161. } );
  28162. return vec4( gl_FragColor, 1 );
  28163. } );
  28164. let _generator = null;
  28165. const _cache = new WeakMap();
  28166. function _generateCubeUVSize( imageHeight ) {
  28167. const maxMip = Math.log2( imageHeight ) - 2;
  28168. const texelHeight = 1.0 / imageHeight;
  28169. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  28170. return { texelWidth, texelHeight, maxMip };
  28171. }
  28172. function _getPMREMFromTexture( texture ) {
  28173. let cacheTexture = _cache.get( texture );
  28174. const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1;
  28175. if ( pmremVersion !== texture.pmremVersion ) {
  28176. const image = texture.image;
  28177. if ( texture.isCubeTexture ) {
  28178. if ( isCubeMapReady( image ) ) {
  28179. cacheTexture = _generator.fromCubemap( texture, cacheTexture );
  28180. } else {
  28181. return null;
  28182. }
  28183. } else {
  28184. if ( isEquirectangularMapReady( image ) ) {
  28185. cacheTexture = _generator.fromEquirectangular( texture, cacheTexture );
  28186. } else {
  28187. return null;
  28188. }
  28189. }
  28190. cacheTexture.pmremVersion = texture.pmremVersion;
  28191. _cache.set( texture, cacheTexture );
  28192. }
  28193. return cacheTexture.texture;
  28194. }
  28195. class PMREMNode extends TempNode {
  28196. static get type() {
  28197. return 'PMREMNode';
  28198. }
  28199. constructor( value, uvNode = null, levelNode = null ) {
  28200. super( 'vec3' );
  28201. this._value = value;
  28202. this._pmrem = null;
  28203. this.uvNode = uvNode;
  28204. this.levelNode = levelNode;
  28205. this._generator = null;
  28206. const defaultTexture = new Texture();
  28207. defaultTexture.isRenderTargetTexture = true;
  28208. this._texture = texture( defaultTexture );
  28209. this._width = uniform( 0 );
  28210. this._height = uniform( 0 );
  28211. this._maxMip = uniform( 0 );
  28212. this.updateBeforeType = NodeUpdateType.RENDER;
  28213. }
  28214. set value( value ) {
  28215. this._value = value;
  28216. this._pmrem = null;
  28217. }
  28218. get value() {
  28219. return this._value;
  28220. }
  28221. updateFromTexture( texture ) {
  28222. const cubeUVSize = _generateCubeUVSize( texture.image.height );
  28223. this._texture.value = texture;
  28224. this._width.value = cubeUVSize.texelWidth;
  28225. this._height.value = cubeUVSize.texelHeight;
  28226. this._maxMip.value = cubeUVSize.maxMip;
  28227. }
  28228. updateBefore() {
  28229. let pmrem = this._pmrem;
  28230. const pmremVersion = pmrem ? pmrem.pmremVersion : - 1;
  28231. const texture = this._value;
  28232. if ( pmremVersion !== texture.pmremVersion ) {
  28233. if ( texture.isPMREMTexture === true ) {
  28234. pmrem = texture;
  28235. } else {
  28236. pmrem = _getPMREMFromTexture( texture );
  28237. }
  28238. if ( pmrem !== null ) {
  28239. this._pmrem = pmrem;
  28240. this.updateFromTexture( pmrem );
  28241. }
  28242. }
  28243. }
  28244. setup( builder ) {
  28245. if ( _generator === null ) {
  28246. _generator = builder.createPMREMGenerator();
  28247. }
  28248. //
  28249. this.updateBefore( builder );
  28250. //
  28251. let uvNode = this.uvNode;
  28252. if ( uvNode === null && builder.context.getUV ) {
  28253. uvNode = builder.context.getUV( this );
  28254. }
  28255. //
  28256. const texture = this.value;
  28257. if ( builder.renderer.coordinateSystem === WebGLCoordinateSystem && texture.isPMREMTexture !== true && texture.isRenderTargetTexture === true ) {
  28258. uvNode = vec3( uvNode.x.negate(), uvNode.yz );
  28259. }
  28260. //
  28261. let levelNode = this.levelNode;
  28262. if ( levelNode === null && builder.context.getTextureLevel ) {
  28263. levelNode = builder.context.getTextureLevel( this );
  28264. }
  28265. //
  28266. return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );
  28267. }
  28268. }
  28269. function isCubeMapReady( image ) {
  28270. if ( image === null || image === undefined ) return false;
  28271. let count = 0;
  28272. const length = 6;
  28273. for ( let i = 0; i < length; i ++ ) {
  28274. if ( image[ i ] !== undefined ) count ++;
  28275. }
  28276. return count === length;
  28277. }
  28278. function isEquirectangularMapReady( image ) {
  28279. if ( image === null || image === undefined ) return false;
  28280. return image.height > 0;
  28281. }
  28282. const pmremTexture = /*@__PURE__*/ nodeProxy( PMREMNode );
  28283. const _envNodeCache = new WeakMap();
  28284. class EnvironmentNode extends LightingNode {
  28285. static get type() {
  28286. return 'EnvironmentNode';
  28287. }
  28288. constructor( envNode = null ) {
  28289. super();
  28290. this.envNode = envNode;
  28291. }
  28292. setup( builder ) {
  28293. const { material } = builder;
  28294. let envNode = this.envNode;
  28295. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  28296. const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  28297. let cacheEnvNode = _envNodeCache.get( value );
  28298. if ( cacheEnvNode === undefined ) {
  28299. cacheEnvNode = pmremTexture( value );
  28300. _envNodeCache.set( value, cacheEnvNode );
  28301. }
  28302. envNode = cacheEnvNode;
  28303. }
  28304. //
  28305. const envMap = material.envMap;
  28306. const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
  28307. const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
  28308. const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
  28309. const radiance = envNode.context( createRadianceContext( roughness, radianceNormalView ) ).mul( intensity );
  28310. const irradiance = envNode.context( createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  28311. const isolateRadiance = cache( radiance );
  28312. const isolateIrradiance = cache( irradiance );
  28313. //
  28314. builder.context.radiance.addAssign( isolateRadiance );
  28315. builder.context.iblIrradiance.addAssign( isolateIrradiance );
  28316. //
  28317. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  28318. if ( clearcoatRadiance ) {
  28319. const clearcoatRadianceContext = envNode.context( createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  28320. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  28321. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  28322. }
  28323. }
  28324. }
  28325. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  28326. let reflectVec = null;
  28327. return {
  28328. getUV: () => {
  28329. if ( reflectVec === null ) {
  28330. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  28331. // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
  28332. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  28333. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  28334. }
  28335. return reflectVec;
  28336. },
  28337. getTextureLevel: () => {
  28338. return roughnessNode;
  28339. }
  28340. };
  28341. };
  28342. const createIrradianceContext = ( normalWorldNode ) => {
  28343. return {
  28344. getUV: () => {
  28345. return normalWorldNode;
  28346. },
  28347. getTextureLevel: () => {
  28348. return float( 1.0 );
  28349. }
  28350. };
  28351. };
  28352. const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();
  28353. class MeshStandardNodeMaterial extends NodeMaterial {
  28354. static get type() {
  28355. return 'MeshStandardNodeMaterial';
  28356. }
  28357. constructor( parameters ) {
  28358. super();
  28359. this.isMeshStandardNodeMaterial = true;
  28360. this.lights = true;
  28361. this.emissiveNode = null;
  28362. this.metalnessNode = null;
  28363. this.roughnessNode = null;
  28364. this.setDefaultValues( _defaultValues$6 );
  28365. this.setValues( parameters );
  28366. }
  28367. setupEnvironment( builder ) {
  28368. let envNode = super.setupEnvironment( builder );
  28369. if ( envNode === null && builder.environmentNode ) {
  28370. envNode = builder.environmentNode;
  28371. }
  28372. return envNode ? new EnvironmentNode( envNode ) : null;
  28373. }
  28374. setupLightingModel( /*builder*/ ) {
  28375. return new PhysicalLightingModel();
  28376. }
  28377. setupSpecular() {
  28378. const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
  28379. specularColor.assign( specularColorNode );
  28380. specularF90.assign( 1.0 );
  28381. }
  28382. setupVariants() {
  28383. // METALNESS
  28384. const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
  28385. metalness.assign( metalnessNode );
  28386. // ROUGHNESS
  28387. let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  28388. roughnessNode = getRoughness( { roughness: roughnessNode } );
  28389. roughness.assign( roughnessNode );
  28390. // SPECULAR COLOR
  28391. this.setupSpecular();
  28392. // DIFFUSE COLOR
  28393. diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
  28394. }
  28395. copy( source ) {
  28396. this.emissiveNode = source.emissiveNode;
  28397. this.metalnessNode = source.metalnessNode;
  28398. this.roughnessNode = source.roughnessNode;
  28399. return super.copy( source );
  28400. }
  28401. }
  28402. const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();
  28403. class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
  28404. static get type() {
  28405. return 'MeshPhysicalNodeMaterial';
  28406. }
  28407. constructor( parameters ) {
  28408. super();
  28409. this.isMeshPhysicalNodeMaterial = true;
  28410. this.clearcoatNode = null;
  28411. this.clearcoatRoughnessNode = null;
  28412. this.clearcoatNormalNode = null;
  28413. this.sheenNode = null;
  28414. this.sheenRoughnessNode = null;
  28415. this.iridescenceNode = null;
  28416. this.iridescenceIORNode = null;
  28417. this.iridescenceThicknessNode = null;
  28418. this.specularIntensityNode = null;
  28419. this.specularColorNode = null;
  28420. this.iorNode = null;
  28421. this.transmissionNode = null;
  28422. this.thicknessNode = null;
  28423. this.attenuationDistanceNode = null;
  28424. this.attenuationColorNode = null;
  28425. this.dispersionNode = null;
  28426. this.anisotropyNode = null;
  28427. this.setDefaultValues( _defaultValues$5 );
  28428. this.setValues( parameters );
  28429. }
  28430. get useClearcoat() {
  28431. return this.clearcoat > 0 || this.clearcoatNode !== null;
  28432. }
  28433. get useIridescence() {
  28434. return this.iridescence > 0 || this.iridescenceNode !== null;
  28435. }
  28436. get useSheen() {
  28437. return this.sheen > 0 || this.sheenNode !== null;
  28438. }
  28439. get useAnisotropy() {
  28440. return this.anisotropy > 0 || this.anisotropyNode !== null;
  28441. }
  28442. get useTransmission() {
  28443. return this.transmission > 0 || this.transmissionNode !== null;
  28444. }
  28445. get useDispersion() {
  28446. return this.dispersion > 0 || this.dispersionNode !== null;
  28447. }
  28448. setupSpecular() {
  28449. const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
  28450. ior.assign( iorNode );
  28451. specularColor.assign( mix( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) );
  28452. specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
  28453. }
  28454. setupLightingModel( /*builder*/ ) {
  28455. return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
  28456. }
  28457. setupVariants( builder ) {
  28458. super.setupVariants( builder );
  28459. // CLEARCOAT
  28460. if ( this.useClearcoat ) {
  28461. const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
  28462. const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
  28463. clearcoat.assign( clearcoatNode );
  28464. clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
  28465. }
  28466. // SHEEN
  28467. if ( this.useSheen ) {
  28468. const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
  28469. const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
  28470. sheen.assign( sheenNode );
  28471. sheenRoughness.assign( sheenRoughnessNode );
  28472. }
  28473. // IRIDESCENCE
  28474. if ( this.useIridescence ) {
  28475. const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
  28476. const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
  28477. const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
  28478. iridescence.assign( iridescenceNode );
  28479. iridescenceIOR.assign( iridescenceIORNode );
  28480. iridescenceThickness.assign( iridescenceThicknessNode );
  28481. }
  28482. // ANISOTROPY
  28483. if ( this.useAnisotropy ) {
  28484. const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
  28485. anisotropy.assign( anisotropyV.length() );
  28486. If( anisotropy.equal( 0.0 ), () => {
  28487. anisotropyV.assign( vec2( 1.0, 0.0 ) );
  28488. } ).Else( () => {
  28489. anisotropyV.divAssign( vec2( anisotropy ) );
  28490. anisotropy.assign( anisotropy.saturate() );
  28491. } );
  28492. // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
  28493. alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
  28494. anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
  28495. anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
  28496. }
  28497. // TRANSMISSION
  28498. if ( this.useTransmission ) {
  28499. const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
  28500. const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
  28501. const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
  28502. const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
  28503. transmission.assign( transmissionNode );
  28504. thickness.assign( thicknessNode );
  28505. attenuationDistance.assign( attenuationDistanceNode );
  28506. attenuationColor.assign( attenuationColorNode );
  28507. if ( this.useDispersion ) {
  28508. const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
  28509. dispersion.assign( dispersionNode );
  28510. }
  28511. }
  28512. }
  28513. setupClearcoatNormal() {
  28514. return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
  28515. }
  28516. setup( builder ) {
  28517. builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
  28518. super.setup( builder );
  28519. }
  28520. copy( source ) {
  28521. this.clearcoatNode = source.clearcoatNode;
  28522. this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  28523. this.clearcoatNormalNode = source.clearcoatNormalNode;
  28524. this.sheenNode = source.sheenNode;
  28525. this.sheenRoughnessNode = source.sheenRoughnessNode;
  28526. this.iridescenceNode = source.iridescenceNode;
  28527. this.iridescenceIORNode = source.iridescenceIORNode;
  28528. this.iridescenceThicknessNode = source.iridescenceThicknessNode;
  28529. this.specularIntensityNode = source.specularIntensityNode;
  28530. this.specularColorNode = source.specularColorNode;
  28531. this.transmissionNode = source.transmissionNode;
  28532. this.thicknessNode = source.thicknessNode;
  28533. this.attenuationDistanceNode = source.attenuationDistanceNode;
  28534. this.attenuationColorNode = source.attenuationColorNode;
  28535. this.dispersionNode = source.dispersionNode;
  28536. this.anisotropyNode = source.anisotropyNode;
  28537. return super.copy( source );
  28538. }
  28539. }
  28540. class SSSLightingModel extends PhysicalLightingModel {
  28541. constructor( useClearcoat, useSheen, useIridescence, useSSS ) {
  28542. super( useClearcoat, useSheen, useIridescence );
  28543. this.useSSS = useSSS;
  28544. }
  28545. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  28546. if ( this.useSSS === true ) {
  28547. const material = builder.material;
  28548. const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material;
  28549. const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize();
  28550. const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) );
  28551. const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) );
  28552. reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) );
  28553. }
  28554. super.direct( { lightDirection, lightColor, reflectedLight }, stack, builder );
  28555. }
  28556. }
  28557. class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
  28558. static get type() {
  28559. return 'MeshSSSNodeMaterial';
  28560. }
  28561. constructor( parameters ) {
  28562. super( parameters );
  28563. this.thicknessColorNode = null;
  28564. this.thicknessDistortionNode = float( 0.1 );
  28565. this.thicknessAmbientNode = float( 0.0 );
  28566. this.thicknessAttenuationNode = float( .1 );
  28567. this.thicknessPowerNode = float( 2.0 );
  28568. this.thicknessScaleNode = float( 10.0 );
  28569. }
  28570. get useSSS() {
  28571. return this.thicknessColorNode !== null;
  28572. }
  28573. setupLightingModel( /*builder*/ ) {
  28574. return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useSSS );
  28575. }
  28576. copy( source ) {
  28577. this.thicknessColorNode = source.thicknessColorNode;
  28578. this.thicknessDistortionNode = source.thicknessDistortionNode;
  28579. this.thicknessAmbientNode = source.thicknessAmbientNode;
  28580. this.thicknessAttenuationNode = source.thicknessAttenuationNode;
  28581. this.thicknessPowerNode = source.thicknessPowerNode;
  28582. this.thicknessScaleNode = source.thicknessScaleNode;
  28583. return super.copy( source );
  28584. }
  28585. }
  28586. const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => {
  28587. // dotNL will be from -1.0 to 1.0
  28588. const dotNL = normal.dot( lightDirection );
  28589. const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );
  28590. if ( builder.material.gradientMap ) {
  28591. const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );
  28592. return vec3( gradientMap.r );
  28593. } else {
  28594. const fw = coord.fwidth().mul( 0.5 );
  28595. return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );
  28596. }
  28597. } );
  28598. class ToonLightingModel extends LightingModel {
  28599. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  28600. const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );
  28601. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  28602. }
  28603. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  28604. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  28605. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  28606. }
  28607. }
  28608. const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();
  28609. class MeshToonNodeMaterial extends NodeMaterial {
  28610. static get type() {
  28611. return 'MeshToonNodeMaterial';
  28612. }
  28613. constructor( parameters ) {
  28614. super();
  28615. this.isMeshToonNodeMaterial = true;
  28616. this.lights = true;
  28617. this.setDefaultValues( _defaultValues$4 );
  28618. this.setValues( parameters );
  28619. }
  28620. setupLightingModel( /*builder*/ ) {
  28621. return new ToonLightingModel();
  28622. }
  28623. }
  28624. class MatcapUVNode extends TempNode {
  28625. static get type() {
  28626. return 'MatcapUVNode';
  28627. }
  28628. constructor() {
  28629. super( 'vec2' );
  28630. }
  28631. setup() {
  28632. const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
  28633. const y = positionViewDirection.cross( x );
  28634. return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks
  28635. }
  28636. }
  28637. const matcapUV = /*@__PURE__*/ nodeImmutable( MatcapUVNode );
  28638. const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();
  28639. class MeshMatcapNodeMaterial extends NodeMaterial {
  28640. static get type() {
  28641. return 'MeshMatcapNodeMaterial';
  28642. }
  28643. constructor( parameters ) {
  28644. super();
  28645. this.lights = false;
  28646. this.isMeshMatcapNodeMaterial = true;
  28647. this.setDefaultValues( _defaultValues$3 );
  28648. this.setValues( parameters );
  28649. }
  28650. setupVariants( builder ) {
  28651. const uv = matcapUV;
  28652. let matcapColor;
  28653. if ( builder.material.matcap ) {
  28654. matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );
  28655. } else {
  28656. matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing
  28657. }
  28658. diffuseColor.rgb.mulAssign( matcapColor.rgb );
  28659. }
  28660. }
  28661. const _defaultValues$2 = /*@__PURE__*/ new PointsMaterial();
  28662. class PointsNodeMaterial extends NodeMaterial {
  28663. static get type() {
  28664. return 'PointsNodeMaterial';
  28665. }
  28666. constructor( parameters ) {
  28667. super();
  28668. this.isPointsNodeMaterial = true;
  28669. this.lights = false;
  28670. this.transparent = true;
  28671. this.sizeNode = null;
  28672. this.setDefaultValues( _defaultValues$2 );
  28673. this.setValues( parameters );
  28674. }
  28675. copy( source ) {
  28676. this.sizeNode = source.sizeNode;
  28677. return super.copy( source );
  28678. }
  28679. }
  28680. class RotateNode extends TempNode {
  28681. static get type() {
  28682. return 'RotateNode';
  28683. }
  28684. constructor( positionNode, rotationNode ) {
  28685. super();
  28686. this.positionNode = positionNode;
  28687. this.rotationNode = rotationNode;
  28688. }
  28689. getNodeType( builder ) {
  28690. return this.positionNode.getNodeType( builder );
  28691. }
  28692. setup( builder ) {
  28693. const { rotationNode, positionNode } = this;
  28694. const nodeType = this.getNodeType( builder );
  28695. if ( nodeType === 'vec2' ) {
  28696. const cosAngle = rotationNode.cos();
  28697. const sinAngle = rotationNode.sin();
  28698. const rotationMatrix = mat2(
  28699. cosAngle, sinAngle,
  28700. sinAngle.negate(), cosAngle
  28701. );
  28702. return rotationMatrix.mul( positionNode );
  28703. } else {
  28704. const rotation = rotationNode;
  28705. const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28706. const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28707. const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  28708. return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
  28709. }
  28710. }
  28711. }
  28712. const rotate = /*@__PURE__*/ nodeProxy( RotateNode );
  28713. const _defaultValues$1 = /*@__PURE__*/ new SpriteMaterial();
  28714. class SpriteNodeMaterial extends NodeMaterial {
  28715. static get type() {
  28716. return 'SpriteNodeMaterial';
  28717. }
  28718. constructor( parameters ) {
  28719. super();
  28720. this.isSpriteNodeMaterial = true;
  28721. this.lights = false;
  28722. this.positionNode = null;
  28723. this.rotationNode = null;
  28724. this.scaleNode = null;
  28725. this.setDefaultValues( _defaultValues$1 );
  28726. this.setValues( parameters );
  28727. }
  28728. setupPosition( { object, context } ) {
  28729. // < VERTEX STAGE >
  28730. const { positionNode, rotationNode, scaleNode } = this;
  28731. const vertex = positionLocal;
  28732. let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  28733. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  28734. if ( scaleNode !== null ) {
  28735. scale = scale.mul( scaleNode );
  28736. }
  28737. let alignedPosition = vertex.xy;
  28738. if ( object.center && object.center.isVector2 === true ) {
  28739. alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) );
  28740. }
  28741. alignedPosition = alignedPosition.mul( scale );
  28742. const rotation = float( rotationNode || materialRotation );
  28743. const rotatedPosition = rotate( alignedPosition, rotation );
  28744. mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  28745. const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
  28746. context.vertex = vertex;
  28747. return modelViewProjection;
  28748. }
  28749. copy( source ) {
  28750. this.positionNode = source.positionNode;
  28751. this.rotationNode = source.rotationNode;
  28752. this.scaleNode = source.scaleNode;
  28753. return super.copy( source );
  28754. }
  28755. }
  28756. class ShadowMaskModel extends LightingModel {
  28757. constructor() {
  28758. super();
  28759. this.shadowNode = float( 1 ).toVar( 'shadowMask' );
  28760. }
  28761. direct( { shadowMask } ) {
  28762. this.shadowNode.mulAssign( shadowMask );
  28763. }
  28764. finish( context ) {
  28765. diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );
  28766. context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment
  28767. }
  28768. }
  28769. const _defaultValues = /*@__PURE__*/ new ShadowMaterial();
  28770. class ShadowNodeMaterial extends NodeMaterial {
  28771. static get type() {
  28772. return 'ShadowNodeMaterial';
  28773. }
  28774. constructor( parameters ) {
  28775. super();
  28776. this.isShadowNodeMaterial = true;
  28777. this.lights = true;
  28778. this.setDefaultValues( _defaultValues );
  28779. this.setValues( parameters );
  28780. }
  28781. setupLightingModel( /*builder*/ ) {
  28782. return new ShadowMaskModel();
  28783. }
  28784. }
  28785. const normal = Fn( ( { texture, uv } ) => {
  28786. const epsilon = 0.0001;
  28787. const ret = vec3().temp();
  28788. If( uv.x.lessThan( epsilon ), () => {
  28789. ret.assign( vec3( 1, 0, 0 ) );
  28790. } ).ElseIf( uv.y.lessThan( epsilon ), () => {
  28791. ret.assign( vec3( 0, 1, 0 ) );
  28792. } ).ElseIf( uv.z.lessThan( epsilon ), () => {
  28793. ret.assign( vec3( 0, 0, 1 ) );
  28794. } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
  28795. ret.assign( vec3( - 1, 0, 0 ) );
  28796. } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
  28797. ret.assign( vec3( 0, - 1, 0 ) );
  28798. } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
  28799. ret.assign( vec3( 0, 0, - 1 ) );
  28800. } ).Else( () => {
  28801. const step = 0.01;
  28802. const x = texture.uv( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
  28803. const y = texture.uv( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
  28804. const z = texture.uv( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
  28805. ret.assign( vec3( x, y, z ) );
  28806. } );
  28807. return ret.normalize();
  28808. } );
  28809. class Texture3DNode extends TextureNode {
  28810. static get type() {
  28811. return 'Texture3DNode';
  28812. }
  28813. constructor( value, uvNode = null, levelNode = null ) {
  28814. super( value, uvNode, levelNode );
  28815. this.isTexture3DNode = true;
  28816. }
  28817. getInputType( /*builder*/ ) {
  28818. return 'texture3D';
  28819. }
  28820. getDefaultUV() {
  28821. return vec3( 0.5, 0.5, 0.5 );
  28822. }
  28823. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for 3d TextureNode
  28824. setupUV( builder, uvNode ) {
  28825. return uvNode;
  28826. }
  28827. generateUV( builder, uvNode ) {
  28828. return uvNode.build( builder, 'vec3' );
  28829. }
  28830. normal( uvNode ) {
  28831. return normal( { texture: this, uv: uvNode } );
  28832. }
  28833. }
  28834. const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode );
  28835. class VolumeNodeMaterial extends NodeMaterial {
  28836. static get type() {
  28837. return 'VolumeNodeMaterial';
  28838. }
  28839. constructor( params = {} ) {
  28840. super();
  28841. this.lights = false;
  28842. this.isVolumeNodeMaterial = true;
  28843. this.testNode = null;
  28844. this.setValues( params );
  28845. }
  28846. setup( builder ) {
  28847. const map = texture3D( this.map, null, 0 );
  28848. const hitBox = Fn( ( { orig, dir } ) => {
  28849. const box_min = vec3( - 0.5 );
  28850. const box_max = vec3( 0.5 );
  28851. const inv_dir = dir.reciprocal();
  28852. const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
  28853. const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
  28854. const tmin = min$1( tmin_tmp, tmax_tmp );
  28855. const tmax = max$1( tmin_tmp, tmax_tmp );
  28856. const t0 = max$1( tmin.x, max$1( tmin.y, tmin.z ) );
  28857. const t1 = min$1( tmax.x, min$1( tmax.y, tmax.z ) );
  28858. return vec2( t0, t1 );
  28859. } );
  28860. this.fragmentNode = Fn( () => {
  28861. const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
  28862. const vDirection = varying( positionGeometry.sub( vOrigin ) );
  28863. const rayDir = vDirection.normalize();
  28864. const bounds = property( 'vec2', 'bounds' ).assign( hitBox( { orig: vOrigin, dir: rayDir } ) );
  28865. bounds.x.greaterThan( bounds.y ).discard();
  28866. bounds.assign( vec2( max$1( bounds.x, 0.0 ), bounds.y ) );
  28867. const p = property( 'vec3', 'p' ).assign( vOrigin.add( bounds.x.mul( rayDir ) ) );
  28868. const inc = property( 'vec3', 'inc' ).assign( vec3( rayDir.abs().reciprocal() ) );
  28869. const delta = property( 'float', 'delta' ).assign( min$1( inc.x, min$1( inc.y, inc.z ) ) );
  28870. delta.divAssign( materialReference( 'steps', 'float' ) );
  28871. const ac = property( 'vec4', 'ac' ).assign( vec4( materialReference( 'base', 'color' ), 0.0 ) );
  28872. Loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
  28873. const d = property( 'float', 'd' ).assign( map.uv( p.add( 0.5 ) ).r );
  28874. if ( this.testNode !== null ) {
  28875. this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
  28876. } else {
  28877. // default to show surface of mesh
  28878. ac.a.assign( 1 );
  28879. Break();
  28880. }
  28881. p.addAssign( rayDir.mul( delta ) );
  28882. } );
  28883. ac.a.equal( 0 ).discard();
  28884. return vec4( ac );
  28885. } )();
  28886. super.setup( builder );
  28887. }
  28888. }
  28889. class Animation {
  28890. constructor( nodes, info ) {
  28891. this.nodes = nodes;
  28892. this.info = info;
  28893. this.animationLoop = null;
  28894. this.requestId = null;
  28895. this._init();
  28896. }
  28897. _init() {
  28898. const update = ( time, frame ) => {
  28899. this.requestId = self.requestAnimationFrame( update );
  28900. if ( this.info.autoReset === true ) this.info.reset();
  28901. this.nodes.nodeFrame.update();
  28902. this.info.frame = this.nodes.nodeFrame.frameId;
  28903. if ( this.animationLoop !== null ) this.animationLoop( time, frame );
  28904. };
  28905. update();
  28906. }
  28907. dispose() {
  28908. self.cancelAnimationFrame( this.requestId );
  28909. this.requestId = null;
  28910. }
  28911. setAnimationLoop( callback ) {
  28912. this.animationLoop = callback;
  28913. }
  28914. }
  28915. class ChainMap {
  28916. constructor() {
  28917. this.weakMap = new WeakMap();
  28918. }
  28919. get( keys ) {
  28920. let map = this.weakMap;
  28921. for ( let i = 0; i < keys.length; i ++ ) {
  28922. map = map.get( keys[ i ] );
  28923. if ( map === undefined ) return undefined;
  28924. }
  28925. return map.get( keys[ keys.length - 1 ] );
  28926. }
  28927. set( keys, value ) {
  28928. let map = this.weakMap;
  28929. for ( let i = 0; i < keys.length; i ++ ) {
  28930. const key = keys[ i ];
  28931. if ( map.has( key ) === false ) map.set( key, new WeakMap() );
  28932. map = map.get( key );
  28933. }
  28934. return map.set( keys[ keys.length - 1 ], value );
  28935. }
  28936. delete( keys ) {
  28937. let map = this.weakMap;
  28938. for ( let i = 0; i < keys.length; i ++ ) {
  28939. map = map.get( keys[ i ] );
  28940. if ( map === undefined ) return false;
  28941. }
  28942. return map.delete( keys[ keys.length - 1 ] );
  28943. }
  28944. }
  28945. const _plane = /*@__PURE__*/ new Plane();
  28946. class ClippingContext {
  28947. constructor() {
  28948. this.version = 0;
  28949. this.globalClippingCount = 0;
  28950. this.localClippingCount = 0;
  28951. this.localClippingEnabled = false;
  28952. this.localClipIntersection = false;
  28953. this.planes = [];
  28954. this.parentVersion = 0;
  28955. this.viewNormalMatrix = new Matrix3();
  28956. this.cacheKey = '';
  28957. }
  28958. projectPlanes( source, offset ) {
  28959. const l = source.length;
  28960. const planes = this.planes;
  28961. for ( let i = 0; i < l; i ++ ) {
  28962. _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );
  28963. const v = planes[ offset + i ];
  28964. const normal = _plane.normal;
  28965. v.x = - normal.x;
  28966. v.y = - normal.y;
  28967. v.z = - normal.z;
  28968. v.w = _plane.constant;
  28969. }
  28970. }
  28971. updateGlobal( renderer, camera ) {
  28972. const rendererClippingPlanes = renderer.clippingPlanes;
  28973. this.viewMatrix = camera.matrixWorldInverse;
  28974. this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );
  28975. let update = false;
  28976. if ( Array.isArray( rendererClippingPlanes ) && rendererClippingPlanes.length !== 0 ) {
  28977. const l = rendererClippingPlanes.length;
  28978. if ( l !== this.globalClippingCount ) {
  28979. const planes = [];
  28980. for ( let i = 0; i < l; i ++ ) {
  28981. planes.push( new Vector4() );
  28982. }
  28983. this.globalClippingCount = l;
  28984. this.planes = planes;
  28985. update = true;
  28986. }
  28987. this.projectPlanes( rendererClippingPlanes, 0 );
  28988. } else if ( this.globalClippingCount !== 0 ) {
  28989. this.globalClippingCount = 0;
  28990. this.planes = [];
  28991. update = true;
  28992. }
  28993. if ( renderer.localClippingEnabled !== this.localClippingEnabled ) {
  28994. this.localClippingEnabled = renderer.localClippingEnabled;
  28995. update = true;
  28996. }
  28997. if ( update ) {
  28998. this.version ++;
  28999. this.cacheKey = `${ this.globalClippingCount }:${ this.localClippingEnabled === undefined ? false : this.localClippingEnabled }:`;
  29000. }
  29001. }
  29002. update( parent, material ) {
  29003. let update = false;
  29004. if ( this !== parent && parent.version !== this.parentVersion ) {
  29005. this.globalClippingCount = material.isShadowNodeMaterial ? 0 : parent.globalClippingCount;
  29006. this.localClippingEnabled = parent.localClippingEnabled;
  29007. this.planes = Array.from( parent.planes );
  29008. this.parentVersion = parent.version;
  29009. this.viewMatrix = parent.viewMatrix;
  29010. this.viewNormalMatrix = parent.viewNormalMatrix;
  29011. update = true;
  29012. }
  29013. if ( this.localClippingEnabled ) {
  29014. const localClippingPlanes = material.clippingPlanes;
  29015. if ( ( Array.isArray( localClippingPlanes ) && localClippingPlanes.length !== 0 ) ) {
  29016. const l = localClippingPlanes.length;
  29017. const planes = this.planes;
  29018. const offset = this.globalClippingCount;
  29019. if ( update || l !== this.localClippingCount ) {
  29020. planes.length = offset + l;
  29021. for ( let i = 0; i < l; i ++ ) {
  29022. planes[ offset + i ] = new Vector4();
  29023. }
  29024. this.localClippingCount = l;
  29025. update = true;
  29026. }
  29027. this.projectPlanes( localClippingPlanes, offset );
  29028. } else if ( this.localClippingCount !== 0 ) {
  29029. this.localClippingCount = 0;
  29030. update = true;
  29031. }
  29032. if ( this.localClipIntersection !== material.clipIntersection ) {
  29033. this.localClipIntersection = material.clipIntersection;
  29034. update = true;
  29035. }
  29036. }
  29037. if ( update ) {
  29038. this.version += parent.version;
  29039. this.cacheKey = parent.cacheKey + `:${ this.localClippingCount }:${ this.localClipIntersection === undefined ? false : this.localClipIntersection }`;
  29040. }
  29041. }
  29042. }
  29043. let _id$7 = 0;
  29044. function getKeys( obj ) {
  29045. const keys = Object.keys( obj );
  29046. let proto = Object.getPrototypeOf( obj );
  29047. while ( proto ) {
  29048. const descriptors = Object.getOwnPropertyDescriptors( proto );
  29049. for ( const key in descriptors ) {
  29050. if ( descriptors[ key ] !== undefined ) {
  29051. const descriptor = descriptors[ key ];
  29052. if ( descriptor && typeof descriptor.get === 'function' ) {
  29053. keys.push( key );
  29054. }
  29055. }
  29056. }
  29057. proto = Object.getPrototypeOf( proto );
  29058. }
  29059. return keys;
  29060. }
  29061. class RenderObject {
  29062. constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ) {
  29063. this._nodes = nodes;
  29064. this._geometries = geometries;
  29065. this.id = _id$7 ++;
  29066. this.renderer = renderer;
  29067. this.object = object;
  29068. this.material = material;
  29069. this.scene = scene;
  29070. this.camera = camera;
  29071. this.lightsNode = lightsNode;
  29072. this.context = renderContext;
  29073. this.geometry = object.geometry;
  29074. this.version = material.version;
  29075. this.drawRange = null;
  29076. this.attributes = null;
  29077. this.pipeline = null;
  29078. this.vertexBuffers = null;
  29079. this.drawParams = null;
  29080. this.bundle = null;
  29081. this.updateClipping( renderContext.clippingContext );
  29082. this.clippingContextVersion = this.clippingContext.version;
  29083. this.initialNodesCacheKey = this.getDynamicCacheKey();
  29084. this.initialCacheKey = this.getCacheKey();
  29085. this._nodeBuilderState = null;
  29086. this._bindings = null;
  29087. this._monitor = null;
  29088. this.onDispose = null;
  29089. this.isRenderObject = true;
  29090. this.onMaterialDispose = () => {
  29091. this.dispose();
  29092. };
  29093. this.material.addEventListener( 'dispose', this.onMaterialDispose );
  29094. }
  29095. updateClipping( parent ) {
  29096. const material = this.material;
  29097. let clippingContext = this.clippingContext;
  29098. if ( Array.isArray( material.clippingPlanes ) ) {
  29099. if ( clippingContext === parent || ! clippingContext ) {
  29100. clippingContext = new ClippingContext();
  29101. this.clippingContext = clippingContext;
  29102. }
  29103. clippingContext.update( parent, material );
  29104. } else if ( this.clippingContext !== parent ) {
  29105. this.clippingContext = parent;
  29106. }
  29107. }
  29108. get clippingNeedsUpdate() {
  29109. if ( this.clippingContext.version === this.clippingContextVersion ) return false;
  29110. this.clippingContextVersion = this.clippingContext.version;
  29111. return true;
  29112. }
  29113. getNodeBuilderState() {
  29114. return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );
  29115. }
  29116. getMonitor() {
  29117. return this._monitor || ( this._monitor = this.getNodeBuilderState().monitor );
  29118. }
  29119. getBindings() {
  29120. return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );
  29121. }
  29122. getIndex() {
  29123. return this._geometries.getIndex( this );
  29124. }
  29125. getChainArray() {
  29126. return [ this.object, this.material, this.context, this.lightsNode ];
  29127. }
  29128. getAttributes() {
  29129. if ( this.attributes !== null ) return this.attributes;
  29130. const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
  29131. const geometry = this.geometry;
  29132. const attributes = [];
  29133. const vertexBuffers = new Set();
  29134. for ( const nodeAttribute of nodeAttributes ) {
  29135. const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name );
  29136. if ( attribute === undefined ) continue;
  29137. attributes.push( attribute );
  29138. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  29139. vertexBuffers.add( bufferAttribute );
  29140. }
  29141. this.attributes = attributes;
  29142. this.vertexBuffers = Array.from( vertexBuffers.values() );
  29143. return attributes;
  29144. }
  29145. getVertexBuffers() {
  29146. if ( this.vertexBuffers === null ) this.getAttributes();
  29147. return this.vertexBuffers;
  29148. }
  29149. getDrawParameters() {
  29150. const { object, material, geometry, group, drawRange } = this;
  29151. const drawParams = this.drawParams || ( this.drawParams = {
  29152. vertexCount: 0,
  29153. firstVertex: 0,
  29154. instanceCount: 0,
  29155. firstInstance: 0
  29156. } );
  29157. const index = this.getIndex();
  29158. const hasIndex = ( index !== null );
  29159. const instanceCount = geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  29160. if ( instanceCount === 0 ) return null;
  29161. drawParams.instanceCount = instanceCount;
  29162. if ( object.isBatchedMesh === true ) return drawParams;
  29163. let rangeFactor = 1;
  29164. if ( material.wireframe === true && ! object.isPoints && ! object.isLineSegments && ! object.isLine && ! object.isLineLoop ) {
  29165. rangeFactor = 2;
  29166. }
  29167. let firstVertex = drawRange.start * rangeFactor;
  29168. let lastVertex = ( drawRange.start + drawRange.count ) * rangeFactor;
  29169. if ( group !== null ) {
  29170. firstVertex = Math.max( firstVertex, group.start * rangeFactor );
  29171. lastVertex = Math.min( lastVertex, ( group.start + group.count ) * rangeFactor );
  29172. }
  29173. const itemCount = hasIndex === true ? index.count : geometry.attributes.position.count;
  29174. firstVertex = Math.max( firstVertex, 0 );
  29175. lastVertex = Math.min( lastVertex, itemCount );
  29176. const count = lastVertex - firstVertex;
  29177. if ( count < 0 || count === Infinity ) return null;
  29178. drawParams.vertexCount = count;
  29179. drawParams.firstVertex = firstVertex;
  29180. return drawParams;
  29181. }
  29182. getMaterialCacheKey() {
  29183. const { object, material } = this;
  29184. let cacheKey = material.customProgramCacheKey();
  29185. for ( const property of getKeys( material ) ) {
  29186. if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;
  29187. const value = material[ property ];
  29188. let valueKey;
  29189. if ( value !== null ) {
  29190. // some material values require a formatting
  29191. const type = typeof value;
  29192. if ( type === 'number' ) {
  29193. valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc
  29194. } else if ( type === 'object' ) {
  29195. valueKey = '{';
  29196. if ( value.isTexture ) {
  29197. valueKey += value.mapping;
  29198. }
  29199. valueKey += '}';
  29200. } else {
  29201. valueKey = String( value );
  29202. }
  29203. } else {
  29204. valueKey = String( value );
  29205. }
  29206. cacheKey += /*property + ':' +*/ valueKey + ',';
  29207. }
  29208. cacheKey += this.clippingContext.cacheKey + ',';
  29209. if ( object.geometry ) {
  29210. cacheKey += object.geometry.id + ',';
  29211. }
  29212. if ( object.skeleton ) {
  29213. cacheKey += object.skeleton.bones.length + ',';
  29214. }
  29215. if ( object.morphTargetInfluences ) {
  29216. cacheKey += object.morphTargetInfluences.length + ',';
  29217. }
  29218. if ( object.isBatchedMesh ) {
  29219. cacheKey += object._matricesTexture.uuid + ',';
  29220. if ( object._colorsTexture !== null ) {
  29221. cacheKey += object._colorsTexture.uuid + ',';
  29222. }
  29223. }
  29224. if ( object.count > 1 ) {
  29225. // TODO: https://github.com/mrdoob/three.js/pull/29066#issuecomment-2269400850
  29226. cacheKey += object.uuid + ',';
  29227. }
  29228. return cacheKey;
  29229. }
  29230. get needsUpdate() {
  29231. return /*this.object.static !== true &&*/ ( this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate );
  29232. }
  29233. getDynamicCacheKey() {
  29234. // Environment Nodes Cache Key
  29235. return this.object.receiveShadow + ',' + this._nodes.getCacheKey( this.scene, this.lightsNode );
  29236. }
  29237. getCacheKey() {
  29238. return this.getMaterialCacheKey() + ',' + this.getDynamicCacheKey();
  29239. }
  29240. dispose() {
  29241. this.material.removeEventListener( 'dispose', this.onMaterialDispose );
  29242. this.onDispose();
  29243. }
  29244. }
  29245. const chainArray = [];
  29246. class RenderObjects {
  29247. constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
  29248. this.renderer = renderer;
  29249. this.nodes = nodes;
  29250. this.geometries = geometries;
  29251. this.pipelines = pipelines;
  29252. this.bindings = bindings;
  29253. this.info = info;
  29254. this.chainMaps = {};
  29255. }
  29256. get( object, material, scene, camera, lightsNode, renderContext, passId ) {
  29257. const chainMap = this.getChainMap( passId );
  29258. // reuse chainArray
  29259. chainArray[ 0 ] = object;
  29260. chainArray[ 1 ] = material;
  29261. chainArray[ 2 ] = renderContext;
  29262. chainArray[ 3 ] = lightsNode;
  29263. let renderObject = chainMap.get( chainArray );
  29264. if ( renderObject === undefined ) {
  29265. renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, passId );
  29266. chainMap.set( chainArray, renderObject );
  29267. } else {
  29268. renderObject.updateClipping( renderContext.clippingContext );
  29269. if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
  29270. if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
  29271. renderObject.dispose();
  29272. renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, passId );
  29273. } else {
  29274. renderObject.version = material.version;
  29275. }
  29276. }
  29277. }
  29278. return renderObject;
  29279. }
  29280. getChainMap( passId = 'default' ) {
  29281. return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
  29282. }
  29283. dispose() {
  29284. this.chainMaps = {};
  29285. }
  29286. createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, passId ) {
  29287. const chainMap = this.getChainMap( passId );
  29288. const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext );
  29289. renderObject.onDispose = () => {
  29290. this.pipelines.delete( renderObject );
  29291. this.bindings.delete( renderObject );
  29292. this.nodes.delete( renderObject );
  29293. chainMap.delete( renderObject.getChainArray() );
  29294. };
  29295. return renderObject;
  29296. }
  29297. }
  29298. class DataMap {
  29299. constructor() {
  29300. this.data = new WeakMap();
  29301. }
  29302. get( object ) {
  29303. let map = this.data.get( object );
  29304. if ( map === undefined ) {
  29305. map = {};
  29306. this.data.set( object, map );
  29307. }
  29308. return map;
  29309. }
  29310. delete( object ) {
  29311. let map;
  29312. if ( this.data.has( object ) ) {
  29313. map = this.data.get( object );
  29314. this.data.delete( object );
  29315. }
  29316. return map;
  29317. }
  29318. has( object ) {
  29319. return this.data.has( object );
  29320. }
  29321. dispose() {
  29322. this.data = new WeakMap();
  29323. }
  29324. }
  29325. const AttributeType = {
  29326. VERTEX: 1,
  29327. INDEX: 2,
  29328. STORAGE: 4
  29329. };
  29330. // size of a chunk in bytes (STD140 layout)
  29331. const GPU_CHUNK_BYTES = 16;
  29332. // @TODO: Move to src/constants.js
  29333. const BlendColorFactor = 211;
  29334. const OneMinusBlendColorFactor = 212;
  29335. class Attributes extends DataMap {
  29336. constructor( backend ) {
  29337. super();
  29338. this.backend = backend;
  29339. }
  29340. delete( attribute ) {
  29341. const attributeData = super.delete( attribute );
  29342. if ( attributeData !== undefined ) {
  29343. this.backend.destroyAttribute( attribute );
  29344. }
  29345. return attributeData;
  29346. }
  29347. update( attribute, type ) {
  29348. const data = this.get( attribute );
  29349. if ( data.version === undefined ) {
  29350. if ( type === AttributeType.VERTEX ) {
  29351. this.backend.createAttribute( attribute );
  29352. } else if ( type === AttributeType.INDEX ) {
  29353. this.backend.createIndexAttribute( attribute );
  29354. } else if ( type === AttributeType.STORAGE ) {
  29355. this.backend.createStorageAttribute( attribute );
  29356. }
  29357. data.version = this._getBufferAttribute( attribute ).version;
  29358. } else {
  29359. const bufferAttribute = this._getBufferAttribute( attribute );
  29360. if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {
  29361. this.backend.updateAttribute( attribute );
  29362. data.version = bufferAttribute.version;
  29363. }
  29364. }
  29365. }
  29366. _getBufferAttribute( attribute ) {
  29367. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  29368. return attribute;
  29369. }
  29370. }
  29371. function arrayNeedsUint32( array ) {
  29372. // assumes larger values usually on last
  29373. for ( let i = array.length - 1; i >= 0; -- i ) {
  29374. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  29375. }
  29376. return false;
  29377. }
  29378. function getWireframeVersion( geometry ) {
  29379. return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;
  29380. }
  29381. function getWireframeIndex( geometry ) {
  29382. const indices = [];
  29383. const geometryIndex = geometry.index;
  29384. const geometryPosition = geometry.attributes.position;
  29385. if ( geometryIndex !== null ) {
  29386. const array = geometryIndex.array;
  29387. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  29388. const a = array[ i + 0 ];
  29389. const b = array[ i + 1 ];
  29390. const c = array[ i + 2 ];
  29391. indices.push( a, b, b, c, c, a );
  29392. }
  29393. } else {
  29394. const array = geometryPosition.array;
  29395. for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  29396. const a = i + 0;
  29397. const b = i + 1;
  29398. const c = i + 2;
  29399. indices.push( a, b, b, c, c, a );
  29400. }
  29401. }
  29402. const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  29403. attribute.version = getWireframeVersion( geometry );
  29404. return attribute;
  29405. }
  29406. class Geometries extends DataMap {
  29407. constructor( attributes, info ) {
  29408. super();
  29409. this.attributes = attributes;
  29410. this.info = info;
  29411. this.wireframes = new WeakMap();
  29412. this.attributeCall = new WeakMap();
  29413. }
  29414. has( renderObject ) {
  29415. const geometry = renderObject.geometry;
  29416. return super.has( geometry ) && this.get( geometry ).initialized === true;
  29417. }
  29418. updateForRender( renderObject ) {
  29419. if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );
  29420. this.updateAttributes( renderObject );
  29421. }
  29422. initGeometry( renderObject ) {
  29423. const geometry = renderObject.geometry;
  29424. const geometryData = this.get( geometry );
  29425. geometryData.initialized = true;
  29426. this.info.memory.geometries ++;
  29427. const onDispose = () => {
  29428. this.info.memory.geometries --;
  29429. const index = geometry.index;
  29430. const geometryAttributes = renderObject.getAttributes();
  29431. if ( index !== null ) {
  29432. this.attributes.delete( index );
  29433. }
  29434. for ( const geometryAttribute of geometryAttributes ) {
  29435. this.attributes.delete( geometryAttribute );
  29436. }
  29437. const wireframeAttribute = this.wireframes.get( geometry );
  29438. if ( wireframeAttribute !== undefined ) {
  29439. this.attributes.delete( wireframeAttribute );
  29440. }
  29441. geometry.removeEventListener( 'dispose', onDispose );
  29442. };
  29443. geometry.addEventListener( 'dispose', onDispose );
  29444. }
  29445. updateAttributes( renderObject ) {
  29446. const attributes = renderObject.getAttributes();
  29447. for ( const attribute of attributes ) {
  29448. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  29449. this.updateAttribute( attribute, AttributeType.STORAGE );
  29450. } else {
  29451. this.updateAttribute( attribute, AttributeType.VERTEX );
  29452. }
  29453. }
  29454. const index = this.getIndex( renderObject );
  29455. if ( index !== null ) {
  29456. this.updateAttribute( index, AttributeType.INDEX );
  29457. }
  29458. }
  29459. updateAttribute( attribute, type ) {
  29460. const callId = this.info.render.calls;
  29461. if ( ! attribute.isInterleavedBufferAttribute ) {
  29462. if ( this.attributeCall.get( attribute ) !== callId ) {
  29463. this.attributes.update( attribute, type );
  29464. this.attributeCall.set( attribute, callId );
  29465. }
  29466. } else {
  29467. if ( this.attributeCall.get( attribute ) === undefined ) {
  29468. this.attributes.update( attribute, type );
  29469. this.attributeCall.set( attribute, callId );
  29470. } else if ( this.attributeCall.get( attribute.data ) !== callId ) {
  29471. this.attributes.update( attribute, type );
  29472. this.attributeCall.set( attribute.data, callId );
  29473. this.attributeCall.set( attribute, callId );
  29474. }
  29475. }
  29476. }
  29477. getIndex( renderObject ) {
  29478. const { geometry, material } = renderObject;
  29479. let index = geometry.index;
  29480. if ( material.wireframe === true ) {
  29481. const wireframes = this.wireframes;
  29482. let wireframeAttribute = wireframes.get( geometry );
  29483. if ( wireframeAttribute === undefined ) {
  29484. wireframeAttribute = getWireframeIndex( geometry );
  29485. wireframes.set( geometry, wireframeAttribute );
  29486. } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) {
  29487. this.attributes.delete( wireframeAttribute );
  29488. wireframeAttribute = getWireframeIndex( geometry );
  29489. wireframes.set( geometry, wireframeAttribute );
  29490. }
  29491. index = wireframeAttribute;
  29492. }
  29493. return index;
  29494. }
  29495. }
  29496. class Info {
  29497. constructor() {
  29498. this.autoReset = true;
  29499. this.frame = 0;
  29500. this.calls = 0;
  29501. this.render = {
  29502. calls: 0,
  29503. frameCalls: 0,
  29504. drawCalls: 0,
  29505. triangles: 0,
  29506. points: 0,
  29507. lines: 0,
  29508. timestamp: 0,
  29509. previousFrameCalls: 0,
  29510. timestampCalls: 0
  29511. };
  29512. this.compute = {
  29513. calls: 0,
  29514. frameCalls: 0,
  29515. timestamp: 0,
  29516. previousFrameCalls: 0,
  29517. timestampCalls: 0
  29518. };
  29519. this.memory = {
  29520. geometries: 0,
  29521. textures: 0
  29522. };
  29523. }
  29524. update( object, count, instanceCount ) {
  29525. this.render.drawCalls ++;
  29526. if ( object.isMesh || object.isSprite ) {
  29527. this.render.triangles += instanceCount * ( count / 3 );
  29528. } else if ( object.isPoints ) {
  29529. this.render.points += instanceCount * count;
  29530. } else if ( object.isLineSegments ) {
  29531. this.render.lines += instanceCount * ( count / 2 );
  29532. } else if ( object.isLine ) {
  29533. this.render.lines += instanceCount * ( count - 1 );
  29534. } else {
  29535. console.error( 'THREE.WebGPUInfo: Unknown object type.' );
  29536. }
  29537. }
  29538. updateTimestamp( type, time ) {
  29539. if ( this[ type ].timestampCalls === 0 ) {
  29540. this[ type ].timestamp = 0;
  29541. }
  29542. this[ type ].timestamp += time;
  29543. this[ type ].timestampCalls ++;
  29544. if ( this[ type ].timestampCalls >= this[ type ].previousFrameCalls ) {
  29545. this[ type ].timestampCalls = 0;
  29546. }
  29547. }
  29548. reset() {
  29549. const previousRenderFrameCalls = this.render.frameCalls;
  29550. this.render.previousFrameCalls = previousRenderFrameCalls;
  29551. const previousComputeFrameCalls = this.compute.frameCalls;
  29552. this.compute.previousFrameCalls = previousComputeFrameCalls;
  29553. this.render.drawCalls = 0;
  29554. this.render.frameCalls = 0;
  29555. this.compute.frameCalls = 0;
  29556. this.render.triangles = 0;
  29557. this.render.points = 0;
  29558. this.render.lines = 0;
  29559. }
  29560. dispose() {
  29561. this.reset();
  29562. this.calls = 0;
  29563. this.render.calls = 0;
  29564. this.compute.calls = 0;
  29565. this.render.timestamp = 0;
  29566. this.compute.timestamp = 0;
  29567. this.memory.geometries = 0;
  29568. this.memory.textures = 0;
  29569. }
  29570. }
  29571. class Pipeline {
  29572. constructor( cacheKey ) {
  29573. this.cacheKey = cacheKey;
  29574. this.usedTimes = 0;
  29575. }
  29576. }
  29577. class RenderPipeline extends Pipeline {
  29578. constructor( cacheKey, vertexProgram, fragmentProgram ) {
  29579. super( cacheKey );
  29580. this.vertexProgram = vertexProgram;
  29581. this.fragmentProgram = fragmentProgram;
  29582. }
  29583. }
  29584. class ComputePipeline extends Pipeline {
  29585. constructor( cacheKey, computeProgram ) {
  29586. super( cacheKey );
  29587. this.computeProgram = computeProgram;
  29588. this.isComputePipeline = true;
  29589. }
  29590. }
  29591. let _id$6 = 0;
  29592. class ProgrammableStage {
  29593. constructor( code, type, transforms = null, attributes = null ) {
  29594. this.id = _id$6 ++;
  29595. this.code = code;
  29596. this.stage = type;
  29597. this.transforms = transforms;
  29598. this.attributes = attributes;
  29599. this.usedTimes = 0;
  29600. }
  29601. }
  29602. class Pipelines extends DataMap {
  29603. constructor( backend, nodes ) {
  29604. super();
  29605. this.backend = backend;
  29606. this.nodes = nodes;
  29607. this.bindings = null; // set by the bindings
  29608. this.caches = new Map();
  29609. this.programs = {
  29610. vertex: new Map(),
  29611. fragment: new Map(),
  29612. compute: new Map()
  29613. };
  29614. }
  29615. getForCompute( computeNode, bindings ) {
  29616. const { backend } = this;
  29617. const data = this.get( computeNode );
  29618. if ( this._needsComputeUpdate( computeNode ) ) {
  29619. const previousPipeline = data.pipeline;
  29620. if ( previousPipeline ) {
  29621. previousPipeline.usedTimes --;
  29622. previousPipeline.computeProgram.usedTimes --;
  29623. }
  29624. // get shader
  29625. const nodeBuilderState = this.nodes.getForCompute( computeNode );
  29626. // programmable stage
  29627. let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );
  29628. if ( stageCompute === undefined ) {
  29629. if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );
  29630. stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
  29631. this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );
  29632. backend.createProgram( stageCompute );
  29633. }
  29634. // determine compute pipeline
  29635. const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );
  29636. let pipeline = this.caches.get( cacheKey );
  29637. if ( pipeline === undefined ) {
  29638. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  29639. pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );
  29640. }
  29641. // keep track of all used times
  29642. pipeline.usedTimes ++;
  29643. stageCompute.usedTimes ++;
  29644. //
  29645. data.version = computeNode.version;
  29646. data.pipeline = pipeline;
  29647. }
  29648. return data.pipeline;
  29649. }
  29650. getForRender( renderObject, promises = null ) {
  29651. const { backend } = this;
  29652. const data = this.get( renderObject );
  29653. if ( this._needsRenderUpdate( renderObject ) ) {
  29654. const previousPipeline = data.pipeline;
  29655. if ( previousPipeline ) {
  29656. previousPipeline.usedTimes --;
  29657. previousPipeline.vertexProgram.usedTimes --;
  29658. previousPipeline.fragmentProgram.usedTimes --;
  29659. }
  29660. // get shader
  29661. const nodeBuilderState = renderObject.getNodeBuilderState();
  29662. // programmable stages
  29663. let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );
  29664. if ( stageVertex === undefined ) {
  29665. if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );
  29666. stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex' );
  29667. this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );
  29668. backend.createProgram( stageVertex );
  29669. }
  29670. let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );
  29671. if ( stageFragment === undefined ) {
  29672. if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );
  29673. stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment' );
  29674. this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );
  29675. backend.createProgram( stageFragment );
  29676. }
  29677. // determine render pipeline
  29678. const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  29679. let pipeline = this.caches.get( cacheKey );
  29680. if ( pipeline === undefined ) {
  29681. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  29682. pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );
  29683. } else {
  29684. renderObject.pipeline = pipeline;
  29685. }
  29686. // keep track of all used times
  29687. pipeline.usedTimes ++;
  29688. stageVertex.usedTimes ++;
  29689. stageFragment.usedTimes ++;
  29690. //
  29691. data.pipeline = pipeline;
  29692. }
  29693. return data.pipeline;
  29694. }
  29695. delete( object ) {
  29696. const pipeline = this.get( object ).pipeline;
  29697. if ( pipeline ) {
  29698. // pipeline
  29699. pipeline.usedTimes --;
  29700. if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );
  29701. // programs
  29702. if ( pipeline.isComputePipeline ) {
  29703. pipeline.computeProgram.usedTimes --;
  29704. if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );
  29705. } else {
  29706. pipeline.fragmentProgram.usedTimes --;
  29707. pipeline.vertexProgram.usedTimes --;
  29708. if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
  29709. if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );
  29710. }
  29711. }
  29712. return super.delete( object );
  29713. }
  29714. dispose() {
  29715. super.dispose();
  29716. this.caches = new Map();
  29717. this.programs = {
  29718. vertex: new Map(),
  29719. fragment: new Map(),
  29720. compute: new Map()
  29721. };
  29722. }
  29723. updateForRender( renderObject ) {
  29724. this.getForRender( renderObject );
  29725. }
  29726. _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {
  29727. // check for existing pipeline
  29728. cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );
  29729. let pipeline = this.caches.get( cacheKey );
  29730. if ( pipeline === undefined ) {
  29731. pipeline = new ComputePipeline( cacheKey, stageCompute );
  29732. this.caches.set( cacheKey, pipeline );
  29733. this.backend.createComputePipeline( pipeline, bindings );
  29734. }
  29735. return pipeline;
  29736. }
  29737. _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {
  29738. // check for existing pipeline
  29739. cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  29740. let pipeline = this.caches.get( cacheKey );
  29741. if ( pipeline === undefined ) {
  29742. pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment );
  29743. this.caches.set( cacheKey, pipeline );
  29744. renderObject.pipeline = pipeline;
  29745. this.backend.createRenderPipeline( renderObject, promises );
  29746. }
  29747. return pipeline;
  29748. }
  29749. _getComputeCacheKey( computeNode, stageCompute ) {
  29750. return computeNode.id + ',' + stageCompute.id;
  29751. }
  29752. _getRenderCacheKey( renderObject, stageVertex, stageFragment ) {
  29753. return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );
  29754. }
  29755. _releasePipeline( pipeline ) {
  29756. this.caches.delete( pipeline.cacheKey );
  29757. }
  29758. _releaseProgram( program ) {
  29759. const code = program.code;
  29760. const stage = program.stage;
  29761. this.programs[ stage ].delete( code );
  29762. }
  29763. _needsComputeUpdate( computeNode ) {
  29764. const data = this.get( computeNode );
  29765. return data.pipeline === undefined || data.version !== computeNode.version;
  29766. }
  29767. _needsRenderUpdate( renderObject ) {
  29768. const data = this.get( renderObject );
  29769. return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );
  29770. }
  29771. }
  29772. class Bindings extends DataMap {
  29773. constructor( backend, nodes, textures, attributes, pipelines, info ) {
  29774. super();
  29775. this.backend = backend;
  29776. this.textures = textures;
  29777. this.pipelines = pipelines;
  29778. this.attributes = attributes;
  29779. this.nodes = nodes;
  29780. this.info = info;
  29781. this.pipelines.bindings = this; // assign bindings to pipelines
  29782. }
  29783. getForRender( renderObject ) {
  29784. const bindings = renderObject.getBindings();
  29785. for ( const bindGroup of bindings ) {
  29786. const groupData = this.get( bindGroup );
  29787. if ( groupData.bindGroup === undefined ) {
  29788. // each object defines an array of bindings (ubos, textures, samplers etc.)
  29789. this._init( bindGroup );
  29790. this.backend.createBindings( bindGroup, bindings );
  29791. groupData.bindGroup = bindGroup;
  29792. }
  29793. }
  29794. return bindings;
  29795. }
  29796. getForCompute( computeNode ) {
  29797. const bindings = this.nodes.getForCompute( computeNode ).bindings;
  29798. for ( const bindGroup of bindings ) {
  29799. const groupData = this.get( bindGroup );
  29800. if ( groupData.bindGroup === undefined ) {
  29801. this._init( bindGroup );
  29802. this.backend.createBindings( bindGroup, bindings );
  29803. groupData.bindGroup = bindGroup;
  29804. }
  29805. }
  29806. return bindings;
  29807. }
  29808. updateForCompute( computeNode ) {
  29809. this._updateBindings( this.getForCompute( computeNode ) );
  29810. }
  29811. updateForRender( renderObject ) {
  29812. this._updateBindings( this.getForRender( renderObject ) );
  29813. }
  29814. _updateBindings( bindings ) {
  29815. for ( const bindGroup of bindings ) {
  29816. this._update( bindGroup, bindings );
  29817. }
  29818. }
  29819. _init( bindGroup ) {
  29820. for ( const binding of bindGroup.bindings ) {
  29821. if ( binding.isSampledTexture ) {
  29822. this.textures.updateTexture( binding.texture );
  29823. } else if ( binding.isStorageBuffer ) {
  29824. const attribute = binding.attribute;
  29825. this.attributes.update( attribute, AttributeType.STORAGE );
  29826. }
  29827. }
  29828. }
  29829. _update( bindGroup, bindings ) {
  29830. const { backend } = this;
  29831. let needsBindingsUpdate = false;
  29832. // iterate over all bindings and check if buffer updates or a new binding group is required
  29833. for ( const binding of bindGroup.bindings ) {
  29834. if ( binding.isNodeUniformsGroup ) {
  29835. const updated = this.nodes.updateGroup( binding );
  29836. if ( ! updated ) continue;
  29837. }
  29838. if ( binding.isUniformBuffer ) {
  29839. const updated = binding.update();
  29840. if ( updated ) {
  29841. backend.updateBinding( binding );
  29842. }
  29843. } else if ( binding.isSampler ) {
  29844. binding.update();
  29845. } else if ( binding.isSampledTexture ) {
  29846. if ( binding.needsBindingsUpdate( this.textures.get( binding.texture ).generation ) ) needsBindingsUpdate = true;
  29847. const updated = binding.update();
  29848. const texture = binding.texture;
  29849. if ( updated ) {
  29850. this.textures.updateTexture( texture );
  29851. }
  29852. const textureData = backend.get( texture );
  29853. if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
  29854. // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
  29855. console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
  29856. this.textures.updateTexture( texture );
  29857. needsBindingsUpdate = true;
  29858. }
  29859. if ( texture.isStorageTexture === true ) {
  29860. const textureData = this.get( texture );
  29861. if ( binding.store === true ) {
  29862. textureData.needsMipmap = true;
  29863. } else if ( texture.generateMipmaps === true && this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
  29864. this.backend.generateMipmaps( texture );
  29865. textureData.needsMipmap = false;
  29866. }
  29867. }
  29868. }
  29869. }
  29870. if ( needsBindingsUpdate === true ) {
  29871. this.backend.updateBindings( bindGroup, bindings );
  29872. }
  29873. }
  29874. }
  29875. class NodeAttribute {
  29876. constructor( name, type, node = null ) {
  29877. this.isNodeAttribute = true;
  29878. this.name = name;
  29879. this.type = type;
  29880. this.node = node;
  29881. }
  29882. }
  29883. class NodeUniform {
  29884. constructor( name, type, node ) {
  29885. this.isNodeUniform = true;
  29886. this.name = name;
  29887. this.type = type;
  29888. this.node = node.getSelf();
  29889. }
  29890. get value() {
  29891. return this.node.value;
  29892. }
  29893. set value( val ) {
  29894. this.node.value = val;
  29895. }
  29896. get id() {
  29897. return this.node.id;
  29898. }
  29899. get groupNode() {
  29900. return this.node.groupNode;
  29901. }
  29902. }
  29903. class NodeVar {
  29904. constructor( name, type ) {
  29905. this.isNodeVar = true;
  29906. this.name = name;
  29907. this.type = type;
  29908. }
  29909. }
  29910. class NodeVarying extends NodeVar {
  29911. constructor( name, type ) {
  29912. super( name, type );
  29913. this.needsInterpolation = false;
  29914. this.isNodeVarying = true;
  29915. }
  29916. }
  29917. class NodeCode {
  29918. constructor( name, type, code = '' ) {
  29919. this.name = name;
  29920. this.type = type;
  29921. this.code = code;
  29922. Object.defineProperty( this, 'isNodeCode', { value: true } );
  29923. }
  29924. }
  29925. let id$1 = 0;
  29926. class NodeCache {
  29927. constructor( parent = null ) {
  29928. this.id = id$1 ++;
  29929. this.nodesData = new WeakMap();
  29930. this.parent = parent;
  29931. }
  29932. getData( node ) {
  29933. let data = this.nodesData.get( node );
  29934. if ( data === undefined && this.parent !== null ) {
  29935. data = this.parent.getData( node );
  29936. }
  29937. return data;
  29938. }
  29939. setData( node, data ) {
  29940. this.nodesData.set( node, data );
  29941. }
  29942. }
  29943. class ParameterNode extends PropertyNode {
  29944. static get type() {
  29945. return 'ParameterNode';
  29946. }
  29947. constructor( nodeType, name = null ) {
  29948. super( nodeType, name );
  29949. this.isParameterNode = true;
  29950. }
  29951. getHash() {
  29952. return this.uuid;
  29953. }
  29954. generate() {
  29955. return this.name;
  29956. }
  29957. }
  29958. const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) );
  29959. class CodeNode extends Node {
  29960. static get type() {
  29961. return 'CodeNode';
  29962. }
  29963. constructor( code = '', includes = [], language = '' ) {
  29964. super( 'code' );
  29965. this.isCodeNode = true;
  29966. this.code = code;
  29967. this.language = language;
  29968. this.includes = includes;
  29969. }
  29970. isGlobal() {
  29971. return true;
  29972. }
  29973. setIncludes( includes ) {
  29974. this.includes = includes;
  29975. return this;
  29976. }
  29977. getIncludes( /*builder*/ ) {
  29978. return this.includes;
  29979. }
  29980. generate( builder ) {
  29981. const includes = this.getIncludes( builder );
  29982. for ( const include of includes ) {
  29983. include.build( builder );
  29984. }
  29985. const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
  29986. nodeCode.code = this.code;
  29987. return nodeCode.code;
  29988. }
  29989. serialize( data ) {
  29990. super.serialize( data );
  29991. data.code = this.code;
  29992. data.language = this.language;
  29993. }
  29994. deserialize( data ) {
  29995. super.deserialize( data );
  29996. this.code = data.code;
  29997. this.language = data.language;
  29998. }
  29999. }
  30000. const code = /*@__PURE__*/ nodeProxy( CodeNode );
  30001. const js = ( src, includes ) => code( src, includes, 'js' );
  30002. const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
  30003. const glsl = ( src, includes ) => code( src, includes, 'glsl' );
  30004. class FunctionNode extends CodeNode {
  30005. static get type() {
  30006. return 'FunctionNode';
  30007. }
  30008. constructor( code = '', includes = [], language = '' ) {
  30009. super( code, includes, language );
  30010. }
  30011. getNodeType( builder ) {
  30012. return this.getNodeFunction( builder ).type;
  30013. }
  30014. getInputs( builder ) {
  30015. return this.getNodeFunction( builder ).inputs;
  30016. }
  30017. getNodeFunction( builder ) {
  30018. const nodeData = builder.getDataFromNode( this );
  30019. let nodeFunction = nodeData.nodeFunction;
  30020. if ( nodeFunction === undefined ) {
  30021. nodeFunction = builder.parser.parseFunction( this.code );
  30022. nodeData.nodeFunction = nodeFunction;
  30023. }
  30024. return nodeFunction;
  30025. }
  30026. generate( builder, output ) {
  30027. super.generate( builder );
  30028. const nodeFunction = this.getNodeFunction( builder );
  30029. const name = nodeFunction.name;
  30030. const type = nodeFunction.type;
  30031. const nodeCode = builder.getCodeFromNode( this, type );
  30032. if ( name !== '' ) {
  30033. // use a custom property name
  30034. nodeCode.name = name;
  30035. }
  30036. const propertyName = builder.getPropertyName( nodeCode );
  30037. const code = this.getNodeFunction( builder ).getCode( propertyName );
  30038. nodeCode.code = code + '\n';
  30039. if ( output === 'property' ) {
  30040. return propertyName;
  30041. } else {
  30042. return builder.format( `${ propertyName }()`, type, output );
  30043. }
  30044. }
  30045. }
  30046. const nativeFn = ( code, includes = [], language = '' ) => {
  30047. for ( let i = 0; i < includes.length; i ++ ) {
  30048. const include = includes[ i ];
  30049. // TSL Function: glslFn, wgslFn
  30050. if ( typeof include === 'function' ) {
  30051. includes[ i ] = include.functionNode;
  30052. }
  30053. }
  30054. const functionNode = nodeObject( new FunctionNode( code, includes, language ) );
  30055. const fn = ( ...params ) => functionNode.call( ...params );
  30056. fn.functionNode = functionNode;
  30057. return fn;
  30058. };
  30059. const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' );
  30060. const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' );
  30061. class Uniform {
  30062. constructor( name, value ) {
  30063. this.name = name;
  30064. this.value = value;
  30065. this.boundary = 0; // used to build the uniform buffer according to the STD140 layout
  30066. this.itemSize = 0;
  30067. this.offset = 0; // this property is set by WebGPUUniformsGroup and marks the start position in the uniform buffer
  30068. }
  30069. setValue( value ) {
  30070. this.value = value;
  30071. }
  30072. getValue() {
  30073. return this.value;
  30074. }
  30075. }
  30076. class NumberUniform extends Uniform {
  30077. constructor( name, value = 0 ) {
  30078. super( name, value );
  30079. this.isNumberUniform = true;
  30080. this.boundary = 4;
  30081. this.itemSize = 1;
  30082. }
  30083. }
  30084. class Vector2Uniform extends Uniform {
  30085. constructor( name, value = new Vector2() ) {
  30086. super( name, value );
  30087. this.isVector2Uniform = true;
  30088. this.boundary = 8;
  30089. this.itemSize = 2;
  30090. }
  30091. }
  30092. class Vector3Uniform extends Uniform {
  30093. constructor( name, value = new Vector3() ) {
  30094. super( name, value );
  30095. this.isVector3Uniform = true;
  30096. this.boundary = 16;
  30097. this.itemSize = 3;
  30098. }
  30099. }
  30100. class Vector4Uniform extends Uniform {
  30101. constructor( name, value = new Vector4() ) {
  30102. super( name, value );
  30103. this.isVector4Uniform = true;
  30104. this.boundary = 16;
  30105. this.itemSize = 4;
  30106. }
  30107. }
  30108. class ColorUniform extends Uniform {
  30109. constructor( name, value = new Color() ) {
  30110. super( name, value );
  30111. this.isColorUniform = true;
  30112. this.boundary = 16;
  30113. this.itemSize = 3;
  30114. }
  30115. }
  30116. class Matrix3Uniform extends Uniform {
  30117. constructor( name, value = new Matrix3() ) {
  30118. super( name, value );
  30119. this.isMatrix3Uniform = true;
  30120. this.boundary = 48;
  30121. this.itemSize = 12;
  30122. }
  30123. }
  30124. class Matrix4Uniform extends Uniform {
  30125. constructor( name, value = new Matrix4() ) {
  30126. super( name, value );
  30127. this.isMatrix4Uniform = true;
  30128. this.boundary = 64;
  30129. this.itemSize = 16;
  30130. }
  30131. }
  30132. class NumberNodeUniform extends NumberUniform {
  30133. constructor( nodeUniform ) {
  30134. super( nodeUniform.name, nodeUniform.value );
  30135. this.nodeUniform = nodeUniform;
  30136. }
  30137. getValue() {
  30138. return this.nodeUniform.value;
  30139. }
  30140. }
  30141. class Vector2NodeUniform extends Vector2Uniform {
  30142. constructor( nodeUniform ) {
  30143. super( nodeUniform.name, nodeUniform.value );
  30144. this.nodeUniform = nodeUniform;
  30145. }
  30146. getValue() {
  30147. return this.nodeUniform.value;
  30148. }
  30149. }
  30150. class Vector3NodeUniform extends Vector3Uniform {
  30151. constructor( nodeUniform ) {
  30152. super( nodeUniform.name, nodeUniform.value );
  30153. this.nodeUniform = nodeUniform;
  30154. }
  30155. getValue() {
  30156. return this.nodeUniform.value;
  30157. }
  30158. }
  30159. class Vector4NodeUniform extends Vector4Uniform {
  30160. constructor( nodeUniform ) {
  30161. super( nodeUniform.name, nodeUniform.value );
  30162. this.nodeUniform = nodeUniform;
  30163. }
  30164. getValue() {
  30165. return this.nodeUniform.value;
  30166. }
  30167. }
  30168. class ColorNodeUniform extends ColorUniform {
  30169. constructor( nodeUniform ) {
  30170. super( nodeUniform.name, nodeUniform.value );
  30171. this.nodeUniform = nodeUniform;
  30172. }
  30173. getValue() {
  30174. return this.nodeUniform.value;
  30175. }
  30176. }
  30177. class Matrix3NodeUniform extends Matrix3Uniform {
  30178. constructor( nodeUniform ) {
  30179. super( nodeUniform.name, nodeUniform.value );
  30180. this.nodeUniform = nodeUniform;
  30181. }
  30182. getValue() {
  30183. return this.nodeUniform.value;
  30184. }
  30185. }
  30186. class Matrix4NodeUniform extends Matrix4Uniform {
  30187. constructor( nodeUniform ) {
  30188. super( nodeUniform.name, nodeUniform.value );
  30189. this.nodeUniform = nodeUniform;
  30190. }
  30191. getValue() {
  30192. return this.nodeUniform.value;
  30193. }
  30194. }
  30195. class StackNode extends Node {
  30196. static get type() {
  30197. return 'StackNode';
  30198. }
  30199. constructor( parent = null ) {
  30200. super();
  30201. this.nodes = [];
  30202. this.outputNode = null;
  30203. this.parent = parent;
  30204. this._currentCond = null;
  30205. this.isStackNode = true;
  30206. }
  30207. getNodeType( builder ) {
  30208. return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void';
  30209. }
  30210. add( node ) {
  30211. this.nodes.push( node );
  30212. return this;
  30213. }
  30214. If( boolNode, method ) {
  30215. const methodNode = new ShaderNode( method );
  30216. this._currentCond = select( boolNode, methodNode );
  30217. return this.add( this._currentCond );
  30218. }
  30219. ElseIf( boolNode, method ) {
  30220. const methodNode = new ShaderNode( method );
  30221. const ifNode = select( boolNode, methodNode );
  30222. this._currentCond.elseNode = ifNode;
  30223. this._currentCond = ifNode;
  30224. return this;
  30225. }
  30226. Else( method ) {
  30227. this._currentCond.elseNode = new ShaderNode( method );
  30228. return this;
  30229. }
  30230. build( builder, ...params ) {
  30231. const previousStack = getCurrentStack();
  30232. setCurrentStack( this );
  30233. for ( const node of this.nodes ) {
  30234. node.build( builder, 'void' );
  30235. }
  30236. setCurrentStack( previousStack );
  30237. return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params );
  30238. }
  30239. //
  30240. else( ...params ) { // @deprecated, r168
  30241. console.warn( 'TSL.StackNode: .else() has been renamed to .Else().' );
  30242. return this.Else( ...params );
  30243. }
  30244. elseif( ...params ) { // @deprecated, r168
  30245. console.warn( 'TSL.StackNode: .elseif() has been renamed to .ElseIf().' );
  30246. return this.ElseIf( ...params );
  30247. }
  30248. }
  30249. const stack = /*@__PURE__*/ nodeProxy( StackNode );
  30250. const LOD_MIN = 4;
  30251. // The standard deviations (radians) associated with the extra mips. These are
  30252. // chosen to approximate a Trowbridge-Reitz distribution function times the
  30253. // geometric shadowing function. These sigma values squared must match the
  30254. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  30255. const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  30256. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  30257. // samples and exit early, but not recompile the shader.
  30258. const MAX_SAMPLES = 20;
  30259. const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  30260. const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
  30261. const _clearColor$2 = /*@__PURE__*/ new Color();
  30262. let _oldTarget = null;
  30263. let _oldActiveCubeFace = 0;
  30264. let _oldActiveMipmapLevel = 0;
  30265. // Golden Ratio
  30266. const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  30267. const INV_PHI = 1 / PHI;
  30268. // Vertices of a dodecahedron (except the opposites, which represent the
  30269. // same axis), used as axis directions evenly spread on a sphere.
  30270. const _axisDirections = [
  30271. /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
  30272. /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
  30273. /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
  30274. /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
  30275. /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
  30276. /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
  30277. /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
  30278. /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
  30279. /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
  30280. /*@__PURE__*/ new Vector3( 1, 1, 1 )
  30281. ];
  30282. //
  30283. // WebGPU Face indices
  30284. const _faceLib = [
  30285. 3, 1, 5,
  30286. 0, 4, 2
  30287. ];
  30288. const direction = getDirection( uv(), attribute( 'faceIndex' ) ).normalize();
  30289. const outputDirection = vec3( direction.x, direction.y.negate(), direction.z );
  30290. /**
  30291. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  30292. * (PMREM) from a cubeMap environment texture. This allows different levels of
  30293. * blur to be quickly accessed based on material roughness. It is packed into a
  30294. * special CubeUV format that allows us to perform custom interpolation so that
  30295. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  30296. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  30297. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  30298. * higher roughness levels. In this way we maintain resolution to smoothly
  30299. * interpolate diffuse lighting while limiting sampling computation.
  30300. *
  30301. * Paper: Fast, Accurate Image-Based Lighting
  30302. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  30303. */
  30304. class PMREMGenerator {
  30305. constructor( renderer ) {
  30306. this._renderer = renderer;
  30307. this._pingPongRenderTarget = null;
  30308. this._lodMax = 0;
  30309. this._cubeSize = 0;
  30310. this._lodPlanes = [];
  30311. this._sizeLods = [];
  30312. this._sigmas = [];
  30313. this._lodMeshes = [];
  30314. this._blurMaterial = null;
  30315. this._cubemapMaterial = null;
  30316. this._equirectMaterial = null;
  30317. this._backgroundBox = null;
  30318. }
  30319. /**
  30320. * Generates a PMREM from a supplied Scene, which can be faster than using an
  30321. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  30322. * in radians to be applied to the scene before PMREM generation. Optional near
  30323. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  30324. * is placed at the origin).
  30325. */
  30326. fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
  30327. _oldTarget = this._renderer.getRenderTarget();
  30328. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  30329. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  30330. this._setSize( 256 );
  30331. const cubeUVRenderTarget = this._allocateTargets();
  30332. cubeUVRenderTarget.depthBuffer = true;
  30333. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  30334. if ( sigma > 0 ) {
  30335. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  30336. }
  30337. this._applyPMREM( cubeUVRenderTarget );
  30338. this._cleanup( cubeUVRenderTarget );
  30339. return cubeUVRenderTarget;
  30340. }
  30341. /**
  30342. * Generates a PMREM from an equirectangular texture, which can be either LDR
  30343. * or HDR. The ideal input image size is 1k (1024 x 512),
  30344. * as this matches best with the 256 x 256 cubemap output.
  30345. */
  30346. fromEquirectangular( equirectangular, renderTarget = null ) {
  30347. return this._fromTexture( equirectangular, renderTarget );
  30348. }
  30349. /**
  30350. * Generates a PMREM from an cubemap texture, which can be either LDR
  30351. * or HDR. The ideal input cube size is 256 x 256,
  30352. * as this matches best with the 256 x 256 cubemap output.
  30353. */
  30354. fromCubemap( cubemap, renderTarget = null ) {
  30355. return this._fromTexture( cubemap, renderTarget );
  30356. }
  30357. /**
  30358. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  30359. * your texture's network fetch for increased concurrency.
  30360. */
  30361. async compileCubemapShader() {
  30362. if ( this._cubemapMaterial === null ) {
  30363. this._cubemapMaterial = _getCubemapMaterial();
  30364. await this._compileMaterial( this._cubemapMaterial );
  30365. }
  30366. }
  30367. /**
  30368. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  30369. * your texture's network fetch for increased concurrency.
  30370. */
  30371. async compileEquirectangularShader() {
  30372. if ( this._equirectMaterial === null ) {
  30373. this._equirectMaterial = _getEquirectMaterial();
  30374. await this._compileMaterial( this._equirectMaterial );
  30375. }
  30376. }
  30377. /**
  30378. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  30379. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  30380. * one of them will cause any others to also become unusable.
  30381. */
  30382. dispose() {
  30383. this._dispose();
  30384. if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  30385. if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
  30386. if ( this._backgroundBox !== null ) {
  30387. this._backgroundBox.geometry.dispose();
  30388. this._backgroundBox.material.dispose();
  30389. }
  30390. }
  30391. // private interface
  30392. _setSize( cubeSize ) {
  30393. this._lodMax = Math.floor( Math.log2( cubeSize ) );
  30394. this._cubeSize = Math.pow( 2, this._lodMax );
  30395. }
  30396. _dispose() {
  30397. if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  30398. if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
  30399. for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
  30400. this._lodPlanes[ i ].dispose();
  30401. }
  30402. }
  30403. _cleanup( outputTarget ) {
  30404. this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  30405. outputTarget.scissorTest = false;
  30406. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  30407. }
  30408. _fromTexture( texture, renderTarget ) {
  30409. if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
  30410. this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
  30411. } else { // Equirectangular
  30412. this._setSize( texture.image.width / 4 );
  30413. }
  30414. _oldTarget = this._renderer.getRenderTarget();
  30415. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  30416. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  30417. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  30418. this._textureToCubeUV( texture, cubeUVRenderTarget );
  30419. this._applyPMREM( cubeUVRenderTarget );
  30420. this._cleanup( cubeUVRenderTarget );
  30421. return cubeUVRenderTarget;
  30422. }
  30423. _allocateTargets() {
  30424. const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  30425. const height = 4 * this._cubeSize;
  30426. const params = {
  30427. magFilter: LinearFilter,
  30428. minFilter: LinearFilter,
  30429. generateMipmaps: false,
  30430. type: HalfFloatType,
  30431. format: RGBAFormat,
  30432. colorSpace: LinearSRGBColorSpace,
  30433. //depthBuffer: false
  30434. };
  30435. const cubeUVRenderTarget = _createRenderTarget( width, height, params );
  30436. if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
  30437. if ( this._pingPongRenderTarget !== null ) {
  30438. this._dispose();
  30439. }
  30440. this._pingPongRenderTarget = _createRenderTarget( width, height, params );
  30441. const { _lodMax } = this;
  30442. ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) );
  30443. this._blurMaterial = _getBlurShader( _lodMax, width, height );
  30444. }
  30445. return cubeUVRenderTarget;
  30446. }
  30447. async _compileMaterial( material ) {
  30448. const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
  30449. await this._renderer.compile( tmpMesh, _flatCamera );
  30450. }
  30451. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  30452. const cubeCamera = _cubeCamera;
  30453. cubeCamera.near = near;
  30454. cubeCamera.far = far;
  30455. // px, py, pz, nx, ny, nz
  30456. const upSign = [ - 1, 1, - 1, - 1, - 1, - 1 ];
  30457. const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  30458. const renderer = this._renderer;
  30459. const originalAutoClear = renderer.autoClear;
  30460. renderer.getClearColor( _clearColor$2 );
  30461. renderer.autoClear = false;
  30462. let backgroundBox = this._backgroundBox;
  30463. if ( backgroundBox === null ) {
  30464. const backgroundMaterial = new MeshBasicMaterial( {
  30465. name: 'PMREM.Background',
  30466. side: BackSide,
  30467. depthWrite: false,
  30468. depthTest: false
  30469. } );
  30470. backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
  30471. }
  30472. let useSolidColor = false;
  30473. const background = scene.background;
  30474. if ( background ) {
  30475. if ( background.isColor ) {
  30476. backgroundBox.material.color.copy( background );
  30477. scene.background = null;
  30478. useSolidColor = true;
  30479. }
  30480. } else {
  30481. backgroundBox.material.color.copy( _clearColor$2 );
  30482. useSolidColor = true;
  30483. }
  30484. renderer.setRenderTarget( cubeUVRenderTarget );
  30485. renderer.clear();
  30486. if ( useSolidColor ) {
  30487. renderer.render( backgroundBox, cubeCamera );
  30488. }
  30489. for ( let i = 0; i < 6; i ++ ) {
  30490. const col = i % 3;
  30491. if ( col === 0 ) {
  30492. cubeCamera.up.set( 0, upSign[ i ], 0 );
  30493. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  30494. } else if ( col === 1 ) {
  30495. cubeCamera.up.set( 0, 0, upSign[ i ] );
  30496. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  30497. } else {
  30498. cubeCamera.up.set( 0, upSign[ i ], 0 );
  30499. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  30500. }
  30501. const size = this._cubeSize;
  30502. _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
  30503. renderer.render( scene, cubeCamera );
  30504. }
  30505. renderer.autoClear = originalAutoClear;
  30506. scene.background = background;
  30507. }
  30508. _textureToCubeUV( texture, cubeUVRenderTarget ) {
  30509. const renderer = this._renderer;
  30510. const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
  30511. if ( isCubeTexture ) {
  30512. if ( this._cubemapMaterial === null ) {
  30513. this._cubemapMaterial = _getCubemapMaterial( texture );
  30514. }
  30515. } else {
  30516. if ( this._equirectMaterial === null ) {
  30517. this._equirectMaterial = _getEquirectMaterial( texture );
  30518. }
  30519. }
  30520. const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
  30521. material.fragmentNode.value = texture;
  30522. const mesh = this._lodMeshes[ 0 ];
  30523. mesh.material = material;
  30524. const size = this._cubeSize;
  30525. _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
  30526. renderer.setRenderTarget( cubeUVRenderTarget );
  30527. renderer.render( mesh, _flatCamera );
  30528. }
  30529. _applyPMREM( cubeUVRenderTarget ) {
  30530. const renderer = this._renderer;
  30531. const autoClear = renderer.autoClear;
  30532. renderer.autoClear = false;
  30533. const n = this._lodPlanes.length;
  30534. for ( let i = 1; i < n; i ++ ) {
  30535. const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
  30536. const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
  30537. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  30538. }
  30539. renderer.autoClear = autoClear;
  30540. }
  30541. /**
  30542. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  30543. * vertically and horizontally, but this breaks down on a cube. Here we apply
  30544. * the blur latitudinally (around the poles), and then longitudinally (towards
  30545. * the poles) to approximate the orthogonally-separable blur. It is least
  30546. * accurate at the poles, but still does a decent job.
  30547. */
  30548. _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  30549. const pingPongRenderTarget = this._pingPongRenderTarget;
  30550. this._halfBlur(
  30551. cubeUVRenderTarget,
  30552. pingPongRenderTarget,
  30553. lodIn,
  30554. lodOut,
  30555. sigma,
  30556. 'latitudinal',
  30557. poleAxis );
  30558. this._halfBlur(
  30559. pingPongRenderTarget,
  30560. cubeUVRenderTarget,
  30561. lodOut,
  30562. lodOut,
  30563. sigma,
  30564. 'longitudinal',
  30565. poleAxis );
  30566. }
  30567. _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  30568. const renderer = this._renderer;
  30569. const blurMaterial = this._blurMaterial;
  30570. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  30571. console.error( 'blur direction must be either latitudinal or longitudinal!' );
  30572. }
  30573. // Number of standard deviations at which to cut off the discrete approximation.
  30574. const STANDARD_DEVIATIONS = 3;
  30575. const blurMesh = this._lodMeshes[ lodOut ];
  30576. blurMesh.material = blurMaterial;
  30577. const blurUniforms = blurMaterial.uniforms;
  30578. const pixels = this._sizeLods[ lodIn ] - 1;
  30579. const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  30580. const sigmaPixels = sigmaRadians / radiansPerPixel;
  30581. const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  30582. if ( samples > MAX_SAMPLES ) {
  30583. console.warn( `sigmaRadians, ${
  30584. sigmaRadians}, is too large and will clip, as it requested ${
  30585. samples} samples when the maximum is set to ${MAX_SAMPLES}` );
  30586. }
  30587. const weights = [];
  30588. let sum = 0;
  30589. for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
  30590. const x = i / sigmaPixels;
  30591. const weight = Math.exp( - x * x / 2 );
  30592. weights.push( weight );
  30593. if ( i === 0 ) {
  30594. sum += weight;
  30595. } else if ( i < samples ) {
  30596. sum += 2 * weight;
  30597. }
  30598. }
  30599. for ( let i = 0; i < weights.length; i ++ ) {
  30600. weights[ i ] = weights[ i ] / sum;
  30601. }
  30602. targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;
  30603. blurUniforms.envMap.value = targetIn.texture;
  30604. blurUniforms.samples.value = samples;
  30605. blurUniforms.weights.array = weights;
  30606. blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;
  30607. if ( poleAxis ) {
  30608. blurUniforms.poleAxis.value = poleAxis;
  30609. }
  30610. const { _lodMax } = this;
  30611. blurUniforms.dTheta.value = radiansPerPixel;
  30612. blurUniforms.mipInt.value = _lodMax - lodIn;
  30613. const outputSize = this._sizeLods[ lodOut ];
  30614. const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  30615. const y = 4 * ( this._cubeSize - outputSize );
  30616. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  30617. renderer.setRenderTarget( targetOut );
  30618. renderer.render( blurMesh, _flatCamera );
  30619. }
  30620. }
  30621. function _createPlanes( lodMax ) {
  30622. const lodPlanes = [];
  30623. const sizeLods = [];
  30624. const sigmas = [];
  30625. const lodMeshes = [];
  30626. let lod = lodMax;
  30627. const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  30628. for ( let i = 0; i < totalLods; i ++ ) {
  30629. const sizeLod = Math.pow( 2, lod );
  30630. sizeLods.push( sizeLod );
  30631. let sigma = 1.0 / sizeLod;
  30632. if ( i > lodMax - LOD_MIN ) {
  30633. sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
  30634. } else if ( i === 0 ) {
  30635. sigma = 0;
  30636. }
  30637. sigmas.push( sigma );
  30638. const texelSize = 1.0 / ( sizeLod - 2 );
  30639. const min = - texelSize;
  30640. const max = 1 + texelSize;
  30641. const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  30642. const cubeFaces = 6;
  30643. const vertices = 6;
  30644. const positionSize = 3;
  30645. const uvSize = 2;
  30646. const faceIndexSize = 1;
  30647. const position = new Float32Array( positionSize * vertices * cubeFaces );
  30648. const uv = new Float32Array( uvSize * vertices * cubeFaces );
  30649. const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  30650. for ( let face = 0; face < cubeFaces; face ++ ) {
  30651. const x = ( face % 3 ) * 2 / 3 - 1;
  30652. const y = face > 2 ? 0 : - 1;
  30653. const coordinates = [
  30654. x, y, 0,
  30655. x + 2 / 3, y, 0,
  30656. x + 2 / 3, y + 1, 0,
  30657. x, y, 0,
  30658. x + 2 / 3, y + 1, 0,
  30659. x, y + 1, 0
  30660. ];
  30661. const faceIdx = _faceLib[ face ];
  30662. position.set( coordinates, positionSize * vertices * faceIdx );
  30663. uv.set( uv1, uvSize * vertices * faceIdx );
  30664. const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
  30665. faceIndex.set( fill, faceIndexSize * vertices * faceIdx );
  30666. }
  30667. const planes = new BufferGeometry();
  30668. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  30669. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  30670. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  30671. lodPlanes.push( planes );
  30672. lodMeshes.push( new Mesh( planes, null ) );
  30673. if ( lod > LOD_MIN ) {
  30674. lod --;
  30675. }
  30676. }
  30677. return { lodPlanes, sizeLods, sigmas, lodMeshes };
  30678. }
  30679. function _createRenderTarget( width, height, params ) {
  30680. const cubeUVRenderTarget = new RenderTarget( width, height, params );
  30681. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  30682. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  30683. cubeUVRenderTarget.texture.isPMREMTexture = true;
  30684. cubeUVRenderTarget.scissorTest = true;
  30685. return cubeUVRenderTarget;
  30686. }
  30687. function _setViewport( target, x, y, width, height ) {
  30688. target.viewport.set( x, y, width, height );
  30689. target.scissor.set( x, y, width, height );
  30690. }
  30691. function _getMaterial( type ) {
  30692. const material = new NodeMaterial();
  30693. material.depthTest = false;
  30694. material.depthWrite = false;
  30695. material.blending = NoBlending;
  30696. material.name = `PMREM_${ type }`;
  30697. return material;
  30698. }
  30699. function _getBlurShader( lodMax, width, height ) {
  30700. const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
  30701. const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
  30702. const dTheta = uniform( 0 );
  30703. const n = float( MAX_SAMPLES );
  30704. const latitudinal = uniform( 0 ); // false, bool
  30705. const samples = uniform( 1 ); // int
  30706. const envMap = texture( null );
  30707. const mipInt = uniform( 0 ); // int
  30708. const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  30709. const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  30710. const CUBEUV_MAX_MIP = float( lodMax );
  30711. const materialUniforms = {
  30712. n,
  30713. latitudinal,
  30714. weights,
  30715. poleAxis,
  30716. outputDirection,
  30717. dTheta,
  30718. samples,
  30719. envMap,
  30720. mipInt,
  30721. CUBEUV_TEXEL_WIDTH,
  30722. CUBEUV_TEXEL_HEIGHT,
  30723. CUBEUV_MAX_MIP
  30724. };
  30725. const material = _getMaterial( 'blur' );
  30726. material.uniforms = materialUniforms; // TODO: Move to outside of the material
  30727. material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );
  30728. return material;
  30729. }
  30730. function _getCubemapMaterial( envTexture ) {
  30731. const material = _getMaterial( 'cubemap' );
  30732. material.fragmentNode = cubeTexture( envTexture, outputDirection );
  30733. return material;
  30734. }
  30735. function _getEquirectMaterial( envTexture ) {
  30736. const material = _getMaterial( 'equirect' );
  30737. material.fragmentNode = texture( envTexture, equirectUV( outputDirection ), 0 );
  30738. return material;
  30739. }
  30740. let _id$5 = 0;
  30741. class BindGroup {
  30742. constructor( name = '', bindings = [], index = 0, bindingsReference = [] ) {
  30743. this.name = name;
  30744. this.bindings = bindings;
  30745. this.index = index;
  30746. this.bindingsReference = bindingsReference;
  30747. this.id = _id$5 ++;
  30748. }
  30749. }
  30750. const rendererCache = new WeakMap();
  30751. const typeFromLength = new Map( [
  30752. [ 2, 'vec2' ],
  30753. [ 3, 'vec3' ],
  30754. [ 4, 'vec4' ],
  30755. [ 9, 'mat3' ],
  30756. [ 16, 'mat4' ]
  30757. ] );
  30758. const typeFromArray = new Map( [
  30759. [ Int8Array, 'int' ],
  30760. [ Int16Array, 'int' ],
  30761. [ Int32Array, 'int' ],
  30762. [ Uint8Array, 'uint' ],
  30763. [ Uint16Array, 'uint' ],
  30764. [ Uint32Array, 'uint' ],
  30765. [ Float32Array, 'float' ]
  30766. ] );
  30767. const toFloat = ( value ) => {
  30768. value = Number( value );
  30769. return value + ( value % 1 ? '' : '.0' );
  30770. };
  30771. class NodeBuilder {
  30772. constructor( object, renderer, parser ) {
  30773. this.object = object;
  30774. this.material = ( object && object.material ) || null;
  30775. this.geometry = ( object && object.geometry ) || null;
  30776. this.renderer = renderer;
  30777. this.parser = parser;
  30778. this.scene = null;
  30779. this.camera = null;
  30780. this.nodes = [];
  30781. this.updateNodes = [];
  30782. this.updateBeforeNodes = [];
  30783. this.updateAfterNodes = [];
  30784. this.hashNodes = {};
  30785. this.monitor = null;
  30786. this.lightsNode = null;
  30787. this.environmentNode = null;
  30788. this.fogNode = null;
  30789. this.clippingContext = null;
  30790. this.vertexShader = null;
  30791. this.fragmentShader = null;
  30792. this.computeShader = null;
  30793. this.flowNodes = { vertex: [], fragment: [], compute: [] };
  30794. this.flowCode = { vertex: '', fragment: '', compute: '' };
  30795. this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
  30796. this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
  30797. this.bindings = { vertex: {}, fragment: {}, compute: {} };
  30798. this.bindingsIndexes = {};
  30799. this.bindGroups = null;
  30800. this.attributes = [];
  30801. this.bufferAttributes = [];
  30802. this.varyings = [];
  30803. this.codes = {};
  30804. this.vars = {};
  30805. this.flow = { code: '' };
  30806. this.chaining = [];
  30807. this.stack = stack();
  30808. this.stacks = [];
  30809. this.tab = '\t';
  30810. this.currentFunctionNode = null;
  30811. this.context = {
  30812. material: this.material
  30813. };
  30814. this.cache = new NodeCache();
  30815. this.globalCache = this.cache;
  30816. this.flowsData = new WeakMap();
  30817. this.shaderStage = null;
  30818. this.buildStage = null;
  30819. this.useComparisonMethod = false;
  30820. }
  30821. getBindGroupsCache() {
  30822. let bindGroupsCache = rendererCache.get( this.renderer );
  30823. if ( bindGroupsCache === undefined ) {
  30824. bindGroupsCache = new ChainMap();
  30825. rendererCache.set( this.renderer, bindGroupsCache );
  30826. }
  30827. return bindGroupsCache;
  30828. }
  30829. createRenderTarget( width, height, options ) {
  30830. return new RenderTarget( width, height, options );
  30831. }
  30832. createCubeRenderTarget( size, options ) {
  30833. return new CubeRenderTarget( size, options );
  30834. }
  30835. createPMREMGenerator() {
  30836. // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
  30837. return new PMREMGenerator( this.renderer );
  30838. }
  30839. includes( node ) {
  30840. return this.nodes.includes( node );
  30841. }
  30842. _getBindGroup( groupName, bindings ) {
  30843. const bindGroupsCache = this.getBindGroupsCache();
  30844. //
  30845. const bindingsArray = [];
  30846. let sharedGroup = true;
  30847. for ( const binding of bindings ) {
  30848. bindingsArray.push( binding );
  30849. sharedGroup = sharedGroup && binding.groupNode.shared !== true;
  30850. }
  30851. //
  30852. let bindGroup;
  30853. if ( sharedGroup ) {
  30854. bindGroup = bindGroupsCache.get( bindingsArray );
  30855. if ( bindGroup === undefined ) {
  30856. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  30857. bindGroupsCache.set( bindingsArray, bindGroup );
  30858. }
  30859. } else {
  30860. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  30861. }
  30862. return bindGroup;
  30863. }
  30864. getBindGroupArray( groupName, shaderStage ) {
  30865. const bindings = this.bindings[ shaderStage ];
  30866. let bindGroup = bindings[ groupName ];
  30867. if ( bindGroup === undefined ) {
  30868. if ( this.bindingsIndexes[ groupName ] === undefined ) {
  30869. this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
  30870. }
  30871. bindings[ groupName ] = bindGroup = [];
  30872. }
  30873. return bindGroup;
  30874. }
  30875. getBindings() {
  30876. let bindingsGroups = this.bindGroups;
  30877. if ( bindingsGroups === null ) {
  30878. const groups = {};
  30879. const bindings = this.bindings;
  30880. for ( const shaderStage of shaderStages ) {
  30881. for ( const groupName in bindings[ shaderStage ] ) {
  30882. const uniforms = bindings[ shaderStage ][ groupName ];
  30883. const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
  30884. groupUniforms.push( ...uniforms );
  30885. }
  30886. }
  30887. bindingsGroups = [];
  30888. for ( const groupName in groups ) {
  30889. const group = groups[ groupName ];
  30890. const bindingsGroup = this._getBindGroup( groupName, group );
  30891. bindingsGroups.push( bindingsGroup );
  30892. }
  30893. this.bindGroups = bindingsGroups;
  30894. }
  30895. return bindingsGroups;
  30896. }
  30897. sortBindingGroups() {
  30898. const bindingsGroups = this.getBindings();
  30899. bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) );
  30900. for ( let i = 0; i < bindingsGroups.length; i ++ ) {
  30901. const bindingGroup = bindingsGroups[ i ];
  30902. this.bindingsIndexes[ bindingGroup.name ].group = i;
  30903. bindingGroup.index = i;
  30904. }
  30905. }
  30906. setHashNode( node, hash ) {
  30907. this.hashNodes[ hash ] = node;
  30908. }
  30909. addNode( node ) {
  30910. if ( this.nodes.includes( node ) === false ) {
  30911. this.nodes.push( node );
  30912. this.setHashNode( node, node.getHash( this ) );
  30913. }
  30914. }
  30915. buildUpdateNodes() {
  30916. for ( const node of this.nodes ) {
  30917. const updateType = node.getUpdateType();
  30918. const updateBeforeType = node.getUpdateBeforeType();
  30919. const updateAfterType = node.getUpdateAfterType();
  30920. if ( updateType !== NodeUpdateType.NONE ) {
  30921. this.updateNodes.push( node.getSelf() );
  30922. }
  30923. if ( updateBeforeType !== NodeUpdateType.NONE ) {
  30924. this.updateBeforeNodes.push( node.getSelf() );
  30925. }
  30926. if ( updateAfterType !== NodeUpdateType.NONE ) {
  30927. this.updateAfterNodes.push( node.getSelf() );
  30928. }
  30929. }
  30930. }
  30931. get currentNode() {
  30932. return this.chaining[ this.chaining.length - 1 ];
  30933. }
  30934. isFilteredTexture( texture ) {
  30935. return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  30936. texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
  30937. }
  30938. addChain( node ) {
  30939. /*
  30940. if ( this.chaining.indexOf( node ) !== - 1 ) {
  30941. console.warn( 'Recursive node: ', node );
  30942. }
  30943. */
  30944. this.chaining.push( node );
  30945. }
  30946. removeChain( node ) {
  30947. const lastChain = this.chaining.pop();
  30948. if ( lastChain !== node ) {
  30949. throw new Error( 'NodeBuilder: Invalid node chaining!' );
  30950. }
  30951. }
  30952. getMethod( method ) {
  30953. return method;
  30954. }
  30955. getNodeFromHash( hash ) {
  30956. return this.hashNodes[ hash ];
  30957. }
  30958. addFlow( shaderStage, node ) {
  30959. this.flowNodes[ shaderStage ].push( node );
  30960. return node;
  30961. }
  30962. setContext( context ) {
  30963. this.context = context;
  30964. }
  30965. getContext() {
  30966. return this.context;
  30967. }
  30968. getSharedContext() {
  30969. ({ ...this.context });
  30970. return this.context;
  30971. }
  30972. setCache( cache ) {
  30973. this.cache = cache;
  30974. }
  30975. getCache() {
  30976. return this.cache;
  30977. }
  30978. getCacheFromNode( node, parent = true ) {
  30979. const data = this.getDataFromNode( node );
  30980. if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
  30981. return data.cache;
  30982. }
  30983. isAvailable( /*name*/ ) {
  30984. return false;
  30985. }
  30986. getVertexIndex() {
  30987. console.warn( 'Abstract function.' );
  30988. }
  30989. getInstanceIndex() {
  30990. console.warn( 'Abstract function.' );
  30991. }
  30992. getDrawIndex() {
  30993. console.warn( 'Abstract function.' );
  30994. }
  30995. getFrontFacing() {
  30996. console.warn( 'Abstract function.' );
  30997. }
  30998. getFragCoord() {
  30999. console.warn( 'Abstract function.' );
  31000. }
  31001. isFlipY() {
  31002. return false;
  31003. }
  31004. increaseUsage( node ) {
  31005. const nodeData = this.getDataFromNode( node );
  31006. nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;
  31007. return nodeData.usageCount;
  31008. }
  31009. generateTexture( /* texture, textureProperty, uvSnippet */ ) {
  31010. console.warn( 'Abstract function.' );
  31011. }
  31012. generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
  31013. console.warn( 'Abstract function.' );
  31014. }
  31015. generateConst( type, value = null ) {
  31016. if ( value === null ) {
  31017. if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
  31018. else if ( type === 'bool' ) value = false;
  31019. else if ( type === 'color' ) value = new Color();
  31020. else if ( type === 'vec2' ) value = new Vector2();
  31021. else if ( type === 'vec3' ) value = new Vector3();
  31022. else if ( type === 'vec4' ) value = new Vector4();
  31023. }
  31024. if ( type === 'float' ) return toFloat( value );
  31025. if ( type === 'int' ) return `${ Math.round( value ) }`;
  31026. if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
  31027. if ( type === 'bool' ) return value ? 'true' : 'false';
  31028. if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
  31029. const typeLength = this.getTypeLength( type );
  31030. const componentType = this.getComponentType( type );
  31031. const generateConst = value => this.generateConst( componentType, value );
  31032. if ( typeLength === 2 ) {
  31033. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
  31034. } else if ( typeLength === 3 ) {
  31035. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
  31036. } else if ( typeLength === 4 ) {
  31037. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
  31038. } else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
  31039. return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
  31040. } else if ( typeLength > 4 ) {
  31041. return `${ this.getType( type ) }()`;
  31042. }
  31043. throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
  31044. }
  31045. getType( type ) {
  31046. if ( type === 'color' ) return 'vec3';
  31047. return type;
  31048. }
  31049. hasGeometryAttribute( name ) {
  31050. return this.geometry && this.geometry.getAttribute( name ) !== undefined;
  31051. }
  31052. getAttribute( name, type ) {
  31053. const attributes = this.attributes;
  31054. // find attribute
  31055. for ( const attribute of attributes ) {
  31056. if ( attribute.name === name ) {
  31057. return attribute;
  31058. }
  31059. }
  31060. // create a new if no exist
  31061. const attribute = new NodeAttribute( name, type );
  31062. attributes.push( attribute );
  31063. return attribute;
  31064. }
  31065. getPropertyName( node/*, shaderStage*/ ) {
  31066. return node.name;
  31067. }
  31068. isVector( type ) {
  31069. return /vec\d/.test( type );
  31070. }
  31071. isMatrix( type ) {
  31072. return /mat\d/.test( type );
  31073. }
  31074. isReference( type ) {
  31075. return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
  31076. }
  31077. needsToWorkingColorSpace( /*texture*/ ) {
  31078. return false;
  31079. }
  31080. getComponentTypeFromTexture( texture ) {
  31081. const type = texture.type;
  31082. if ( texture.isDataTexture ) {
  31083. if ( type === IntType ) return 'int';
  31084. if ( type === UnsignedIntType ) return 'uint';
  31085. }
  31086. return 'float';
  31087. }
  31088. getElementType( type ) {
  31089. if ( type === 'mat2' ) return 'vec2';
  31090. if ( type === 'mat3' ) return 'vec3';
  31091. if ( type === 'mat4' ) return 'vec4';
  31092. return this.getComponentType( type );
  31093. }
  31094. getComponentType( type ) {
  31095. type = this.getVectorType( type );
  31096. if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
  31097. const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
  31098. if ( componentType === null ) return null;
  31099. if ( componentType[ 1 ] === 'b' ) return 'bool';
  31100. if ( componentType[ 1 ] === 'i' ) return 'int';
  31101. if ( componentType[ 1 ] === 'u' ) return 'uint';
  31102. return 'float';
  31103. }
  31104. getVectorType( type ) {
  31105. if ( type === 'color' ) return 'vec3';
  31106. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
  31107. return type;
  31108. }
  31109. getTypeFromLength( length, componentType = 'float' ) {
  31110. if ( length === 1 ) return componentType;
  31111. const baseType = typeFromLength.get( length );
  31112. const prefix = componentType === 'float' ? '' : componentType[ 0 ];
  31113. return prefix + baseType;
  31114. }
  31115. getTypeFromArray( array ) {
  31116. return typeFromArray.get( array.constructor );
  31117. }
  31118. getTypeFromAttribute( attribute ) {
  31119. let dataAttribute = attribute;
  31120. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  31121. const array = dataAttribute.array;
  31122. const itemSize = attribute.itemSize;
  31123. const normalized = attribute.normalized;
  31124. let arrayType;
  31125. if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
  31126. arrayType = this.getTypeFromArray( array );
  31127. }
  31128. return this.getTypeFromLength( itemSize, arrayType );
  31129. }
  31130. getTypeLength( type ) {
  31131. const vecType = this.getVectorType( type );
  31132. const vecNum = /vec([2-4])/.exec( vecType );
  31133. if ( vecNum !== null ) return Number( vecNum[ 1 ] );
  31134. if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
  31135. if ( /mat2/.test( type ) === true ) return 4;
  31136. if ( /mat3/.test( type ) === true ) return 9;
  31137. if ( /mat4/.test( type ) === true ) return 16;
  31138. return 0;
  31139. }
  31140. getVectorFromMatrix( type ) {
  31141. return type.replace( 'mat', 'vec' );
  31142. }
  31143. changeComponentType( type, newComponentType ) {
  31144. return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
  31145. }
  31146. getIntegerType( type ) {
  31147. const componentType = this.getComponentType( type );
  31148. if ( componentType === 'int' || componentType === 'uint' ) return type;
  31149. return this.changeComponentType( type, 'int' );
  31150. }
  31151. addStack() {
  31152. this.stack = stack( this.stack );
  31153. this.stacks.push( getCurrentStack() || this.stack );
  31154. setCurrentStack( this.stack );
  31155. return this.stack;
  31156. }
  31157. removeStack() {
  31158. const lastStack = this.stack;
  31159. this.stack = lastStack.parent;
  31160. setCurrentStack( this.stacks.pop() );
  31161. return lastStack;
  31162. }
  31163. getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
  31164. cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
  31165. let nodeData = cache.getData( node );
  31166. if ( nodeData === undefined ) {
  31167. nodeData = {};
  31168. cache.setData( node, nodeData );
  31169. }
  31170. if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
  31171. return nodeData[ shaderStage ];
  31172. }
  31173. getNodeProperties( node, shaderStage = 'any' ) {
  31174. const nodeData = this.getDataFromNode( node, shaderStage );
  31175. return nodeData.properties || ( nodeData.properties = { outputNode: null } );
  31176. }
  31177. getBufferAttributeFromNode( node, type ) {
  31178. const nodeData = this.getDataFromNode( node );
  31179. let bufferAttribute = nodeData.bufferAttribute;
  31180. if ( bufferAttribute === undefined ) {
  31181. const index = this.uniforms.index ++;
  31182. bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
  31183. this.bufferAttributes.push( bufferAttribute );
  31184. nodeData.bufferAttribute = bufferAttribute;
  31185. }
  31186. return bufferAttribute;
  31187. }
  31188. getStructTypeFromNode( node, shaderStage = this.shaderStage ) {
  31189. const nodeData = this.getDataFromNode( node, shaderStage );
  31190. if ( nodeData.structType === undefined ) {
  31191. const index = this.structs.index ++;
  31192. node.name = `StructType${ index }`;
  31193. this.structs[ shaderStage ].push( node );
  31194. nodeData.structType = node;
  31195. }
  31196. return node;
  31197. }
  31198. getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
  31199. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  31200. let nodeUniform = nodeData.uniform;
  31201. if ( nodeUniform === undefined ) {
  31202. const index = this.uniforms.index ++;
  31203. nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
  31204. this.uniforms[ shaderStage ].push( nodeUniform );
  31205. nodeData.uniform = nodeUniform;
  31206. }
  31207. return nodeUniform;
  31208. }
  31209. getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) {
  31210. const nodeData = this.getDataFromNode( node, shaderStage );
  31211. let nodeVar = nodeData.variable;
  31212. if ( nodeVar === undefined ) {
  31213. const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
  31214. if ( name === null ) name = 'nodeVar' + vars.length;
  31215. nodeVar = new NodeVar( name, type );
  31216. vars.push( nodeVar );
  31217. nodeData.variable = nodeVar;
  31218. }
  31219. return nodeVar;
  31220. }
  31221. getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
  31222. const nodeData = this.getDataFromNode( node, 'any' );
  31223. let nodeVarying = nodeData.varying;
  31224. if ( nodeVarying === undefined ) {
  31225. const varyings = this.varyings;
  31226. const index = varyings.length;
  31227. if ( name === null ) name = 'nodeVarying' + index;
  31228. nodeVarying = new NodeVarying( name, type );
  31229. varyings.push( nodeVarying );
  31230. nodeData.varying = nodeVarying;
  31231. }
  31232. return nodeVarying;
  31233. }
  31234. getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
  31235. const nodeData = this.getDataFromNode( node );
  31236. let nodeCode = nodeData.code;
  31237. if ( nodeCode === undefined ) {
  31238. const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
  31239. const index = codes.length;
  31240. nodeCode = new NodeCode( 'nodeCode' + index, type );
  31241. codes.push( nodeCode );
  31242. nodeData.code = nodeCode;
  31243. }
  31244. return nodeCode;
  31245. }
  31246. addLineFlowCode( code ) {
  31247. if ( code === '' ) return this;
  31248. code = this.tab + code;
  31249. if ( ! /;\s*$/.test( code ) ) {
  31250. code = code + ';\n';
  31251. }
  31252. this.flow.code += code;
  31253. return this;
  31254. }
  31255. addFlowCode( code ) {
  31256. this.flow.code += code;
  31257. return this;
  31258. }
  31259. addFlowTab() {
  31260. this.tab += '\t';
  31261. return this;
  31262. }
  31263. removeFlowTab() {
  31264. this.tab = this.tab.slice( 0, - 1 );
  31265. return this;
  31266. }
  31267. getFlowData( node/*, shaderStage*/ ) {
  31268. return this.flowsData.get( node );
  31269. }
  31270. flowNode( node ) {
  31271. const output = node.getNodeType( this );
  31272. const flowData = this.flowChildNode( node, output );
  31273. this.flowsData.set( node, flowData );
  31274. return flowData;
  31275. }
  31276. buildFunctionNode( shaderNode ) {
  31277. const fn = new FunctionNode();
  31278. const previous = this.currentFunctionNode;
  31279. this.currentFunctionNode = fn;
  31280. fn.code = this.buildFunctionCode( shaderNode );
  31281. this.currentFunctionNode = previous;
  31282. return fn;
  31283. }
  31284. flowShaderNode( shaderNode ) {
  31285. const layout = shaderNode.layout;
  31286. const inputs = {
  31287. [ Symbol.iterator ]() {
  31288. let index = 0;
  31289. const values = Object.values( this );
  31290. return {
  31291. next: () => ( {
  31292. value: values[ index ],
  31293. done: index ++ >= values.length
  31294. } )
  31295. };
  31296. }
  31297. };
  31298. for ( const input of layout.inputs ) {
  31299. inputs[ input.name ] = new ParameterNode( input.type, input.name );
  31300. }
  31301. //
  31302. shaderNode.layout = null;
  31303. const callNode = shaderNode.call( inputs );
  31304. const flowData = this.flowStagesNode( callNode, layout.type );
  31305. shaderNode.layout = layout;
  31306. return flowData;
  31307. }
  31308. flowStagesNode( node, output = null ) {
  31309. const previousFlow = this.flow;
  31310. const previousVars = this.vars;
  31311. const previousCache = this.cache;
  31312. const previousBuildStage = this.buildStage;
  31313. const previousStack = this.stack;
  31314. const flow = {
  31315. code: ''
  31316. };
  31317. this.flow = flow;
  31318. this.vars = {};
  31319. this.cache = new NodeCache();
  31320. this.stack = stack();
  31321. for ( const buildStage of defaultBuildStages ) {
  31322. this.setBuildStage( buildStage );
  31323. flow.result = node.build( this, output );
  31324. }
  31325. flow.vars = this.getVars( this.shaderStage );
  31326. this.flow = previousFlow;
  31327. this.vars = previousVars;
  31328. this.cache = previousCache;
  31329. this.stack = previousStack;
  31330. this.setBuildStage( previousBuildStage );
  31331. return flow;
  31332. }
  31333. getFunctionOperator() {
  31334. return null;
  31335. }
  31336. flowChildNode( node, output = null ) {
  31337. const previousFlow = this.flow;
  31338. const flow = {
  31339. code: ''
  31340. };
  31341. this.flow = flow;
  31342. flow.result = node.build( this, output );
  31343. this.flow = previousFlow;
  31344. return flow;
  31345. }
  31346. flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
  31347. const previousShaderStage = this.shaderStage;
  31348. this.setShaderStage( shaderStage );
  31349. const flowData = this.flowChildNode( node, output );
  31350. if ( propertyName !== null ) {
  31351. flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
  31352. }
  31353. this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
  31354. this.setShaderStage( previousShaderStage );
  31355. return flowData;
  31356. }
  31357. getAttributesArray() {
  31358. return this.attributes.concat( this.bufferAttributes );
  31359. }
  31360. getAttributes( /*shaderStage*/ ) {
  31361. console.warn( 'Abstract function.' );
  31362. }
  31363. getVaryings( /*shaderStage*/ ) {
  31364. console.warn( 'Abstract function.' );
  31365. }
  31366. getVar( type, name ) {
  31367. return `${ this.getType( type ) } ${ name }`;
  31368. }
  31369. getVars( shaderStage ) {
  31370. let snippet = '';
  31371. const vars = this.vars[ shaderStage ];
  31372. if ( vars !== undefined ) {
  31373. for ( const variable of vars ) {
  31374. snippet += `${ this.getVar( variable.type, variable.name ) }; `;
  31375. }
  31376. }
  31377. return snippet;
  31378. }
  31379. getUniforms( /*shaderStage*/ ) {
  31380. console.warn( 'Abstract function.' );
  31381. }
  31382. getCodes( shaderStage ) {
  31383. const codes = this.codes[ shaderStage ];
  31384. let code = '';
  31385. if ( codes !== undefined ) {
  31386. for ( const nodeCode of codes ) {
  31387. code += nodeCode.code + '\n';
  31388. }
  31389. }
  31390. return code;
  31391. }
  31392. getHash() {
  31393. return this.vertexShader + this.fragmentShader + this.computeShader;
  31394. }
  31395. setShaderStage( shaderStage ) {
  31396. this.shaderStage = shaderStage;
  31397. }
  31398. getShaderStage() {
  31399. return this.shaderStage;
  31400. }
  31401. setBuildStage( buildStage ) {
  31402. this.buildStage = buildStage;
  31403. }
  31404. getBuildStage() {
  31405. return this.buildStage;
  31406. }
  31407. buildCode() {
  31408. console.warn( 'Abstract function.' );
  31409. }
  31410. build() {
  31411. const { object, material, renderer } = this;
  31412. if ( material !== null ) {
  31413. let nodeMaterial = renderer.nodes.library.fromMaterial( material );
  31414. if ( nodeMaterial === null ) {
  31415. console.error( `NodeMaterial: Material "${ material.type }" is not compatible.` );
  31416. nodeMaterial = new NodeMaterial();
  31417. }
  31418. nodeMaterial.build( this );
  31419. } else {
  31420. this.addFlow( 'compute', object );
  31421. }
  31422. // setup() -> stage 1: create possible new nodes and returns an output reference node
  31423. // analyze() -> stage 2: analyze nodes to possible optimization and validation
  31424. // generate() -> stage 3: generate shader
  31425. for ( const buildStage of defaultBuildStages ) {
  31426. this.setBuildStage( buildStage );
  31427. if ( this.context.vertex && this.context.vertex.isNode ) {
  31428. this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
  31429. }
  31430. for ( const shaderStage of shaderStages ) {
  31431. this.setShaderStage( shaderStage );
  31432. const flowNodes = this.flowNodes[ shaderStage ];
  31433. for ( const node of flowNodes ) {
  31434. if ( buildStage === 'generate' ) {
  31435. this.flowNode( node );
  31436. } else {
  31437. node.build( this );
  31438. }
  31439. }
  31440. }
  31441. }
  31442. this.setBuildStage( null );
  31443. this.setShaderStage( null );
  31444. // stage 4: build code for a specific output
  31445. this.buildCode();
  31446. this.buildUpdateNodes();
  31447. return this;
  31448. }
  31449. getNodeUniform( uniformNode, type ) {
  31450. if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
  31451. if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
  31452. if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
  31453. if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
  31454. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  31455. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  31456. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  31457. throw new Error( `Uniform "${type}" not declared.` );
  31458. }
  31459. createNodeMaterial( type = 'NodeMaterial' ) { // @deprecated, r168
  31460. throw new Error( `THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${ type }() instead.` );
  31461. }
  31462. format( snippet, fromType, toType ) {
  31463. fromType = this.getVectorType( fromType );
  31464. toType = this.getVectorType( toType );
  31465. if ( fromType === toType || toType === null || this.isReference( toType ) ) {
  31466. return snippet;
  31467. }
  31468. const fromTypeLength = this.getTypeLength( fromType );
  31469. const toTypeLength = this.getTypeLength( toType );
  31470. if ( fromTypeLength === 16 && toTypeLength === 9 ) {
  31471. return `${ this.getType( toType ) }(${ snippet }[0].xyz, ${ snippet }[1].xyz, ${ snippet }[2].xyz)`;
  31472. }
  31473. if ( fromTypeLength === 9 && toTypeLength === 4 ) {
  31474. return `${ this.getType( toType ) }(${ snippet }[0].xy, ${ snippet }[1].xy)`;
  31475. }
  31476. if ( fromTypeLength > 4 ) { // fromType is matrix-like
  31477. // @TODO: ignore for now
  31478. return snippet;
  31479. }
  31480. if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
  31481. // @TODO: ignore for now
  31482. return snippet;
  31483. }
  31484. if ( fromTypeLength === toTypeLength ) {
  31485. return `${ this.getType( toType ) }( ${ snippet } )`;
  31486. }
  31487. if ( fromTypeLength > toTypeLength ) {
  31488. return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
  31489. }
  31490. if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
  31491. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
  31492. }
  31493. if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
  31494. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
  31495. }
  31496. if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
  31497. // convert a number value to vector type, e.g:
  31498. // vec3( 1u ) -> vec3( float( 1u ) )
  31499. snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
  31500. }
  31501. return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
  31502. }
  31503. getSignature() {
  31504. return `// Three.js r${ REVISION } - Node System\n`;
  31505. }
  31506. }
  31507. class NodeFrame {
  31508. constructor() {
  31509. this.time = 0;
  31510. this.deltaTime = 0;
  31511. this.frameId = 0;
  31512. this.renderId = 0;
  31513. this.startTime = null;
  31514. this.updateMap = new WeakMap();
  31515. this.updateBeforeMap = new WeakMap();
  31516. this.updateAfterMap = new WeakMap();
  31517. this.renderer = null;
  31518. this.material = null;
  31519. this.camera = null;
  31520. this.object = null;
  31521. this.scene = null;
  31522. }
  31523. _getMaps( referenceMap, nodeRef ) {
  31524. let maps = referenceMap.get( nodeRef );
  31525. if ( maps === undefined ) {
  31526. maps = {
  31527. renderMap: new WeakMap(),
  31528. frameMap: new WeakMap()
  31529. };
  31530. referenceMap.set( nodeRef, maps );
  31531. }
  31532. return maps;
  31533. }
  31534. updateBeforeNode( node ) {
  31535. const updateType = node.getUpdateBeforeType();
  31536. const reference = node.updateReference( this );
  31537. if ( updateType === NodeUpdateType.FRAME ) {
  31538. const { frameMap } = this._getMaps( this.updateBeforeMap, reference );
  31539. if ( frameMap.get( reference ) !== this.frameId ) {
  31540. if ( node.updateBefore( this ) !== false ) {
  31541. frameMap.set( reference, this.frameId );
  31542. }
  31543. }
  31544. } else if ( updateType === NodeUpdateType.RENDER ) {
  31545. const { renderMap } = this._getMaps( this.updateBeforeMap, reference );
  31546. if ( renderMap.get( reference ) !== this.renderId ) {
  31547. if ( node.updateBefore( this ) !== false ) {
  31548. renderMap.set( reference, this.renderId );
  31549. }
  31550. }
  31551. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31552. node.updateBefore( this );
  31553. }
  31554. }
  31555. updateAfterNode( node ) {
  31556. const updateType = node.getUpdateAfterType();
  31557. const reference = node.updateReference( this );
  31558. if ( updateType === NodeUpdateType.FRAME ) {
  31559. const { frameMap } = this._getMaps( this.updateAfterMap, reference );
  31560. if ( frameMap.get( reference ) !== this.frameId ) {
  31561. if ( node.updateAfter( this ) !== false ) {
  31562. frameMap.set( reference, this.frameId );
  31563. }
  31564. }
  31565. } else if ( updateType === NodeUpdateType.RENDER ) {
  31566. const { renderMap } = this._getMaps( this.updateAfterMap, reference );
  31567. if ( renderMap.get( reference ) !== this.renderId ) {
  31568. if ( node.updateAfter( this ) !== false ) {
  31569. renderMap.set( reference, this.renderId );
  31570. }
  31571. }
  31572. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31573. node.updateAfter( this );
  31574. }
  31575. }
  31576. updateNode( node ) {
  31577. const updateType = node.getUpdateType();
  31578. const reference = node.updateReference( this );
  31579. if ( updateType === NodeUpdateType.FRAME ) {
  31580. const { frameMap } = this._getMaps( this.updateMap, reference );
  31581. if ( frameMap.get( reference ) !== this.frameId ) {
  31582. if ( node.update( this ) !== false ) {
  31583. frameMap.set( reference, this.frameId );
  31584. }
  31585. }
  31586. } else if ( updateType === NodeUpdateType.RENDER ) {
  31587. const { renderMap } = this._getMaps( this.updateMap, reference );
  31588. if ( renderMap.get( reference ) !== this.renderId ) {
  31589. if ( node.update( this ) !== false ) {
  31590. renderMap.set( reference, this.renderId );
  31591. }
  31592. }
  31593. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31594. node.update( this );
  31595. }
  31596. }
  31597. update() {
  31598. this.frameId ++;
  31599. if ( this.lastTime === undefined ) this.lastTime = performance.now();
  31600. this.deltaTime = ( performance.now() - this.lastTime ) / 1000;
  31601. this.lastTime = performance.now();
  31602. this.time += this.deltaTime;
  31603. }
  31604. }
  31605. class NodeFunctionInput {
  31606. constructor( type, name, count = null, qualifier = '', isConst = false ) {
  31607. this.type = type;
  31608. this.name = name;
  31609. this.count = count;
  31610. this.qualifier = qualifier;
  31611. this.isConst = isConst;
  31612. }
  31613. }
  31614. NodeFunctionInput.isNodeFunctionInput = true;
  31615. class StructTypeNode extends Node {
  31616. static get type() {
  31617. return 'StructTypeNode';
  31618. }
  31619. constructor( types ) {
  31620. super();
  31621. this.types = types;
  31622. this.isStructTypeNode = true;
  31623. }
  31624. getMemberTypes() {
  31625. return this.types;
  31626. }
  31627. }
  31628. class OutputStructNode extends Node {
  31629. static get type() {
  31630. return 'OutputStructNode';
  31631. }
  31632. constructor( ...members ) {
  31633. super();
  31634. this.members = members;
  31635. this.isOutputStructNode = true;
  31636. }
  31637. setup( builder ) {
  31638. super.setup( builder );
  31639. const members = this.members;
  31640. const types = [];
  31641. for ( let i = 0; i < members.length; i ++ ) {
  31642. types.push( members[ i ].getNodeType( builder ) );
  31643. }
  31644. this.nodeType = builder.getStructTypeFromNode( new StructTypeNode( types ) ).name;
  31645. }
  31646. generate( builder, output ) {
  31647. const propertyName = builder.getOutputStructName();
  31648. const members = this.members;
  31649. const structPrefix = propertyName !== '' ? propertyName + '.' : '';
  31650. for ( let i = 0; i < members.length; i ++ ) {
  31651. const snippet = members[ i ].build( builder, output );
  31652. builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }` );
  31653. }
  31654. return propertyName;
  31655. }
  31656. }
  31657. const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
  31658. function getTextureIndex( textures, name ) {
  31659. for ( let i = 0; i < textures.length; i ++ ) {
  31660. if ( textures[ i ].name === name ) {
  31661. return i;
  31662. }
  31663. }
  31664. return - 1;
  31665. }
  31666. class MRTNode extends OutputStructNode {
  31667. static get type() {
  31668. return 'MRTNode';
  31669. }
  31670. constructor( outputNodes ) {
  31671. super();
  31672. this.outputNodes = outputNodes;
  31673. this.isMRTNode = true;
  31674. }
  31675. has( name ) {
  31676. return this.outputNodes[ name ] !== undefined;
  31677. }
  31678. get( name ) {
  31679. return this.outputNodes[ name ];
  31680. }
  31681. merge( mrtNode ) {
  31682. const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
  31683. return mrt( outputs );
  31684. }
  31685. setup( builder ) {
  31686. const outputNodes = this.outputNodes;
  31687. const mrt = builder.renderer.getRenderTarget();
  31688. const members = [];
  31689. const textures = mrt.textures;
  31690. for ( const name in outputNodes ) {
  31691. const index = getTextureIndex( textures, name );
  31692. members[ index ] = vec4( outputNodes[ name ] );
  31693. }
  31694. this.members = members;
  31695. return super.setup( builder );
  31696. }
  31697. }
  31698. const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
  31699. class FunctionOverloadingNode extends Node {
  31700. static get type() {
  31701. return 'FunctionOverloadingNode';
  31702. }
  31703. constructor( functionNodes = [], ...parametersNodes ) {
  31704. super();
  31705. this.functionNodes = functionNodes;
  31706. this.parametersNodes = parametersNodes;
  31707. this._candidateFnCall = null;
  31708. this.global = true;
  31709. }
  31710. getNodeType() {
  31711. return this.functionNodes[ 0 ].shaderNode.layout.type;
  31712. }
  31713. setup( builder ) {
  31714. const params = this.parametersNodes;
  31715. let candidateFnCall = this._candidateFnCall;
  31716. if ( candidateFnCall === null ) {
  31717. let candidateFn = null;
  31718. let candidateScore = - 1;
  31719. for ( const functionNode of this.functionNodes ) {
  31720. const shaderNode = functionNode.shaderNode;
  31721. const layout = shaderNode.layout;
  31722. if ( layout === null ) {
  31723. throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' );
  31724. }
  31725. const inputs = layout.inputs;
  31726. if ( params.length === inputs.length ) {
  31727. let score = 0;
  31728. for ( let i = 0; i < params.length; i ++ ) {
  31729. const param = params[ i ];
  31730. const input = inputs[ i ];
  31731. if ( param.getNodeType( builder ) === input.type ) {
  31732. score ++;
  31733. } else {
  31734. score = 0;
  31735. }
  31736. }
  31737. if ( score > candidateScore ) {
  31738. candidateFn = functionNode;
  31739. candidateScore = score;
  31740. }
  31741. }
  31742. }
  31743. this._candidateFnCall = candidateFnCall = candidateFn( ...params );
  31744. }
  31745. return candidateFnCall;
  31746. }
  31747. }
  31748. const overloadingBaseFn = /*@__PURE__*/ nodeProxy( FunctionOverloadingNode );
  31749. const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params );
  31750. class TimerNode extends UniformNode {
  31751. static get type() {
  31752. return 'TimerNode';
  31753. }
  31754. constructor( scope = TimerNode.LOCAL, scale = 1, value = 0 ) {
  31755. super( value );
  31756. this.scope = scope;
  31757. this.scale = scale;
  31758. this.updateType = NodeUpdateType.FRAME;
  31759. }
  31760. /*
  31761. @TODO:
  31762. getNodeType( builder ) {
  31763. const scope = this.scope;
  31764. if ( scope === TimerNode.FRAME ) {
  31765. return 'uint';
  31766. }
  31767. return 'float';
  31768. }
  31769. */
  31770. update( frame ) {
  31771. const scope = this.scope;
  31772. const scale = this.scale;
  31773. if ( scope === TimerNode.LOCAL ) {
  31774. this.value += frame.deltaTime * scale;
  31775. } else if ( scope === TimerNode.DELTA ) {
  31776. this.value = frame.deltaTime * scale;
  31777. } else if ( scope === TimerNode.FRAME ) {
  31778. this.value = frame.frameId;
  31779. } else {
  31780. // global
  31781. this.value = frame.time * scale;
  31782. }
  31783. }
  31784. serialize( data ) {
  31785. super.serialize( data );
  31786. data.scope = this.scope;
  31787. data.scale = this.scale;
  31788. }
  31789. deserialize( data ) {
  31790. super.deserialize( data );
  31791. this.scope = data.scope;
  31792. this.scale = data.scale;
  31793. }
  31794. }
  31795. TimerNode.LOCAL = 'local';
  31796. TimerNode.GLOBAL = 'global';
  31797. TimerNode.DELTA = 'delta';
  31798. TimerNode.FRAME = 'frame';
  31799. // @TODO: add support to use node in timeScale
  31800. const timerLocal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.LOCAL, timeScale, value ) );
  31801. const timerGlobal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.GLOBAL, timeScale, value ) );
  31802. const timerDelta = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.DELTA, timeScale, value ) );
  31803. const frameId = /*@__PURE__*/ nodeImmutable( TimerNode, TimerNode.FRAME ).toUint();
  31804. class OscNode extends Node {
  31805. static get type() {
  31806. return 'OscNode';
  31807. }
  31808. constructor( method = OscNode.SINE, timeNode = timerLocal() ) {
  31809. super();
  31810. this.method = method;
  31811. this.timeNode = timeNode;
  31812. }
  31813. getNodeType( builder ) {
  31814. return this.timeNode.getNodeType( builder );
  31815. }
  31816. setup() {
  31817. const method = this.method;
  31818. const timeNode = nodeObject( this.timeNode );
  31819. let outputNode = null;
  31820. if ( method === OscNode.SINE ) {
  31821. outputNode = timeNode.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
  31822. } else if ( method === OscNode.SQUARE ) {
  31823. outputNode = timeNode.fract().round();
  31824. } else if ( method === OscNode.TRIANGLE ) {
  31825. outputNode = timeNode.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs();
  31826. } else if ( method === OscNode.SAWTOOTH ) {
  31827. outputNode = timeNode.fract();
  31828. }
  31829. return outputNode;
  31830. }
  31831. serialize( data ) {
  31832. super.serialize( data );
  31833. data.method = this.method;
  31834. }
  31835. deserialize( data ) {
  31836. super.deserialize( data );
  31837. this.method = data.method;
  31838. }
  31839. }
  31840. OscNode.SINE = 'sine';
  31841. OscNode.SQUARE = 'square';
  31842. OscNode.TRIANGLE = 'triangle';
  31843. OscNode.SAWTOOTH = 'sawtooth';
  31844. const oscSine = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SINE );
  31845. const oscSquare = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SQUARE );
  31846. const oscTriangle = /*@__PURE__*/ nodeProxy( OscNode, OscNode.TRIANGLE );
  31847. const oscSawtooth = /*@__PURE__*/ nodeProxy( OscNode, OscNode.SAWTOOTH );
  31848. class SpriteSheetUVNode extends Node {
  31849. static get type() {
  31850. return 'SpriteSheetUVNode';
  31851. }
  31852. constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) {
  31853. super( 'vec2' );
  31854. this.countNode = countNode;
  31855. this.uvNode = uvNode;
  31856. this.frameNode = frameNode;
  31857. }
  31858. setup() {
  31859. const { frameNode, uvNode, countNode } = this;
  31860. const { width, height } = countNode;
  31861. const frameNum = frameNode.mod( width.mul( height ) ).floor();
  31862. const column = frameNum.mod( width );
  31863. const row = height.sub( frameNum.add( 1 ).div( width ).ceil() );
  31864. const scale = countNode.reciprocal();
  31865. const uvFrameOffset = vec2( column, row );
  31866. return uvNode.add( uvFrameOffset ).mul( scale );
  31867. }
  31868. }
  31869. const spritesheetUV = /*@__PURE__*/ nodeProxy( SpriteSheetUVNode );
  31870. class StorageArrayElementNode extends ArrayElementNode {
  31871. static get type() {
  31872. return 'StorageArrayElementNode';
  31873. }
  31874. constructor( storageBufferNode, indexNode ) {
  31875. super( storageBufferNode, indexNode );
  31876. this.isStorageArrayElementNode = true;
  31877. }
  31878. set storageBufferNode( value ) {
  31879. this.node = value;
  31880. }
  31881. get storageBufferNode() {
  31882. return this.node;
  31883. }
  31884. setup( builder ) {
  31885. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  31886. if ( this.node.bufferObject === true ) {
  31887. builder.setupPBO( this.node );
  31888. }
  31889. }
  31890. return super.setup( builder );
  31891. }
  31892. generate( builder, output ) {
  31893. let snippet;
  31894. const isAssignContext = builder.context.assign;
  31895. //
  31896. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  31897. if ( this.node.bufferObject === true && isAssignContext !== true ) {
  31898. snippet = builder.generatePBO( this );
  31899. } else {
  31900. snippet = this.node.build( builder );
  31901. }
  31902. } else {
  31903. snippet = super.generate( builder );
  31904. }
  31905. if ( isAssignContext !== true ) {
  31906. const type = this.getNodeType( builder );
  31907. snippet = builder.format( snippet, type, output );
  31908. }
  31909. return snippet;
  31910. }
  31911. }
  31912. const storageElement = /*@__PURE__*/ nodeProxy( StorageArrayElementNode );
  31913. class TriplanarTexturesNode extends Node {
  31914. static get type() {
  31915. return 'TriplanarTexturesNode';
  31916. }
  31917. constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
  31918. super( 'vec4' );
  31919. this.textureXNode = textureXNode;
  31920. this.textureYNode = textureYNode;
  31921. this.textureZNode = textureZNode;
  31922. this.scaleNode = scaleNode;
  31923. this.positionNode = positionNode;
  31924. this.normalNode = normalNode;
  31925. }
  31926. setup() {
  31927. const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
  31928. // Ref: https://github.com/keijiro/StandardTriplanar
  31929. // Blending factor of triplanar mapping
  31930. let bf = normalNode.abs().normalize();
  31931. bf = bf.div( bf.dot( vec3( 1.0 ) ) );
  31932. // Triplanar mapping
  31933. const tx = positionNode.yz.mul( scaleNode );
  31934. const ty = positionNode.zx.mul( scaleNode );
  31935. const tz = positionNode.xy.mul( scaleNode );
  31936. // Base color
  31937. const textureX = textureXNode.value;
  31938. const textureY = textureYNode !== null ? textureYNode.value : textureX;
  31939. const textureZ = textureZNode !== null ? textureZNode.value : textureX;
  31940. const cx = texture( textureX, tx ).mul( bf.x );
  31941. const cy = texture( textureY, ty ).mul( bf.y );
  31942. const cz = texture( textureZ, tz ).mul( bf.z );
  31943. return add( cx, cy, cz );
  31944. }
  31945. }
  31946. const triplanarTextures = /*@__PURE__*/ nodeProxy( TriplanarTexturesNode );
  31947. const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
  31948. const _reflectorPlane = new Plane();
  31949. const _normal = new Vector3();
  31950. const _reflectorWorldPosition = new Vector3();
  31951. const _cameraWorldPosition = new Vector3();
  31952. const _rotationMatrix = new Matrix4();
  31953. const _lookAtPosition = new Vector3( 0, 0, - 1 );
  31954. const clipPlane = new Vector4();
  31955. const _view = new Vector3();
  31956. const _target = new Vector3();
  31957. const _q = new Vector4();
  31958. const _size$9 = new Vector2();
  31959. const _defaultRT = new RenderTarget();
  31960. const _defaultUV = screenUV.flipX();
  31961. let _inReflector = false;
  31962. class ReflectorNode extends TextureNode {
  31963. static get type() {
  31964. return 'ReflectorNode';
  31965. }
  31966. constructor( parameters = {} ) {
  31967. super( _defaultRT.texture, _defaultUV );
  31968. const {
  31969. target = new Object3D(),
  31970. resolution = 1,
  31971. generateMipmaps = false,
  31972. bounces = true
  31973. } = parameters;
  31974. //
  31975. this.target = target;
  31976. this.resolution = resolution;
  31977. this.generateMipmaps = generateMipmaps;
  31978. this.bounces = bounces;
  31979. this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
  31980. this.virtualCameras = new WeakMap();
  31981. this.renderTargets = new WeakMap();
  31982. }
  31983. _updateResolution( renderTarget, renderer ) {
  31984. const resolution = this.resolution;
  31985. renderer.getDrawingBufferSize( _size$9 );
  31986. renderTarget.setSize( Math.round( _size$9.width * resolution ), Math.round( _size$9.height * resolution ) );
  31987. }
  31988. setup( builder ) {
  31989. this._updateResolution( _defaultRT, builder.renderer );
  31990. return super.setup( builder );
  31991. }
  31992. getTextureNode() {
  31993. return this.textureNode;
  31994. }
  31995. getVirtualCamera( camera ) {
  31996. let virtualCamera = this.virtualCameras.get( camera );
  31997. if ( virtualCamera === undefined ) {
  31998. virtualCamera = camera.clone();
  31999. this.virtualCameras.set( camera, virtualCamera );
  32000. }
  32001. return virtualCamera;
  32002. }
  32003. getRenderTarget( camera ) {
  32004. let renderTarget = this.renderTargets.get( camera );
  32005. if ( renderTarget === undefined ) {
  32006. renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
  32007. if ( this.generateMipmaps === true ) {
  32008. renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  32009. renderTarget.texture.generateMipmaps = true;
  32010. }
  32011. this.renderTargets.set( camera, renderTarget );
  32012. }
  32013. return renderTarget;
  32014. }
  32015. updateBefore( frame ) {
  32016. if ( this.bounces === false && _inReflector ) return false;
  32017. _inReflector = true;
  32018. const { scene, camera, renderer, material } = frame;
  32019. const { target } = this;
  32020. const virtualCamera = this.getVirtualCamera( camera );
  32021. const renderTarget = this.getRenderTarget( virtualCamera );
  32022. renderer.getDrawingBufferSize( _size$9 );
  32023. this._updateResolution( renderTarget, renderer );
  32024. //
  32025. _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
  32026. _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  32027. _rotationMatrix.extractRotation( target.matrixWorld );
  32028. _normal.set( 0, 0, 1 );
  32029. _normal.applyMatrix4( _rotationMatrix );
  32030. _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
  32031. // Avoid rendering when reflector is facing away
  32032. if ( _view.dot( _normal ) > 0 ) return;
  32033. _view.reflect( _normal ).negate();
  32034. _view.add( _reflectorWorldPosition );
  32035. _rotationMatrix.extractRotation( camera.matrixWorld );
  32036. _lookAtPosition.set( 0, 0, - 1 );
  32037. _lookAtPosition.applyMatrix4( _rotationMatrix );
  32038. _lookAtPosition.add( _cameraWorldPosition );
  32039. _target.subVectors( _reflectorWorldPosition, _lookAtPosition );
  32040. _target.reflect( _normal ).negate();
  32041. _target.add( _reflectorWorldPosition );
  32042. //
  32043. virtualCamera.coordinateSystem = camera.coordinateSystem;
  32044. virtualCamera.position.copy( _view );
  32045. virtualCamera.up.set( 0, 1, 0 );
  32046. virtualCamera.up.applyMatrix4( _rotationMatrix );
  32047. virtualCamera.up.reflect( _normal );
  32048. virtualCamera.lookAt( _target );
  32049. virtualCamera.near = camera.near;
  32050. virtualCamera.far = camera.far;
  32051. virtualCamera.updateMatrixWorld();
  32052. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  32053. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  32054. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  32055. _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
  32056. _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  32057. clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
  32058. const projectionMatrix = virtualCamera.projectionMatrix;
  32059. _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  32060. _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  32061. _q.z = - 1.0;
  32062. _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  32063. // Calculate the scaled plane vector
  32064. clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
  32065. const clipBias = 0;
  32066. // Replacing the third row of the projection matrix
  32067. projectionMatrix.elements[ 2 ] = clipPlane.x;
  32068. projectionMatrix.elements[ 6 ] = clipPlane.y;
  32069. projectionMatrix.elements[ 10 ] = clipPlane.z - clipBias;
  32070. projectionMatrix.elements[ 14 ] = clipPlane.w;
  32071. //
  32072. this.value = renderTarget.texture;
  32073. material.visible = false;
  32074. const currentRenderTarget = renderer.getRenderTarget();
  32075. const currentMRT = renderer.getMRT();
  32076. renderer.setMRT( null );
  32077. renderer.setRenderTarget( renderTarget );
  32078. renderer.render( scene, virtualCamera );
  32079. renderer.setMRT( currentMRT );
  32080. renderer.setRenderTarget( currentRenderTarget );
  32081. material.visible = true;
  32082. _inReflector = false;
  32083. }
  32084. }
  32085. const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
  32086. // Helper for passes that need to fill the viewport with a single quad.
  32087. const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  32088. // https://github.com/mrdoob/three.js/pull/21358
  32089. class QuadGeometry extends BufferGeometry {
  32090. constructor( flipY = false ) {
  32091. super();
  32092. const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
  32093. this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
  32094. this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
  32095. }
  32096. }
  32097. const _geometry = /*@__PURE__*/ new QuadGeometry();
  32098. class QuadMesh extends Mesh {
  32099. constructor( material = null ) {
  32100. super( _geometry, material );
  32101. this.camera = _camera;
  32102. this.isQuadMesh = true;
  32103. }
  32104. renderAsync( renderer ) {
  32105. return renderer.renderAsync( this, _camera );
  32106. }
  32107. render( renderer ) {
  32108. renderer.render( this, _camera );
  32109. }
  32110. }
  32111. const _size$8 = /*@__PURE__*/ new Vector2();
  32112. class RTTNode extends TextureNode {
  32113. static get type() {
  32114. return 'RTTNode';
  32115. }
  32116. constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
  32117. const renderTarget = new RenderTarget( width, height, options );
  32118. super( renderTarget.texture, uv() );
  32119. this.node = node;
  32120. this.width = width;
  32121. this.height = height;
  32122. this.renderTarget = renderTarget;
  32123. this.textureNeedsUpdate = true;
  32124. this.autoUpdate = true;
  32125. this.updateMap = new WeakMap();
  32126. this._rttNode = null;
  32127. this._quadMesh = new QuadMesh( new NodeMaterial() );
  32128. this.updateBeforeType = NodeUpdateType.RENDER;
  32129. }
  32130. get autoSize() {
  32131. return this.width === null;
  32132. }
  32133. setup( builder ) {
  32134. this._rttNode = this.node.context( builder.getSharedContext() );
  32135. this._quadMesh.material.name = 'RTT';
  32136. this._quadMesh.material.needsUpdate = true;
  32137. return super.setup( builder );
  32138. }
  32139. setSize( width, height ) {
  32140. this.width = width;
  32141. this.height = height;
  32142. const effectiveWidth = width * this.pixelRatio;
  32143. const effectiveHeight = height * this.pixelRatio;
  32144. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  32145. this.textureNeedsUpdate = true;
  32146. }
  32147. setPixelRatio( pixelRatio ) {
  32148. this.pixelRatio = pixelRatio;
  32149. this.setSize( this.width, this.height );
  32150. }
  32151. updateBefore( { renderer } ) {
  32152. if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
  32153. this.textureNeedsUpdate = false;
  32154. //
  32155. if ( this.autoSize === true ) {
  32156. this.pixelRatio = renderer.getPixelRatio();
  32157. const size = renderer.getSize( _size$8 );
  32158. this.setSize( size.width, size.height );
  32159. }
  32160. //
  32161. this._quadMesh.material.fragmentNode = this._rttNode;
  32162. //
  32163. const currentRenderTarget = renderer.getRenderTarget();
  32164. renderer.setRenderTarget( this.renderTarget );
  32165. this._quadMesh.render( renderer );
  32166. renderer.setRenderTarget( currentRenderTarget );
  32167. }
  32168. clone() {
  32169. const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
  32170. newNode.sampler = this.sampler;
  32171. newNode.referenceNode = this;
  32172. return newNode;
  32173. }
  32174. }
  32175. const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
  32176. const convertToTexture = ( node, ...params ) => node.isTextureNode ? node : rtt( node, ...params );
  32177. class VertexColorNode extends AttributeNode {
  32178. static get type() {
  32179. return 'VertexColorNode';
  32180. }
  32181. constructor( index = 0 ) {
  32182. super( null, 'vec4' );
  32183. this.isVertexColorNode = true;
  32184. this.index = index;
  32185. }
  32186. getAttributeName( /*builder*/ ) {
  32187. const index = this.index;
  32188. return 'color' + ( index > 0 ? index : '' );
  32189. }
  32190. generate( builder ) {
  32191. const attributeName = this.getAttributeName( builder );
  32192. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  32193. let result;
  32194. if ( geometryAttribute === true ) {
  32195. result = super.generate( builder );
  32196. } else {
  32197. // Vertex color fallback should be white
  32198. result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );
  32199. }
  32200. return result;
  32201. }
  32202. serialize( data ) {
  32203. super.serialize( data );
  32204. data.index = this.index;
  32205. }
  32206. deserialize( data ) {
  32207. super.deserialize( data );
  32208. this.index = data.index;
  32209. }
  32210. }
  32211. const vertexColor = ( ...params ) => nodeObject( new VertexColorNode( ...params ) );
  32212. class PointUVNode extends Node {
  32213. static get type() {
  32214. return 'PointUVNode';
  32215. }
  32216. constructor() {
  32217. super( 'vec2' );
  32218. this.isPointUVNode = true;
  32219. }
  32220. generate( /*builder*/ ) {
  32221. return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )';
  32222. }
  32223. }
  32224. const pointUV = /*@__PURE__*/ nodeImmutable( PointUVNode );
  32225. class SceneNode extends Node {
  32226. static get type() {
  32227. return 'SceneNode';
  32228. }
  32229. constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
  32230. super();
  32231. this.scope = scope;
  32232. this.scene = scene;
  32233. }
  32234. setup( builder ) {
  32235. const scope = this.scope;
  32236. const scene = this.scene !== null ? this.scene : builder.scene;
  32237. let output;
  32238. if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
  32239. output = reference( 'backgroundBlurriness', 'float', scene );
  32240. } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
  32241. output = reference( 'backgroundIntensity', 'float', scene );
  32242. } else {
  32243. console.error( 'THREE.SceneNode: Unknown scope:', scope );
  32244. }
  32245. return output;
  32246. }
  32247. }
  32248. SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
  32249. SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
  32250. const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
  32251. const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
  32252. const GPUPrimitiveTopology = {
  32253. PointList: 'point-list',
  32254. LineList: 'line-list',
  32255. LineStrip: 'line-strip',
  32256. TriangleList: 'triangle-list',
  32257. TriangleStrip: 'triangle-strip',
  32258. };
  32259. const GPUCompareFunction = {
  32260. Never: 'never',
  32261. Less: 'less',
  32262. Equal: 'equal',
  32263. LessEqual: 'less-equal',
  32264. Greater: 'greater',
  32265. NotEqual: 'not-equal',
  32266. GreaterEqual: 'greater-equal',
  32267. Always: 'always'
  32268. };
  32269. const GPUStoreOp = {
  32270. Store: 'store',
  32271. Discard: 'discard'
  32272. };
  32273. const GPULoadOp = {
  32274. Load: 'load',
  32275. Clear: 'clear'
  32276. };
  32277. const GPUFrontFace = {
  32278. CCW: 'ccw',
  32279. CW: 'cw'
  32280. };
  32281. const GPUCullMode = {
  32282. None: 'none',
  32283. Front: 'front',
  32284. Back: 'back'
  32285. };
  32286. const GPUIndexFormat = {
  32287. Uint16: 'uint16',
  32288. Uint32: 'uint32'
  32289. };
  32290. const GPUTextureFormat = {
  32291. // 8-bit formats
  32292. R8Unorm: 'r8unorm',
  32293. R8Snorm: 'r8snorm',
  32294. R8Uint: 'r8uint',
  32295. R8Sint: 'r8sint',
  32296. // 16-bit formats
  32297. R16Uint: 'r16uint',
  32298. R16Sint: 'r16sint',
  32299. R16Float: 'r16float',
  32300. RG8Unorm: 'rg8unorm',
  32301. RG8Snorm: 'rg8snorm',
  32302. RG8Uint: 'rg8uint',
  32303. RG8Sint: 'rg8sint',
  32304. // 32-bit formats
  32305. R32Uint: 'r32uint',
  32306. R32Sint: 'r32sint',
  32307. R32Float: 'r32float',
  32308. RG16Uint: 'rg16uint',
  32309. RG16Sint: 'rg16sint',
  32310. RG16Float: 'rg16float',
  32311. RGBA8Unorm: 'rgba8unorm',
  32312. RGBA8UnormSRGB: 'rgba8unorm-srgb',
  32313. RGBA8Snorm: 'rgba8snorm',
  32314. RGBA8Uint: 'rgba8uint',
  32315. RGBA8Sint: 'rgba8sint',
  32316. BGRA8Unorm: 'bgra8unorm',
  32317. BGRA8UnormSRGB: 'bgra8unorm-srgb',
  32318. // Packed 32-bit formats
  32319. RGB9E5UFloat: 'rgb9e5ufloat',
  32320. RGB10A2Unorm: 'rgb10a2unorm',
  32321. RG11B10uFloat: 'rgb10a2unorm',
  32322. // 64-bit formats
  32323. RG32Uint: 'rg32uint',
  32324. RG32Sint: 'rg32sint',
  32325. RG32Float: 'rg32float',
  32326. RGBA16Uint: 'rgba16uint',
  32327. RGBA16Sint: 'rgba16sint',
  32328. RGBA16Float: 'rgba16float',
  32329. // 128-bit formats
  32330. RGBA32Uint: 'rgba32uint',
  32331. RGBA32Sint: 'rgba32sint',
  32332. RGBA32Float: 'rgba32float',
  32333. // Depth and stencil formats
  32334. Stencil8: 'stencil8',
  32335. Depth16Unorm: 'depth16unorm',
  32336. Depth24Plus: 'depth24plus',
  32337. Depth24PlusStencil8: 'depth24plus-stencil8',
  32338. Depth32Float: 'depth32float',
  32339. // 'depth32float-stencil8' extension
  32340. Depth32FloatStencil8: 'depth32float-stencil8',
  32341. // BC compressed formats usable if 'texture-compression-bc' is both
  32342. // supported by the device/user agent and enabled in requestDevice.
  32343. BC1RGBAUnorm: 'bc1-rgba-unorm',
  32344. BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
  32345. BC2RGBAUnorm: 'bc2-rgba-unorm',
  32346. BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
  32347. BC3RGBAUnorm: 'bc3-rgba-unorm',
  32348. BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
  32349. BC4RUnorm: 'bc4-r-unorm',
  32350. BC4RSnorm: 'bc4-r-snorm',
  32351. BC5RGUnorm: 'bc5-rg-unorm',
  32352. BC5RGSnorm: 'bc5-rg-snorm',
  32353. BC6HRGBUFloat: 'bc6h-rgb-ufloat',
  32354. BC6HRGBFloat: 'bc6h-rgb-float',
  32355. BC7RGBAUnorm: 'bc7-rgba-unorm',
  32356. BC7RGBAUnormSRGB: 'bc7-rgba-srgb',
  32357. // ETC2 compressed formats usable if 'texture-compression-etc2' is both
  32358. // supported by the device/user agent and enabled in requestDevice.
  32359. ETC2RGB8Unorm: 'etc2-rgb8unorm',
  32360. ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
  32361. ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
  32362. ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
  32363. ETC2RGBA8Unorm: 'etc2-rgba8unorm',
  32364. ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
  32365. EACR11Unorm: 'eac-r11unorm',
  32366. EACR11Snorm: 'eac-r11snorm',
  32367. EACRG11Unorm: 'eac-rg11unorm',
  32368. EACRG11Snorm: 'eac-rg11snorm',
  32369. // ASTC compressed formats usable if 'texture-compression-astc' is both
  32370. // supported by the device/user agent and enabled in requestDevice.
  32371. ASTC4x4Unorm: 'astc-4x4-unorm',
  32372. ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
  32373. ASTC5x4Unorm: 'astc-5x4-unorm',
  32374. ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
  32375. ASTC5x5Unorm: 'astc-5x5-unorm',
  32376. ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
  32377. ASTC6x5Unorm: 'astc-6x5-unorm',
  32378. ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
  32379. ASTC6x6Unorm: 'astc-6x6-unorm',
  32380. ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
  32381. ASTC8x5Unorm: 'astc-8x5-unorm',
  32382. ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
  32383. ASTC8x6Unorm: 'astc-8x6-unorm',
  32384. ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
  32385. ASTC8x8Unorm: 'astc-8x8-unorm',
  32386. ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
  32387. ASTC10x5Unorm: 'astc-10x5-unorm',
  32388. ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
  32389. ASTC10x6Unorm: 'astc-10x6-unorm',
  32390. ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
  32391. ASTC10x8Unorm: 'astc-10x8-unorm',
  32392. ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
  32393. ASTC10x10Unorm: 'astc-10x10-unorm',
  32394. ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
  32395. ASTC12x10Unorm: 'astc-12x10-unorm',
  32396. ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
  32397. ASTC12x12Unorm: 'astc-12x12-unorm',
  32398. ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',
  32399. };
  32400. const GPUAddressMode = {
  32401. ClampToEdge: 'clamp-to-edge',
  32402. Repeat: 'repeat',
  32403. MirrorRepeat: 'mirror-repeat'
  32404. };
  32405. const GPUFilterMode = {
  32406. Linear: 'linear',
  32407. Nearest: 'nearest'
  32408. };
  32409. const GPUBlendFactor = {
  32410. Zero: 'zero',
  32411. One: 'one',
  32412. Src: 'src',
  32413. OneMinusSrc: 'one-minus-src',
  32414. SrcAlpha: 'src-alpha',
  32415. OneMinusSrcAlpha: 'one-minus-src-alpha',
  32416. Dst: 'dst',
  32417. OneMinusDstColor: 'one-minus-dst',
  32418. DstAlpha: 'dst-alpha',
  32419. OneMinusDstAlpha: 'one-minus-dst-alpha',
  32420. SrcAlphaSaturated: 'src-alpha-saturated',
  32421. Constant: 'constant',
  32422. OneMinusConstant: 'one-minus-constant'
  32423. };
  32424. const GPUBlendOperation = {
  32425. Add: 'add',
  32426. Subtract: 'subtract',
  32427. ReverseSubtract: 'reverse-subtract',
  32428. Min: 'min',
  32429. Max: 'max'
  32430. };
  32431. const GPUColorWriteFlags = {
  32432. None: 0,
  32433. Red: 0x1,
  32434. Green: 0x2,
  32435. Blue: 0x4,
  32436. Alpha: 0x8,
  32437. All: 0xF
  32438. };
  32439. const GPUStencilOperation = {
  32440. Keep: 'keep',
  32441. Zero: 'zero',
  32442. Replace: 'replace',
  32443. Invert: 'invert',
  32444. IncrementClamp: 'increment-clamp',
  32445. DecrementClamp: 'decrement-clamp',
  32446. IncrementWrap: 'increment-wrap',
  32447. DecrementWrap: 'decrement-wrap'
  32448. };
  32449. const GPUBufferBindingType = {
  32450. Uniform: 'uniform',
  32451. Storage: 'storage',
  32452. ReadOnlyStorage: 'read-only-storage'
  32453. };
  32454. const GPUStorageTextureAccess = {
  32455. WriteOnly: 'write-only',
  32456. ReadOnly: 'read-only',
  32457. ReadWrite: 'read-write',
  32458. };
  32459. const GPUTextureSampleType = {
  32460. Float: 'float',
  32461. UnfilterableFloat: 'unfilterable-float',
  32462. Depth: 'depth',
  32463. SInt: 'sint',
  32464. UInt: 'uint'
  32465. };
  32466. const GPUTextureDimension = {
  32467. OneD: '1d',
  32468. TwoD: '2d',
  32469. ThreeD: '3d'
  32470. };
  32471. const GPUTextureViewDimension = {
  32472. OneD: '1d',
  32473. TwoD: '2d',
  32474. TwoDArray: '2d-array',
  32475. Cube: 'cube',
  32476. CubeArray: 'cube-array',
  32477. ThreeD: '3d'
  32478. };
  32479. const GPUTextureAspect = {
  32480. All: 'all',
  32481. StencilOnly: 'stencil-only',
  32482. DepthOnly: 'depth-only'
  32483. };
  32484. const GPUInputStepMode = {
  32485. Vertex: 'vertex',
  32486. Instance: 'instance'
  32487. };
  32488. const GPUFeatureName = {
  32489. DepthClipControl: 'depth-clip-control',
  32490. Depth32FloatStencil8: 'depth32float-stencil8',
  32491. TextureCompressionBC: 'texture-compression-bc',
  32492. TextureCompressionETC2: 'texture-compression-etc2',
  32493. TextureCompressionASTC: 'texture-compression-astc',
  32494. TimestampQuery: 'timestamp-query',
  32495. IndirectFirstInstance: 'indirect-first-instance',
  32496. ShaderF16: 'shader-f16',
  32497. RG11B10UFloat: 'rg11b10ufloat-renderable',
  32498. BGRA8UNormStorage: 'bgra8unorm-storage',
  32499. Float32Filterable: 'float32-filterable',
  32500. ClipDistances: 'clip-distances',
  32501. DualSourceBlending: 'dual-source-blending',
  32502. Subgroups: 'subgroups'
  32503. };
  32504. class StorageBufferNode extends BufferNode {
  32505. static get type() {
  32506. return 'StorageBufferNode';
  32507. }
  32508. constructor( value, bufferType, bufferCount = 0 ) {
  32509. super( value, bufferType, bufferCount );
  32510. this.isStorageBufferNode = true;
  32511. this.access = GPUBufferBindingType.Storage;
  32512. this.isAtomic = false;
  32513. this.bufferObject = false;
  32514. this.bufferCount = bufferCount;
  32515. this._attribute = null;
  32516. this._varying = null;
  32517. this.global = true;
  32518. if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {
  32519. // TOOD: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer
  32520. if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
  32521. else value.isStorageBufferAttribute = true;
  32522. }
  32523. }
  32524. getHash( builder ) {
  32525. if ( this.bufferCount === 0 ) {
  32526. let bufferData = builder.globalCache.getData( this.value );
  32527. if ( bufferData === undefined ) {
  32528. bufferData = {
  32529. node: this
  32530. };
  32531. builder.globalCache.setData( this.value, bufferData );
  32532. }
  32533. return bufferData.node.uuid;
  32534. }
  32535. return this.uuid;
  32536. }
  32537. getInputType( /*builder*/ ) {
  32538. return 'storageBuffer';
  32539. }
  32540. element( indexNode ) {
  32541. return storageElement( this, indexNode );
  32542. }
  32543. setBufferObject( value ) {
  32544. this.bufferObject = value;
  32545. return this;
  32546. }
  32547. setAccess( value ) {
  32548. this.access = value;
  32549. return this;
  32550. }
  32551. toReadOnly() {
  32552. return this.setAccess( GPUBufferBindingType.ReadOnlyStorage );
  32553. }
  32554. setAtomic( value ) {
  32555. this.isAtomic = value;
  32556. return this;
  32557. }
  32558. toAtomic() {
  32559. return this.setAtomic( true );
  32560. }
  32561. generate( builder ) {
  32562. if ( builder.isAvailable( 'storageBuffer' ) ) {
  32563. return super.generate( builder );
  32564. }
  32565. const nodeType = this.getNodeType( builder );
  32566. if ( this._attribute === null ) {
  32567. this._attribute = bufferAttribute( this.value );
  32568. this._varying = varying( this._attribute );
  32569. }
  32570. const output = this._varying.build( builder, nodeType );
  32571. builder.registerTransform( output, this._attribute );
  32572. return output;
  32573. }
  32574. }
  32575. // Read-Write Storage
  32576. const storage = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ) );
  32577. const storageObject = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ).setBufferObject( true ) );
  32578. class StorageTextureNode extends TextureNode {
  32579. static get type() {
  32580. return 'StorageTextureNode';
  32581. }
  32582. constructor( value, uvNode, storeNode = null ) {
  32583. super( value, uvNode );
  32584. this.storeNode = storeNode;
  32585. this.isStorageTextureNode = true;
  32586. this.access = GPUStorageTextureAccess.WriteOnly;
  32587. }
  32588. getInputType( /*builder*/ ) {
  32589. return 'storageTexture';
  32590. }
  32591. setup( builder ) {
  32592. super.setup( builder );
  32593. const properties = builder.getNodeProperties( this );
  32594. properties.storeNode = this.storeNode;
  32595. }
  32596. setAccess( value ) {
  32597. this.access = value;
  32598. return this;
  32599. }
  32600. generate( builder, output ) {
  32601. let snippet;
  32602. if ( this.storeNode !== null ) {
  32603. snippet = this.generateStore( builder );
  32604. } else {
  32605. snippet = super.generate( builder, output );
  32606. }
  32607. return snippet;
  32608. }
  32609. toReadOnly() {
  32610. return this.setAccess( GPUStorageTextureAccess.ReadOnly );
  32611. }
  32612. toWriteOnly() {
  32613. return this.setAccess( GPUStorageTextureAccess.WriteOnly );
  32614. }
  32615. generateStore( builder ) {
  32616. const properties = builder.getNodeProperties( this );
  32617. const { uvNode, storeNode } = properties;
  32618. const textureProperty = super.generate( builder, 'property' );
  32619. const uvSnippet = uvNode.build( builder, 'uvec2' );
  32620. const storeSnippet = storeNode.build( builder, 'vec4' );
  32621. const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet );
  32622. builder.addLineFlowCode( snippet );
  32623. }
  32624. }
  32625. const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode );
  32626. const textureStore = ( value, uvNode, storeNode ) => {
  32627. const node = storageTexture( value, uvNode, storeNode );
  32628. if ( storeNode !== null ) node.append();
  32629. return node;
  32630. };
  32631. class UserDataNode extends ReferenceNode {
  32632. static get type() {
  32633. return 'UserDataNode';
  32634. }
  32635. constructor( property, inputType, userData = null ) {
  32636. super( property, inputType, userData );
  32637. this.userData = userData;
  32638. }
  32639. updateReference( state ) {
  32640. this.reference = this.userData !== null ? this.userData : state.object.userData;
  32641. return this.reference;
  32642. }
  32643. }
  32644. const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) );
  32645. class PosterizeNode extends TempNode {
  32646. static get type() {
  32647. return 'PosterizeNode';
  32648. }
  32649. constructor( sourceNode, stepsNode ) {
  32650. super();
  32651. this.sourceNode = sourceNode;
  32652. this.stepsNode = stepsNode;
  32653. }
  32654. setup() {
  32655. const { sourceNode, stepsNode } = this;
  32656. return sourceNode.mul( stepsNode ).floor().div( stepsNode );
  32657. }
  32658. }
  32659. const posterize = /*@__PURE__*/ nodeProxy( PosterizeNode );
  32660. let _sharedFramebuffer = null;
  32661. class ViewportSharedTextureNode extends ViewportTextureNode {
  32662. static get type() {
  32663. return 'ViewportSharedTextureNode';
  32664. }
  32665. constructor( uvNode = screenUV, levelNode = null ) {
  32666. if ( _sharedFramebuffer === null ) {
  32667. _sharedFramebuffer = new FramebufferTexture();
  32668. }
  32669. super( uvNode, levelNode, _sharedFramebuffer );
  32670. }
  32671. updateReference() {
  32672. return this;
  32673. }
  32674. }
  32675. const viewportSharedTexture = /*@__PURE__*/ nodeProxy( ViewportSharedTextureNode );
  32676. const _size$7 = /*@__PURE__*/ new Vector2();
  32677. class PassTextureNode extends TextureNode {
  32678. static get type() {
  32679. return 'PassTextureNode';
  32680. }
  32681. constructor( passNode, texture ) {
  32682. super( texture );
  32683. this.passNode = passNode;
  32684. this.setUpdateMatrix( false );
  32685. }
  32686. setup( builder ) {
  32687. if ( builder.object.isQuadMesh ) this.passNode.build( builder );
  32688. return super.setup( builder );
  32689. }
  32690. clone() {
  32691. return new this.constructor( this.passNode, this.value );
  32692. }
  32693. }
  32694. class PassMultipleTextureNode extends PassTextureNode {
  32695. static get type() {
  32696. return 'PassMultipleTextureNode';
  32697. }
  32698. constructor( passNode, textureName, previousTexture = false ) {
  32699. super( passNode, null );
  32700. this.textureName = textureName;
  32701. this.previousTexture = previousTexture;
  32702. }
  32703. updateTexture() {
  32704. this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );
  32705. }
  32706. setup( builder ) {
  32707. this.updateTexture();
  32708. return super.setup( builder );
  32709. }
  32710. clone() {
  32711. return new this.constructor( this.passNode, this.textureName, this.previousTexture );
  32712. }
  32713. }
  32714. class PassNode extends TempNode {
  32715. static get type() {
  32716. return 'PassNode';
  32717. }
  32718. constructor( scope, scene, camera, options = {} ) {
  32719. super( 'vec4' );
  32720. this.scope = scope;
  32721. this.scene = scene;
  32722. this.camera = camera;
  32723. this.options = options;
  32724. this._pixelRatio = 1;
  32725. this._width = 1;
  32726. this._height = 1;
  32727. const depthTexture = new DepthTexture();
  32728. depthTexture.isRenderTargetTexture = true;
  32729. //depthTexture.type = FloatType;
  32730. depthTexture.name = 'depth';
  32731. const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
  32732. renderTarget.texture.name = 'output';
  32733. renderTarget.depthTexture = depthTexture;
  32734. this.renderTarget = renderTarget;
  32735. this.updateBeforeType = NodeUpdateType.FRAME;
  32736. this._textures = {
  32737. output: renderTarget.texture,
  32738. depth: depthTexture
  32739. };
  32740. this._textureNodes = {};
  32741. this._linearDepthNodes = {};
  32742. this._viewZNodes = {};
  32743. this._previousTextures = {};
  32744. this._previousTextureNodes = {};
  32745. this._cameraNear = uniform( 0 );
  32746. this._cameraFar = uniform( 0 );
  32747. this._mrt = null;
  32748. this.isPassNode = true;
  32749. }
  32750. setMRT( mrt ) {
  32751. this._mrt = mrt;
  32752. return this;
  32753. }
  32754. getMRT() {
  32755. return this._mrt;
  32756. }
  32757. isGlobal() {
  32758. return true;
  32759. }
  32760. getTexture( name ) {
  32761. let texture = this._textures[ name ];
  32762. if ( texture === undefined ) {
  32763. const refTexture = this.renderTarget.texture;
  32764. texture = refTexture.clone();
  32765. texture.isRenderTargetTexture = true;
  32766. texture.name = name;
  32767. this._textures[ name ] = texture;
  32768. this.renderTarget.textures.push( texture );
  32769. }
  32770. return texture;
  32771. }
  32772. getPreviousTexture( name ) {
  32773. let texture = this._previousTextures[ name ];
  32774. if ( texture === undefined ) {
  32775. texture = this.getTexture( name ).clone();
  32776. texture.isRenderTargetTexture = true;
  32777. this._previousTextures[ name ] = texture;
  32778. }
  32779. return texture;
  32780. }
  32781. toggleTexture( name ) {
  32782. const prevTexture = this._previousTextures[ name ];
  32783. if ( prevTexture !== undefined ) {
  32784. const texture = this._textures[ name ];
  32785. const index = this.renderTarget.textures.indexOf( texture );
  32786. this.renderTarget.textures[ index ] = prevTexture;
  32787. this._textures[ name ] = prevTexture;
  32788. this._previousTextures[ name ] = texture;
  32789. this._textureNodes[ name ].updateTexture();
  32790. this._previousTextureNodes[ name ].updateTexture();
  32791. }
  32792. }
  32793. getTextureNode( name = 'output' ) {
  32794. let textureNode = this._textureNodes[ name ];
  32795. if ( textureNode === undefined ) {
  32796. this._textureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
  32797. this._textureNodes[ name ].updateTexture();
  32798. }
  32799. return textureNode;
  32800. }
  32801. getPreviousTextureNode( name = 'output' ) {
  32802. let textureNode = this._previousTextureNodes[ name ];
  32803. if ( textureNode === undefined ) {
  32804. if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
  32805. this._previousTextureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
  32806. this._previousTextureNodes[ name ].updateTexture();
  32807. }
  32808. return textureNode;
  32809. }
  32810. getViewZNode( name = 'depth' ) {
  32811. let viewZNode = this._viewZNodes[ name ];
  32812. if ( viewZNode === undefined ) {
  32813. const cameraNear = this._cameraNear;
  32814. const cameraFar = this._cameraFar;
  32815. this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );
  32816. }
  32817. return viewZNode;
  32818. }
  32819. getLinearDepthNode( name = 'depth' ) {
  32820. let linearDepthNode = this._linearDepthNodes[ name ];
  32821. if ( linearDepthNode === undefined ) {
  32822. const cameraNear = this._cameraNear;
  32823. const cameraFar = this._cameraFar;
  32824. const viewZNode = this.getViewZNode( name );
  32825. // TODO: just if ( builder.camera.isPerspectiveCamera )
  32826. this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );
  32827. }
  32828. return linearDepthNode;
  32829. }
  32830. setup( { renderer } ) {
  32831. this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;
  32832. // Disable MSAA for WebGL backend for now
  32833. if ( renderer.backend.isWebGLBackend === true ) {
  32834. this.renderTarget.samples = 0;
  32835. }
  32836. this.renderTarget.depthTexture.isMultisampleRenderTargetTexture = this.renderTarget.samples > 1;
  32837. return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();
  32838. }
  32839. updateBefore( frame ) {
  32840. const { renderer } = frame;
  32841. const { scene, camera } = this;
  32842. this._pixelRatio = renderer.getPixelRatio();
  32843. const size = renderer.getSize( _size$7 );
  32844. this.setSize( size.width, size.height );
  32845. const currentRenderTarget = renderer.getRenderTarget();
  32846. const currentMRT = renderer.getMRT();
  32847. this._cameraNear.value = camera.near;
  32848. this._cameraFar.value = camera.far;
  32849. for ( const name in this._previousTextures ) {
  32850. this.toggleTexture( name );
  32851. }
  32852. renderer.setRenderTarget( this.renderTarget );
  32853. renderer.setMRT( this._mrt );
  32854. renderer.render( scene, camera );
  32855. renderer.setRenderTarget( currentRenderTarget );
  32856. renderer.setMRT( currentMRT );
  32857. }
  32858. setSize( width, height ) {
  32859. this._width = width;
  32860. this._height = height;
  32861. const effectiveWidth = this._width * this._pixelRatio;
  32862. const effectiveHeight = this._height * this._pixelRatio;
  32863. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  32864. }
  32865. setPixelRatio( pixelRatio ) {
  32866. this._pixelRatio = pixelRatio;
  32867. this.setSize( this._width, this._height );
  32868. }
  32869. dispose() {
  32870. this.renderTarget.dispose();
  32871. }
  32872. }
  32873. PassNode.COLOR = 'color';
  32874. PassNode.DEPTH = 'depth';
  32875. const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
  32876. const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
  32877. const depthPass = ( scene, camera ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera ) );
  32878. // WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
  32879. // alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
  32880. const _quadMesh1 = /*@__PURE__*/ new QuadMesh();
  32881. const _quadMesh2 = /*@__PURE__*/ new QuadMesh();
  32882. class GaussianBlurNode extends TempNode {
  32883. static get type() {
  32884. return 'GaussianBlurNode';
  32885. }
  32886. constructor( textureNode, directionNode = null, sigma = 2 ) {
  32887. super( 'vec4' );
  32888. this.textureNode = textureNode;
  32889. this.directionNode = directionNode;
  32890. this.sigma = sigma;
  32891. this._invSize = uniform( new Vector2() );
  32892. this._passDirection = uniform( new Vector2() );
  32893. this._horizontalRT = new RenderTarget();
  32894. this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
  32895. this._verticalRT = new RenderTarget();
  32896. this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
  32897. this._textureNode = passTexture( this, this._verticalRT.texture );
  32898. this.updateBeforeType = NodeUpdateType.RENDER;
  32899. this.resolution = new Vector2( 1, 1 );
  32900. }
  32901. setSize( width, height ) {
  32902. width = Math.max( Math.round( width * this.resolution.x ), 1 );
  32903. height = Math.max( Math.round( height * this.resolution.y ), 1 );
  32904. this._invSize.value.set( 1 / width, 1 / height );
  32905. this._horizontalRT.setSize( width, height );
  32906. this._verticalRT.setSize( width, height );
  32907. }
  32908. updateBefore( frame ) {
  32909. const { renderer } = frame;
  32910. const textureNode = this.textureNode;
  32911. const map = textureNode.value;
  32912. const currentRenderTarget = renderer.getRenderTarget();
  32913. const currentMRT = renderer.getMRT();
  32914. const currentTexture = textureNode.value;
  32915. _quadMesh1.material = this._material;
  32916. _quadMesh2.material = this._material;
  32917. this.setSize( map.image.width, map.image.height );
  32918. const textureType = map.type;
  32919. this._horizontalRT.texture.type = textureType;
  32920. this._verticalRT.texture.type = textureType;
  32921. // clear
  32922. renderer.setMRT( null );
  32923. // horizontal
  32924. renderer.setRenderTarget( this._horizontalRT );
  32925. this._passDirection.value.set( 1, 0 );
  32926. _quadMesh1.render( renderer );
  32927. // vertical
  32928. textureNode.value = this._horizontalRT.texture;
  32929. renderer.setRenderTarget( this._verticalRT );
  32930. this._passDirection.value.set( 0, 1 );
  32931. _quadMesh2.render( renderer );
  32932. // restore
  32933. renderer.setRenderTarget( currentRenderTarget );
  32934. renderer.setMRT( currentMRT );
  32935. textureNode.value = currentTexture;
  32936. }
  32937. getTextureNode() {
  32938. return this._textureNode;
  32939. }
  32940. setup( builder ) {
  32941. const textureNode = this.textureNode;
  32942. if ( textureNode.isTextureNode !== true ) {
  32943. console.error( 'GaussianBlurNode requires a TextureNode.' );
  32944. return vec4();
  32945. }
  32946. //
  32947. const uvNode = textureNode.uvNode || uv();
  32948. const directionNode = vec2( this.directionNode || 1 );
  32949. const sampleTexture = ( uv ) => textureNode.uv( uv );
  32950. const blur = Fn( () => {
  32951. const kernelSize = 3 + ( 2 * this.sigma );
  32952. const gaussianCoefficients = this._getCoefficients( kernelSize );
  32953. const invSize = this._invSize;
  32954. const direction = directionNode.mul( this._passDirection );
  32955. const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
  32956. const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar();
  32957. for ( let i = 1; i < kernelSize; i ++ ) {
  32958. const x = float( i );
  32959. const w = float( gaussianCoefficients[ i ] );
  32960. const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
  32961. const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) );
  32962. const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) );
  32963. diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
  32964. weightSum.addAssign( mul( 2.0, w ) );
  32965. }
  32966. return diffuseSum.div( weightSum );
  32967. } );
  32968. //
  32969. const material = this._material || ( this._material = new NodeMaterial() );
  32970. material.fragmentNode = blur().context( builder.getSharedContext() );
  32971. material.name = 'Gaussian_blur';
  32972. material.needsUpdate = true;
  32973. //
  32974. const properties = builder.getNodeProperties( this );
  32975. properties.textureNode = textureNode;
  32976. //
  32977. return this._textureNode;
  32978. }
  32979. dispose() {
  32980. this._horizontalRT.dispose();
  32981. this._verticalRT.dispose();
  32982. }
  32983. _getCoefficients( kernelRadius ) {
  32984. const coefficients = [];
  32985. for ( let i = 0; i < kernelRadius; i ++ ) {
  32986. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  32987. }
  32988. return coefficients;
  32989. }
  32990. }
  32991. const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) );
  32992. const _size$6 = /*@__PURE__*/ new Vector2();
  32993. const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
  32994. class AfterImageNode extends TempNode {
  32995. static get type() {
  32996. return 'AfterImageNode';
  32997. }
  32998. constructor( textureNode, damp = 0.96 ) {
  32999. super( textureNode );
  33000. this.textureNode = textureNode;
  33001. this.textureNodeOld = texture();
  33002. this.damp = uniform( damp );
  33003. this._compRT = new RenderTarget();
  33004. this._compRT.texture.name = 'AfterImageNode.comp';
  33005. this._oldRT = new RenderTarget();
  33006. this._oldRT.texture.name = 'AfterImageNode.old';
  33007. this._textureNode = passTexture( this, this._compRT.texture );
  33008. this.updateBeforeType = NodeUpdateType.RENDER;
  33009. }
  33010. getTextureNode() {
  33011. return this._textureNode;
  33012. }
  33013. setSize( width, height ) {
  33014. this._compRT.setSize( width, height );
  33015. this._oldRT.setSize( width, height );
  33016. }
  33017. updateBefore( frame ) {
  33018. const { renderer } = frame;
  33019. const textureNode = this.textureNode;
  33020. const map = textureNode.value;
  33021. const textureType = map.type;
  33022. this._compRT.texture.type = textureType;
  33023. this._oldRT.texture.type = textureType;
  33024. renderer.getDrawingBufferSize( _size$6 );
  33025. this.setSize( _size$6.x, _size$6.y );
  33026. const currentRenderTarget = renderer.getRenderTarget();
  33027. const currentTexture = textureNode.value;
  33028. this.textureNodeOld.value = this._oldRT.texture;
  33029. // comp
  33030. renderer.setRenderTarget( this._compRT );
  33031. _quadMeshComp.render( renderer );
  33032. // Swap the textures
  33033. const temp = this._oldRT;
  33034. this._oldRT = this._compRT;
  33035. this._compRT = temp;
  33036. renderer.setRenderTarget( currentRenderTarget );
  33037. textureNode.value = currentTexture;
  33038. }
  33039. setup( builder ) {
  33040. const textureNode = this.textureNode;
  33041. const textureNodeOld = this.textureNodeOld;
  33042. //
  33043. const uvNode = textureNode.uvNode || uv();
  33044. textureNodeOld.uvNode = uvNode;
  33045. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33046. const when_gt = Fn( ( [ x_immutable, y_immutable ] ) => {
  33047. const y = float( y_immutable ).toVar();
  33048. const x = vec4( x_immutable ).toVar();
  33049. return max$1( sign( x.sub( y ) ), 0.0 );
  33050. } );
  33051. const afterImg = Fn( () => {
  33052. const texelOld = vec4( textureNodeOld );
  33053. const texelNew = vec4( sampleTexture( uvNode ) );
  33054. texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) );
  33055. return max$1( texelNew, texelOld );
  33056. } );
  33057. //
  33058. const materialComposed = this._materialComposed || ( this._materialComposed = new NodeMaterial() );
  33059. materialComposed.name = 'AfterImage';
  33060. materialComposed.fragmentNode = afterImg();
  33061. _quadMeshComp.material = materialComposed;
  33062. //
  33063. const properties = builder.getNodeProperties( this );
  33064. properties.textureNode = textureNode;
  33065. //
  33066. return this._textureNode;
  33067. }
  33068. dispose() {
  33069. this._compRT.dispose();
  33070. this._oldRT.dispose();
  33071. }
  33072. }
  33073. const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) );
  33074. const grayscale = /*@__PURE__*/ Fn( ( [ color ] ) => {
  33075. return luminance( color.rgb );
  33076. } );
  33077. const saturation = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  33078. return adjustment.mix( luminance( color.rgb ), color.rgb );
  33079. } );
  33080. const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  33081. const average = add( color.r, color.g, color.b ).div( 3.0 );
  33082. const mx = color.r.max( color.g.max( color.b ) );
  33083. const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 );
  33084. return mix( color.rgb, mx, amt );
  33085. } );
  33086. const hue = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  33087. const k = vec3( 0.57735, 0.57735, 0.57735 );
  33088. const cosAngle = adjustment.cos();
  33089. return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) );
  33090. } );
  33091. const _luminanceCoefficients = /*@__PURE__*/ new Vector3();
  33092. const luminance = (
  33093. color,
  33094. luminanceCoefficients = vec3( ... ColorManagement.getLuminanceCoefficients( _luminanceCoefficients ) )
  33095. ) => dot( color, luminanceCoefficients );
  33096. const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );
  33097. const _quadMesh$5 = /*@__PURE__*/ new QuadMesh();
  33098. class AnamorphicNode extends TempNode {
  33099. static get type() {
  33100. return 'AnamorphicNode';
  33101. }
  33102. constructor( textureNode, tresholdNode, scaleNode, samples ) {
  33103. super( 'vec4' );
  33104. this.textureNode = textureNode;
  33105. this.tresholdNode = tresholdNode;
  33106. this.scaleNode = scaleNode;
  33107. this.colorNode = vec3( 0.1, 0.0, 1.0 );
  33108. this.samples = samples;
  33109. this.resolution = new Vector2( 1, 1 );
  33110. this._renderTarget = new RenderTarget();
  33111. this._renderTarget.texture.name = 'anamorphic';
  33112. this._invSize = uniform( new Vector2() );
  33113. this._textureNode = passTexture( this, this._renderTarget.texture );
  33114. this.updateBeforeType = NodeUpdateType.RENDER;
  33115. }
  33116. getTextureNode() {
  33117. return this._textureNode;
  33118. }
  33119. setSize( width, height ) {
  33120. this._invSize.value.set( 1 / width, 1 / height );
  33121. width = Math.max( Math.round( width * this.resolution.x ), 1 );
  33122. height = Math.max( Math.round( height * this.resolution.y ), 1 );
  33123. this._renderTarget.setSize( width, height );
  33124. }
  33125. updateBefore( frame ) {
  33126. const { renderer } = frame;
  33127. const textureNode = this.textureNode;
  33128. const map = textureNode.value;
  33129. this._renderTarget.texture.type = map.type;
  33130. const currentRenderTarget = renderer.getRenderTarget();
  33131. const currentTexture = textureNode.value;
  33132. _quadMesh$5.material = this._material;
  33133. this.setSize( map.image.width, map.image.height );
  33134. // render
  33135. renderer.setRenderTarget( this._renderTarget );
  33136. _quadMesh$5.render( renderer );
  33137. // restore
  33138. renderer.setRenderTarget( currentRenderTarget );
  33139. textureNode.value = currentTexture;
  33140. }
  33141. setup( builder ) {
  33142. const textureNode = this.textureNode;
  33143. const uvNode = textureNode.uvNode || uv();
  33144. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33145. const anamorph = Fn( () => {
  33146. const samples = this.samples;
  33147. const halfSamples = Math.floor( samples / 2 );
  33148. const total = vec3( 0 ).toVar();
  33149. Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {
  33150. const softness = float( i ).abs().div( halfSamples ).oneMinus();
  33151. const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
  33152. const color = sampleTexture( uv );
  33153. const pass = threshold( color, this.tresholdNode ).mul( softness );
  33154. total.addAssign( pass );
  33155. } );
  33156. return total.mul( this.colorNode );
  33157. } );
  33158. //
  33159. const material = this._material || ( this._material = new NodeMaterial() );
  33160. material.name = 'Anamorphic';
  33161. material.fragmentNode = anamorph();
  33162. //
  33163. const properties = builder.getNodeProperties( this );
  33164. properties.textureNode = textureNode;
  33165. //
  33166. return this._textureNode;
  33167. }
  33168. dispose() {
  33169. this._renderTarget.dispose();
  33170. }
  33171. }
  33172. const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) );
  33173. class SobelOperatorNode extends TempNode {
  33174. static get type() {
  33175. return 'SobelOperatorNode';
  33176. }
  33177. constructor( textureNode ) {
  33178. super();
  33179. this.textureNode = textureNode;
  33180. this.updateBeforeType = NodeUpdateType.RENDER;
  33181. this._invSize = uniform( new Vector2() );
  33182. }
  33183. updateBefore() {
  33184. const map = this.textureNode.value;
  33185. this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
  33186. }
  33187. setup() {
  33188. const { textureNode } = this;
  33189. const uvNode = textureNode.uvNode || uv();
  33190. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33191. const sobel = Fn( () => {
  33192. // Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
  33193. const texel = this._invSize;
  33194. // kernel definition (in glsl matrices are filled in column-major order)
  33195. const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
  33196. const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel
  33197. // fetch the 3x3 neighbourhood of a fragment
  33198. // first column
  33199. const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz );
  33200. const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz );
  33201. const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz );
  33202. // second column
  33203. const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz );
  33204. const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz );
  33205. const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz );
  33206. // third column
  33207. const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz );
  33208. const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz );
  33209. const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz );
  33210. // gradient value in x direction
  33211. const valueGx = add(
  33212. Gx[ 0 ][ 0 ].mul( tx0y0 ),
  33213. Gx[ 1 ][ 0 ].mul( tx1y0 ),
  33214. Gx[ 2 ][ 0 ].mul( tx2y0 ),
  33215. Gx[ 0 ][ 1 ].mul( tx0y1 ),
  33216. Gx[ 1 ][ 1 ].mul( tx1y1 ),
  33217. Gx[ 2 ][ 1 ].mul( tx2y1 ),
  33218. Gx[ 0 ][ 2 ].mul( tx0y2 ),
  33219. Gx[ 1 ][ 2 ].mul( tx1y2 ),
  33220. Gx[ 2 ][ 2 ].mul( tx2y2 )
  33221. );
  33222. // gradient value in y direction
  33223. const valueGy = add(
  33224. Gy[ 0 ][ 0 ].mul( tx0y0 ),
  33225. Gy[ 1 ][ 0 ].mul( tx1y0 ),
  33226. Gy[ 2 ][ 0 ].mul( tx2y0 ),
  33227. Gy[ 0 ][ 1 ].mul( tx0y1 ),
  33228. Gy[ 1 ][ 1 ].mul( tx1y1 ),
  33229. Gy[ 2 ][ 1 ].mul( tx2y1 ),
  33230. Gy[ 0 ][ 2 ].mul( tx0y2 ),
  33231. Gy[ 1 ][ 2 ].mul( tx1y2 ),
  33232. Gy[ 2 ][ 2 ].mul( tx2y2 )
  33233. );
  33234. // magnitute of the total gradient
  33235. const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
  33236. return vec4( vec3( G ), 1 );
  33237. } );
  33238. const outputNode = sobel();
  33239. return outputNode;
  33240. }
  33241. }
  33242. const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );
  33243. class DepthOfFieldNode extends TempNode {
  33244. static get type() {
  33245. return 'DepthOfFieldNode';
  33246. }
  33247. constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) {
  33248. super();
  33249. this.textureNode = textureNode;
  33250. this.viewZNode = viewZNode;
  33251. this.focusNode = focusNode;
  33252. this.apertureNode = apertureNode;
  33253. this.maxblurNode = maxblurNode;
  33254. this._aspect = uniform( 0 );
  33255. this.updateBeforeType = NodeUpdateType.RENDER;
  33256. }
  33257. updateBefore() {
  33258. const map = this.textureNode.value;
  33259. this._aspect.value = map.image.width / map.image.height;
  33260. }
  33261. setup() {
  33262. const textureNode = this.textureNode;
  33263. const uvNode = textureNode.uvNode || uv();
  33264. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33265. const dof = Fn( () => {
  33266. const aspectcorrect = vec2( 1.0, this._aspect );
  33267. const factor = this.focusNode.add( this.viewZNode );
  33268. const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) );
  33269. const dofblur9 = dofblur.mul( 0.9 );
  33270. const dofblur7 = dofblur.mul( 0.7 );
  33271. const dofblur4 = dofblur.mul( 0.4 );
  33272. let col = vec4( 0.0 );
  33273. col = col.add( sampleTexture( uvNode ) );
  33274. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33275. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33276. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33277. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33278. col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33279. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33280. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33281. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33282. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33283. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33284. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33285. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33286. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33287. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33288. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33289. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
  33290. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33291. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33292. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33293. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33294. col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33295. col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33296. col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33297. col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
  33298. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33299. col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33300. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33301. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33302. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33303. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33304. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33305. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
  33306. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33307. col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33308. col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33309. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33310. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33311. col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33312. col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33313. col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
  33314. col = col.div( 41 );
  33315. col.a = 1;
  33316. return vec4( col );
  33317. } );
  33318. const outputNode = dof();
  33319. return outputNode;
  33320. }
  33321. }
  33322. const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );
  33323. class DotScreenNode extends TempNode {
  33324. static get type() {
  33325. return 'DotScreenNode';
  33326. }
  33327. constructor( inputNode, center = new Vector2( 0.5, 0.5 ), angle = 1.57, scale = 1 ) {
  33328. super( 'vec4' );
  33329. this.inputNode = inputNode;
  33330. this.center = uniform( center );
  33331. this.angle = uniform( angle );
  33332. this.scale = uniform( scale );
  33333. }
  33334. setup() {
  33335. const inputNode = this.inputNode;
  33336. const pattern = Fn( () => {
  33337. const s = sin( this.angle );
  33338. const c = cos( this.angle );
  33339. const tex = uv().mul( screenSize ).sub( this.center );
  33340. const point = vec2( c.mul( tex.x ).sub( s.mul( tex.y ) ), s.mul( tex.x ).add( c.mul( tex.y ) ) ).mul( this.scale );
  33341. return sin( point.x ).mul( sin( point.y ) ).mul( 4 );
  33342. } );
  33343. const dotScreen = Fn( () => {
  33344. const color = inputNode;
  33345. const average = add( color.r, color.g, color.b ).div( 3 );
  33346. return vec4( vec3( average.mul( 10 ).sub( 5 ).add( pattern() ) ), color.a );
  33347. } );
  33348. const outputNode = dotScreen();
  33349. return outputNode;
  33350. }
  33351. }
  33352. const dotScreen = ( node, center, angle, scale ) => nodeObject( new DotScreenNode( nodeObject( node ), center, angle, scale ) );
  33353. class RGBShiftNode extends TempNode {
  33354. static get type() {
  33355. return 'RGBShiftNode';
  33356. }
  33357. constructor( textureNode, amount = 0.005, angle = 0 ) {
  33358. super( 'vec4' );
  33359. this.textureNode = textureNode;
  33360. this.amount = uniform( amount );
  33361. this.angle = uniform( angle );
  33362. }
  33363. setup() {
  33364. const { textureNode } = this;
  33365. const uvNode = textureNode.uvNode || uv();
  33366. const sampleTexture = ( uv ) => textureNode.uv( uv );
  33367. const rgbShift = Fn( () => {
  33368. const offset = vec2( cos( this.angle ), sin( this.angle ) ).mul( this.amount );
  33369. const cr = sampleTexture( uvNode.add( offset ) );
  33370. const cga = sampleTexture( uvNode );
  33371. const cb = sampleTexture( uvNode.sub( offset ) );
  33372. return vec4( cr.r, cga.g, cb.b, cga.a );
  33373. } );
  33374. return rgbShift();
  33375. }
  33376. }
  33377. const rgbShift = ( node, amount, angle ) => nodeObject( new RGBShiftNode( convertToTexture( node ), amount, angle ) );
  33378. class FilmNode extends TempNode {
  33379. static get type() {
  33380. return 'FilmNode';
  33381. }
  33382. constructor( inputNode, intensityNode = null, uvNode = null ) {
  33383. super();
  33384. this.inputNode = inputNode;
  33385. this.intensityNode = intensityNode;
  33386. this.uvNode = uvNode;
  33387. }
  33388. setup() {
  33389. const uvNode = this.uvNode || uv();
  33390. const film = Fn( () => {
  33391. const base = this.inputNode.rgb;
  33392. const noise = rand( fract( uvNode.add( timerLocal() ) ) );
  33393. let color = base.add( base.mul( clamp( noise.add( 0.1 ), 0, 1 ) ) );
  33394. if ( this.intensityNode !== null ) {
  33395. color = mix( base, color, this.intensityNode );
  33396. }
  33397. return vec4( color, this.inputNode.a );
  33398. } );
  33399. const outputNode = film();
  33400. return outputNode;
  33401. }
  33402. }
  33403. const film = /*@__PURE__*/ nodeProxy( FilmNode );
  33404. class Lut3DNode extends TempNode {
  33405. static get type() {
  33406. return 'Lut3DNode';
  33407. }
  33408. constructor( inputNode, lutNode, size, intensityNode ) {
  33409. super();
  33410. this.inputNode = inputNode;
  33411. this.lutNode = lutNode;
  33412. this.size = uniform( size );
  33413. this.intensityNode = intensityNode;
  33414. }
  33415. setup() {
  33416. const { inputNode, lutNode } = this;
  33417. const sampleLut = ( uv ) => lutNode.uv( uv );
  33418. const lut3D = Fn( () => {
  33419. const base = inputNode;
  33420. // pull the sample in by half a pixel so the sample begins at the center of the edge pixels.
  33421. const pixelWidth = float( 1.0 ).div( this.size );
  33422. const halfPixelWidth = float( 0.5 ).div( this.size );
  33423. const uvw = vec3( halfPixelWidth ).add( base.rgb.mul( float( 1.0 ).sub( pixelWidth ) ) );
  33424. const lutValue = vec4( sampleLut( uvw ).rgb, base.a );
  33425. return vec4( mix( base, lutValue, this.intensityNode ) );
  33426. } );
  33427. const outputNode = lut3D();
  33428. return outputNode;
  33429. }
  33430. }
  33431. const lut3D = ( node, lut, size, intensity ) => nodeObject( new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) ) );
  33432. const _quadMesh$4 = /*@__PURE__*/ new QuadMesh();
  33433. const _currentClearColor$1 = /*@__PURE__*/ new Color();
  33434. const _size$5 = /*@__PURE__*/ new Vector2();
  33435. class GTAONode extends TempNode {
  33436. static get type() {
  33437. return 'GTAONode';
  33438. }
  33439. constructor( depthNode, normalNode, camera ) {
  33440. super();
  33441. this.depthNode = depthNode;
  33442. this.normalNode = normalNode;
  33443. this.radius = uniform( 0.25 );
  33444. this.resolution = uniform( new Vector2() );
  33445. this.thickness = uniform( 1 );
  33446. this.distanceExponent = uniform( 1 );
  33447. this.distanceFallOff = uniform( 1 );
  33448. this.scale = uniform( 1 );
  33449. this.noiseNode = texture( generateMagicSquareNoise() );
  33450. this.cameraProjectionMatrix = uniform( camera.projectionMatrix );
  33451. this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
  33452. this.SAMPLES = uniform( 16 );
  33453. this._aoRenderTarget = new RenderTarget();
  33454. this._aoRenderTarget.texture.name = 'GTAONode.AO';
  33455. this._material = null;
  33456. this._textureNode = passTexture( this, this._aoRenderTarget.texture );
  33457. this.updateBeforeType = NodeUpdateType.FRAME;
  33458. }
  33459. getTextureNode() {
  33460. return this._textureNode;
  33461. }
  33462. setSize( width, height ) {
  33463. this.resolution.value.set( width, height );
  33464. this._aoRenderTarget.setSize( width, height );
  33465. }
  33466. updateBefore( frame ) {
  33467. const { renderer } = frame;
  33468. const size = renderer.getDrawingBufferSize( _size$5 );
  33469. const currentRenderTarget = renderer.getRenderTarget();
  33470. const currentMRT = renderer.getMRT();
  33471. renderer.getClearColor( _currentClearColor$1 );
  33472. const currentClearAlpha = renderer.getClearAlpha();
  33473. _quadMesh$4.material = this._material;
  33474. this.setSize( size.width, size.height );
  33475. // clear
  33476. renderer.setMRT( null );
  33477. renderer.setClearColor( 0xffffff, 1 );
  33478. // ao
  33479. renderer.setRenderTarget( this._aoRenderTarget );
  33480. _quadMesh$4.render( renderer );
  33481. // restore
  33482. renderer.setRenderTarget( currentRenderTarget );
  33483. renderer.setMRT( currentMRT );
  33484. renderer.setClearColor( _currentClearColor$1, currentClearAlpha );
  33485. }
  33486. setup( builder ) {
  33487. const uvNode = uv();
  33488. const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
  33489. const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
  33490. const getSceneUvAndDepth = Fn( ( [ sampleViewPos ] )=> {
  33491. const sampleClipPos = this.cameraProjectionMatrix.mul( vec4( sampleViewPos, 1.0 ) );
  33492. let sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar();
  33493. sampleUv = vec2( sampleUv.x, sampleUv.y.oneMinus() );
  33494. const sampleSceneDepth = sampleDepth( sampleUv );
  33495. return vec3( sampleUv, sampleSceneDepth );
  33496. } );
  33497. const getViewPosition = Fn( ( [ screenPosition, depth ] ) => {
  33498. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  33499. const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  33500. const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
  33501. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  33502. } );
  33503. const ao = Fn( () => {
  33504. const depth = sampleDepth( uvNode );
  33505. depth.greaterThanEqual( 1.0 ).discard();
  33506. const viewPosition = getViewPosition( uvNode, depth );
  33507. const viewNormal = this.normalNode.rgb.normalize();
  33508. const radiusToUse = this.radius;
  33509. const noiseResolution = textureSize( this.noiseNode, 0 );
  33510. let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
  33511. noiseUv = noiseUv.mul( this.resolution.div( noiseResolution ) );
  33512. const noiseTexel = sampleNoise( noiseUv );
  33513. const randomVec = noiseTexel.xyz.mul( 2.0 ).sub( 1.0 );
  33514. const tangent = vec3( randomVec.xy, 0.0 ).normalize();
  33515. const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 );
  33516. const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) );
  33517. const DIRECTIONS = this.SAMPLES.lessThan( 30 ).select( 3, 5 );
  33518. const STEPS = add( this.SAMPLES, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS );
  33519. const ao = float( 0 ).toVar();
  33520. Loop( { start: int( 0 ), end: DIRECTIONS, type: 'int', condition: '<' }, ( { i } ) => {
  33521. const angle = float( i ).div( float( DIRECTIONS ) ).mul( PI );
  33522. const sampleDir = vec4( cos( angle ), sin( angle ), 0., add( 0.5, mul( 0.5, noiseTexel.w ) ) );
  33523. sampleDir.xyz = normalize( kernelMatrix.mul( sampleDir.xyz ) );
  33524. const viewDir = normalize( viewPosition.xyz.negate() );
  33525. const sliceBitangent = normalize( cross( sampleDir.xyz, viewDir ) );
  33526. const sliceTangent = cross( sliceBitangent, viewDir );
  33527. const normalInSlice = normalize( viewNormal.sub( sliceBitangent.mul( dot( viewNormal, sliceBitangent ) ) ) );
  33528. const tangentToNormalInSlice = cross( normalInSlice, sliceBitangent );
  33529. const cosHorizons = vec2( dot( viewDir, tangentToNormalInSlice ), dot( viewDir, tangentToNormalInSlice.negate() ) ).toVar();
  33530. Loop( { end: STEPS, type: 'int', name: 'j', condition: '<' }, ( { j } ) => {
  33531. const sampleViewOffset = sampleDir.xyz.mul( radiusToUse ).mul( sampleDir.w ).mul( pow( div( float( j ).add( 1.0 ), float( STEPS ) ), this.distanceExponent ) );
  33532. // x
  33533. const sampleSceneUvDepthX = getSceneUvAndDepth( viewPosition.add( sampleViewOffset ) );
  33534. const sampleSceneViewPositionX = getViewPosition( sampleSceneUvDepthX.xy, sampleSceneUvDepthX.z );
  33535. const viewDeltaX = sampleSceneViewPositionX.sub( viewPosition );
  33536. If( abs( viewDeltaX.z ).lessThan( this.thickness ), () => {
  33537. const sampleCosHorizon = dot( viewDir, normalize( viewDeltaX ) );
  33538. cosHorizons.x.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.x ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
  33539. } );
  33540. // y
  33541. const sampleSceneUvDepthY = getSceneUvAndDepth( viewPosition.sub( sampleViewOffset ) );
  33542. const sampleSceneViewPositionY = getViewPosition( sampleSceneUvDepthY.xy, sampleSceneUvDepthY.z );
  33543. const viewDeltaY = sampleSceneViewPositionY.sub( viewPosition );
  33544. If( abs( viewDeltaY.z ).lessThan( this.thickness ), () => {
  33545. const sampleCosHorizon = dot( viewDir, normalize( viewDeltaY ) );
  33546. cosHorizons.y.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.y ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
  33547. } );
  33548. } );
  33549. const sinHorizons = sqrt( sub( 1.0, cosHorizons.mul( cosHorizons ) ) );
  33550. const nx = dot( normalInSlice, sliceTangent );
  33551. const ny = dot( normalInSlice, viewDir );
  33552. const nxb = mul( 0.5, acos( cosHorizons.y ).sub( acos( cosHorizons.x ) ).add( sinHorizons.x.mul( cosHorizons.x ).sub( sinHorizons.y.mul( cosHorizons.y ) ) ) );
  33553. const nyb = mul( 0.5, sub( 2.0, cosHorizons.x.mul( cosHorizons.x ) ).sub( cosHorizons.y.mul( cosHorizons.y ) ) );
  33554. const occlusion = nx.mul( nxb ).add( ny.mul( nyb ) );
  33555. ao.addAssign( occlusion );
  33556. } );
  33557. ao.assign( clamp( ao.div( DIRECTIONS ), 0, 1 ) );
  33558. ao.assign( pow( ao, this.scale ) );
  33559. return vec4( vec3( ao ), 1.0 );
  33560. } );
  33561. const material = this._material || ( this._material = new NodeMaterial() );
  33562. material.fragmentNode = ao().context( builder.getSharedContext() );
  33563. material.name = 'GTAO';
  33564. material.needsUpdate = true;
  33565. //
  33566. return this._textureNode;
  33567. }
  33568. dispose() {
  33569. this._aoRenderTarget.dispose();
  33570. }
  33571. }
  33572. function generateMagicSquareNoise( size = 5 ) {
  33573. const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
  33574. const magicSquare = generateMagicSquare( noiseSize );
  33575. const noiseSquareSize = magicSquare.length;
  33576. const data = new Uint8Array( noiseSquareSize * 4 );
  33577. for ( let inx = 0; inx < noiseSquareSize; ++ inx ) {
  33578. const iAng = magicSquare[ inx ];
  33579. const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize;
  33580. const randomVec = new Vector3(
  33581. Math.cos( angle ),
  33582. Math.sin( angle ),
  33583. 0
  33584. ).normalize();
  33585. data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255;
  33586. data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255;
  33587. data[ inx * 4 + 2 ] = 127;
  33588. data[ inx * 4 + 3 ] = 255;
  33589. }
  33590. const noiseTexture = new DataTexture( data, noiseSize, noiseSize );
  33591. noiseTexture.wrapS = RepeatWrapping;
  33592. noiseTexture.wrapT = RepeatWrapping;
  33593. noiseTexture.needsUpdate = true;
  33594. return noiseTexture;
  33595. }
  33596. function generateMagicSquare( size ) {
  33597. const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
  33598. const noiseSquareSize = noiseSize * noiseSize;
  33599. const magicSquare = Array( noiseSquareSize ).fill( 0 );
  33600. let i = Math.floor( noiseSize / 2 );
  33601. let j = noiseSize - 1;
  33602. for ( let num = 1; num <= noiseSquareSize; ) {
  33603. if ( i === - 1 && j === noiseSize ) {
  33604. j = noiseSize - 2;
  33605. i = 0;
  33606. } else {
  33607. if ( j === noiseSize ) {
  33608. j = 0;
  33609. }
  33610. if ( i < 0 ) {
  33611. i = noiseSize - 1;
  33612. }
  33613. }
  33614. if ( magicSquare[ i * noiseSize + j ] !== 0 ) {
  33615. j -= 2;
  33616. i ++;
  33617. continue;
  33618. } else {
  33619. magicSquare[ i * noiseSize + j ] = num ++;
  33620. }
  33621. j ++;
  33622. i --;
  33623. }
  33624. return magicSquare;
  33625. }
  33626. const ao = ( depthNode, normalNode, camera ) => nodeObject( new GTAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
  33627. class DenoiseNode extends TempNode {
  33628. static get type() {
  33629. return 'DenoiseNode';
  33630. }
  33631. constructor( textureNode, depthNode, normalNode, noiseNode, camera ) {
  33632. super();
  33633. this.textureNode = textureNode;
  33634. this.depthNode = depthNode;
  33635. this.normalNode = normalNode;
  33636. this.noiseNode = noiseNode;
  33637. this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
  33638. this.lumaPhi = uniform( 5 );
  33639. this.depthPhi = uniform( 5 );
  33640. this.normalPhi = uniform( 5 );
  33641. this.radius = uniform( 5 );
  33642. this.index = uniform( 0 );
  33643. this._resolution = uniform( new Vector2() );
  33644. this._sampleVectors = uniformArray( generatePdSamplePointInitializer( 16, 2, 1 ) );
  33645. this.updateBeforeType = NodeUpdateType.RENDER;
  33646. }
  33647. updateBefore() {
  33648. const map = this.textureNode.value;
  33649. this._resolution.value.set( map.image.width, map.image.height );
  33650. }
  33651. setup() {
  33652. const uvNode = uv();
  33653. const sampleTexture = ( uv ) => this.textureNode.uv( uv );
  33654. const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x;
  33655. const sampleNormal = ( uv ) => this.normalNode.uv( uv );
  33656. const sampleNoise = ( uv ) => this.noiseNode.uv( uv );
  33657. const getViewPosition = Fn( ( [ screenPosition, depth ] ) => {
  33658. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  33659. const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  33660. const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) );
  33661. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  33662. } );
  33663. const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
  33664. const texel = sampleTexture( sampleUv );
  33665. const depth = sampleDepth( sampleUv );
  33666. const normal = sampleNormal( sampleUv ).rgb.normalize();
  33667. const neighborColor = texel.rgb;
  33668. const viewPos = getViewPosition( sampleUv, depth );
  33669. const normalDiff = dot( viewNormal, normal ).toVar();
  33670. const normalSimilarity = pow( max$1( normalDiff, 0 ), this.normalPhi ).toVar();
  33671. const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
  33672. const lumaSimilarity = max$1( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
  33673. const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
  33674. const depthSimilarity = max$1( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
  33675. const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
  33676. return vec4( neighborColor.mul( w ), w );
  33677. } );
  33678. const denoise = Fn( ( [ uvNode ] ) => {
  33679. const depth = sampleDepth( uvNode );
  33680. const viewNormal = sampleNormal( uvNode ).rgb.normalize();
  33681. const texel = sampleTexture( uvNode );
  33682. If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
  33683. return texel;
  33684. } );
  33685. const center = vec3( texel.rgb );
  33686. const viewPosition = getViewPosition( uvNode, depth );
  33687. const noiseResolution = textureSize( this.noiseNode, 0 );
  33688. let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
  33689. noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
  33690. const noiseTexel = sampleNoise( noiseUv );
  33691. const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
  33692. const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
  33693. const noiseVec = vec2( x, y );
  33694. const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
  33695. const totalWeight = float( 1.0 ).toVar();
  33696. const denoised = vec3( texel.rgb ).toVar();
  33697. Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
  33698. const sampleDir = this._sampleVectors.element( i ).toVar();
  33699. const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution ).toVar();
  33700. const sampleUv = uvNode.add( offset ).toVar();
  33701. const result = denoiseSample( center, viewNormal, viewPosition, sampleUv );
  33702. denoised.addAssign( result.xyz );
  33703. totalWeight.addAssign( result.w );
  33704. } );
  33705. If( totalWeight.greaterThan( float( 0 ) ), () => {
  33706. denoised.divAssign( totalWeight );
  33707. } );
  33708. return vec4( denoised, texel.a );
  33709. } ).setLayout( {
  33710. name: 'denoise',
  33711. type: 'vec4',
  33712. inputs: [
  33713. { name: 'uv', type: 'vec2' }
  33714. ]
  33715. } );
  33716. const output = Fn( () => {
  33717. return denoise( uvNode );
  33718. } );
  33719. const outputNode = output();
  33720. return outputNode;
  33721. }
  33722. }
  33723. function generatePdSamplePointInitializer( samples, rings, radiusExponent ) {
  33724. const poissonDisk = generateDenoiseSamples( samples, rings, radiusExponent );
  33725. const array = [];
  33726. for ( let i = 0; i < samples; i ++ ) {
  33727. const sample = poissonDisk[ i ];
  33728. array.push( sample );
  33729. }
  33730. return array;
  33731. }
  33732. function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
  33733. const samples = [];
  33734. for ( let i = 0; i < numSamples; i ++ ) {
  33735. const angle = 2 * Math.PI * numRings * i / numSamples;
  33736. const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent );
  33737. samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) );
  33738. }
  33739. return samples;
  33740. }
  33741. const denoise = ( node, depthNode, normalNode, noiseNode, camera ) => nodeObject( new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( noiseNode ), camera ) );
  33742. class FXAANode extends TempNode {
  33743. static get type() {
  33744. return 'FXAANode';
  33745. }
  33746. constructor( textureNode ) {
  33747. super();
  33748. this.textureNode = textureNode;
  33749. this.updateBeforeType = NodeUpdateType.RENDER;
  33750. this._invSize = uniform( new Vector2() );
  33751. }
  33752. updateBefore() {
  33753. const map = this.textureNode.value;
  33754. this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
  33755. }
  33756. setup() {
  33757. const textureNode = this.textureNode.bias( - 100 );
  33758. const uvNode = textureNode.uvNode || uv();
  33759. // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
  33760. //----------------------------------------------------------------------------------
  33761. // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
  33762. // SDK Version: v3.00
  33763. // Email: gameworks@nvidia.com
  33764. // Site: http://developer.nvidia.com/
  33765. //
  33766. // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
  33767. //
  33768. // Redistribution and use in source and binary forms, with or without
  33769. // modification, are permitted provided that the following conditions
  33770. // are met:
  33771. // * Redistributions of source code must retain the above copyright
  33772. // notice, this list of conditions and the following disclaimer.
  33773. // * Redistributions in binary form must reproduce the above copyright
  33774. // notice, this list of conditions and the following disclaimer in the
  33775. // documentation and/or other materials provided with the distribution.
  33776. // * Neither the name of NVIDIA CORPORATION nor the names of its
  33777. // contributors may be used to endorse or promote products derived
  33778. // from this software without specific prior written permission.
  33779. //
  33780. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
  33781. // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  33782. // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  33783. // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  33784. // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  33785. // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  33786. // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  33787. // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  33788. // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  33789. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  33790. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  33791. //
  33792. //----------------------------------------------------------------------------------
  33793. const FxaaTexTop = ( p ) => textureNode.uv( p );
  33794. const FxaaTexOff = ( p, o, r ) => textureNode.uv( p.add( o.mul( r ) ) );
  33795. const NUM_SAMPLES = int( 5 );
  33796. const contrast = Fn( ( [ a_immutable, b_immutable ] ) => {
  33797. // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
  33798. const b = vec4( b_immutable ).toVar();
  33799. const a = vec4( a_immutable ).toVar();
  33800. const diff = vec4( abs( a.sub( b ) ) ).toVar();
  33801. return max$1( max$1( max$1( diff.r, diff.g ), diff.b ), diff.a );
  33802. } );
  33803. // FXAA3 QUALITY - PC
  33804. const FxaaPixelShader = Fn( ( [ uv, fxaaQualityRcpFrame, fxaaQualityEdgeThreshold, fxaaQualityinvEdgeThreshold ] ) => {
  33805. const rgbaM = FxaaTexTop( uv ).toVar();
  33806. const rgbaS = FxaaTexOff( uv, vec2( 0.0, - 1.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33807. const rgbaE = FxaaTexOff( uv, vec2( 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33808. const rgbaN = FxaaTexOff( uv, vec2( 0.0, 1.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33809. const rgbaW = FxaaTexOff( uv, vec2( - 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar();
  33810. // . S .
  33811. // W M E
  33812. // . N .
  33813. const contrastN = contrast( rgbaM, rgbaN ).toVar();
  33814. const contrastS = contrast( rgbaM, rgbaS ).toVar();
  33815. const contrastE = contrast( rgbaM, rgbaE ).toVar();
  33816. const contrastW = contrast( rgbaM, rgbaW ).toVar();
  33817. const maxValue = max$1( contrastN, max$1( contrastS, max$1( contrastE, contrastW ) ) ).toVar();
  33818. // . 0 .
  33819. // 0 0 0
  33820. // . 0 .
  33821. If( maxValue.lessThan( fxaaQualityEdgeThreshold ), () => {
  33822. return rgbaM; // assuming define FXAA_DISCARD is always 0
  33823. } );
  33824. //
  33825. const relativeVContrast = sub( contrastN.add( contrastS ), ( contrastE.add( contrastW ) ) ).toVar();
  33826. relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold );
  33827. // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
  33828. If( abs( relativeVContrast ).lessThan( 0.3 ), () => {
  33829. // locate the edge
  33830. const x = contrastE.greaterThan( contrastW ).select( 1, - 1 ).toVar();
  33831. const y = contrastS.greaterThan( contrastN ).select( 1, - 1 ).toVar();
  33832. const dirToEdge = vec2( x, y ).toVar();
  33833. // . 2 . . 1 .
  33834. // 1 0 2 ~= 0 0 1
  33835. // . 1 . . 0 .
  33836. // tap 2 pixels and see which ones are "outside" the edge, to
  33837. // determine if the edge is vertical or horizontal
  33838. const rgbaAlongH = FxaaTexOff( uv, vec2( dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy );
  33839. const matchAlongH = contrast( rgbaM, rgbaAlongH ).toVar();
  33840. // . 1 .
  33841. // 0 0 1
  33842. // . 0 H
  33843. const rgbaAlongV = FxaaTexOff( uv, vec2( dirToEdge.x.negate(), dirToEdge.y.negate() ), fxaaQualityRcpFrame.xy );
  33844. const matchAlongV = contrast( rgbaM, rgbaAlongV ).toVar();
  33845. // V 1 .
  33846. // 0 0 1
  33847. // . 0 .
  33848. relativeVContrast.assign( matchAlongV.sub( matchAlongH ) );
  33849. relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold );
  33850. If( abs( relativeVContrast ).lessThan( 0.3 ), () => { // 45 deg edge
  33851. // 1 1 .
  33852. // 0 0 1
  33853. // . 0 1
  33854. // do a simple blur
  33855. const sum = rgbaN.add( rgbaS ).add( rgbaE ).add( rgbaW );
  33856. return mix( rgbaM, sum.mul( 0.25 ), 0.4 );
  33857. } );
  33858. } );
  33859. const offNP = vec2().toVar();
  33860. If( relativeVContrast.lessThanEqual( 0 ), () => {
  33861. rgbaN.assign( rgbaW );
  33862. rgbaS.assign( rgbaE );
  33863. // . 0 . 1
  33864. // 1 0 1 -> 0
  33865. // . 0 . 1
  33866. offNP.x.assign( 0 );
  33867. offNP.y.assign( fxaaQualityRcpFrame.y );
  33868. } ).Else( () => {
  33869. offNP.x.assign( fxaaQualityRcpFrame.x );
  33870. offNP.y.assign( 0 );
  33871. } );
  33872. const mn = contrast( rgbaM, rgbaN ).toVar();
  33873. const ms = contrast( rgbaM, rgbaS ).toVar();
  33874. If( mn.lessThanEqual( ms ), () => {
  33875. rgbaN.assign( rgbaS );
  33876. } );
  33877. const doneN = int( 0 ).toVar();
  33878. const doneP = int( 0 ).toVar();
  33879. const nDist = float( 0 ).toVar();
  33880. const pDist = float( 0 ).toVar();
  33881. const posN = vec2( uv ).toVar();
  33882. const posP = vec2( uv ).toVar();
  33883. const iterationsUsedN = int( 0 ).toVar();
  33884. const iterationsUsedP = int( 0 ).toVar();
  33885. Loop( NUM_SAMPLES, ( { i } ) => {
  33886. const increment = i.add( 1 ).toVar();
  33887. If( doneN.equal( 0 ), () => {
  33888. nDist.addAssign( increment );
  33889. posN.assign( uv.add( offNP.mul( nDist ) ) );
  33890. const rgbaEndN = FxaaTexTop( posN.xy );
  33891. const nm = contrast( rgbaEndN, rgbaM ).toVar();
  33892. const nn = contrast( rgbaEndN, rgbaN ).toVar();
  33893. If( nm.greaterThan( nn ), () => {
  33894. doneN.assign( 1 );
  33895. } );
  33896. iterationsUsedN.assign( i );
  33897. } );
  33898. If( doneP.equal( 0 ), () => {
  33899. pDist.addAssign( increment );
  33900. posP.assign( uv.sub( offNP.mul( pDist ) ) );
  33901. const rgbaEndP = FxaaTexTop( posP.xy );
  33902. const pm = contrast( rgbaEndP, rgbaM ).toVar();
  33903. const pn = contrast( rgbaEndP, rgbaN ).toVar();
  33904. If( pm.greaterThan( pn ), () => {
  33905. doneP.assign( 1 );
  33906. } );
  33907. iterationsUsedP.assign( i );
  33908. } );
  33909. If( doneN.equal( 1 ).or( doneP.equal( 1 ) ), () => {
  33910. Break();
  33911. } );
  33912. } );
  33913. If( doneN.equal( 0 ).and( doneP.equal( 0 ) ), () => {
  33914. return rgbaM; // failed to find end of edge
  33915. } );
  33916. const distN = float( 1 ).toVar();
  33917. const distP = float( 1 ).toVar();
  33918. If( doneN.equal( 1 ), () => {
  33919. distN.assign( float( iterationsUsedN ).div( float( NUM_SAMPLES.sub( 1 ) ) ) );
  33920. } );
  33921. If( doneP.equal( 1 ), () => {
  33922. distP.assign( float( iterationsUsedP ).div( float( NUM_SAMPLES.sub( 1 ) ) ) );
  33923. } );
  33924. const dist = min$1( distN, distP );
  33925. // hacky way of reduces blurriness of mostly diagonal edges
  33926. // but reduces AA quality
  33927. dist.assign( pow( dist, 0.5 ) );
  33928. dist.assign( float( 1 ).sub( dist ) );
  33929. return mix( rgbaM, rgbaN, dist.mul( 0.5 ) );
  33930. } ).setLayout( {
  33931. name: 'FxaaPixelShader',
  33932. type: 'vec4',
  33933. inputs: [
  33934. { name: 'uv', type: 'vec2' },
  33935. { name: 'fxaaQualityRcpFrame', type: 'vec2' },
  33936. { name: 'fxaaQualityEdgeThreshold', type: 'float' },
  33937. { name: 'fxaaQualityinvEdgeThreshold', type: 'float' },
  33938. ]
  33939. } );
  33940. const fxaa = Fn( () => {
  33941. const edgeDetectionQuality = float( 0.2 );
  33942. const invEdgeDetectionQuality = float( 1 ).div( edgeDetectionQuality );
  33943. return FxaaPixelShader( uvNode, this._invSize, edgeDetectionQuality, invEdgeDetectionQuality );
  33944. } );
  33945. const outputNode = fxaa();
  33946. return outputNode;
  33947. }
  33948. }
  33949. const fxaa = ( node ) => nodeObject( new FXAANode( convertToTexture( node ) ) );
  33950. const _quadMesh$3 = /*@__PURE__*/ new QuadMesh();
  33951. const _clearColor$1 = /*@__PURE__*/ new Color( 0, 0, 0 );
  33952. const _currentClearColor = /*@__PURE__*/ new Color();
  33953. const _size$4 = /*@__PURE__*/ new Vector2();
  33954. const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
  33955. const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
  33956. class BloomNode extends TempNode {
  33957. static get type() {
  33958. return 'BloomNode';
  33959. }
  33960. constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
  33961. super();
  33962. this.inputNode = inputNode;
  33963. this.strength = uniform( strength );
  33964. this.radius = uniform( radius );
  33965. this.threshold = uniform( threshold );
  33966. this.smoothWidth = uniform( 0.01 );
  33967. //
  33968. this._renderTargetsHorizontal = [];
  33969. this._renderTargetsVertical = [];
  33970. this._nMips = 5;
  33971. // render targets
  33972. this._renderTargetBright = new RenderTarget( 1, 1, { type: HalfFloatType } );
  33973. this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
  33974. this._renderTargetBright.texture.generateMipmaps = false;
  33975. for ( let i = 0; i < this._nMips; i ++ ) {
  33976. const renderTargetHorizontal = new RenderTarget( 1, 1, { type: HalfFloatType } );
  33977. renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
  33978. renderTargetHorizontal.texture.generateMipmaps = false;
  33979. this._renderTargetsHorizontal.push( renderTargetHorizontal );
  33980. const renderTargetVertical = new RenderTarget( 1, 1, { type: HalfFloatType } );
  33981. renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
  33982. renderTargetVertical.texture.generateMipmaps = false;
  33983. this._renderTargetsVertical.push( renderTargetVertical );
  33984. }
  33985. // materials
  33986. this._compositeMaterial = null;
  33987. this._highPassFilterMaterial = null;
  33988. this._separableBlurMaterials = [];
  33989. // pass and texture nodes
  33990. this._textureNodeBright = texture( this._renderTargetBright.texture );
  33991. this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
  33992. this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
  33993. this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
  33994. this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
  33995. this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
  33996. this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture );
  33997. this.updateBeforeType = NodeUpdateType.FRAME;
  33998. }
  33999. getTextureNode() {
  34000. return this._textureOutput;
  34001. }
  34002. setSize( width, height ) {
  34003. let resx = Math.round( width / 2 );
  34004. let resy = Math.round( height / 2 );
  34005. this._renderTargetBright.setSize( resx, resy );
  34006. for ( let i = 0; i < this._nMips; i ++ ) {
  34007. this._renderTargetsHorizontal[ i ].setSize( resx, resy );
  34008. this._renderTargetsVertical[ i ].setSize( resx, resy );
  34009. this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy );
  34010. resx = Math.round( resx / 2 );
  34011. resy = Math.round( resy / 2 );
  34012. }
  34013. }
  34014. updateBefore( frame ) {
  34015. const { renderer } = frame;
  34016. const size = renderer.getDrawingBufferSize( _size$4 );
  34017. this.setSize( size.width, size.height );
  34018. const currentRenderTarget = renderer.getRenderTarget();
  34019. const currentMRT = renderer.getMRT();
  34020. renderer.getClearColor( _currentClearColor );
  34021. const currentClearAlpha = renderer.getClearAlpha();
  34022. this.setSize( size.width, size.height );
  34023. renderer.setMRT( null );
  34024. renderer.setClearColor( _clearColor$1, 0 );
  34025. // 1. Extract Bright Areas
  34026. renderer.setRenderTarget( this._renderTargetBright );
  34027. _quadMesh$3.material = this._highPassFilterMaterial;
  34028. _quadMesh$3.render( renderer );
  34029. // 2. Blur All the mips progressively
  34030. let inputRenderTarget = this._renderTargetBright;
  34031. for ( let i = 0; i < this._nMips; i ++ ) {
  34032. _quadMesh$3.material = this._separableBlurMaterials[ i ];
  34033. this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
  34034. this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
  34035. renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
  34036. renderer.clear();
  34037. _quadMesh$3.render( renderer );
  34038. this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
  34039. this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
  34040. renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
  34041. renderer.clear();
  34042. _quadMesh$3.render( renderer );
  34043. inputRenderTarget = this._renderTargetsVertical[ i ];
  34044. }
  34045. // 3. Composite All the mips
  34046. renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
  34047. renderer.clear();
  34048. _quadMesh$3.material = this._compositeMaterial;
  34049. _quadMesh$3.render( renderer );
  34050. // restore
  34051. renderer.setRenderTarget( currentRenderTarget );
  34052. renderer.setMRT( currentMRT );
  34053. renderer.setClearColor( _currentClearColor, currentClearAlpha );
  34054. }
  34055. setup( builder ) {
  34056. // luminosity high pass material
  34057. const luminosityHighPass = Fn( () => {
  34058. const texel = this.inputNode;
  34059. const v = luminance( texel.rgb );
  34060. const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
  34061. return mix( vec4( 0 ), texel, alpha );
  34062. } );
  34063. this._highPassFilterMaterial = this._highPassFilterMaterial || new NodeMaterial();
  34064. this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
  34065. this._highPassFilterMaterial.name = 'Bloom_highPass';
  34066. this._highPassFilterMaterial.needsUpdate = true;
  34067. // gaussian blur materials
  34068. const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  34069. for ( let i = 0; i < this._nMips; i ++ ) {
  34070. this._separableBlurMaterials.push( this._getSeperableBlurMaterial( builder, kernelSizeArray[ i ] ) );
  34071. }
  34072. // composite material
  34073. const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
  34074. const bloomTintColors = uniformArray( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] );
  34075. const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
  34076. const mirrorFactor = float( 1.2 ).sub( factor );
  34077. return mix( factor, mirrorFactor, radius );
  34078. } ).setLayout( {
  34079. name: 'lerpBloomFactor',
  34080. type: 'float',
  34081. inputs: [
  34082. { name: 'factor', type: 'float' },
  34083. { name: 'radius', type: 'float' },
  34084. ]
  34085. } );
  34086. const compositePass = Fn( () => {
  34087. const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
  34088. const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
  34089. const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
  34090. const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
  34091. const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
  34092. const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
  34093. return sum.mul( this.strength );
  34094. } );
  34095. this._compositeMaterial = this._compositeMaterial || new NodeMaterial();
  34096. this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
  34097. this._compositeMaterial.name = 'Bloom_comp';
  34098. this._compositeMaterial.needsUpdate = true;
  34099. //
  34100. return this._textureOutput;
  34101. }
  34102. dispose() {
  34103. for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) {
  34104. this._renderTargetsHorizontal[ i ].dispose();
  34105. }
  34106. for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) {
  34107. this._renderTargetsVertical[ i ].dispose();
  34108. }
  34109. this._renderTargetBright.dispose();
  34110. }
  34111. _getSeperableBlurMaterial( builder, kernelRadius ) {
  34112. const coefficients = [];
  34113. for ( let i = 0; i < kernelRadius; i ++ ) {
  34114. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  34115. }
  34116. //
  34117. const colorTexture = texture();
  34118. const gaussianCoefficients = uniformArray( coefficients );
  34119. const invSize = uniform( new Vector2() );
  34120. const direction = uniform( new Vector2( 0.5, 0.5 ) );
  34121. const uvNode = uv();
  34122. const sampleTexel = ( uv ) => colorTexture.uv( uv );
  34123. const seperableBlurPass = Fn( () => {
  34124. const weightSum = gaussianCoefficients.element( 0 ).toVar();
  34125. const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar();
  34126. Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
  34127. const x = float( i );
  34128. const w = gaussianCoefficients.element( i );
  34129. const uvOffset = direction.mul( invSize ).mul( x );
  34130. const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
  34131. const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
  34132. diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
  34133. weightSum.addAssign( float( 2.0 ).mul( w ) );
  34134. } );
  34135. return vec4( diffuseSum.div( weightSum ), 1.0 );
  34136. } );
  34137. const seperableBlurMaterial = new NodeMaterial();
  34138. seperableBlurMaterial.fragmentNode = seperableBlurPass().context( builder.getSharedContext() );
  34139. seperableBlurMaterial.name = 'Bloom_seperable';
  34140. seperableBlurMaterial.needsUpdate = true;
  34141. // uniforms
  34142. seperableBlurMaterial.colorTexture = colorTexture;
  34143. seperableBlurMaterial.direction = direction;
  34144. seperableBlurMaterial.invSize = invSize;
  34145. return seperableBlurMaterial;
  34146. }
  34147. }
  34148. const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) );
  34149. class TransitionNode extends TempNode {
  34150. static get type() {
  34151. return 'TransitionNode';
  34152. }
  34153. constructor( textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode ) {
  34154. super();
  34155. // Input textures
  34156. this.textureNodeA = textureNodeA;
  34157. this.textureNodeB = textureNodeB;
  34158. this.mixTextureNode = mixTextureNode;
  34159. // Uniforms
  34160. this.mixRatioNode = mixRatioNode;
  34161. this.thresholdNode = thresholdNode;
  34162. this.useTextureNode = useTextureNode;
  34163. }
  34164. setup() {
  34165. const { textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode } = this;
  34166. const sampleTexture = ( textureNode ) => {
  34167. const uvNodeTexture = textureNode.uvNode || uv();
  34168. return textureNode.uv( uvNodeTexture );
  34169. };
  34170. const transition = Fn( () => {
  34171. const texelOne = sampleTexture( textureNodeA );
  34172. const texelTwo = sampleTexture( textureNodeB );
  34173. const color = vec4().toVar();
  34174. If( useTextureNode.equal( int( 1 ) ), () => {
  34175. const transitionTexel = sampleTexture( mixTextureNode );
  34176. const r = mixRatioNode.mul( thresholdNode.mul( 2.0 ).add( 1.0 ) ).sub( thresholdNode );
  34177. const mixf = clamp( sub( transitionTexel.r, r ).mul( float( 1.0 ).div( thresholdNode ) ), 0.0, 1.0 );
  34178. color.assign( mix( texelOne, texelTwo, mixf ) );
  34179. } ).Else( () => {
  34180. color.assign( mix( texelTwo, texelOne, mixRatioNode ) );
  34181. } );
  34182. return color;
  34183. } );
  34184. const outputNode = transition();
  34185. return outputNode;
  34186. }
  34187. }
  34188. const transition = ( nodeA, nodeB, mixTexture, mixRatio = 0.0, threshold = 0.1, useTexture = 0 ) => nodeObject( new TransitionNode( convertToTexture( nodeA ), convertToTexture( nodeB ), convertToTexture( mixTexture ), nodeObject( mixRatio ), nodeObject( threshold ), nodeObject( useTexture ) ) );
  34189. class PixelationNode extends TempNode {
  34190. static get type() {
  34191. return 'PixelationNode';
  34192. }
  34193. constructor( textureNode, depthNode, normalNode, pixelSize, normalEdgeStrength, depthEdgeStrength ) {
  34194. super();
  34195. // Input textures
  34196. this.textureNode = textureNode;
  34197. this.depthNode = depthNode;
  34198. this.normalNode = normalNode;
  34199. // Input uniforms
  34200. this.pixelSize = pixelSize;
  34201. this.normalEdgeStrength = normalEdgeStrength;
  34202. this.depthEdgeStrength = depthEdgeStrength;
  34203. // Private uniforms
  34204. this._resolution = uniform( new Vector4() );
  34205. this.updateBeforeType = NodeUpdateType.RENDER;
  34206. }
  34207. updateBefore() {
  34208. const map = this.textureNode.value;
  34209. const width = map.image.width;
  34210. const height = map.image.height;
  34211. this._resolution.value.set( width, height, 1 / width, 1 / height );
  34212. }
  34213. setup() {
  34214. const { textureNode, depthNode, normalNode } = this;
  34215. const uvNodeTexture = textureNode.uvNode || uv();
  34216. const uvNodeDepth = depthNode.uvNode || uv();
  34217. const uvNodeNormal = normalNode.uvNode || uv();
  34218. const sampleTexture = () => textureNode.uv( uvNodeTexture );
  34219. const sampleDepth = ( x, y ) => depthNode.uv( uvNodeDepth.add( vec2( x, y ).mul( this._resolution.zw ) ) ).r;
  34220. const sampleNormal = ( x, y ) => normalNode.uv( uvNodeNormal.add( vec2( x, y ).mul( this._resolution.zw ) ) ).rgb.normalize();
  34221. const depthEdgeIndicator = ( depth ) => {
  34222. const diff = property( 'float', 'diff' );
  34223. diff.addAssign( clamp( sampleDepth( 1, 0 ).sub( depth ) ) );
  34224. diff.addAssign( clamp( sampleDepth( - 1, 0 ).sub( depth ) ) );
  34225. diff.addAssign( clamp( sampleDepth( 0, 1 ).sub( depth ) ) );
  34226. diff.addAssign( clamp( sampleDepth( 0, - 1 ).sub( depth ) ) );
  34227. return floor( smoothstep( 0.01, 0.02, diff ).mul( 2 ) ).div( 2 );
  34228. };
  34229. const neighborNormalEdgeIndicator = ( x, y, depth, normal ) => {
  34230. const depthDiff = sampleDepth( x, y ).sub( depth );
  34231. const neighborNormal = sampleNormal( x, y );
  34232. // Edge pixels should yield to faces who's normals are closer to the bias normal.
  34233. const normalEdgeBias = vec3( 1, 1, 1 ); // This should probably be a parameter.
  34234. const normalDiff = dot( normal.sub( neighborNormal ), normalEdgeBias );
  34235. const normalIndicator = clamp( smoothstep( - 0.01, 0.01, normalDiff ), 0.0, 1.0 );
  34236. // Only the shallower pixel should detect the normal edge.
  34237. const depthIndicator = clamp( sign( depthDiff.mul( .25 ).add( .0025 ) ), 0.0, 1.0 );
  34238. return float( 1.0 ).sub( dot( normal, neighborNormal ) ).mul( depthIndicator ).mul( normalIndicator );
  34239. };
  34240. const normalEdgeIndicator = ( depth, normal ) => {
  34241. const indicator = property( 'float', 'indicator' );
  34242. indicator.addAssign( neighborNormalEdgeIndicator( 0, - 1, depth, normal ) );
  34243. indicator.addAssign( neighborNormalEdgeIndicator( 0, 1, depth, normal ) );
  34244. indicator.addAssign( neighborNormalEdgeIndicator( - 1, 0, depth, normal ) );
  34245. indicator.addAssign( neighborNormalEdgeIndicator( 1, 0, depth, normal ) );
  34246. return step( 0.1, indicator );
  34247. };
  34248. const pixelation = Fn( () => {
  34249. const texel = sampleTexture();
  34250. const depth = property( 'float', 'depth' );
  34251. const normal = property( 'vec3', 'normal' );
  34252. If( this.depthEdgeStrength.greaterThan( 0.0 ).or( this.normalEdgeStrength.greaterThan( 0.0 ) ), () => {
  34253. depth.assign( sampleDepth( 0, 0 ) );
  34254. normal.assign( sampleNormal( 0, 0 ) );
  34255. } );
  34256. const dei = property( 'float', 'dei' );
  34257. If( this.depthEdgeStrength.greaterThan( 0.0 ), () => {
  34258. dei.assign( depthEdgeIndicator( depth ) );
  34259. } );
  34260. const nei = property( 'float', 'nei' );
  34261. If( this.normalEdgeStrength.greaterThan( 0.0 ), () => {
  34262. nei.assign( normalEdgeIndicator( depth, normal ) );
  34263. } );
  34264. const strength = dei.greaterThan( 0 ).select( float( 1.0 ).sub( dei.mul( this.depthEdgeStrength ) ), nei.mul( this.normalEdgeStrength ).add( 1 ) );
  34265. return texel.mul( strength );
  34266. } );
  34267. const outputNode = pixelation();
  34268. return outputNode;
  34269. }
  34270. }
  34271. const pixelation = ( node, depthNode, normalNode, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) => nodeObject( new PixelationNode( convertToTexture( node ), convertToTexture( depthNode ), convertToTexture( normalNode ), nodeObject( pixelSize ), nodeObject( normalEdgeStrength ), nodeObject( depthEdgeStrength ) ) );
  34272. class PixelationPassNode extends PassNode {
  34273. static get type() {
  34274. return 'PixelationPassNode';
  34275. }
  34276. constructor( scene, camera, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) {
  34277. super( 'color', scene, camera, { minFilter: NearestFilter, magFilter: NearestFilter } );
  34278. this.pixelSize = pixelSize;
  34279. this.normalEdgeStrength = normalEdgeStrength;
  34280. this.depthEdgeStrength = depthEdgeStrength;
  34281. this.isPixelationPassNode = true;
  34282. this._mrt = mrt( {
  34283. output: output,
  34284. normal: normalView
  34285. } );
  34286. }
  34287. setSize( width, height ) {
  34288. const pixelSize = this.pixelSize.value ? this.pixelSize.value : this.pixelSize;
  34289. const adjustedWidth = Math.floor( width / pixelSize );
  34290. const adjustedHeight = Math.floor( height / pixelSize );
  34291. super.setSize( adjustedWidth, adjustedHeight );
  34292. }
  34293. setup() {
  34294. const color = super.getTextureNode( 'output' );
  34295. const depth = super.getTextureNode( 'depth' );
  34296. const normal = super.getTextureNode( 'normal' );
  34297. return pixelation( color, depth, normal, this.pixelSize, this.normalEdgeStrength, this.depthEdgeStrength );
  34298. }
  34299. }
  34300. const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => nodeObject( new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) );
  34301. const _size$3 = /*@__PURE__*/ new Vector2();
  34302. /**
  34303. *
  34304. * Supersample Anti-Aliasing Render Pass
  34305. *
  34306. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  34307. *
  34308. * References: https://en.wikipedia.org/wiki/Supersampling
  34309. *
  34310. */
  34311. class SSAAPassNode extends PassNode {
  34312. static get type() {
  34313. return 'SSAAPassNode';
  34314. }
  34315. constructor( scene, camera ) {
  34316. super( PassNode.COLOR, scene, camera );
  34317. this.isSSAAPassNode = true;
  34318. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  34319. this.unbiased = true;
  34320. this.clearColor = new Color( 0x000000 );
  34321. this.clearAlpha = 0;
  34322. this._currentClearColor = new Color();
  34323. this.sampleWeight = uniform( 1 );
  34324. this.sampleRenderTarget = null;
  34325. this._quadMesh = new QuadMesh();
  34326. }
  34327. updateBefore( frame ) {
  34328. const { renderer } = frame;
  34329. const { scene, camera } = this;
  34330. this._pixelRatio = renderer.getPixelRatio();
  34331. const size = renderer.getSize( _size$3 );
  34332. this.setSize( size.width, size.height );
  34333. this.sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
  34334. // save current renderer settings
  34335. renderer.getClearColor( this._currentClearColor );
  34336. const currentClearAlpha = renderer.getClearAlpha();
  34337. const currentRenderTarget = renderer.getRenderTarget();
  34338. const currentMRT = renderer.getMRT();
  34339. const currentAutoClear = renderer.autoClear;
  34340. //
  34341. this._cameraNear.value = camera.near;
  34342. this._cameraFar.value = camera.far;
  34343. renderer.setMRT( this.getMRT() );
  34344. renderer.autoClear = false;
  34345. const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  34346. const baseSampleWeight = 1.0 / jitterOffsets.length;
  34347. const roundingRange = 1 / 32;
  34348. const viewOffset = {
  34349. fullWidth: this.renderTarget.width,
  34350. fullHeight: this.renderTarget.height,
  34351. offsetX: 0,
  34352. offsetY: 0,
  34353. width: this.renderTarget.width,
  34354. height: this.renderTarget.height
  34355. };
  34356. const originalViewOffset = Object.assign( {}, camera.view );
  34357. if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
  34358. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  34359. for ( let i = 0; i < jitterOffsets.length; i ++ ) {
  34360. const jitterOffset = jitterOffsets[ i ];
  34361. if ( camera.setViewOffset ) {
  34362. camera.setViewOffset(
  34363. viewOffset.fullWidth, viewOffset.fullHeight,
  34364. viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  34365. viewOffset.width, viewOffset.height
  34366. );
  34367. }
  34368. this.sampleWeight.value = baseSampleWeight;
  34369. if ( this.unbiased ) {
  34370. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  34371. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  34372. // across a range of values whose rounding errors cancel each other out.
  34373. const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  34374. this.sampleWeight.value += roundingRange * uniformCenteredDistribution;
  34375. }
  34376. renderer.setClearColor( this.clearColor, this.clearAlpha );
  34377. renderer.setRenderTarget( this.sampleRenderTarget );
  34378. renderer.clear();
  34379. renderer.render( scene, camera );
  34380. // accumulation
  34381. renderer.setRenderTarget( this.renderTarget );
  34382. if ( i === 0 ) {
  34383. renderer.setClearColor( 0x000000, 0.0 );
  34384. renderer.clear();
  34385. }
  34386. this._quadMesh.render( renderer );
  34387. }
  34388. renderer.copyTextureToTexture( this.sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
  34389. // restore
  34390. if ( camera.setViewOffset && originalViewOffset.enabled ) {
  34391. camera.setViewOffset(
  34392. originalViewOffset.fullWidth, originalViewOffset.fullHeight,
  34393. originalViewOffset.offsetX, originalViewOffset.offsetY,
  34394. originalViewOffset.width, originalViewOffset.height
  34395. );
  34396. } else if ( camera.clearViewOffset ) {
  34397. camera.clearViewOffset();
  34398. }
  34399. renderer.setRenderTarget( currentRenderTarget );
  34400. renderer.setMRT( currentMRT );
  34401. renderer.autoClear = currentAutoClear;
  34402. renderer.setClearColor( this._currentClearColor, currentClearAlpha );
  34403. }
  34404. setup( builder ) {
  34405. if ( this.sampleRenderTarget === null ) {
  34406. this.sampleRenderTarget = this.renderTarget.clone();
  34407. }
  34408. let sampleTexture;
  34409. const passMRT = this.getMRT();
  34410. if ( passMRT !== null ) {
  34411. const outputs = {};
  34412. for ( const name in passMRT.outputNodes ) {
  34413. const index = getTextureIndex( this.sampleRenderTarget.textures, name );
  34414. if ( index >= 0 ) {
  34415. outputs[ name ] = texture( this.sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight );
  34416. }
  34417. }
  34418. sampleTexture = mrt( outputs );
  34419. } else {
  34420. sampleTexture = texture( this.sampleRenderTarget.texture ).mul( this.sampleWeight );
  34421. }
  34422. this._quadMesh.material = new NodeMaterial();
  34423. this._quadMesh.material.fragmentNode = sampleTexture;
  34424. this._quadMesh.material.transparent = true;
  34425. this._quadMesh.material.depthTest = false;
  34426. this._quadMesh.material.depthWrite = false;
  34427. this._quadMesh.material.premultipliedAlpha = true;
  34428. this._quadMesh.material.blending = AdditiveBlending;
  34429. this._quadMesh.material.normals = false;
  34430. this._quadMesh.material.name = 'SSAA';
  34431. return super.setup( builder );
  34432. }
  34433. dispose() {
  34434. super.dispose();
  34435. if ( this.sampleRenderTarget !== null ) {
  34436. this.sampleRenderTarget.dispose();
  34437. }
  34438. }
  34439. }
  34440. // These jitter vectors are specified in integers because it is easier.
  34441. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  34442. // before being used, thus these integers need to be scaled by 1/16.
  34443. //
  34444. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  34445. const _JitterVectors = [
  34446. [
  34447. [ 0, 0 ]
  34448. ],
  34449. [
  34450. [ 4, 4 ], [ - 4, - 4 ]
  34451. ],
  34452. [
  34453. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  34454. ],
  34455. [
  34456. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  34457. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  34458. ],
  34459. [
  34460. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  34461. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  34462. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  34463. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  34464. ],
  34465. [
  34466. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  34467. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  34468. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  34469. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  34470. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  34471. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  34472. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  34473. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  34474. ]
  34475. ];
  34476. const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
  34477. const _size$2 = /*@__PURE__*/ new Vector2();
  34478. class StereoPassNode extends PassNode {
  34479. static get type() {
  34480. return 'StereoPassNode';
  34481. }
  34482. constructor( scene, camera ) {
  34483. super( PassNode.COLOR, scene, camera );
  34484. this.isStereoPassNode = true;
  34485. this.stereo = new StereoCamera();
  34486. this.stereo.aspect = 0.5;
  34487. }
  34488. updateBefore( frame ) {
  34489. const { renderer } = frame;
  34490. const { scene, camera, stereo, renderTarget } = this;
  34491. this._pixelRatio = renderer.getPixelRatio();
  34492. stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
  34493. stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
  34494. stereo.update( camera );
  34495. const size = renderer.getSize( _size$2 );
  34496. this.setSize( size.width, size.height );
  34497. const currentAutoClear = renderer.autoClear;
  34498. renderer.autoClear = false;
  34499. const currentRenderTarget = renderer.getRenderTarget();
  34500. const currentMRT = renderer.getMRT();
  34501. this._cameraNear.value = camera.near;
  34502. this._cameraFar.value = camera.far;
  34503. for ( const name in this._previousTextures ) {
  34504. this.toggleTexture( name );
  34505. }
  34506. renderer.setRenderTarget( renderTarget );
  34507. renderer.setMRT( this._mrt );
  34508. renderer.clear();
  34509. renderTarget.scissorTest = true;
  34510. renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  34511. renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  34512. renderer.render( scene, stereo.cameraL );
  34513. renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  34514. renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  34515. renderer.render( scene, stereo.cameraR );
  34516. renderTarget.scissorTest = false;
  34517. renderer.setRenderTarget( currentRenderTarget );
  34518. renderer.setMRT( currentMRT );
  34519. renderer.autoClear = currentAutoClear;
  34520. }
  34521. }
  34522. const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );
  34523. const _size$1 = /*@__PURE__*/ new Vector2();
  34524. const _quadMesh$2 = /*@__PURE__*/ new QuadMesh();
  34525. class StereoCompositePassNode extends PassNode {
  34526. static get type() {
  34527. return 'StereoCompositePassNode';
  34528. }
  34529. constructor( scene, camera ) {
  34530. super( PassNode.COLOR, scene, camera );
  34531. this.isStereoCompositePassNode = true;
  34532. this.stereo = new StereoCamera();
  34533. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
  34534. this._renderTargetL = new RenderTarget( 1, 1, _params );
  34535. this._renderTargetR = new RenderTarget( 1, 1, _params );
  34536. this._mapLeft = texture( this._renderTargetL.texture );
  34537. this._mapRight = texture( this._renderTargetR.texture );
  34538. this._material = null;
  34539. }
  34540. updateStereoCamera( coordinateSystem ) {
  34541. this.stereo.cameraL.coordinateSystem = coordinateSystem;
  34542. this.stereo.cameraR.coordinateSystem = coordinateSystem;
  34543. this.stereo.update( this.camera );
  34544. }
  34545. setSize( width, height ) {
  34546. super.setSize( width, height );
  34547. this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
  34548. this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
  34549. }
  34550. updateBefore( frame ) {
  34551. const { renderer } = frame;
  34552. const { scene, stereo, renderTarget } = this;
  34553. this._pixelRatio = renderer.getPixelRatio();
  34554. this.updateStereoCamera( renderer.coordinateSystem );
  34555. const size = renderer.getSize( _size$1 );
  34556. this.setSize( size.width, size.height );
  34557. const currentRenderTarget = renderer.getRenderTarget();
  34558. // left
  34559. renderer.setRenderTarget( this._renderTargetL );
  34560. renderer.render( scene, stereo.cameraL );
  34561. // right
  34562. renderer.setRenderTarget( this._renderTargetR );
  34563. renderer.render( scene, stereo.cameraR );
  34564. // composite
  34565. renderer.setRenderTarget( renderTarget );
  34566. _quadMesh$2.material = this._material;
  34567. _quadMesh$2.render( renderer );
  34568. // restore
  34569. renderer.setRenderTarget( currentRenderTarget );
  34570. }
  34571. dispose() {
  34572. super.dispose();
  34573. this._renderTargetL.dispose();
  34574. this._renderTargetR.dispose();
  34575. if ( this._material !== null ) {
  34576. this._material.dispose();
  34577. }
  34578. }
  34579. }
  34580. class AnaglyphPassNode extends StereoCompositePassNode {
  34581. static get type() {
  34582. return 'AnaglyphPassNode';
  34583. }
  34584. constructor( scene, camera ) {
  34585. super( scene, camera );
  34586. this.isAnaglyphPassNode = true;
  34587. // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
  34588. this._colorMatrixLeft = uniform( new Matrix3().fromArray( [
  34589. 0.456100, - 0.0400822, - 0.0152161,
  34590. 0.500484, - 0.0378246, - 0.0205971,
  34591. 0.176381, - 0.0157589, - 0.00546856
  34592. ] ) );
  34593. this._colorMatrixRight = uniform( new Matrix3().fromArray( [
  34594. - 0.0434706, 0.378476, - 0.0721527,
  34595. - 0.0879388, 0.73364, - 0.112961,
  34596. - 0.00155529, - 0.0184503, 1.2264
  34597. ] ) );
  34598. }
  34599. setup( builder ) {
  34600. const uvNode = uv();
  34601. const anaglyph = Fn( () => {
  34602. const colorL = this._mapLeft.uv( uvNode );
  34603. const colorR = this._mapRight.uv( uvNode );
  34604. const color = clamp( this._colorMatrixLeft.mul( colorL.rgb ).add( this._colorMatrixRight.mul( colorR.rgb ) ) );
  34605. return vec4( color.rgb, max$1( colorL.a, colorR.a ) );
  34606. } );
  34607. const material = this._material || ( this._material = new NodeMaterial() );
  34608. material.fragmentNode = anaglyph().context( builder.getSharedContext() );
  34609. material.name = 'Anaglyph';
  34610. material.needsUpdate = true;
  34611. return super.setup( builder );
  34612. }
  34613. }
  34614. const anaglyphPass = ( scene, camera ) => nodeObject( new AnaglyphPassNode( scene, camera ) );
  34615. class ParallaxBarrierPassNode extends StereoCompositePassNode {
  34616. static get type() {
  34617. return 'ParallaxBarrierPassNode';
  34618. }
  34619. constructor( scene, camera ) {
  34620. super( scene, camera );
  34621. this.isParallaxBarrierPassNode = true;
  34622. }
  34623. setup( builder ) {
  34624. const uvNode = uv();
  34625. const parallaxBarrier = Fn( () => {
  34626. const color = vec4().toVar();
  34627. If( mod( screenCoordinate.y, 2 ).greaterThan( 1 ), () => {
  34628. color.assign( this._mapLeft.uv( uvNode ) );
  34629. } ).Else( () => {
  34630. color.assign( this._mapRight.uv( uvNode ) );
  34631. } );
  34632. return color;
  34633. } );
  34634. const material = this._material || ( this._material = new NodeMaterial() );
  34635. material.fragmentNode = parallaxBarrier().context( builder.getSharedContext() );
  34636. material.needsUpdate = true;
  34637. return super.setup( builder );
  34638. }
  34639. }
  34640. const parallaxBarrierPass = ( scene, camera ) => nodeObject( new ParallaxBarrierPassNode( scene, camera ) );
  34641. class ScriptableValueNode extends Node {
  34642. static get type() {
  34643. return 'ScriptableValueNode';
  34644. }
  34645. constructor( value = null ) {
  34646. super();
  34647. this._value = value;
  34648. this._cache = null;
  34649. this.inputType = null;
  34650. this.outpuType = null;
  34651. this.events = new EventDispatcher();
  34652. this.isScriptableValueNode = true;
  34653. }
  34654. get isScriptableOutputNode() {
  34655. return this.outputType !== null;
  34656. }
  34657. set value( val ) {
  34658. if ( this._value === val ) return;
  34659. if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) {
  34660. URL.revokeObjectURL( this._cache );
  34661. this._cache = null;
  34662. }
  34663. this._value = val;
  34664. this.events.dispatchEvent( { type: 'change' } );
  34665. this.refresh();
  34666. }
  34667. get value() {
  34668. return this._value;
  34669. }
  34670. refresh() {
  34671. this.events.dispatchEvent( { type: 'refresh' } );
  34672. }
  34673. getValue() {
  34674. const value = this.value;
  34675. if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) {
  34676. this._cache = URL.createObjectURL( new Blob( [ value.value ] ) );
  34677. } else if ( value && value.value !== null && value.value !== undefined && (
  34678. ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) ||
  34679. ( this.inputType === 'Number' && typeof value.value === 'number' ) ||
  34680. ( this.inputType === 'Vector2' && value.value.isVector2 ) ||
  34681. ( this.inputType === 'Vector3' && value.value.isVector3 ) ||
  34682. ( this.inputType === 'Vector4' && value.value.isVector4 ) ||
  34683. ( this.inputType === 'Color' && value.value.isColor ) ||
  34684. ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) ||
  34685. ( this.inputType === 'Matrix4' && value.value.isMatrix4 )
  34686. ) ) {
  34687. return value.value;
  34688. }
  34689. return this._cache || value;
  34690. }
  34691. getNodeType( builder ) {
  34692. return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float';
  34693. }
  34694. setup() {
  34695. return this.value && this.value.isNode ? this.value : float();
  34696. }
  34697. serialize( data ) {
  34698. super.serialize( data );
  34699. if ( this.value !== null ) {
  34700. if ( this.inputType === 'ArrayBuffer' ) {
  34701. data.value = arrayBufferToBase64( this.value );
  34702. } else {
  34703. data.value = this.value ? this.value.toJSON( data.meta ).uuid : null;
  34704. }
  34705. } else {
  34706. data.value = null;
  34707. }
  34708. data.inputType = this.inputType;
  34709. data.outputType = this.outputType;
  34710. }
  34711. deserialize( data ) {
  34712. super.deserialize( data );
  34713. let value = null;
  34714. if ( data.value !== null ) {
  34715. if ( data.inputType === 'ArrayBuffer' ) {
  34716. value = base64ToArrayBuffer( data.value );
  34717. } else if ( data.inputType === 'Texture' ) {
  34718. value = data.meta.textures[ data.value ];
  34719. } else {
  34720. value = data.meta.nodes[ data.value ] || null;
  34721. }
  34722. }
  34723. this.value = value;
  34724. this.inputType = data.inputType;
  34725. this.outputType = data.outputType;
  34726. }
  34727. }
  34728. const scriptableValue = /*@__PURE__*/ nodeProxy( ScriptableValueNode );
  34729. class Resources extends Map {
  34730. get( key, callback = null, ...params ) {
  34731. if ( this.has( key ) ) return super.get( key );
  34732. if ( callback !== null ) {
  34733. const value = callback( ...params );
  34734. this.set( key, value );
  34735. return value;
  34736. }
  34737. }
  34738. }
  34739. class Parameters {
  34740. constructor( scriptableNode ) {
  34741. this.scriptableNode = scriptableNode;
  34742. }
  34743. get parameters() {
  34744. return this.scriptableNode.parameters;
  34745. }
  34746. get layout() {
  34747. return this.scriptableNode.getLayout();
  34748. }
  34749. getInputLayout( id ) {
  34750. return this.scriptableNode.getInputLayout( id );
  34751. }
  34752. get( name ) {
  34753. const param = this.parameters[ name ];
  34754. const value = param ? param.getValue() : null;
  34755. return value;
  34756. }
  34757. }
  34758. const global = new Resources();
  34759. class ScriptableNode extends Node {
  34760. static get type() {
  34761. return 'ScriptableNode';
  34762. }
  34763. constructor( codeNode = null, parameters = {} ) {
  34764. super();
  34765. this.codeNode = codeNode;
  34766. this.parameters = parameters;
  34767. this._local = new Resources();
  34768. this._output = scriptableValue();
  34769. this._outputs = {};
  34770. this._source = this.source;
  34771. this._method = null;
  34772. this._object = null;
  34773. this._value = null;
  34774. this._needsOutputUpdate = true;
  34775. this.onRefresh = this.onRefresh.bind( this );
  34776. this.isScriptableNode = true;
  34777. }
  34778. get source() {
  34779. return this.codeNode ? this.codeNode.code : '';
  34780. }
  34781. setLocal( name, value ) {
  34782. return this._local.set( name, value );
  34783. }
  34784. getLocal( name ) {
  34785. return this._local.get( name );
  34786. }
  34787. onRefresh() {
  34788. this._refresh();
  34789. }
  34790. getInputLayout( id ) {
  34791. for ( const element of this.getLayout() ) {
  34792. if ( element.inputType && ( element.id === id || element.name === id ) ) {
  34793. return element;
  34794. }
  34795. }
  34796. }
  34797. getOutputLayout( id ) {
  34798. for ( const element of this.getLayout() ) {
  34799. if ( element.outputType && ( element.id === id || element.name === id ) ) {
  34800. return element;
  34801. }
  34802. }
  34803. }
  34804. setOutput( name, value ) {
  34805. const outputs = this._outputs;
  34806. if ( outputs[ name ] === undefined ) {
  34807. outputs[ name ] = scriptableValue( value );
  34808. } else {
  34809. outputs[ name ].value = value;
  34810. }
  34811. return this;
  34812. }
  34813. getOutput( name ) {
  34814. return this._outputs[ name ];
  34815. }
  34816. getParameter( name ) {
  34817. return this.parameters[ name ];
  34818. }
  34819. setParameter( name, value ) {
  34820. const parameters = this.parameters;
  34821. if ( value && value.isScriptableNode ) {
  34822. this.deleteParameter( name );
  34823. parameters[ name ] = value;
  34824. parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh );
  34825. } else if ( value && value.isScriptableValueNode ) {
  34826. this.deleteParameter( name );
  34827. parameters[ name ] = value;
  34828. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  34829. } else if ( parameters[ name ] === undefined ) {
  34830. parameters[ name ] = scriptableValue( value );
  34831. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  34832. } else {
  34833. parameters[ name ].value = value;
  34834. }
  34835. return this;
  34836. }
  34837. getValue() {
  34838. return this.getDefaultOutput().getValue();
  34839. }
  34840. deleteParameter( name ) {
  34841. let valueNode = this.parameters[ name ];
  34842. if ( valueNode ) {
  34843. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  34844. valueNode.events.removeEventListener( 'refresh', this.onRefresh );
  34845. }
  34846. return this;
  34847. }
  34848. clearParameters() {
  34849. for ( const name of Object.keys( this.parameters ) ) {
  34850. this.deleteParameter( name );
  34851. }
  34852. this.needsUpdate = true;
  34853. return this;
  34854. }
  34855. call( name, ...params ) {
  34856. const object = this.getObject();
  34857. const method = object[ name ];
  34858. if ( typeof method === 'function' ) {
  34859. return method( ...params );
  34860. }
  34861. }
  34862. async callAsync( name, ...params ) {
  34863. const object = this.getObject();
  34864. const method = object[ name ];
  34865. if ( typeof method === 'function' ) {
  34866. return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params );
  34867. }
  34868. }
  34869. getNodeType( builder ) {
  34870. return this.getDefaultOutputNode().getNodeType( builder );
  34871. }
  34872. refresh( output = null ) {
  34873. if ( output !== null ) {
  34874. this.getOutput( output ).refresh();
  34875. } else {
  34876. this._refresh();
  34877. }
  34878. }
  34879. getObject() {
  34880. if ( this.needsUpdate ) this.dispose();
  34881. if ( this._object !== null ) return this._object;
  34882. //
  34883. const refresh = () => this.refresh();
  34884. const setOutput = ( id, value ) => this.setOutput( id, value );
  34885. const parameters = new Parameters( this );
  34886. const THREE = global.get( 'THREE' );
  34887. const TSL = global.get( 'TSL' );
  34888. const method = this.getMethod( this.codeNode );
  34889. const params = [ parameters, this._local, global, refresh, setOutput, THREE, TSL ];
  34890. this._object = method( ...params );
  34891. const layout = this._object.layout;
  34892. if ( layout ) {
  34893. if ( layout.cache === false ) {
  34894. this._local.clear();
  34895. }
  34896. // default output
  34897. this._output.outputType = layout.outputType || null;
  34898. if ( Array.isArray( layout.elements ) ) {
  34899. for ( const element of layout.elements ) {
  34900. const id = element.id || element.name;
  34901. if ( element.inputType ) {
  34902. if ( this.getParameter( id ) === undefined ) this.setParameter( id, null );
  34903. this.getParameter( id ).inputType = element.inputType;
  34904. }
  34905. if ( element.outputType ) {
  34906. if ( this.getOutput( id ) === undefined ) this.setOutput( id, null );
  34907. this.getOutput( id ).outputType = element.outputType;
  34908. }
  34909. }
  34910. }
  34911. }
  34912. return this._object;
  34913. }
  34914. deserialize( data ) {
  34915. super.deserialize( data );
  34916. for ( const name in this.parameters ) {
  34917. let valueNode = this.parameters[ name ];
  34918. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  34919. valueNode.events.addEventListener( 'refresh', this.onRefresh );
  34920. }
  34921. }
  34922. getLayout() {
  34923. return this.getObject().layout;
  34924. }
  34925. getDefaultOutputNode() {
  34926. const output = this.getDefaultOutput().value;
  34927. if ( output && output.isNode ) {
  34928. return output;
  34929. }
  34930. return float();
  34931. }
  34932. getDefaultOutput() {
  34933. return this._exec()._output;
  34934. }
  34935. getMethod() {
  34936. if ( this.needsUpdate ) this.dispose();
  34937. if ( this._method !== null ) return this._method;
  34938. //
  34939. const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ];
  34940. const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ];
  34941. const properties = interfaceProps.join( ', ' );
  34942. const declarations = 'var ' + properties + '; var output = {};\n';
  34943. const returns = '\nreturn { ...output, ' + properties + ' };';
  34944. const code = declarations + this.codeNode.code + returns;
  34945. //
  34946. this._method = new Function( ...parametersProps, code );
  34947. return this._method;
  34948. }
  34949. dispose() {
  34950. if ( this._method === null ) return;
  34951. if ( this._object && typeof this._object.dispose === 'function' ) {
  34952. this._object.dispose();
  34953. }
  34954. this._method = null;
  34955. this._object = null;
  34956. this._source = null;
  34957. this._value = null;
  34958. this._needsOutputUpdate = true;
  34959. this._output.value = null;
  34960. this._outputs = {};
  34961. }
  34962. setup() {
  34963. return this.getDefaultOutputNode();
  34964. }
  34965. getCacheKey( force ) {
  34966. const cacheKey = [ this.source, this.getDefaultOutputNode().getCacheKey( force ) ];
  34967. for ( const param in this.parameters ) {
  34968. cacheKey.push( this.parameters[ param ].getCacheKey( force ) );
  34969. }
  34970. return cacheKey.join( ',' );
  34971. }
  34972. set needsUpdate( value ) {
  34973. if ( value === true ) this.dispose();
  34974. }
  34975. get needsUpdate() {
  34976. return this.source !== this._source;
  34977. }
  34978. _exec() {
  34979. if ( this.codeNode === null ) return this;
  34980. if ( this._needsOutputUpdate === true ) {
  34981. this._value = this.call( 'main' );
  34982. this._needsOutputUpdate = false;
  34983. }
  34984. this._output.value = this._value;
  34985. return this;
  34986. }
  34987. _refresh() {
  34988. this.needsUpdate = true;
  34989. this._exec();
  34990. this._output.refresh();
  34991. }
  34992. }
  34993. const scriptable = /*@__PURE__*/ nodeProxy( ScriptableNode );
  34994. class FogNode extends Node {
  34995. static get type() {
  34996. return 'FogNode';
  34997. }
  34998. constructor( colorNode, factorNode ) {
  34999. super( 'float' );
  35000. this.isFogNode = true;
  35001. this.colorNode = colorNode;
  35002. this.factorNode = factorNode;
  35003. }
  35004. getViewZNode( builder ) {
  35005. let viewZ;
  35006. const getViewZ = builder.context.getViewZ;
  35007. if ( getViewZ !== undefined ) {
  35008. viewZ = getViewZ( this );
  35009. }
  35010. return ( viewZ || positionView.z ).negate();
  35011. }
  35012. setup() {
  35013. return this.factorNode;
  35014. }
  35015. }
  35016. const fog = /*@__PURE__*/ nodeProxy( FogNode );
  35017. class FogRangeNode extends FogNode {
  35018. static get type() {
  35019. return 'FogRangeNode';
  35020. }
  35021. constructor( colorNode, nearNode, farNode ) {
  35022. super( colorNode );
  35023. this.isFogRangeNode = true;
  35024. this.nearNode = nearNode;
  35025. this.farNode = farNode;
  35026. }
  35027. setup( builder ) {
  35028. const viewZ = this.getViewZNode( builder );
  35029. return smoothstep( this.nearNode, this.farNode, viewZ );
  35030. }
  35031. }
  35032. const rangeFog = /*@__PURE__*/ nodeProxy( FogRangeNode );
  35033. class FogExp2Node extends FogNode {
  35034. static get type() {
  35035. return 'FogExp2Node';
  35036. }
  35037. constructor( colorNode, densityNode ) {
  35038. super( colorNode );
  35039. this.isFogExp2Node = true;
  35040. this.densityNode = densityNode;
  35041. }
  35042. setup( builder ) {
  35043. const viewZ = this.getViewZNode( builder );
  35044. const density = this.densityNode;
  35045. return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
  35046. }
  35047. }
  35048. const densityFog = /*@__PURE__*/ nodeProxy( FogExp2Node );
  35049. let min = null;
  35050. let max = null;
  35051. class RangeNode extends Node {
  35052. static get type() {
  35053. return 'RangeNode';
  35054. }
  35055. constructor( minNode = float(), maxNode = float() ) {
  35056. super();
  35057. this.minNode = minNode;
  35058. this.maxNode = maxNode;
  35059. }
  35060. getVectorLength( builder ) {
  35061. const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
  35062. const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
  35063. return minLength > maxLength ? minLength : maxLength;
  35064. }
  35065. getNodeType( builder ) {
  35066. return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
  35067. }
  35068. setup( builder ) {
  35069. const object = builder.object;
  35070. let output = null;
  35071. if ( object.count > 1 ) {
  35072. const minValue = this.minNode.value;
  35073. const maxValue = this.maxNode.value;
  35074. const minLength = builder.getTypeLength( getValueType( minValue ) );
  35075. const maxLength = builder.getTypeLength( getValueType( maxValue ) );
  35076. min = min || new Vector4();
  35077. max = max || new Vector4();
  35078. min.setScalar( 0 );
  35079. max.setScalar( 0 );
  35080. if ( minLength === 1 ) min.setScalar( minValue );
  35081. else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b );
  35082. else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
  35083. if ( maxLength === 1 ) max.setScalar( maxValue );
  35084. else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b );
  35085. else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
  35086. const stride = 4;
  35087. const length = stride * object.count;
  35088. const array = new Float32Array( length );
  35089. for ( let i = 0; i < length; i ++ ) {
  35090. const index = i % stride;
  35091. const minElementValue = min.getComponent( index );
  35092. const maxElementValue = max.getComponent( index );
  35093. array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
  35094. }
  35095. const nodeType = this.getNodeType( builder );
  35096. if ( object.count <= 4096 ) {
  35097. output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
  35098. } else {
  35099. // TODO: Improve anonymous buffer attribute creation removing this part
  35100. const bufferAttribute = new InstancedBufferAttribute( array, 4 );
  35101. builder.geometry.setAttribute( '__range' + this.id, bufferAttribute );
  35102. output = instancedBufferAttribute( bufferAttribute ).convert( nodeType );
  35103. }
  35104. } else {
  35105. output = float( 0 );
  35106. }
  35107. return output;
  35108. }
  35109. }
  35110. const range = /*@__PURE__*/ nodeProxy( RangeNode );
  35111. const BasicShadowMap = Fn( ( { depthTexture, shadowCoord } ) => {
  35112. return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
  35113. } );
  35114. const PCFShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  35115. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  35116. const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  35117. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  35118. const texelSize = vec2( 1 ).div( mapSize );
  35119. const dx0 = texelSize.x.negate().mul( radius );
  35120. const dy0 = texelSize.y.negate().mul( radius );
  35121. const dx1 = texelSize.x.mul( radius );
  35122. const dy1 = texelSize.y.mul( radius );
  35123. const dx2 = dx0.div( 2 );
  35124. const dy2 = dy0.div( 2 );
  35125. const dx3 = dx1.div( 2 );
  35126. const dy3 = dy1.div( 2 );
  35127. return add(
  35128. depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
  35129. depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
  35130. depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
  35131. depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
  35132. depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
  35133. depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
  35134. depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
  35135. depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
  35136. depthCompare( shadowCoord.xy, shadowCoord.z ),
  35137. depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
  35138. depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
  35139. depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
  35140. depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
  35141. depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
  35142. depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
  35143. depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
  35144. depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
  35145. ).mul( 1 / 17 );
  35146. } );
  35147. const PCFSoftShadowMap = Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  35148. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  35149. const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  35150. const texelSize = vec2( 1 ).div( mapSize );
  35151. const dx = texelSize.x;
  35152. const dy = texelSize.y;
  35153. const uv = shadowCoord.xy;
  35154. const f = fract( uv.mul( mapSize ).add( 0.5 ) );
  35155. uv.subAssign( f.mul( texelSize ) );
  35156. return add(
  35157. depthCompare( uv, shadowCoord.z ),
  35158. depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
  35159. depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
  35160. depthCompare( uv.add( texelSize ), shadowCoord.z ),
  35161. mix(
  35162. depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
  35163. depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
  35164. f.x
  35165. ),
  35166. mix(
  35167. depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
  35168. depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
  35169. f.x
  35170. ),
  35171. mix(
  35172. depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
  35173. depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
  35174. f.y
  35175. ),
  35176. mix(
  35177. depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
  35178. depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
  35179. f.y
  35180. ),
  35181. mix(
  35182. mix(
  35183. depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
  35184. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
  35185. f.x
  35186. ),
  35187. mix(
  35188. depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
  35189. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
  35190. f.x
  35191. ),
  35192. f.y
  35193. )
  35194. ).mul( 1 / 9 );
  35195. } );
  35196. // VSM
  35197. const VSMShadowMapNode = Fn( ( { depthTexture, shadowCoord } ) => {
  35198. const occlusion = float( 1 ).toVar();
  35199. const distribution = texture( depthTexture ).uv( shadowCoord.xy ).rg;
  35200. const hardShadow = step( shadowCoord.z, distribution.x );
  35201. If( hardShadow.notEqual( float( 1.0 ) ), () => {
  35202. const distance = shadowCoord.z.sub( distribution.x );
  35203. const variance = max$1( 0, distribution.y.mul( distribution.y ) );
  35204. let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
  35205. softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
  35206. occlusion.assign( clamp( max$1( hardShadow, softnessProbability ) ) );
  35207. } );
  35208. return occlusion;
  35209. } );
  35210. const VSMPassVertical = Fn( ( { samples, radius, size, shadowPass } ) => {
  35211. const mean = float( 0 ).toVar();
  35212. const squaredMean = float( 0 ).toVar();
  35213. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  35214. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  35215. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  35216. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  35217. const depth = shadowPass.uv( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
  35218. mean.addAssign( depth );
  35219. squaredMean.addAssign( depth.mul( depth ) );
  35220. } );
  35221. mean.divAssign( samples );
  35222. squaredMean.divAssign( samples );
  35223. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  35224. return vec2( mean, std_dev );
  35225. } );
  35226. const VSMPassHorizontal = Fn( ( { samples, radius, size, shadowPass } ) => {
  35227. const mean = float( 0 ).toVar();
  35228. const squaredMean = float( 0 ).toVar();
  35229. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  35230. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  35231. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  35232. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  35233. const distribution = shadowPass.uv( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
  35234. mean.addAssign( distribution.x );
  35235. squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
  35236. } );
  35237. mean.divAssign( samples );
  35238. squaredMean.divAssign( samples );
  35239. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  35240. return vec2( mean, std_dev );
  35241. } );
  35242. const _shadowFilterLib = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, VSMShadowMapNode ];
  35243. //
  35244. let _overrideMaterial = null;
  35245. const _quadMesh$1 = /*@__PURE__*/ new QuadMesh();
  35246. class AnalyticLightNode extends LightingNode {
  35247. static get type() {
  35248. return 'AnalyticLightNode';
  35249. }
  35250. constructor( light = null ) {
  35251. super();
  35252. this.updateType = NodeUpdateType.FRAME;
  35253. this.light = light;
  35254. this.color = new Color();
  35255. this.colorNode = uniform( this.color ).setGroup( renderGroup );
  35256. this.baseColorNode = null;
  35257. this.shadowMap = null;
  35258. this.shadowNode = null;
  35259. this.shadowColorNode = null;
  35260. this.vsmShadowMapVertical = null;
  35261. this.vsmShadowMapHorizontal = null;
  35262. this.vsmMaterialVertical = null;
  35263. this.vsmMaterialHorizontal = null;
  35264. this.isAnalyticLightNode = true;
  35265. }
  35266. getCacheKey() {
  35267. return super.getCacheKey() + '-' + ( this.light.id + '-' + ( this.light.castShadow ? '1' : '0' ) );
  35268. }
  35269. getHash() {
  35270. return this.light.uuid;
  35271. }
  35272. setupShadow( builder ) {
  35273. const { object, renderer } = builder;
  35274. let shadowColorNode = this.shadowColorNode;
  35275. if ( shadowColorNode === null ) {
  35276. if ( _overrideMaterial === null ) {
  35277. _overrideMaterial = new NodeMaterial();
  35278. _overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
  35279. _overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
  35280. _overrideMaterial.name = 'ShadowMaterial';
  35281. }
  35282. const shadowMapType = renderer.shadowMap.type;
  35283. const shadow = this.light.shadow;
  35284. const depthTexture = new DepthTexture();
  35285. depthTexture.compareFunction = LessCompare;
  35286. const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
  35287. shadowMap.depthTexture = depthTexture;
  35288. shadow.camera.updateProjectionMatrix();
  35289. // VSM
  35290. if ( shadowMapType === VSMShadowMap ) {
  35291. depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
  35292. this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  35293. this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  35294. const shadowPassVertical = texture( depthTexture );
  35295. const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
  35296. const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
  35297. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  35298. const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  35299. let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
  35300. material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
  35301. material.name = 'VSMVertical';
  35302. material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
  35303. material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
  35304. material.name = 'VSMHorizontal';
  35305. }
  35306. //
  35307. const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
  35308. const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
  35309. const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
  35310. const position = object.material.shadowPositionNode || positionWorld;
  35311. let shadowCoord = uniform( shadow.matrix ).setGroup( renderGroup ).mul( position.add( normalWorld.mul( normalBias ) ) );
  35312. shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
  35313. let coordZ = shadowCoord.z.add( bias );
  35314. if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
  35315. coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Convertion [ 0, 1 ] to [ - 1, 1 ]
  35316. }
  35317. shadowCoord = vec3(
  35318. shadowCoord.x,
  35319. shadowCoord.y.oneMinus(), // follow webgpu standards
  35320. coordZ
  35321. );
  35322. const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
  35323. .and( shadowCoord.x.lessThanEqual( 1 ) )
  35324. .and( shadowCoord.y.greaterThanEqual( 0 ) )
  35325. .and( shadowCoord.y.lessThanEqual( 1 ) )
  35326. .and( shadowCoord.z.lessThanEqual( 1 ) );
  35327. //
  35328. const filterFn = shadow.filterNode || _shadowFilterLib[ renderer.shadowMap.type ] || null;
  35329. if ( filterFn === null ) {
  35330. throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
  35331. }
  35332. const shadowColor = texture( shadowMap.texture, shadowCoord );
  35333. const shadowNode = frustumTest.select( filterFn( { depthTexture: ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture, shadowCoord, shadow } ), float( 1 ) );
  35334. this.shadowMap = shadowMap;
  35335. this.light.shadow.map = shadowMap;
  35336. this.shadowNode = shadowNode;
  35337. this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ) );
  35338. this.baseColorNode = this.colorNode;
  35339. }
  35340. //
  35341. this.colorNode = shadowColorNode;
  35342. this.updateBeforeType = NodeUpdateType.RENDER;
  35343. }
  35344. setup( builder ) {
  35345. this.colorNode = this.baseColorNode || this.colorNode;
  35346. if ( this.light.castShadow ) {
  35347. if ( builder.object.receiveShadow ) {
  35348. this.setupShadow( builder );
  35349. }
  35350. } else if ( this.shadowNode !== null ) {
  35351. this.disposeShadow();
  35352. }
  35353. }
  35354. updateShadow( frame ) {
  35355. const { shadowMap, light } = this;
  35356. const { renderer, scene, camera } = frame;
  35357. const shadowType = renderer.shadowMap.type;
  35358. const depthVersion = shadowMap.depthTexture.version;
  35359. this._depthVersionCached = depthVersion;
  35360. const currentOverrideMaterial = scene.overrideMaterial;
  35361. scene.overrideMaterial = _overrideMaterial;
  35362. shadowMap.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  35363. light.shadow.updateMatrices( light );
  35364. light.shadow.camera.layers.mask = camera.layers.mask;
  35365. const currentRenderTarget = renderer.getRenderTarget();
  35366. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  35367. renderer.setRenderObjectFunction( ( object, ...params ) => {
  35368. if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
  35369. renderer.renderObject( object, ...params );
  35370. }
  35371. } );
  35372. renderer.setRenderTarget( shadowMap );
  35373. renderer.render( scene, light.shadow.camera );
  35374. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  35375. // vsm blur pass
  35376. if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
  35377. this.vsmPass( frame, light );
  35378. }
  35379. renderer.setRenderTarget( currentRenderTarget );
  35380. scene.overrideMaterial = currentOverrideMaterial;
  35381. }
  35382. vsmPass( frame, light ) {
  35383. const { renderer } = frame;
  35384. this.vsmShadowMapVertical.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  35385. this.vsmShadowMapHorizontal.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
  35386. renderer.setRenderTarget( this.vsmShadowMapVertical );
  35387. _quadMesh$1.material = this.vsmMaterialVertical;
  35388. _quadMesh$1.render( renderer );
  35389. renderer.setRenderTarget( this.vsmShadowMapHorizontal );
  35390. _quadMesh$1.material = this.vsmMaterialHorizontal;
  35391. _quadMesh$1.render( renderer );
  35392. }
  35393. disposeShadow() {
  35394. this.shadowMap.dispose();
  35395. this.shadowMap = null;
  35396. if ( this.vsmShadowMapVertical !== null ) {
  35397. this.vsmShadowMapVertical.dispose();
  35398. this.vsmShadowMapVertical = null;
  35399. this.vsmMaterialVertical.dispose();
  35400. this.vsmMaterialVertical = null;
  35401. }
  35402. if ( this.vsmShadowMapHorizontal !== null ) {
  35403. this.vsmShadowMapHorizontal.dispose();
  35404. this.vsmShadowMapHorizontal = null;
  35405. this.vsmMaterialHorizontal.dispose();
  35406. this.vsmMaterialHorizontal = null;
  35407. }
  35408. this.shadowNode = null;
  35409. this.shadowColorNode = null;
  35410. this.baseColorNode = null;
  35411. this.updateBeforeType = NodeUpdateType.NONE;
  35412. }
  35413. updateBefore( frame ) {
  35414. const shadow = this.light.shadow;
  35415. const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
  35416. if ( needsUpdate ) {
  35417. this.updateShadow( frame );
  35418. if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
  35419. shadow.needsUpdate = false;
  35420. }
  35421. }
  35422. }
  35423. update( /*frame*/ ) {
  35424. const { light } = this;
  35425. this.color.copy( light.color ).multiplyScalar( light.intensity );
  35426. }
  35427. }
  35428. const getDistanceAttenuation = /*@__PURE__*/ Fn( ( inputs ) => {
  35429. const { lightDistance, cutoffDistance, decayExponent } = inputs;
  35430. // based upon Frostbite 3 Moving to Physically-based Rendering
  35431. // page 32, equation 26: E[window1]
  35432. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  35433. const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
  35434. return cutoffDistance.greaterThan( 0 ).select(
  35435. distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
  35436. distanceFalloff
  35437. );
  35438. } ); // validated
  35439. let uniformsLib;
  35440. function getLightData( light ) {
  35441. uniformsLib = uniformsLib || new WeakMap();
  35442. let uniforms = uniformsLib.get( light );
  35443. if ( uniforms === undefined ) uniformsLib.set( light, uniforms = {} );
  35444. return uniforms;
  35445. }
  35446. function lightPosition( light ) {
  35447. const data = getLightData( light );
  35448. return data.position || ( data.position = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.matrixWorld ) ) );
  35449. }
  35450. function lightTargetPosition( light ) {
  35451. const data = getLightData( light );
  35452. return data.targetPosition || ( data.targetPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.target.matrixWorld ) ) );
  35453. }
  35454. function lightViewPosition( light ) {
  35455. const data = getLightData( light );
  35456. return data.viewPosition || ( data.viewPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => {
  35457. self.value = self.value || new Vector3();
  35458. self.value.setFromMatrixPosition( light.matrixWorld );
  35459. self.value.applyMatrix4( camera.matrixWorldInverse );
  35460. } ) );
  35461. }
  35462. const lightTargetDirection = ( light ) => cameraViewMatrix.transformDirection( lightPosition( light ).sub( lightTargetPosition( light ) ) );
  35463. const hash = /*@__PURE__*/ Fn( ( [ seed ] ) => {
  35464. // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org
  35465. const state = seed.toUint().mul( 747796405 ).add( 2891336453 );
  35466. const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 );
  35467. const result = word.shiftRight( 22 ).bitXor( word );
  35468. return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1)
  35469. } );
  35470. // remapping functions https://iquilezles.org/articles/functions/
  35471. const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k );
  35472. const gain = ( x, k ) => x.lessThan( 0.5 ) ? parabola( x.mul( 2.0 ), k ).div( 2.0 ) : sub( 1.0, parabola( mul( sub( 1.0, x ), 2.0 ), k ).div( 2.0 ) );
  35473. const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a );
  35474. const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) );
  35475. // https://github.com/cabbibo/glsl-tri-noise-3d
  35476. const tri = /*@__PURE__*/ Fn( ( [ x ] ) => {
  35477. return x.fract().sub( .5 ).abs();
  35478. } ).setLayout( {
  35479. name: 'tri',
  35480. type: 'float',
  35481. inputs: [
  35482. { name: 'x', type: 'float' }
  35483. ]
  35484. } );
  35485. const tri3 = /*@__PURE__*/ Fn( ( [ p ] ) => {
  35486. return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) );
  35487. } ).setLayout( {
  35488. name: 'tri3',
  35489. type: 'vec3',
  35490. inputs: [
  35491. { name: 'p', type: 'vec3' }
  35492. ]
  35493. } );
  35494. const triNoise3D = /*@__PURE__*/ Fn( ( [ p_immutable, spd, time ] ) => {
  35495. const p = vec3( p_immutable ).toVar();
  35496. const z = float( 1.4 ).toVar();
  35497. const rz = float( 0.0 ).toVar();
  35498. const bp = vec3( p ).toVar();
  35499. Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
  35500. const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
  35501. p.addAssign( dg.add( time.mul( float( 0.1 ).mul( spd ) ) ) );
  35502. bp.mulAssign( 1.8 );
  35503. z.mulAssign( 1.5 );
  35504. p.mulAssign( 1.2 );
  35505. const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
  35506. rz.addAssign( t.div( z ) );
  35507. bp.addAssign( 0.14 );
  35508. } );
  35509. return rz;
  35510. } ).setLayout( {
  35511. name: 'triNoise3D',
  35512. type: 'float',
  35513. inputs: [
  35514. { name: 'p', type: 'vec3' },
  35515. { name: 'spd', type: 'float' },
  35516. { name: 'time', type: 'float' }
  35517. ]
  35518. } );
  35519. const rotateUV = /*@__PURE__*/ Fn( ( [ uv, rotation, center = vec2( 0.5 ) ] ) => {
  35520. return rotate( uv.sub( center ), rotation ).add( center );
  35521. } );
  35522. const spherizeUV = /*@__PURE__*/ Fn( ( [ uv, strength, center = vec2( 0.5 ) ] ) => {
  35523. const delta = uv.sub( center );
  35524. const delta2 = delta.dot( delta );
  35525. const delta4 = delta2.mul( delta2 );
  35526. const deltaOffset = delta4.mul( strength );
  35527. return uv.add( delta.mul( deltaOffset ) );
  35528. } );
  35529. const billboarding = /*@__PURE__*/ Fn( ( { position = null, horizontal = true, vertical = false } ) => {
  35530. let worldMatrix;
  35531. if ( position !== null ) {
  35532. worldMatrix = modelWorldMatrix.toVar();
  35533. worldMatrix[ 3 ][ 0 ] = position.x;
  35534. worldMatrix[ 3 ][ 1 ] = position.y;
  35535. worldMatrix[ 3 ][ 2 ] = position.z;
  35536. } else {
  35537. worldMatrix = modelWorldMatrix;
  35538. }
  35539. const modelViewMatrix = cameraViewMatrix.mul( worldMatrix );
  35540. if ( defined( horizontal ) ) {
  35541. modelViewMatrix[ 0 ][ 0 ] = modelWorldMatrix[ 0 ].length();
  35542. modelViewMatrix[ 0 ][ 1 ] = 0;
  35543. modelViewMatrix[ 0 ][ 2 ] = 0;
  35544. }
  35545. if ( defined( vertical ) ) {
  35546. modelViewMatrix[ 1 ][ 0 ] = 0;
  35547. modelViewMatrix[ 1 ][ 1 ] = modelWorldMatrix[ 1 ].length();
  35548. modelViewMatrix[ 1 ][ 2 ] = 0;
  35549. }
  35550. modelViewMatrix[ 2 ][ 0 ] = 0;
  35551. modelViewMatrix[ 2 ][ 1 ] = 0;
  35552. modelViewMatrix[ 2 ][ 2 ] = 1;
  35553. return cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  35554. } );
  35555. const viewportSafeUV = /*@__PURE__*/ Fn( ( [ uv = null ] ) => {
  35556. const depth = linearDepth();
  35557. const depthDiff = linearDepth( viewportDepthTexture( uv ) ).sub( depth );
  35558. const finalUV = depthDiff.lessThan( 0 ).select( screenUV, uv );
  35559. return finalUV;
  35560. } );
  35561. const _objectData = new WeakMap();
  35562. class VelocityNode extends TempNode {
  35563. static get type() {
  35564. return 'VelocityNode';
  35565. }
  35566. constructor() {
  35567. super( 'vec2' );
  35568. this.updateType = NodeUpdateType.OBJECT;
  35569. this.updateAfterType = NodeUpdateType.OBJECT;
  35570. this.previousModelWorldMatrix = uniform( new Matrix4() );
  35571. this.previousProjectionMatrix = uniform( new Matrix4() ).setGroup( renderGroup );
  35572. this.previousCameraViewMatrix = uniform( new Matrix4() );
  35573. }
  35574. update( { frameId, camera, object } ) {
  35575. const previousModelMatrix = getPreviousMatrix( object );
  35576. this.previousModelWorldMatrix.value.copy( previousModelMatrix );
  35577. //
  35578. const cameraData = getData( camera );
  35579. if ( cameraData.frameId !== frameId ) {
  35580. cameraData.frameId = frameId;
  35581. if ( cameraData.previousProjectionMatrix === undefined ) {
  35582. cameraData.previousProjectionMatrix = new Matrix4();
  35583. cameraData.previousCameraViewMatrix = new Matrix4();
  35584. cameraData.currentProjectionMatrix = new Matrix4();
  35585. cameraData.currentCameraViewMatrix = new Matrix4();
  35586. cameraData.previousProjectionMatrix.copy( camera.projectionMatrix );
  35587. cameraData.previousCameraViewMatrix.copy( camera.matrixWorldInverse );
  35588. } else {
  35589. cameraData.previousProjectionMatrix.copy( cameraData.currentProjectionMatrix );
  35590. cameraData.previousCameraViewMatrix.copy( cameraData.currentCameraViewMatrix );
  35591. }
  35592. cameraData.currentProjectionMatrix.copy( camera.projectionMatrix );
  35593. cameraData.currentCameraViewMatrix.copy( camera.matrixWorldInverse );
  35594. this.previousProjectionMatrix.value.copy( cameraData.previousProjectionMatrix );
  35595. this.previousCameraViewMatrix.value.copy( cameraData.previousCameraViewMatrix );
  35596. }
  35597. }
  35598. updateAfter( { object } ) {
  35599. getPreviousMatrix( object ).copy( object.matrixWorld );
  35600. }
  35601. setup( /*builder*/ ) {
  35602. const previousModelViewMatrix = this.previousCameraViewMatrix.mul( this.previousModelWorldMatrix );
  35603. const clipPositionCurrent = cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  35604. const clipPositionPrevious = this.previousProjectionMatrix.mul( previousModelViewMatrix ).mul( positionPrevious );
  35605. const ndcPositionCurrent = clipPositionCurrent.xy.div( clipPositionCurrent.w );
  35606. const ndcPositionPrevious = clipPositionPrevious.xy.div( clipPositionPrevious.w );
  35607. const velocity = sub( ndcPositionCurrent, ndcPositionPrevious );
  35608. return velocity;
  35609. }
  35610. }
  35611. function getData( object ) {
  35612. let objectData = _objectData.get( object );
  35613. if ( objectData === undefined ) {
  35614. objectData = {};
  35615. _objectData.set( object, objectData );
  35616. }
  35617. return objectData;
  35618. }
  35619. function getPreviousMatrix( object, index = 0 ) {
  35620. const objectData = getData( object );
  35621. let matrix = objectData[ index ];
  35622. if ( matrix === undefined ) {
  35623. objectData[ index ] = matrix = new Matrix4();
  35624. }
  35625. return matrix;
  35626. }
  35627. const velocity = /*@__PURE__*/ nodeImmutable( VelocityNode );
  35628. const burn = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  35629. return min$1( 1.0, base.oneMinus().div( blend ) ).oneMinus();
  35630. } ).setLayout( {
  35631. name: 'burnBlend',
  35632. type: 'vec3',
  35633. inputs: [
  35634. { name: 'base', type: 'vec3' },
  35635. { name: 'blend', type: 'vec3' }
  35636. ]
  35637. } );
  35638. const dodge = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  35639. return min$1( base.div( blend.oneMinus() ), 1.0 );
  35640. } ).setLayout( {
  35641. name: 'dodgeBlend',
  35642. type: 'vec3',
  35643. inputs: [
  35644. { name: 'base', type: 'vec3' },
  35645. { name: 'blend', type: 'vec3' }
  35646. ]
  35647. } );
  35648. const screen = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  35649. return base.oneMinus().mul( blend.oneMinus() ).oneMinus();
  35650. } ).setLayout( {
  35651. name: 'screenBlend',
  35652. type: 'vec3',
  35653. inputs: [
  35654. { name: 'base', type: 'vec3' },
  35655. { name: 'blend', type: 'vec3' }
  35656. ]
  35657. } );
  35658. const overlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  35659. return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) );
  35660. } ).setLayout( {
  35661. name: 'overlayBlend',
  35662. type: 'vec3',
  35663. inputs: [
  35664. { name: 'base', type: 'vec3' },
  35665. { name: 'blend', type: 'vec3' }
  35666. ]
  35667. } );
  35668. const motionBlur = /*@__PURE__*/ Fn( ( [ inputNode, velocity, numSamples = int( 16 ) ] ) => {
  35669. const sampleColor = ( uv ) => inputNode.uv( uv );
  35670. const uvs = uv();
  35671. const colorResult = sampleColor( uvs ).toVar();
  35672. const fSamples = float( numSamples );
  35673. Loop( { start: int( 1 ), end: numSamples, type: 'int', condition: '<=' }, ( { i } ) => {
  35674. const offset = velocity.mul( float( i ).div( fSamples.sub( 1 ) ).sub( 0.5 ) );
  35675. colorResult.addAssign( sampleColor( uvs.add( offset ) ) );
  35676. } );
  35677. colorResult.divAssign( fSamples );
  35678. return colorResult;
  35679. } );
  35680. const bleach = /*@__PURE__*/ Fn( ( [ color, opacity = 1 ] ) => {
  35681. const base = color;
  35682. const lum = luminance( base.rgb );
  35683. const blend = vec3( lum );
  35684. const L = min$1( 1.0, max$1( 0.0, float( 10.0 ).mul( lum.sub( 0.45 ) ) ) );
  35685. const result1 = blend.mul( base.rgb ).mul( 2.0 );
  35686. const result2 = float( 2.0 ).mul( blend.oneMinus() ).mul( base.rgb.oneMinus() ).oneMinus();
  35687. const newColor = mix( result1, result2, L );
  35688. const A2 = base.a.mul( opacity );
  35689. const mixRGB = A2.mul( newColor.rgb );
  35690. mixRGB.addAssign( base.rgb.mul( A2.oneMinus() ) );
  35691. return vec4( mixRGB, base.a );
  35692. } );
  35693. const sepia = /*@__PURE__*/ Fn( ( [ color ] ) => {
  35694. const c = vec3( color );
  35695. // https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/sepia.js
  35696. return vec4(
  35697. dot( c, vec3( 0.393, 0.769, 0.189 ) ),
  35698. dot( c, vec3( 0.349, 0.686, 0.168 ) ),
  35699. dot( c, vec3( 0.272, 0.534, 0.131 ) ),
  35700. color.a
  35701. );
  35702. } );
  35703. const sRGBToLinearSRGB = /*@__PURE__*/ Fn( ( [ color ] ) => {
  35704. const a = color.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
  35705. const b = color.mul( 0.0773993808 );
  35706. const factor = color.lessThanEqual( 0.04045 );
  35707. const rgbResult = mix( a, b, factor );
  35708. return rgbResult;
  35709. } ).setLayout( {
  35710. name: 'sRGBToLinearSRGB',
  35711. type: 'vec3',
  35712. inputs: [
  35713. { name: 'color', type: 'vec3' }
  35714. ]
  35715. } );
  35716. const linearSRGBTosRGB = /*@__PURE__*/ Fn( ( [ color ] ) => {
  35717. const a = color.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
  35718. const b = color.mul( 12.92 );
  35719. const factor = color.lessThanEqual( 0.0031308 );
  35720. const rgbResult = mix( a, b, factor );
  35721. return rgbResult;
  35722. } ).setLayout( {
  35723. name: 'linearSRGBTosRGB',
  35724. type: 'vec3',
  35725. inputs: [
  35726. { name: 'color', type: 'vec3' }
  35727. ]
  35728. } );
  35729. // exposure only
  35730. const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  35731. return color.mul( exposure ).clamp();
  35732. } ).setLayout( {
  35733. name: 'linearToneMapping',
  35734. type: 'vec3',
  35735. inputs: [
  35736. { name: 'color', type: 'vec3' },
  35737. { name: 'exposure', type: 'float' }
  35738. ]
  35739. } );
  35740. // source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
  35741. const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  35742. color = color.mul( exposure );
  35743. return color.div( color.add( 1.0 ) ).clamp();
  35744. } ).setLayout( {
  35745. name: 'reinhardToneMapping',
  35746. type: 'vec3',
  35747. inputs: [
  35748. { name: 'color', type: 'vec3' },
  35749. { name: 'exposure', type: 'float' }
  35750. ]
  35751. } );
  35752. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  35753. const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  35754. // filmic operator by Jim Hejl and Richard Burgess-Dawson
  35755. color = color.mul( exposure );
  35756. color = color.sub( 0.004 ).max( 0.0 );
  35757. const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
  35758. const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );
  35759. return a.div( b ).pow( 2.2 );
  35760. } ).setLayout( {
  35761. name: 'cineonToneMapping',
  35762. type: 'vec3',
  35763. inputs: [
  35764. { name: 'color', type: 'vec3' },
  35765. { name: 'exposure', type: 'float' }
  35766. ]
  35767. } );
  35768. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  35769. const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => {
  35770. const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
  35771. const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );
  35772. return a.div( b );
  35773. } );
  35774. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  35775. const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  35776. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  35777. const ACESInputMat = mat3(
  35778. 0.59719, 0.35458, 0.04823,
  35779. 0.07600, 0.90834, 0.01566,
  35780. 0.02840, 0.13383, 0.83777
  35781. );
  35782. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  35783. const ACESOutputMat = mat3(
  35784. 1.60475, - 0.53108, - 0.07367,
  35785. - 0.10208, 1.10813, - 0.00605,
  35786. - 0.00327, - 0.07276, 1.07602
  35787. );
  35788. color = color.mul( exposure ).div( 0.6 );
  35789. color = ACESInputMat.mul( color );
  35790. // Apply RRT and ODT
  35791. color = RRTAndODTFit( color );
  35792. color = ACESOutputMat.mul( color );
  35793. // Clamp to [0, 1]
  35794. return color.clamp();
  35795. } ).setLayout( {
  35796. name: 'acesFilmicToneMapping',
  35797. type: 'vec3',
  35798. inputs: [
  35799. { name: 'color', type: 'vec3' },
  35800. { name: 'exposure', type: 'float' }
  35801. ]
  35802. } );
  35803. const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) );
  35804. const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );
  35805. const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  35806. const x = vec3( x_immutable ).toVar();
  35807. const x2 = vec3( x.mul( x ) ).toVar();
  35808. const x4 = vec3( x2.mul( x2 ) ).toVar();
  35809. return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) );
  35810. } );
  35811. const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  35812. const colortone = vec3( color ).toVar();
  35813. const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
  35814. const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) );
  35815. const AgxMinEv = float( - 12.47393 );
  35816. const AgxMaxEv = float( 4.026069 );
  35817. colortone.mulAssign( exposure );
  35818. colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
  35819. colortone.assign( AgXInsetMatrix.mul( colortone ) );
  35820. colortone.assign( max$1( colortone, 1e-10 ) );
  35821. colortone.assign( log2( colortone ) );
  35822. colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
  35823. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  35824. colortone.assign( agxDefaultContrastApprox( colortone ) );
  35825. colortone.assign( AgXOutsetMatrix.mul( colortone ) );
  35826. colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
  35827. colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
  35828. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  35829. return colortone;
  35830. } ).setLayout( {
  35831. name: 'agxToneMapping',
  35832. type: 'vec3',
  35833. inputs: [
  35834. { name: 'color', type: 'vec3' },
  35835. { name: 'exposure', type: 'float' }
  35836. ]
  35837. } );
  35838. // https://modelviewer.dev/examples/tone-mapping
  35839. const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  35840. const StartCompression = float( 0.8 - 0.04 );
  35841. const Desaturation = float( 0.15 );
  35842. color = color.mul( exposure );
  35843. const x = min$1( color.r, min$1( color.g, color.b ) );
  35844. const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );
  35845. color.subAssign( offset );
  35846. const peak = max$1( color.r, max$1( color.g, color.b ) );
  35847. If( peak.lessThan( StartCompression ), () => {
  35848. return color;
  35849. } );
  35850. const d = sub( 1, StartCompression );
  35851. const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
  35852. color.mulAssign( newPeak.div( peak ) );
  35853. const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );
  35854. return mix( color, vec3( newPeak ), g );
  35855. } ).setLayout( {
  35856. name: 'neutralToneMapping',
  35857. type: 'vec3',
  35858. inputs: [
  35859. { name: 'color', type: 'vec3' },
  35860. { name: 'exposure', type: 'float' }
  35861. ]
  35862. } );
  35863. class BarrierNode extends Node {
  35864. constructor( scope ) {
  35865. super();
  35866. this.scope = scope;
  35867. }
  35868. generate( builder ) {
  35869. const { scope } = this;
  35870. const { renderer } = builder;
  35871. if ( renderer.backend.isWebGLBackend === true ) {
  35872. builder.addFlowCode( `\t// ${scope}Barrier \n` );
  35873. } else {
  35874. builder.addLineFlowCode( `${scope}Barrier()` );
  35875. }
  35876. }
  35877. }
  35878. const barrier = nodeProxy( BarrierNode );
  35879. const workgroupBarrier = () => barrier( 'workgroup' ).append();
  35880. const storageBarrier = () => barrier( 'storage' ).append();
  35881. const textureBarrier = () => barrier( 'texture' ).append();
  35882. class WorkgroupInfoElementNode extends ArrayElementNode {
  35883. constructor( workgroupInfoNode, indexNode ) {
  35884. super( workgroupInfoNode, indexNode );
  35885. this.isWorkgroupInfoElementNode = true;
  35886. }
  35887. generate( builder, output ) {
  35888. let snippet;
  35889. const isAssignContext = builder.context.assign;
  35890. snippet = super.generate( builder );
  35891. if ( isAssignContext !== true ) {
  35892. const type = this.getNodeType( builder );
  35893. snippet = builder.format( snippet, type, output );
  35894. }
  35895. // TODO: Possibly activate clip distance index on index access rather than from clipping context
  35896. return snippet;
  35897. }
  35898. }
  35899. class WorkgroupInfoNode extends Node {
  35900. constructor( scope, bufferType, bufferCount = 0 ) {
  35901. super( bufferType );
  35902. this.bufferType = bufferType;
  35903. this.bufferCount = bufferCount;
  35904. this.isWorkgroupInfoNode = true;
  35905. this.scope = scope;
  35906. }
  35907. label( name ) {
  35908. this.name = name;
  35909. return this;
  35910. }
  35911. getHash() {
  35912. return this.uuid;
  35913. }
  35914. setScope( scope ) {
  35915. this.scope = scope;
  35916. return this;
  35917. }
  35918. getInputType( /*builder*/ ) {
  35919. return `${this.scope}Array`;
  35920. }
  35921. element( indexNode ) {
  35922. return nodeObject( new WorkgroupInfoElementNode( this, indexNode ) );
  35923. }
  35924. generate( builder ) {
  35925. return builder.getScopedArray( this.name || `${this.scope}Array_${this.id}`, this.scope.toLowerCase(), this.bufferType, this.bufferCount );
  35926. }
  35927. }
  35928. const workgroupArray = ( type, count ) => nodeObject( new WorkgroupInfoNode( 'Workgroup', type, count ) );
  35929. class AtomicFunctionNode extends TempNode {
  35930. static get type() {
  35931. return 'AtomicFunctionNode';
  35932. }
  35933. constructor( method, pointerNode, valueNode, storeNode = null ) {
  35934. super( 'uint' );
  35935. this.method = method;
  35936. this.pointerNode = pointerNode;
  35937. this.valueNode = valueNode;
  35938. this.storeNode = storeNode;
  35939. }
  35940. getInputType( builder ) {
  35941. return this.pointerNode.getNodeType( builder );
  35942. }
  35943. getNodeType( builder ) {
  35944. return this.getInputType( builder );
  35945. }
  35946. generate( builder ) {
  35947. const method = this.method;
  35948. const type = this.getNodeType( builder );
  35949. const inputType = this.getInputType( builder );
  35950. const a = this.pointerNode;
  35951. const b = this.valueNode;
  35952. const params = [];
  35953. params.push( `&${ a.build( builder, inputType ) }` );
  35954. params.push( b.build( builder, inputType ) );
  35955. const methodSnippet = `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`;
  35956. if ( this.storeNode !== null ) {
  35957. const varSnippet = this.storeNode.build( builder, inputType );
  35958. builder.addLineFlowCode( `${varSnippet} = ${methodSnippet}` );
  35959. } else {
  35960. builder.addLineFlowCode( methodSnippet );
  35961. }
  35962. }
  35963. }
  35964. AtomicFunctionNode.ATOMIC_LOAD = 'atomicLoad';
  35965. AtomicFunctionNode.ATOMIC_STORE = 'atomicStore';
  35966. AtomicFunctionNode.ATOMIC_ADD = 'atomicAdd';
  35967. AtomicFunctionNode.ATOMIC_SUB = 'atomicSub';
  35968. AtomicFunctionNode.ATOMIC_MAX = 'atomicMax';
  35969. AtomicFunctionNode.ATOMIC_MIN = 'atomicMin';
  35970. AtomicFunctionNode.ATOMIC_AND = 'atomicAnd';
  35971. AtomicFunctionNode.ATOMIC_OR = 'atomicOr';
  35972. AtomicFunctionNode.ATOMIC_XOR = 'atomicXor';
  35973. const atomicNode = nodeProxy( AtomicFunctionNode );
  35974. const atomicFunc = ( method, pointerNode, valueNode, storeNode ) => {
  35975. const node = atomicNode( method, pointerNode, valueNode, storeNode );
  35976. node.append();
  35977. return node;
  35978. };
  35979. const atomicStore = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_STORE, pointerNode, valueNode, storeNode );
  35980. const atomicAdd = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_ADD, pointerNode, valueNode, storeNode );
  35981. const atomicSub = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_SUB, pointerNode, valueNode, storeNode );
  35982. const atomicMax = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_MAX, pointerNode, valueNode, storeNode );
  35983. const atomicMin = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_MIN, pointerNode, valueNode, storeNode );
  35984. const atomicAnd = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_AND, pointerNode, valueNode, storeNode );
  35985. const atomicOr = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_OR, pointerNode, valueNode, storeNode );
  35986. const atomicXor = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_XOR, pointerNode, valueNode, storeNode );
  35987. const checker = /*@__PURE__*/ Fn( ( [ coord = uv() ] ) => {
  35988. const uv = coord.mul( 2.0 );
  35989. const cx = uv.x.floor();
  35990. const cy = uv.y.floor();
  35991. const result = cx.add( cy ).mod( 2.0 );
  35992. return result.sign();
  35993. } );
  35994. // Three.js Transpiler
  35995. // https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
  35996. const mx_select = /*@__PURE__*/ Fn( ( [ b_immutable, t_immutable, f_immutable ] ) => {
  35997. const f = float( f_immutable ).toVar();
  35998. const t = float( t_immutable ).toVar();
  35999. const b = bool( b_immutable ).toVar();
  36000. return select( b, t, f );
  36001. } ).setLayout( {
  36002. name: 'mx_select',
  36003. type: 'float',
  36004. inputs: [
  36005. { name: 'b', type: 'bool' },
  36006. { name: 't', type: 'float' },
  36007. { name: 'f', type: 'float' }
  36008. ]
  36009. } );
  36010. const mx_negate_if = /*@__PURE__*/ Fn( ( [ val_immutable, b_immutable ] ) => {
  36011. const b = bool( b_immutable ).toVar();
  36012. const val = float( val_immutable ).toVar();
  36013. return select( b, val.negate(), val );
  36014. } ).setLayout( {
  36015. name: 'mx_negate_if',
  36016. type: 'float',
  36017. inputs: [
  36018. { name: 'val', type: 'float' },
  36019. { name: 'b', type: 'bool' }
  36020. ]
  36021. } );
  36022. const mx_floor = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  36023. const x = float( x_immutable ).toVar();
  36024. return int( floor( x ) );
  36025. } ).setLayout( {
  36026. name: 'mx_floor',
  36027. type: 'int',
  36028. inputs: [
  36029. { name: 'x', type: 'float' }
  36030. ]
  36031. } );
  36032. const mx_floorfrac = /*@__PURE__*/ Fn( ( [ x_immutable, i ] ) => {
  36033. const x = float( x_immutable ).toVar();
  36034. i.assign( mx_floor( x ) );
  36035. return x.sub( float( i ) );
  36036. } );
  36037. const mx_bilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  36038. const t = float( t_immutable ).toVar();
  36039. const s = float( s_immutable ).toVar();
  36040. const v3 = float( v3_immutable ).toVar();
  36041. const v2 = float( v2_immutable ).toVar();
  36042. const v1 = float( v1_immutable ).toVar();
  36043. const v0 = float( v0_immutable ).toVar();
  36044. const s1 = float( sub( 1.0, s ) ).toVar();
  36045. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  36046. } ).setLayout( {
  36047. name: 'mx_bilerp_0',
  36048. type: 'float',
  36049. inputs: [
  36050. { name: 'v0', type: 'float' },
  36051. { name: 'v1', type: 'float' },
  36052. { name: 'v2', type: 'float' },
  36053. { name: 'v3', type: 'float' },
  36054. { name: 's', type: 'float' },
  36055. { name: 't', type: 'float' }
  36056. ]
  36057. } );
  36058. const mx_bilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  36059. const t = float( t_immutable ).toVar();
  36060. const s = float( s_immutable ).toVar();
  36061. const v3 = vec3( v3_immutable ).toVar();
  36062. const v2 = vec3( v2_immutable ).toVar();
  36063. const v1 = vec3( v1_immutable ).toVar();
  36064. const v0 = vec3( v0_immutable ).toVar();
  36065. const s1 = float( sub( 1.0, s ) ).toVar();
  36066. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  36067. } ).setLayout( {
  36068. name: 'mx_bilerp_1',
  36069. type: 'vec3',
  36070. inputs: [
  36071. { name: 'v0', type: 'vec3' },
  36072. { name: 'v1', type: 'vec3' },
  36073. { name: 'v2', type: 'vec3' },
  36074. { name: 'v3', type: 'vec3' },
  36075. { name: 's', type: 'float' },
  36076. { name: 't', type: 'float' }
  36077. ]
  36078. } );
  36079. const mx_bilerp = /*@__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] );
  36080. const mx_trilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  36081. const r = float( r_immutable ).toVar();
  36082. const t = float( t_immutable ).toVar();
  36083. const s = float( s_immutable ).toVar();
  36084. const v7 = float( v7_immutable ).toVar();
  36085. const v6 = float( v6_immutable ).toVar();
  36086. const v5 = float( v5_immutable ).toVar();
  36087. const v4 = float( v4_immutable ).toVar();
  36088. const v3 = float( v3_immutable ).toVar();
  36089. const v2 = float( v2_immutable ).toVar();
  36090. const v1 = float( v1_immutable ).toVar();
  36091. const v0 = float( v0_immutable ).toVar();
  36092. const s1 = float( sub( 1.0, s ) ).toVar();
  36093. const t1 = float( sub( 1.0, t ) ).toVar();
  36094. const r1 = float( sub( 1.0, r ) ).toVar();
  36095. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  36096. } ).setLayout( {
  36097. name: 'mx_trilerp_0',
  36098. type: 'float',
  36099. inputs: [
  36100. { name: 'v0', type: 'float' },
  36101. { name: 'v1', type: 'float' },
  36102. { name: 'v2', type: 'float' },
  36103. { name: 'v3', type: 'float' },
  36104. { name: 'v4', type: 'float' },
  36105. { name: 'v5', type: 'float' },
  36106. { name: 'v6', type: 'float' },
  36107. { name: 'v7', type: 'float' },
  36108. { name: 's', type: 'float' },
  36109. { name: 't', type: 'float' },
  36110. { name: 'r', type: 'float' }
  36111. ]
  36112. } );
  36113. const mx_trilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
  36114. const r = float( r_immutable ).toVar();
  36115. const t = float( t_immutable ).toVar();
  36116. const s = float( s_immutable ).toVar();
  36117. const v7 = vec3( v7_immutable ).toVar();
  36118. const v6 = vec3( v6_immutable ).toVar();
  36119. const v5 = vec3( v5_immutable ).toVar();
  36120. const v4 = vec3( v4_immutable ).toVar();
  36121. const v3 = vec3( v3_immutable ).toVar();
  36122. const v2 = vec3( v2_immutable ).toVar();
  36123. const v1 = vec3( v1_immutable ).toVar();
  36124. const v0 = vec3( v0_immutable ).toVar();
  36125. const s1 = float( sub( 1.0, s ) ).toVar();
  36126. const t1 = float( sub( 1.0, t ) ).toVar();
  36127. const r1 = float( sub( 1.0, r ) ).toVar();
  36128. return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
  36129. } ).setLayout( {
  36130. name: 'mx_trilerp_1',
  36131. type: 'vec3',
  36132. inputs: [
  36133. { name: 'v0', type: 'vec3' },
  36134. { name: 'v1', type: 'vec3' },
  36135. { name: 'v2', type: 'vec3' },
  36136. { name: 'v3', type: 'vec3' },
  36137. { name: 'v4', type: 'vec3' },
  36138. { name: 'v5', type: 'vec3' },
  36139. { name: 'v6', type: 'vec3' },
  36140. { name: 'v7', type: 'vec3' },
  36141. { name: 's', type: 'float' },
  36142. { name: 't', type: 'float' },
  36143. { name: 'r', type: 'float' }
  36144. ]
  36145. } );
  36146. const mx_trilerp = /*@__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] );
  36147. const mx_gradient_float_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  36148. const y = float( y_immutable ).toVar();
  36149. const x = float( x_immutable ).toVar();
  36150. const hash = uint( hash_immutable ).toVar();
  36151. const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar();
  36152. const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar();
  36153. const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar();
  36154. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  36155. } ).setLayout( {
  36156. name: 'mx_gradient_float_0',
  36157. type: 'float',
  36158. inputs: [
  36159. { name: 'hash', type: 'uint' },
  36160. { name: 'x', type: 'float' },
  36161. { name: 'y', type: 'float' }
  36162. ]
  36163. } );
  36164. const mx_gradient_float_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  36165. const z = float( z_immutable ).toVar();
  36166. const y = float( y_immutable ).toVar();
  36167. const x = float( x_immutable ).toVar();
  36168. const hash = uint( hash_immutable ).toVar();
  36169. const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar();
  36170. const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar();
  36171. const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar();
  36172. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  36173. } ).setLayout( {
  36174. name: 'mx_gradient_float_1',
  36175. type: 'float',
  36176. inputs: [
  36177. { name: 'hash', type: 'uint' },
  36178. { name: 'x', type: 'float' },
  36179. { name: 'y', type: 'float' },
  36180. { name: 'z', type: 'float' }
  36181. ]
  36182. } );
  36183. const mx_gradient_float = /*@__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] );
  36184. const mx_gradient_vec3_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  36185. const y = float( y_immutable ).toVar();
  36186. const x = float( x_immutable ).toVar();
  36187. const hash = uvec3( hash_immutable ).toVar();
  36188. return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) );
  36189. } ).setLayout( {
  36190. name: 'mx_gradient_vec3_0',
  36191. type: 'vec3',
  36192. inputs: [
  36193. { name: 'hash', type: 'uvec3' },
  36194. { name: 'x', type: 'float' },
  36195. { name: 'y', type: 'float' }
  36196. ]
  36197. } );
  36198. const mx_gradient_vec3_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  36199. const z = float( z_immutable ).toVar();
  36200. const y = float( y_immutable ).toVar();
  36201. const x = float( x_immutable ).toVar();
  36202. const hash = uvec3( hash_immutable ).toVar();
  36203. return vec3( mx_gradient_float( hash.x, x, y, z ), mx_gradient_float( hash.y, x, y, z ), mx_gradient_float( hash.z, x, y, z ) );
  36204. } ).setLayout( {
  36205. name: 'mx_gradient_vec3_1',
  36206. type: 'vec3',
  36207. inputs: [
  36208. { name: 'hash', type: 'uvec3' },
  36209. { name: 'x', type: 'float' },
  36210. { name: 'y', type: 'float' },
  36211. { name: 'z', type: 'float' }
  36212. ]
  36213. } );
  36214. const mx_gradient_vec3 = /*@__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] );
  36215. const mx_gradient_scale2d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36216. const v = float( v_immutable ).toVar();
  36217. return mul( 0.6616, v );
  36218. } ).setLayout( {
  36219. name: 'mx_gradient_scale2d_0',
  36220. type: 'float',
  36221. inputs: [
  36222. { name: 'v', type: 'float' }
  36223. ]
  36224. } );
  36225. const mx_gradient_scale3d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36226. const v = float( v_immutable ).toVar();
  36227. return mul( 0.9820, v );
  36228. } ).setLayout( {
  36229. name: 'mx_gradient_scale3d_0',
  36230. type: 'float',
  36231. inputs: [
  36232. { name: 'v', type: 'float' }
  36233. ]
  36234. } );
  36235. const mx_gradient_scale2d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36236. const v = vec3( v_immutable ).toVar();
  36237. return mul( 0.6616, v );
  36238. } ).setLayout( {
  36239. name: 'mx_gradient_scale2d_1',
  36240. type: 'vec3',
  36241. inputs: [
  36242. { name: 'v', type: 'vec3' }
  36243. ]
  36244. } );
  36245. const mx_gradient_scale2d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] );
  36246. const mx_gradient_scale3d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  36247. const v = vec3( v_immutable ).toVar();
  36248. return mul( 0.9820, v );
  36249. } ).setLayout( {
  36250. name: 'mx_gradient_scale3d_1',
  36251. type: 'vec3',
  36252. inputs: [
  36253. { name: 'v', type: 'vec3' }
  36254. ]
  36255. } );
  36256. const mx_gradient_scale3d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] );
  36257. const mx_rotl32 = /*@__PURE__*/ Fn( ( [ x_immutable, k_immutable ] ) => {
  36258. const k = int( k_immutable ).toVar();
  36259. const x = uint( x_immutable ).toVar();
  36260. return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) );
  36261. } ).setLayout( {
  36262. name: 'mx_rotl32',
  36263. type: 'uint',
  36264. inputs: [
  36265. { name: 'x', type: 'uint' },
  36266. { name: 'k', type: 'int' }
  36267. ]
  36268. } );
  36269. const mx_bjmix = /*@__PURE__*/ Fn( ( [ a, b, c ] ) => {
  36270. a.subAssign( c );
  36271. a.bitXorAssign( mx_rotl32( c, int( 4 ) ) );
  36272. c.addAssign( b );
  36273. b.subAssign( a );
  36274. b.bitXorAssign( mx_rotl32( a, int( 6 ) ) );
  36275. a.addAssign( c );
  36276. c.subAssign( b );
  36277. c.bitXorAssign( mx_rotl32( b, int( 8 ) ) );
  36278. b.addAssign( a );
  36279. a.subAssign( c );
  36280. a.bitXorAssign( mx_rotl32( c, int( 16 ) ) );
  36281. c.addAssign( b );
  36282. b.subAssign( a );
  36283. b.bitXorAssign( mx_rotl32( a, int( 19 ) ) );
  36284. a.addAssign( c );
  36285. c.subAssign( b );
  36286. c.bitXorAssign( mx_rotl32( b, int( 4 ) ) );
  36287. b.addAssign( a );
  36288. } );
  36289. const mx_bjfinal = /*@__PURE__*/ Fn( ( [ a_immutable, b_immutable, c_immutable ] ) => {
  36290. const c = uint( c_immutable ).toVar();
  36291. const b = uint( b_immutable ).toVar();
  36292. const a = uint( a_immutable ).toVar();
  36293. c.bitXorAssign( b );
  36294. c.subAssign( mx_rotl32( b, int( 14 ) ) );
  36295. a.bitXorAssign( c );
  36296. a.subAssign( mx_rotl32( c, int( 11 ) ) );
  36297. b.bitXorAssign( a );
  36298. b.subAssign( mx_rotl32( a, int( 25 ) ) );
  36299. c.bitXorAssign( b );
  36300. c.subAssign( mx_rotl32( b, int( 16 ) ) );
  36301. a.bitXorAssign( c );
  36302. a.subAssign( mx_rotl32( c, int( 4 ) ) );
  36303. b.bitXorAssign( a );
  36304. b.subAssign( mx_rotl32( a, int( 14 ) ) );
  36305. c.bitXorAssign( b );
  36306. c.subAssign( mx_rotl32( b, int( 24 ) ) );
  36307. return c;
  36308. } ).setLayout( {
  36309. name: 'mx_bjfinal',
  36310. type: 'uint',
  36311. inputs: [
  36312. { name: 'a', type: 'uint' },
  36313. { name: 'b', type: 'uint' },
  36314. { name: 'c', type: 'uint' }
  36315. ]
  36316. } );
  36317. const mx_bits_to_01 = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => {
  36318. const bits = uint( bits_immutable ).toVar();
  36319. return float( bits ).div( float( uint( int( 0xffffffff ) ) ) );
  36320. } ).setLayout( {
  36321. name: 'mx_bits_to_01',
  36322. type: 'float',
  36323. inputs: [
  36324. { name: 'bits', type: 'uint' }
  36325. ]
  36326. } );
  36327. const mx_fade = /*@__PURE__*/ Fn( ( [ t_immutable ] ) => {
  36328. const t = float( t_immutable ).toVar();
  36329. return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) );
  36330. } ).setLayout( {
  36331. name: 'mx_fade',
  36332. type: 'float',
  36333. inputs: [
  36334. { name: 't', type: 'float' }
  36335. ]
  36336. } );
  36337. const mx_hash_int_0 = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  36338. const x = int( x_immutable ).toVar();
  36339. const len = uint( uint( 1 ) ).toVar();
  36340. const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar();
  36341. return mx_bjfinal( seed.add( uint( x ) ), seed, seed );
  36342. } ).setLayout( {
  36343. name: 'mx_hash_int_0',
  36344. type: 'uint',
  36345. inputs: [
  36346. { name: 'x', type: 'int' }
  36347. ]
  36348. } );
  36349. const mx_hash_int_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  36350. const y = int( y_immutable ).toVar();
  36351. const x = int( x_immutable ).toVar();
  36352. const len = uint( uint( 2 ) ).toVar();
  36353. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36354. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36355. a.addAssign( uint( x ) );
  36356. b.addAssign( uint( y ) );
  36357. return mx_bjfinal( a, b, c );
  36358. } ).setLayout( {
  36359. name: 'mx_hash_int_1',
  36360. type: 'uint',
  36361. inputs: [
  36362. { name: 'x', type: 'int' },
  36363. { name: 'y', type: 'int' }
  36364. ]
  36365. } );
  36366. const mx_hash_int_2 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  36367. const z = int( z_immutable ).toVar();
  36368. const y = int( y_immutable ).toVar();
  36369. const x = int( x_immutable ).toVar();
  36370. const len = uint( uint( 3 ) ).toVar();
  36371. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36372. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36373. a.addAssign( uint( x ) );
  36374. b.addAssign( uint( y ) );
  36375. c.addAssign( uint( z ) );
  36376. return mx_bjfinal( a, b, c );
  36377. } ).setLayout( {
  36378. name: 'mx_hash_int_2',
  36379. type: 'uint',
  36380. inputs: [
  36381. { name: 'x', type: 'int' },
  36382. { name: 'y', type: 'int' },
  36383. { name: 'z', type: 'int' }
  36384. ]
  36385. } );
  36386. const mx_hash_int_3 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => {
  36387. const xx = int( xx_immutable ).toVar();
  36388. const z = int( z_immutable ).toVar();
  36389. const y = int( y_immutable ).toVar();
  36390. const x = int( x_immutable ).toVar();
  36391. const len = uint( uint( 4 ) ).toVar();
  36392. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36393. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36394. a.addAssign( uint( x ) );
  36395. b.addAssign( uint( y ) );
  36396. c.addAssign( uint( z ) );
  36397. mx_bjmix( a, b, c );
  36398. a.addAssign( uint( xx ) );
  36399. return mx_bjfinal( a, b, c );
  36400. } ).setLayout( {
  36401. name: 'mx_hash_int_3',
  36402. type: 'uint',
  36403. inputs: [
  36404. { name: 'x', type: 'int' },
  36405. { name: 'y', type: 'int' },
  36406. { name: 'z', type: 'int' },
  36407. { name: 'xx', type: 'int' }
  36408. ]
  36409. } );
  36410. const mx_hash_int_4 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => {
  36411. const yy = int( yy_immutable ).toVar();
  36412. const xx = int( xx_immutable ).toVar();
  36413. const z = int( z_immutable ).toVar();
  36414. const y = int( y_immutable ).toVar();
  36415. const x = int( x_immutable ).toVar();
  36416. const len = uint( uint( 5 ) ).toVar();
  36417. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  36418. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  36419. a.addAssign( uint( x ) );
  36420. b.addAssign( uint( y ) );
  36421. c.addAssign( uint( z ) );
  36422. mx_bjmix( a, b, c );
  36423. a.addAssign( uint( xx ) );
  36424. b.addAssign( uint( yy ) );
  36425. return mx_bjfinal( a, b, c );
  36426. } ).setLayout( {
  36427. name: 'mx_hash_int_4',
  36428. type: 'uint',
  36429. inputs: [
  36430. { name: 'x', type: 'int' },
  36431. { name: 'y', type: 'int' },
  36432. { name: 'z', type: 'int' },
  36433. { name: 'xx', type: 'int' },
  36434. { name: 'yy', type: 'int' }
  36435. ]
  36436. } );
  36437. const mx_hash_int = /*@__PURE__*/ overloadingFn( [ mx_hash_int_0, mx_hash_int_1, mx_hash_int_2, mx_hash_int_3, mx_hash_int_4 ] );
  36438. const mx_hash_vec3_0 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  36439. const y = int( y_immutable ).toVar();
  36440. const x = int( x_immutable ).toVar();
  36441. const h = uint( mx_hash_int( x, y ) ).toVar();
  36442. const result = uvec3().toVar();
  36443. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  36444. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  36445. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  36446. return result;
  36447. } ).setLayout( {
  36448. name: 'mx_hash_vec3_0',
  36449. type: 'uvec3',
  36450. inputs: [
  36451. { name: 'x', type: 'int' },
  36452. { name: 'y', type: 'int' }
  36453. ]
  36454. } );
  36455. const mx_hash_vec3_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  36456. const z = int( z_immutable ).toVar();
  36457. const y = int( y_immutable ).toVar();
  36458. const x = int( x_immutable ).toVar();
  36459. const h = uint( mx_hash_int( x, y, z ) ).toVar();
  36460. const result = uvec3().toVar();
  36461. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  36462. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  36463. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  36464. return result;
  36465. } ).setLayout( {
  36466. name: 'mx_hash_vec3_1',
  36467. type: 'uvec3',
  36468. inputs: [
  36469. { name: 'x', type: 'int' },
  36470. { name: 'y', type: 'int' },
  36471. { name: 'z', type: 'int' }
  36472. ]
  36473. } );
  36474. const mx_hash_vec3 = /*@__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] );
  36475. const mx_perlin_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36476. const p = vec2( p_immutable ).toVar();
  36477. const X = int().toVar(), Y = int().toVar();
  36478. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36479. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36480. const u = float( mx_fade( fx ) ).toVar();
  36481. const v = float( mx_fade( fy ) ).toVar();
  36482. const result = float( mx_bilerp( mx_gradient_float( mx_hash_int( X, Y ), fx, fy ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  36483. return mx_gradient_scale2d( result );
  36484. } ).setLayout( {
  36485. name: 'mx_perlin_noise_float_0',
  36486. type: 'float',
  36487. inputs: [
  36488. { name: 'p', type: 'vec2' }
  36489. ]
  36490. } );
  36491. const mx_perlin_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36492. const p = vec3( p_immutable ).toVar();
  36493. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36494. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36495. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36496. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  36497. const u = float( mx_fade( fx ) ).toVar();
  36498. const v = float( mx_fade( fy ) ).toVar();
  36499. const w = float( mx_fade( fz ) ).toVar();
  36500. const result = float( mx_trilerp( mx_gradient_float( mx_hash_int( X, Y, Z ), fx, fy, fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  36501. return mx_gradient_scale3d( result );
  36502. } ).setLayout( {
  36503. name: 'mx_perlin_noise_float_1',
  36504. type: 'float',
  36505. inputs: [
  36506. { name: 'p', type: 'vec3' }
  36507. ]
  36508. } );
  36509. const mx_perlin_noise_float = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] );
  36510. const mx_perlin_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36511. const p = vec2( p_immutable ).toVar();
  36512. const X = int().toVar(), Y = int().toVar();
  36513. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36514. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36515. const u = float( mx_fade( fx ) ).toVar();
  36516. const v = float( mx_fade( fy ) ).toVar();
  36517. const result = vec3( mx_bilerp( mx_gradient_vec3( mx_hash_vec3( X, Y ), fx, fy ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
  36518. return mx_gradient_scale2d( result );
  36519. } ).setLayout( {
  36520. name: 'mx_perlin_noise_vec3_0',
  36521. type: 'vec3',
  36522. inputs: [
  36523. { name: 'p', type: 'vec2' }
  36524. ]
  36525. } );
  36526. const mx_perlin_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36527. const p = vec3( p_immutable ).toVar();
  36528. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36529. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  36530. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  36531. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  36532. const u = float( mx_fade( fx ) ).toVar();
  36533. const v = float( mx_fade( fy ) ).toVar();
  36534. const w = float( mx_fade( fz ) ).toVar();
  36535. const result = vec3( mx_trilerp( mx_gradient_vec3( mx_hash_vec3( X, Y, Z ), fx, fy, fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
  36536. return mx_gradient_scale3d( result );
  36537. } ).setLayout( {
  36538. name: 'mx_perlin_noise_vec3_1',
  36539. type: 'vec3',
  36540. inputs: [
  36541. { name: 'p', type: 'vec3' }
  36542. ]
  36543. } );
  36544. const mx_perlin_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] );
  36545. const mx_cell_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36546. const p = float( p_immutable ).toVar();
  36547. const ix = int( mx_floor( p ) ).toVar();
  36548. return mx_bits_to_01( mx_hash_int( ix ) );
  36549. } ).setLayout( {
  36550. name: 'mx_cell_noise_float_0',
  36551. type: 'float',
  36552. inputs: [
  36553. { name: 'p', type: 'float' }
  36554. ]
  36555. } );
  36556. const mx_cell_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36557. const p = vec2( p_immutable ).toVar();
  36558. const ix = int( mx_floor( p.x ) ).toVar();
  36559. const iy = int( mx_floor( p.y ) ).toVar();
  36560. return mx_bits_to_01( mx_hash_int( ix, iy ) );
  36561. } ).setLayout( {
  36562. name: 'mx_cell_noise_float_1',
  36563. type: 'float',
  36564. inputs: [
  36565. { name: 'p', type: 'vec2' }
  36566. ]
  36567. } );
  36568. const mx_cell_noise_float_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36569. const p = vec3( p_immutable ).toVar();
  36570. const ix = int( mx_floor( p.x ) ).toVar();
  36571. const iy = int( mx_floor( p.y ) ).toVar();
  36572. const iz = int( mx_floor( p.z ) ).toVar();
  36573. return mx_bits_to_01( mx_hash_int( ix, iy, iz ) );
  36574. } ).setLayout( {
  36575. name: 'mx_cell_noise_float_2',
  36576. type: 'float',
  36577. inputs: [
  36578. { name: 'p', type: 'vec3' }
  36579. ]
  36580. } );
  36581. const mx_cell_noise_float_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36582. const p = vec4( p_immutable ).toVar();
  36583. const ix = int( mx_floor( p.x ) ).toVar();
  36584. const iy = int( mx_floor( p.y ) ).toVar();
  36585. const iz = int( mx_floor( p.z ) ).toVar();
  36586. const iw = int( mx_floor( p.w ) ).toVar();
  36587. return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) );
  36588. } ).setLayout( {
  36589. name: 'mx_cell_noise_float_3',
  36590. type: 'float',
  36591. inputs: [
  36592. { name: 'p', type: 'vec4' }
  36593. ]
  36594. } );
  36595. const mx_cell_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_float_0, mx_cell_noise_float_1, mx_cell_noise_float_2, mx_cell_noise_float_3 ] );
  36596. const mx_cell_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36597. const p = float( p_immutable ).toVar();
  36598. const ix = int( mx_floor( p ) ).toVar();
  36599. return vec3( mx_bits_to_01( mx_hash_int( ix, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 2 ) ) ) );
  36600. } ).setLayout( {
  36601. name: 'mx_cell_noise_vec3_0',
  36602. type: 'vec3',
  36603. inputs: [
  36604. { name: 'p', type: 'float' }
  36605. ]
  36606. } );
  36607. const mx_cell_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36608. const p = vec2( p_immutable ).toVar();
  36609. const ix = int( mx_floor( p.x ) ).toVar();
  36610. const iy = int( mx_floor( p.y ) ).toVar();
  36611. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 2 ) ) ) );
  36612. } ).setLayout( {
  36613. name: 'mx_cell_noise_vec3_1',
  36614. type: 'vec3',
  36615. inputs: [
  36616. { name: 'p', type: 'vec2' }
  36617. ]
  36618. } );
  36619. const mx_cell_noise_vec3_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36620. const p = vec3( p_immutable ).toVar();
  36621. const ix = int( mx_floor( p.x ) ).toVar();
  36622. const iy = int( mx_floor( p.y ) ).toVar();
  36623. const iz = int( mx_floor( p.z ) ).toVar();
  36624. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 2 ) ) ) );
  36625. } ).setLayout( {
  36626. name: 'mx_cell_noise_vec3_2',
  36627. type: 'vec3',
  36628. inputs: [
  36629. { name: 'p', type: 'vec3' }
  36630. ]
  36631. } );
  36632. const mx_cell_noise_vec3_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  36633. const p = vec4( p_immutable ).toVar();
  36634. const ix = int( mx_floor( p.x ) ).toVar();
  36635. const iy = int( mx_floor( p.y ) ).toVar();
  36636. const iz = int( mx_floor( p.z ) ).toVar();
  36637. const iw = int( mx_floor( p.w ) ).toVar();
  36638. return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 2 ) ) ) );
  36639. } ).setLayout( {
  36640. name: 'mx_cell_noise_vec3_3',
  36641. type: 'vec3',
  36642. inputs: [
  36643. { name: 'p', type: 'vec4' }
  36644. ]
  36645. } );
  36646. const mx_cell_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_vec3_0, mx_cell_noise_vec3_1, mx_cell_noise_vec3_2, mx_cell_noise_vec3_3 ] );
  36647. const mx_fractal_noise_float$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36648. const diminish = float( diminish_immutable ).toVar();
  36649. const lacunarity = float( lacunarity_immutable ).toVar();
  36650. const octaves = int( octaves_immutable ).toVar();
  36651. const p = vec3( p_immutable ).toVar();
  36652. const result = float( 0.0 ).toVar();
  36653. const amplitude = float( 1.0 ).toVar();
  36654. Loop( octaves, () => {
  36655. result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) );
  36656. amplitude.mulAssign( diminish );
  36657. p.mulAssign( lacunarity );
  36658. } );
  36659. return result;
  36660. } ).setLayout( {
  36661. name: 'mx_fractal_noise_float',
  36662. type: 'float',
  36663. inputs: [
  36664. { name: 'p', type: 'vec3' },
  36665. { name: 'octaves', type: 'int' },
  36666. { name: 'lacunarity', type: 'float' },
  36667. { name: 'diminish', type: 'float' }
  36668. ]
  36669. } );
  36670. const mx_fractal_noise_vec3$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36671. const diminish = float( diminish_immutable ).toVar();
  36672. const lacunarity = float( lacunarity_immutable ).toVar();
  36673. const octaves = int( octaves_immutable ).toVar();
  36674. const p = vec3( p_immutable ).toVar();
  36675. const result = vec3( 0.0 ).toVar();
  36676. const amplitude = float( 1.0 ).toVar();
  36677. Loop( octaves, () => {
  36678. result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) );
  36679. amplitude.mulAssign( diminish );
  36680. p.mulAssign( lacunarity );
  36681. } );
  36682. return result;
  36683. } ).setLayout( {
  36684. name: 'mx_fractal_noise_vec3',
  36685. type: 'vec3',
  36686. inputs: [
  36687. { name: 'p', type: 'vec3' },
  36688. { name: 'octaves', type: 'int' },
  36689. { name: 'lacunarity', type: 'float' },
  36690. { name: 'diminish', type: 'float' }
  36691. ]
  36692. } );
  36693. const mx_fractal_noise_vec2$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36694. const diminish = float( diminish_immutable ).toVar();
  36695. const lacunarity = float( lacunarity_immutable ).toVar();
  36696. const octaves = int( octaves_immutable ).toVar();
  36697. const p = vec3( p_immutable ).toVar();
  36698. return vec2( mx_fractal_noise_float$1( p, octaves, lacunarity, diminish ), mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) );
  36699. } ).setLayout( {
  36700. name: 'mx_fractal_noise_vec2',
  36701. type: 'vec2',
  36702. inputs: [
  36703. { name: 'p', type: 'vec3' },
  36704. { name: 'octaves', type: 'int' },
  36705. { name: 'lacunarity', type: 'float' },
  36706. { name: 'diminish', type: 'float' }
  36707. ]
  36708. } );
  36709. const mx_fractal_noise_vec4$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  36710. const diminish = float( diminish_immutable ).toVar();
  36711. const lacunarity = float( lacunarity_immutable ).toVar();
  36712. const octaves = int( octaves_immutable ).toVar();
  36713. const p = vec3( p_immutable ).toVar();
  36714. const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar();
  36715. const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar();
  36716. return vec4( c, f );
  36717. } ).setLayout( {
  36718. name: 'mx_fractal_noise_vec4',
  36719. type: 'vec4',
  36720. inputs: [
  36721. { name: 'p', type: 'vec3' },
  36722. { name: 'octaves', type: 'int' },
  36723. { name: 'lacunarity', type: 'float' },
  36724. { name: 'diminish', type: 'float' }
  36725. ]
  36726. } );
  36727. const mx_worley_distance_0 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => {
  36728. const metric = int( metric_immutable ).toVar();
  36729. const jitter = float( jitter_immutable ).toVar();
  36730. const yoff = int( yoff_immutable ).toVar();
  36731. const xoff = int( xoff_immutable ).toVar();
  36732. const y = int( y_immutable ).toVar();
  36733. const x = int( x_immutable ).toVar();
  36734. const p = vec2( p_immutable ).toVar();
  36735. const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar();
  36736. const off = vec2( tmp.x, tmp.y ).toVar();
  36737. off.subAssign( 0.5 );
  36738. off.mulAssign( jitter );
  36739. off.addAssign( 0.5 );
  36740. const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar();
  36741. const diff = vec2( cellpos.sub( p ) ).toVar();
  36742. If( metric.equal( int( 2 ) ), () => {
  36743. return abs( diff.x ).add( abs( diff.y ) );
  36744. } );
  36745. If( metric.equal( int( 3 ) ), () => {
  36746. return max$1( abs( diff.x ), abs( diff.y ) );
  36747. } );
  36748. return dot( diff, diff );
  36749. } ).setLayout( {
  36750. name: 'mx_worley_distance_0',
  36751. type: 'float',
  36752. inputs: [
  36753. { name: 'p', type: 'vec2' },
  36754. { name: 'x', type: 'int' },
  36755. { name: 'y', type: 'int' },
  36756. { name: 'xoff', type: 'int' },
  36757. { name: 'yoff', type: 'int' },
  36758. { name: 'jitter', type: 'float' },
  36759. { name: 'metric', type: 'int' }
  36760. ]
  36761. } );
  36762. const mx_worley_distance_1 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, z_immutable, xoff_immutable, yoff_immutable, zoff_immutable, jitter_immutable, metric_immutable ] ) => {
  36763. const metric = int( metric_immutable ).toVar();
  36764. const jitter = float( jitter_immutable ).toVar();
  36765. const zoff = int( zoff_immutable ).toVar();
  36766. const yoff = int( yoff_immutable ).toVar();
  36767. const xoff = int( xoff_immutable ).toVar();
  36768. const z = int( z_immutable ).toVar();
  36769. const y = int( y_immutable ).toVar();
  36770. const x = int( x_immutable ).toVar();
  36771. const p = vec3( p_immutable ).toVar();
  36772. const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar();
  36773. off.subAssign( 0.5 );
  36774. off.mulAssign( jitter );
  36775. off.addAssign( 0.5 );
  36776. const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar();
  36777. const diff = vec3( cellpos.sub( p ) ).toVar();
  36778. If( metric.equal( int( 2 ) ), () => {
  36779. return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) );
  36780. } );
  36781. If( metric.equal( int( 3 ) ), () => {
  36782. return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) );
  36783. } );
  36784. return dot( diff, diff );
  36785. } ).setLayout( {
  36786. name: 'mx_worley_distance_1',
  36787. type: 'float',
  36788. inputs: [
  36789. { name: 'p', type: 'vec3' },
  36790. { name: 'x', type: 'int' },
  36791. { name: 'y', type: 'int' },
  36792. { name: 'z', type: 'int' },
  36793. { name: 'xoff', type: 'int' },
  36794. { name: 'yoff', type: 'int' },
  36795. { name: 'zoff', type: 'int' },
  36796. { name: 'jitter', type: 'float' },
  36797. { name: 'metric', type: 'int' }
  36798. ]
  36799. } );
  36800. const mx_worley_distance = /*@__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] );
  36801. const mx_worley_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36802. const metric = int( metric_immutable ).toVar();
  36803. const jitter = float( jitter_immutable ).toVar();
  36804. const p = vec2( p_immutable ).toVar();
  36805. const X = int().toVar(), Y = int().toVar();
  36806. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  36807. const sqdist = float( 1e6 ).toVar();
  36808. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36809. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36810. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  36811. sqdist.assign( min$1( sqdist, dist ) );
  36812. } );
  36813. } );
  36814. If( metric.equal( int( 0 ) ), () => {
  36815. sqdist.assign( sqrt( sqdist ) );
  36816. } );
  36817. return sqdist;
  36818. } ).setLayout( {
  36819. name: 'mx_worley_noise_float_0',
  36820. type: 'float',
  36821. inputs: [
  36822. { name: 'p', type: 'vec2' },
  36823. { name: 'jitter', type: 'float' },
  36824. { name: 'metric', type: 'int' }
  36825. ]
  36826. } );
  36827. const mx_worley_noise_vec2_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36828. const metric = int( metric_immutable ).toVar();
  36829. const jitter = float( jitter_immutable ).toVar();
  36830. const p = vec2( p_immutable ).toVar();
  36831. const X = int().toVar(), Y = int().toVar();
  36832. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  36833. const sqdist = vec2( 1e6, 1e6 ).toVar();
  36834. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36835. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36836. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  36837. If( dist.lessThan( sqdist.x ), () => {
  36838. sqdist.y.assign( sqdist.x );
  36839. sqdist.x.assign( dist );
  36840. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36841. sqdist.y.assign( dist );
  36842. } );
  36843. } );
  36844. } );
  36845. If( metric.equal( int( 0 ) ), () => {
  36846. sqdist.assign( sqrt( sqdist ) );
  36847. } );
  36848. return sqdist;
  36849. } ).setLayout( {
  36850. name: 'mx_worley_noise_vec2_0',
  36851. type: 'vec2',
  36852. inputs: [
  36853. { name: 'p', type: 'vec2' },
  36854. { name: 'jitter', type: 'float' },
  36855. { name: 'metric', type: 'int' }
  36856. ]
  36857. } );
  36858. const mx_worley_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36859. const metric = int( metric_immutable ).toVar();
  36860. const jitter = float( jitter_immutable ).toVar();
  36861. const p = vec2( p_immutable ).toVar();
  36862. const X = int().toVar(), Y = int().toVar();
  36863. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  36864. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  36865. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36866. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36867. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  36868. If( dist.lessThan( sqdist.x ), () => {
  36869. sqdist.z.assign( sqdist.y );
  36870. sqdist.y.assign( sqdist.x );
  36871. sqdist.x.assign( dist );
  36872. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36873. sqdist.z.assign( sqdist.y );
  36874. sqdist.y.assign( dist );
  36875. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  36876. sqdist.z.assign( dist );
  36877. } );
  36878. } );
  36879. } );
  36880. If( metric.equal( int( 0 ) ), () => {
  36881. sqdist.assign( sqrt( sqdist ) );
  36882. } );
  36883. return sqdist;
  36884. } ).setLayout( {
  36885. name: 'mx_worley_noise_vec3_0',
  36886. type: 'vec3',
  36887. inputs: [
  36888. { name: 'p', type: 'vec2' },
  36889. { name: 'jitter', type: 'float' },
  36890. { name: 'metric', type: 'int' }
  36891. ]
  36892. } );
  36893. const mx_worley_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36894. const metric = int( metric_immutable ).toVar();
  36895. const jitter = float( jitter_immutable ).toVar();
  36896. const p = vec3( p_immutable ).toVar();
  36897. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36898. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  36899. const sqdist = float( 1e6 ).toVar();
  36900. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36901. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36902. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  36903. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  36904. sqdist.assign( min$1( sqdist, dist ) );
  36905. } );
  36906. } );
  36907. } );
  36908. If( metric.equal( int( 0 ) ), () => {
  36909. sqdist.assign( sqrt( sqdist ) );
  36910. } );
  36911. return sqdist;
  36912. } ).setLayout( {
  36913. name: 'mx_worley_noise_float_1',
  36914. type: 'float',
  36915. inputs: [
  36916. { name: 'p', type: 'vec3' },
  36917. { name: 'jitter', type: 'float' },
  36918. { name: 'metric', type: 'int' }
  36919. ]
  36920. } );
  36921. const mx_worley_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] );
  36922. const mx_worley_noise_vec2_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36923. const metric = int( metric_immutable ).toVar();
  36924. const jitter = float( jitter_immutable ).toVar();
  36925. const p = vec3( p_immutable ).toVar();
  36926. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36927. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  36928. const sqdist = vec2( 1e6, 1e6 ).toVar();
  36929. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36930. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36931. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  36932. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  36933. If( dist.lessThan( sqdist.x ), () => {
  36934. sqdist.y.assign( sqdist.x );
  36935. sqdist.x.assign( dist );
  36936. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36937. sqdist.y.assign( dist );
  36938. } );
  36939. } );
  36940. } );
  36941. } );
  36942. If( metric.equal( int( 0 ) ), () => {
  36943. sqdist.assign( sqrt( sqdist ) );
  36944. } );
  36945. return sqdist;
  36946. } ).setLayout( {
  36947. name: 'mx_worley_noise_vec2_1',
  36948. type: 'vec2',
  36949. inputs: [
  36950. { name: 'p', type: 'vec3' },
  36951. { name: 'jitter', type: 'float' },
  36952. { name: 'metric', type: 'int' }
  36953. ]
  36954. } );
  36955. const mx_worley_noise_vec2$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] );
  36956. const mx_worley_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  36957. const metric = int( metric_immutable ).toVar();
  36958. const jitter = float( jitter_immutable ).toVar();
  36959. const p = vec3( p_immutable ).toVar();
  36960. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  36961. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  36962. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  36963. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  36964. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  36965. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  36966. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  36967. If( dist.lessThan( sqdist.x ), () => {
  36968. sqdist.z.assign( sqdist.y );
  36969. sqdist.y.assign( sqdist.x );
  36970. sqdist.x.assign( dist );
  36971. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  36972. sqdist.z.assign( sqdist.y );
  36973. sqdist.y.assign( dist );
  36974. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  36975. sqdist.z.assign( dist );
  36976. } );
  36977. } );
  36978. } );
  36979. } );
  36980. If( metric.equal( int( 0 ) ), () => {
  36981. sqdist.assign( sqrt( sqdist ) );
  36982. } );
  36983. return sqdist;
  36984. } ).setLayout( {
  36985. name: 'mx_worley_noise_vec3_1',
  36986. type: 'vec3',
  36987. inputs: [
  36988. { name: 'p', type: 'vec3' },
  36989. { name: 'jitter', type: 'float' },
  36990. { name: 'metric', type: 'int' }
  36991. ]
  36992. } );
  36993. const mx_worley_noise_vec3$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] );
  36994. // Three.js Transpiler
  36995. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
  36996. const mx_hsvtorgb = /*@__PURE__*/ Fn( ( [ hsv ] ) => {
  36997. const s = hsv.y;
  36998. const v = hsv.z;
  36999. const result = vec3().toVar();
  37000. If( s.lessThan( 0.0001 ), () => {
  37001. result.assign( vec3( v, v, v ) );
  37002. } ).Else( () => {
  37003. let h = hsv.x;
  37004. h = h.sub( floor( h ) ).mul( 6.0 ).toVar(); // TODO: check what .toVar() is needed in node system cache
  37005. const hi = int( trunc( h ) );
  37006. const f = h.sub( float( hi ) );
  37007. const p = v.mul( s.oneMinus() );
  37008. const q = v.mul( s.mul( f ).oneMinus() );
  37009. const t = v.mul( s.mul( f.oneMinus() ).oneMinus() );
  37010. If( hi.equal( int( 0 ) ), () => {
  37011. result.assign( vec3( v, t, p ) );
  37012. } ).ElseIf( hi.equal( int( 1 ) ), () => {
  37013. result.assign( vec3( q, v, p ) );
  37014. } ).ElseIf( hi.equal( int( 2 ) ), () => {
  37015. result.assign( vec3( p, v, t ) );
  37016. } ).ElseIf( hi.equal( int( 3 ) ), () => {
  37017. result.assign( vec3( p, q, v ) );
  37018. } ).ElseIf( hi.equal( int( 4 ) ), () => {
  37019. result.assign( vec3( t, p, v ) );
  37020. } ).Else( () => {
  37021. result.assign( vec3( v, p, q ) );
  37022. } );
  37023. } );
  37024. return result;
  37025. } ).setLayout( {
  37026. name: 'mx_hsvtorgb',
  37027. type: 'vec3',
  37028. inputs: [
  37029. { name: 'hsv', type: 'vec3' }
  37030. ]
  37031. } );
  37032. const mx_rgbtohsv = /*@__PURE__*/ Fn( ( [ c_immutable ] ) => {
  37033. const c = vec3( c_immutable ).toVar();
  37034. const r = float( c.x ).toVar();
  37035. const g = float( c.y ).toVar();
  37036. const b = float( c.z ).toVar();
  37037. const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar();
  37038. const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar();
  37039. const delta = float( maxcomp.sub( mincomp ) ).toVar();
  37040. const h = float().toVar(), s = float().toVar(), v = float().toVar();
  37041. v.assign( maxcomp );
  37042. If( maxcomp.greaterThan( 0.0 ), () => {
  37043. s.assign( delta.div( maxcomp ) );
  37044. } ).Else( () => {
  37045. s.assign( 0.0 );
  37046. } );
  37047. If( s.lessThanEqual( 0.0 ), () => {
  37048. h.assign( 0.0 );
  37049. } ).Else( () => {
  37050. If( r.greaterThanEqual( maxcomp ), () => {
  37051. h.assign( g.sub( b ).div( delta ) );
  37052. } ).ElseIf( g.greaterThanEqual( maxcomp ), () => {
  37053. h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
  37054. } ).Else( () => {
  37055. h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
  37056. } );
  37057. h.mulAssign( 1.0 / 6.0 );
  37058. If( h.lessThan( 0.0 ), () => {
  37059. h.addAssign( 1.0 );
  37060. } );
  37061. } );
  37062. return vec3( h, s, v );
  37063. } ).setLayout( {
  37064. name: 'mx_rgbtohsv',
  37065. type: 'vec3',
  37066. inputs: [
  37067. { name: 'c', type: 'vec3' }
  37068. ]
  37069. } );
  37070. // Three.js Transpiler
  37071. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
  37072. const mx_srgb_texture_to_lin_rec709 = /*@__PURE__*/ Fn( ( [ color_immutable ] ) => {
  37073. const color = vec3( color_immutable ).toVar();
  37074. const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
  37075. const linSeg = vec3( color.div( 12.92 ) ).toVar();
  37076. const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
  37077. return mix( linSeg, powSeg, isAbove );
  37078. } ).setLayout( {
  37079. name: 'mx_srgb_texture_to_lin_rec709',
  37080. type: 'vec3',
  37081. inputs: [
  37082. { name: 'color', type: 'vec3' }
  37083. ]
  37084. } );
  37085. const mx_aastep = ( threshold, value ) => {
  37086. threshold = float( threshold );
  37087. value = float( value );
  37088. const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
  37089. return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
  37090. };
  37091. const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
  37092. const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
  37093. const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
  37094. const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
  37095. const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
  37096. const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
  37097. const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
  37098. const mx_safepower = ( in1, in2 = 1 ) => {
  37099. in1 = float( in1 );
  37100. return in1.abs().pow( in2 ).mul( in1.sign() );
  37101. };
  37102. const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
  37103. const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  37104. //export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  37105. const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  37106. const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
  37107. texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
  37108. const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
  37109. return noise_vec4.mul( amplitude ).add( pivot );
  37110. };
  37111. const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  37112. const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  37113. const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  37114. const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) );
  37115. const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_float$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37116. const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec2$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37117. const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec3$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37118. const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec4$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
  37119. const getShIrradianceAt = /*@__PURE__*/ Fn( ( [ normal, shCoefficients ] ) => {
  37120. // normal is assumed to have unit length
  37121. const x = normal.x, y = normal.y, z = normal.z;
  37122. // band 0
  37123. let result = shCoefficients.element( 0 ).mul( 0.886227 );
  37124. // band 1
  37125. result = result.add( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
  37126. result = result.add( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
  37127. result = result.add( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );
  37128. // band 2
  37129. result = result.add( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
  37130. result = result.add( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
  37131. result = result.add( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
  37132. result = result.add( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
  37133. result = result.add( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );
  37134. return result;
  37135. } );
  37136. class PointLightNode extends AnalyticLightNode {
  37137. static get type() {
  37138. return 'PointLightNode';
  37139. }
  37140. constructor( light = null ) {
  37141. super( light );
  37142. this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
  37143. this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
  37144. }
  37145. update( frame ) {
  37146. const { light } = this;
  37147. super.update( frame );
  37148. this.cutoffDistanceNode.value = light.distance;
  37149. this.decayExponentNode.value = light.decay;
  37150. }
  37151. setup( builder ) {
  37152. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  37153. const lightingModel = builder.context.lightingModel;
  37154. const lVector = lightViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  37155. const lightDirection = lVector.normalize();
  37156. const lightDistance = lVector.length();
  37157. const lightAttenuation = getDistanceAttenuation( {
  37158. lightDistance,
  37159. cutoffDistance: cutoffDistanceNode,
  37160. decayExponent: decayExponentNode
  37161. } );
  37162. const lightColor = colorNode.mul( lightAttenuation );
  37163. const reflectedLight = builder.context.reflectedLight;
  37164. lightingModel.direct( {
  37165. lightDirection,
  37166. lightColor,
  37167. reflectedLight
  37168. }, builder.stack, builder );
  37169. }
  37170. }
  37171. class DirectionalLightNode extends AnalyticLightNode {
  37172. static get type() {
  37173. return 'DirectionalLightNode';
  37174. }
  37175. constructor( light = null ) {
  37176. super( light );
  37177. }
  37178. setup( builder ) {
  37179. super.setup( builder );
  37180. const lightingModel = builder.context.lightingModel;
  37181. const lightColor = this.colorNode;
  37182. const lightDirection = lightTargetDirection( this.light );
  37183. const reflectedLight = builder.context.reflectedLight;
  37184. lightingModel.direct( {
  37185. lightDirection,
  37186. lightColor,
  37187. reflectedLight
  37188. }, builder.stack, builder );
  37189. }
  37190. }
  37191. const _matrix41 = /*@__PURE__*/ new Matrix4();
  37192. const _matrix42 = /*@__PURE__*/ new Matrix4();
  37193. let ltcLib = null;
  37194. class RectAreaLightNode extends AnalyticLightNode {
  37195. static get type() {
  37196. return 'RectAreaLightNode';
  37197. }
  37198. constructor( light = null ) {
  37199. super( light );
  37200. this.halfHeight = uniform( new Vector3() ).setGroup( renderGroup );
  37201. this.halfWidth = uniform( new Vector3() ).setGroup( renderGroup );
  37202. }
  37203. update( frame ) {
  37204. super.update( frame );
  37205. const { light } = this;
  37206. const viewMatrix = frame.camera.matrixWorldInverse;
  37207. _matrix42.identity();
  37208. _matrix41.copy( light.matrixWorld );
  37209. _matrix41.premultiply( viewMatrix );
  37210. _matrix42.extractRotation( _matrix41 );
  37211. this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
  37212. this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
  37213. this.halfWidth.value.applyMatrix4( _matrix42 );
  37214. this.halfHeight.value.applyMatrix4( _matrix42 );
  37215. }
  37216. setup( builder ) {
  37217. super.setup( builder );
  37218. let ltc_1, ltc_2;
  37219. if ( builder.isAvailable( 'float32Filterable' ) ) {
  37220. ltc_1 = texture( ltcLib.LTC_FLOAT_1 );
  37221. ltc_2 = texture( ltcLib.LTC_FLOAT_2 );
  37222. } else {
  37223. ltc_1 = texture( ltcLib.LTC_HALF_1 );
  37224. ltc_2 = texture( ltcLib.LTC_HALF_2 );
  37225. }
  37226. const { colorNode, light } = this;
  37227. const lightingModel = builder.context.lightingModel;
  37228. const lightPosition = lightViewPosition( light );
  37229. const reflectedLight = builder.context.reflectedLight;
  37230. lightingModel.directRectArea( {
  37231. lightColor: colorNode,
  37232. lightPosition,
  37233. halfWidth: this.halfWidth,
  37234. halfHeight: this.halfHeight,
  37235. reflectedLight,
  37236. ltc_1,
  37237. ltc_2
  37238. }, builder.stack, builder );
  37239. }
  37240. static setLTC( ltc ) {
  37241. ltcLib = ltc;
  37242. }
  37243. }
  37244. class SpotLightNode extends AnalyticLightNode {
  37245. static get type() {
  37246. return 'SpotLightNode';
  37247. }
  37248. constructor( light = null ) {
  37249. super( light );
  37250. this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
  37251. this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );
  37252. this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
  37253. this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
  37254. }
  37255. update( frame ) {
  37256. super.update( frame );
  37257. const { light } = this;
  37258. this.coneCosNode.value = Math.cos( light.angle );
  37259. this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
  37260. this.cutoffDistanceNode.value = light.distance;
  37261. this.decayExponentNode.value = light.decay;
  37262. }
  37263. getSpotAttenuation( angleCosine ) {
  37264. const { coneCosNode, penumbraCosNode } = this;
  37265. return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
  37266. }
  37267. setup( builder ) {
  37268. super.setup( builder );
  37269. const lightingModel = builder.context.lightingModel;
  37270. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  37271. const lVector = lightViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  37272. const lightDirection = lVector.normalize();
  37273. const angleCos = lightDirection.dot( lightTargetDirection( light ) );
  37274. const spotAttenuation = this.getSpotAttenuation( angleCos );
  37275. const lightDistance = lVector.length();
  37276. const lightAttenuation = getDistanceAttenuation( {
  37277. lightDistance,
  37278. cutoffDistance: cutoffDistanceNode,
  37279. decayExponent: decayExponentNode
  37280. } );
  37281. const lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
  37282. const reflectedLight = builder.context.reflectedLight;
  37283. lightingModel.direct( {
  37284. lightDirection,
  37285. lightColor,
  37286. reflectedLight
  37287. }, builder.stack, builder );
  37288. }
  37289. }
  37290. class IESSpotLightNode extends SpotLightNode {
  37291. static get type() {
  37292. return 'IESSpotLightNode';
  37293. }
  37294. getSpotAttenuation( angleCosine ) {
  37295. const iesMap = this.light.iesMap;
  37296. let spotAttenuation = null;
  37297. if ( iesMap && iesMap.isTexture === true ) {
  37298. const angle = angleCosine.acos().mul( 1.0 / Math.PI );
  37299. spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;
  37300. } else {
  37301. spotAttenuation = super.getSpotAttenuation( angleCosine );
  37302. }
  37303. return spotAttenuation;
  37304. }
  37305. }
  37306. class AmbientLightNode extends AnalyticLightNode {
  37307. static get type() {
  37308. return 'AmbientLightNode';
  37309. }
  37310. constructor( light = null ) {
  37311. super( light );
  37312. }
  37313. setup( { context } ) {
  37314. context.irradiance.addAssign( this.colorNode );
  37315. }
  37316. }
  37317. class HemisphereLightNode extends AnalyticLightNode {
  37318. static get type() {
  37319. return 'HemisphereLightNode';
  37320. }
  37321. constructor( light = null ) {
  37322. super( light );
  37323. this.lightPositionNode = lightPosition( light );
  37324. this.lightDirectionNode = this.lightPositionNode.normalize();
  37325. this.groundColorNode = uniform( new Color() ).setGroup( renderGroup );
  37326. }
  37327. update( frame ) {
  37328. const { light } = this;
  37329. super.update( frame );
  37330. this.lightPositionNode.object3d = light;
  37331. this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );
  37332. }
  37333. setup( builder ) {
  37334. const { colorNode, groundColorNode, lightDirectionNode } = this;
  37335. const dotNL = normalView.dot( lightDirectionNode );
  37336. const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );
  37337. const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight );
  37338. builder.context.irradiance.addAssign( irradiance );
  37339. }
  37340. }
  37341. class LightProbeNode extends AnalyticLightNode {
  37342. static get type() {
  37343. return 'LightProbeNode';
  37344. }
  37345. constructor( light = null ) {
  37346. super( light );
  37347. const array = [];
  37348. for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );
  37349. this.lightProbe = uniformArray( array );
  37350. }
  37351. update( frame ) {
  37352. const { light } = this;
  37353. super.update( frame );
  37354. //
  37355. for ( let i = 0; i < 9; i ++ ) {
  37356. this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );
  37357. }
  37358. }
  37359. setup( builder ) {
  37360. const irradiance = getShIrradianceAt( normalWorld, this.lightProbe );
  37361. builder.context.irradiance.addAssign( irradiance );
  37362. }
  37363. }
  37364. class NodeParser {
  37365. parseFunction( /*source*/ ) {
  37366. console.warn( 'Abstract function.' );
  37367. }
  37368. }
  37369. class NodeFunction {
  37370. constructor( type, inputs, name = '', precision = '' ) {
  37371. this.type = type;
  37372. this.inputs = inputs;
  37373. this.name = name;
  37374. this.precision = precision;
  37375. }
  37376. getCode( /*name = this.name*/ ) {
  37377. console.warn( 'Abstract function.' );
  37378. }
  37379. }
  37380. NodeFunction.isNodeFunction = true;
  37381. const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
  37382. const propertiesRegexp$1 = /[a-z_0-9]+/ig;
  37383. const pragmaMain = '#pragma main';
  37384. const parse$1 = ( source ) => {
  37385. source = source.trim();
  37386. const pragmaMainIndex = source.indexOf( pragmaMain );
  37387. const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
  37388. const declaration = mainCode.match( declarationRegexp$1 );
  37389. if ( declaration !== null && declaration.length === 5 ) {
  37390. // tokenizer
  37391. const inputsCode = declaration[ 4 ];
  37392. const propsMatches = [];
  37393. let nameMatch = null;
  37394. while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {
  37395. propsMatches.push( nameMatch );
  37396. }
  37397. // parser
  37398. const inputs = [];
  37399. let i = 0;
  37400. while ( i < propsMatches.length ) {
  37401. const isConst = propsMatches[ i ][ 0 ] === 'const';
  37402. if ( isConst === true ) {
  37403. i ++;
  37404. }
  37405. let qualifier = propsMatches[ i ][ 0 ];
  37406. if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {
  37407. i ++;
  37408. } else {
  37409. qualifier = '';
  37410. }
  37411. const type = propsMatches[ i ++ ][ 0 ];
  37412. let count = Number.parseInt( propsMatches[ i ][ 0 ] );
  37413. if ( Number.isNaN( count ) === false ) i ++;
  37414. else count = null;
  37415. const name = propsMatches[ i ++ ][ 0 ];
  37416. inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );
  37417. }
  37418. //
  37419. const blockCode = mainCode.substring( declaration[ 0 ].length );
  37420. const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
  37421. const type = declaration[ 2 ];
  37422. const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  37423. const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : '';
  37424. return {
  37425. type,
  37426. inputs,
  37427. name,
  37428. precision,
  37429. inputsCode,
  37430. blockCode,
  37431. headerCode
  37432. };
  37433. } else {
  37434. throw new Error( 'FunctionNode: Function is not a GLSL code.' );
  37435. }
  37436. };
  37437. class GLSLNodeFunction extends NodeFunction {
  37438. constructor( source ) {
  37439. const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );
  37440. super( type, inputs, name, precision );
  37441. this.inputsCode = inputsCode;
  37442. this.blockCode = blockCode;
  37443. this.headerCode = headerCode;
  37444. }
  37445. getCode( name = this.name ) {
  37446. let code;
  37447. const blockCode = this.blockCode;
  37448. if ( blockCode !== '' ) {
  37449. const { type, inputsCode, headerCode, precision } = this;
  37450. let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;
  37451. if ( precision !== '' ) {
  37452. declarationCode = `${ precision } ${ declarationCode }`;
  37453. }
  37454. code = headerCode + declarationCode + blockCode;
  37455. } else {
  37456. // interface function
  37457. code = '';
  37458. }
  37459. return code;
  37460. }
  37461. }
  37462. class GLSLNodeParser extends NodeParser {
  37463. parseFunction( source ) {
  37464. return new GLSLNodeFunction( source );
  37465. }
  37466. }
  37467. function painterSortStable( a, b ) {
  37468. if ( a.groupOrder !== b.groupOrder ) {
  37469. return a.groupOrder - b.groupOrder;
  37470. } else if ( a.renderOrder !== b.renderOrder ) {
  37471. return a.renderOrder - b.renderOrder;
  37472. } else if ( a.material.id !== b.material.id ) {
  37473. return a.material.id - b.material.id;
  37474. } else if ( a.z !== b.z ) {
  37475. return a.z - b.z;
  37476. } else {
  37477. return a.id - b.id;
  37478. }
  37479. }
  37480. function reversePainterSortStable( a, b ) {
  37481. if ( a.groupOrder !== b.groupOrder ) {
  37482. return a.groupOrder - b.groupOrder;
  37483. } else if ( a.renderOrder !== b.renderOrder ) {
  37484. return a.renderOrder - b.renderOrder;
  37485. } else if ( a.z !== b.z ) {
  37486. return b.z - a.z;
  37487. } else {
  37488. return a.id - b.id;
  37489. }
  37490. }
  37491. class RenderList {
  37492. constructor() {
  37493. this.renderItems = [];
  37494. this.renderItemsIndex = 0;
  37495. this.opaque = [];
  37496. this.transparent = [];
  37497. this.bundles = [];
  37498. this.lightsNode = new LightsNode( [] );
  37499. this.lightsArray = [];
  37500. this.occlusionQueryCount = 0;
  37501. }
  37502. begin() {
  37503. this.renderItemsIndex = 0;
  37504. this.opaque.length = 0;
  37505. this.transparent.length = 0;
  37506. this.bundles.length = 0;
  37507. this.lightsArray.length = 0;
  37508. this.occlusionQueryCount = 0;
  37509. return this;
  37510. }
  37511. getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  37512. let renderItem = this.renderItems[ this.renderItemsIndex ];
  37513. if ( renderItem === undefined ) {
  37514. renderItem = {
  37515. id: object.id,
  37516. object: object,
  37517. geometry: geometry,
  37518. material: material,
  37519. groupOrder: groupOrder,
  37520. renderOrder: object.renderOrder,
  37521. z: z,
  37522. group: group
  37523. };
  37524. this.renderItems[ this.renderItemsIndex ] = renderItem;
  37525. } else {
  37526. renderItem.id = object.id;
  37527. renderItem.object = object;
  37528. renderItem.geometry = geometry;
  37529. renderItem.material = material;
  37530. renderItem.groupOrder = groupOrder;
  37531. renderItem.renderOrder = object.renderOrder;
  37532. renderItem.z = z;
  37533. renderItem.group = group;
  37534. }
  37535. this.renderItemsIndex ++;
  37536. return renderItem;
  37537. }
  37538. push( object, geometry, material, groupOrder, z, group ) {
  37539. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  37540. if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
  37541. ( material.transparent === true || material.transmission > 0 ? this.transparent : this.opaque ).push( renderItem );
  37542. }
  37543. unshift( object, geometry, material, groupOrder, z, group ) {
  37544. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
  37545. ( material.transparent === true ? this.transparent : this.opaque ).unshift( renderItem );
  37546. }
  37547. pushBundle( group ) {
  37548. this.bundles.push( group );
  37549. }
  37550. pushLight( light ) {
  37551. this.lightsArray.push( light );
  37552. }
  37553. getLightsNode() {
  37554. return this.lightsNode.fromLights( this.lightsArray );
  37555. }
  37556. sort( customOpaqueSort, customTransparentSort ) {
  37557. if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
  37558. if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
  37559. }
  37560. finish() {
  37561. // update lights
  37562. this.lightsNode.setLights( this.lightsArray );
  37563. // Clear references from inactive renderItems in the list
  37564. for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
  37565. const renderItem = this.renderItems[ i ];
  37566. if ( renderItem.id === null ) break;
  37567. renderItem.id = null;
  37568. renderItem.object = null;
  37569. renderItem.geometry = null;
  37570. renderItem.material = null;
  37571. renderItem.groupOrder = null;
  37572. renderItem.renderOrder = null;
  37573. renderItem.z = null;
  37574. renderItem.group = null;
  37575. }
  37576. }
  37577. }
  37578. class RenderLists {
  37579. constructor() {
  37580. this.lists = new ChainMap();
  37581. }
  37582. get( scene, camera ) {
  37583. const lists = this.lists;
  37584. const keys = [ scene, camera ];
  37585. let list = lists.get( keys );
  37586. if ( list === undefined ) {
  37587. list = new RenderList();
  37588. lists.set( keys, list );
  37589. }
  37590. return list;
  37591. }
  37592. dispose() {
  37593. this.lists = new ChainMap();
  37594. }
  37595. }
  37596. let id = 0;
  37597. class RenderContext {
  37598. constructor() {
  37599. this.id = id ++;
  37600. this.color = true;
  37601. this.clearColor = true;
  37602. this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };
  37603. this.depth = true;
  37604. this.clearDepth = true;
  37605. this.clearDepthValue = 1;
  37606. this.stencil = false;
  37607. this.clearStencil = true;
  37608. this.clearStencilValue = 1;
  37609. this.viewport = false;
  37610. this.viewportValue = new Vector4();
  37611. this.scissor = false;
  37612. this.scissorValue = new Vector4();
  37613. this.textures = null;
  37614. this.depthTexture = null;
  37615. this.activeCubeFace = 0;
  37616. this.sampleCount = 1;
  37617. this.width = 0;
  37618. this.height = 0;
  37619. this.isRenderContext = true;
  37620. }
  37621. getCacheKey() {
  37622. return getCacheKey( this );
  37623. }
  37624. }
  37625. function getCacheKey( renderContext ) {
  37626. const { textures, activeCubeFace } = renderContext;
  37627. let key = '';
  37628. for ( const texture of textures ) {
  37629. key += texture.id + ',';
  37630. }
  37631. key += activeCubeFace;
  37632. return key;
  37633. }
  37634. class RenderContexts {
  37635. constructor() {
  37636. this.chainMaps = {};
  37637. }
  37638. get( scene, camera, renderTarget = null ) {
  37639. const chainKey = [ scene, camera ];
  37640. let attachmentState;
  37641. if ( renderTarget === null ) {
  37642. attachmentState = 'default';
  37643. } else {
  37644. const format = renderTarget.texture.format;
  37645. const count = renderTarget.textures.length;
  37646. attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
  37647. }
  37648. const chainMap = this.getChainMap( attachmentState );
  37649. let renderState = chainMap.get( chainKey );
  37650. if ( renderState === undefined ) {
  37651. renderState = new RenderContext();
  37652. chainMap.set( chainKey, renderState );
  37653. }
  37654. if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  37655. return renderState;
  37656. }
  37657. getChainMap( attachmentState ) {
  37658. return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() );
  37659. }
  37660. dispose() {
  37661. this.chainMaps = {};
  37662. }
  37663. }
  37664. const _size = /*@__PURE__*/ new Vector3();
  37665. class Textures extends DataMap {
  37666. constructor( renderer, backend, info ) {
  37667. super();
  37668. this.renderer = renderer;
  37669. this.backend = backend;
  37670. this.info = info;
  37671. }
  37672. updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
  37673. const renderTargetData = this.get( renderTarget );
  37674. const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  37675. const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
  37676. const textures = renderTarget.textures;
  37677. const size = this.getSize( textures[ 0 ] );
  37678. const mipWidth = size.width >> activeMipmapLevel;
  37679. const mipHeight = size.height >> activeMipmapLevel;
  37680. let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
  37681. let textureNeedsUpdate = false;
  37682. if ( depthTexture === undefined ) {
  37683. depthTexture = new DepthTexture();
  37684. depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
  37685. depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
  37686. depthTexture.image.width = mipWidth;
  37687. depthTexture.image.height = mipHeight;
  37688. depthTextureMips[ activeMipmapLevel ] = depthTexture;
  37689. }
  37690. if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
  37691. textureNeedsUpdate = true;
  37692. depthTexture.needsUpdate = true;
  37693. depthTexture.image.width = mipWidth;
  37694. depthTexture.image.height = mipHeight;
  37695. }
  37696. renderTargetData.width = size.width;
  37697. renderTargetData.height = size.height;
  37698. renderTargetData.textures = textures;
  37699. renderTargetData.depthTexture = depthTexture;
  37700. renderTargetData.depth = renderTarget.depthBuffer;
  37701. renderTargetData.stencil = renderTarget.stencilBuffer;
  37702. renderTargetData.renderTarget = renderTarget;
  37703. if ( renderTargetData.sampleCount !== sampleCount ) {
  37704. textureNeedsUpdate = true;
  37705. depthTexture.needsUpdate = true;
  37706. renderTargetData.sampleCount = sampleCount;
  37707. }
  37708. //
  37709. const options = { sampleCount };
  37710. for ( let i = 0; i < textures.length; i ++ ) {
  37711. const texture = textures[ i ];
  37712. if ( textureNeedsUpdate ) texture.needsUpdate = true;
  37713. this.updateTexture( texture, options );
  37714. }
  37715. this.updateTexture( depthTexture, options );
  37716. // dispose handler
  37717. if ( renderTargetData.initialized !== true ) {
  37718. renderTargetData.initialized = true;
  37719. // dispose
  37720. const onDispose = () => {
  37721. renderTarget.removeEventListener( 'dispose', onDispose );
  37722. for ( let i = 0; i < textures.length; i ++ ) {
  37723. this._destroyTexture( textures[ i ] );
  37724. }
  37725. this._destroyTexture( depthTexture );
  37726. this.delete( renderTarget );
  37727. };
  37728. renderTarget.addEventListener( 'dispose', onDispose );
  37729. }
  37730. }
  37731. updateTexture( texture, options = {} ) {
  37732. const textureData = this.get( texture );
  37733. if ( textureData.initialized === true && textureData.version === texture.version ) return;
  37734. const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
  37735. const backend = this.backend;
  37736. if ( isRenderTarget && textureData.initialized === true ) {
  37737. // it's an update
  37738. backend.destroySampler( texture );
  37739. backend.destroyTexture( texture );
  37740. }
  37741. //
  37742. if ( texture.isFramebufferTexture ) {
  37743. const renderer = this.renderer;
  37744. const renderTarget = renderer.getRenderTarget();
  37745. if ( renderTarget ) {
  37746. texture.type = renderTarget.texture.type;
  37747. } else {
  37748. texture.type = UnsignedByteType;
  37749. }
  37750. }
  37751. //
  37752. const { width, height, depth } = this.getSize( texture );
  37753. options.width = width;
  37754. options.height = height;
  37755. options.depth = depth;
  37756. options.needsMipmaps = this.needsMipmaps( texture );
  37757. options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
  37758. //
  37759. if ( isRenderTarget || texture.isStorageTexture === true ) {
  37760. backend.createSampler( texture );
  37761. backend.createTexture( texture, options );
  37762. textureData.generation = texture.version;
  37763. } else {
  37764. const needsCreate = textureData.initialized !== true;
  37765. if ( needsCreate ) backend.createSampler( texture );
  37766. if ( texture.version > 0 ) {
  37767. const image = texture.image;
  37768. if ( image === undefined ) {
  37769. console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' );
  37770. } else if ( image.complete === false ) {
  37771. console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' );
  37772. } else {
  37773. if ( texture.images ) {
  37774. const images = [];
  37775. for ( const image of texture.images ) {
  37776. images.push( image );
  37777. }
  37778. options.images = images;
  37779. } else {
  37780. options.image = image;
  37781. }
  37782. if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
  37783. backend.createTexture( texture, options );
  37784. textureData.isDefaultTexture = false;
  37785. textureData.generation = texture.version;
  37786. }
  37787. if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
  37788. if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture );
  37789. }
  37790. } else {
  37791. // async update
  37792. backend.createDefaultTexture( texture );
  37793. textureData.isDefaultTexture = true;
  37794. textureData.generation = texture.version;
  37795. }
  37796. }
  37797. // dispose handler
  37798. if ( textureData.initialized !== true ) {
  37799. textureData.initialized = true;
  37800. textureData.generation = texture.version;
  37801. //
  37802. this.info.memory.textures ++;
  37803. // dispose
  37804. const onDispose = () => {
  37805. texture.removeEventListener( 'dispose', onDispose );
  37806. this._destroyTexture( texture );
  37807. this.info.memory.textures --;
  37808. };
  37809. texture.addEventListener( 'dispose', onDispose );
  37810. }
  37811. //
  37812. textureData.version = texture.version;
  37813. }
  37814. getSize( texture, target = _size ) {
  37815. let image = texture.images ? texture.images[ 0 ] : texture.image;
  37816. if ( image ) {
  37817. if ( image.image !== undefined ) image = image.image;
  37818. target.width = image.width;
  37819. target.height = image.height;
  37820. target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
  37821. } else {
  37822. target.width = target.height = target.depth = 1;
  37823. }
  37824. return target;
  37825. }
  37826. getMipLevels( texture, width, height ) {
  37827. let mipLevelCount;
  37828. if ( texture.isCompressedTexture ) {
  37829. mipLevelCount = texture.mipmaps.length;
  37830. } else {
  37831. mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
  37832. }
  37833. return mipLevelCount;
  37834. }
  37835. needsMipmaps( texture ) {
  37836. if ( this.isEnvironmentTexture( texture ) ) return true;
  37837. return ( texture.isCompressedTexture === true ) || ( ( texture.minFilter !== NearestFilter ) && ( texture.minFilter !== LinearFilter ) );
  37838. }
  37839. isEnvironmentTexture( texture ) {
  37840. const mapping = texture.mapping;
  37841. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  37842. }
  37843. _destroyTexture( texture ) {
  37844. this.backend.destroySampler( texture );
  37845. this.backend.destroyTexture( texture );
  37846. this.delete( texture );
  37847. }
  37848. }
  37849. class Color4 extends Color {
  37850. constructor( r, g, b, a = 1 ) {
  37851. super( r, g, b );
  37852. this.a = a;
  37853. }
  37854. set( r, g, b, a = 1 ) {
  37855. this.a = a;
  37856. return super.set( r, g, b );
  37857. }
  37858. copy( color ) {
  37859. if ( color.a !== undefined ) this.a = color.a;
  37860. return super.copy( color );
  37861. }
  37862. clone() {
  37863. return new this.constructor( this.r, this.g, this.b, this.a );
  37864. }
  37865. }
  37866. const _clearColor = /*@__PURE__*/ new Color4();
  37867. class Background extends DataMap {
  37868. constructor( renderer, nodes ) {
  37869. super();
  37870. this.renderer = renderer;
  37871. this.nodes = nodes;
  37872. }
  37873. update( scene, renderList, renderContext ) {
  37874. const renderer = this.renderer;
  37875. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  37876. let forceClear = false;
  37877. if ( background === null ) {
  37878. // no background settings, use clear color configuration from the renderer
  37879. renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
  37880. _clearColor.a = renderer._clearColor.a;
  37881. } else if ( background.isColor === true ) {
  37882. // background is an opaque color
  37883. background.getRGB( _clearColor, LinearSRGBColorSpace );
  37884. _clearColor.a = 1;
  37885. forceClear = true;
  37886. } else if ( background.isNode === true ) {
  37887. const sceneData = this.get( scene );
  37888. const backgroundNode = background;
  37889. _clearColor.copy( renderer._clearColor );
  37890. let backgroundMesh = sceneData.backgroundMesh;
  37891. if ( backgroundMesh === undefined ) {
  37892. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  37893. // @TODO: Add Texture2D support using node context
  37894. getUV: () => normalWorld,
  37895. getTextureLevel: () => backgroundBlurriness
  37896. } );
  37897. let viewProj = modelViewProjection();
  37898. viewProj = viewProj.setZ( viewProj.w );
  37899. const nodeMaterial = new NodeMaterial();
  37900. nodeMaterial.name = 'Background.material';
  37901. nodeMaterial.side = BackSide;
  37902. nodeMaterial.depthTest = false;
  37903. nodeMaterial.depthWrite = false;
  37904. nodeMaterial.fog = false;
  37905. nodeMaterial.lights = false;
  37906. nodeMaterial.vertexNode = viewProj;
  37907. nodeMaterial.colorNode = backgroundMeshNode;
  37908. sceneData.backgroundMeshNode = backgroundMeshNode;
  37909. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  37910. backgroundMesh.frustumCulled = false;
  37911. backgroundMesh.name = 'Background.mesh';
  37912. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  37913. this.matrixWorld.copyPosition( camera.matrixWorld );
  37914. };
  37915. }
  37916. const backgroundCacheKey = backgroundNode.getCacheKey();
  37917. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  37918. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  37919. sceneData.backgroundMeshNode.needsUpdate = true;
  37920. backgroundMesh.material.needsUpdate = true;
  37921. sceneData.backgroundCacheKey = backgroundCacheKey;
  37922. }
  37923. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
  37924. } else {
  37925. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  37926. }
  37927. //
  37928. if ( renderer.autoClear === true || forceClear === true ) {
  37929. _clearColor.multiplyScalar( _clearColor.a );
  37930. const clearColorValue = renderContext.clearColorValue;
  37931. clearColorValue.r = _clearColor.r;
  37932. clearColorValue.g = _clearColor.g;
  37933. clearColorValue.b = _clearColor.b;
  37934. clearColorValue.a = _clearColor.a;
  37935. renderContext.depthClearValue = renderer._clearDepth;
  37936. renderContext.stencilClearValue = renderer._clearStencil;
  37937. renderContext.clearColor = renderer.autoClearColor === true;
  37938. renderContext.clearDepth = renderer.autoClearDepth === true;
  37939. renderContext.clearStencil = renderer.autoClearStencil === true;
  37940. } else {
  37941. renderContext.clearColor = false;
  37942. renderContext.clearDepth = false;
  37943. renderContext.clearStencil = false;
  37944. }
  37945. }
  37946. }
  37947. class NodeBuilderState {
  37948. constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, monitor, transforms = [] ) {
  37949. this.vertexShader = vertexShader;
  37950. this.fragmentShader = fragmentShader;
  37951. this.computeShader = computeShader;
  37952. this.transforms = transforms;
  37953. this.nodeAttributes = nodeAttributes;
  37954. this.bindings = bindings;
  37955. this.updateNodes = updateNodes;
  37956. this.updateBeforeNodes = updateBeforeNodes;
  37957. this.updateAfterNodes = updateAfterNodes;
  37958. this.monitor = monitor;
  37959. this.usedTimes = 0;
  37960. }
  37961. createBindings() {
  37962. const bindings = [];
  37963. for ( const instanceGroup of this.bindings ) {
  37964. const shared = instanceGroup.bindings[ 0 ].groupNode.shared;
  37965. if ( shared !== true ) {
  37966. const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index, instanceGroup );
  37967. bindings.push( bindingsGroup );
  37968. for ( const instanceBinding of instanceGroup.bindings ) {
  37969. bindingsGroup.bindings.push( instanceBinding.clone() );
  37970. }
  37971. } else {
  37972. bindings.push( instanceGroup );
  37973. }
  37974. }
  37975. return bindings;
  37976. }
  37977. }
  37978. const outputNodeMap = new WeakMap();
  37979. class Nodes extends DataMap {
  37980. constructor( renderer, backend ) {
  37981. super();
  37982. this.renderer = renderer;
  37983. this.backend = backend;
  37984. this.nodeFrame = new NodeFrame();
  37985. this.nodeBuilderCache = new Map();
  37986. this.callHashCache = new ChainMap();
  37987. this.groupsData = new ChainMap();
  37988. }
  37989. updateGroup( nodeUniformsGroup ) {
  37990. const groupNode = nodeUniformsGroup.groupNode;
  37991. const name = groupNode.name;
  37992. // objectGroup is every updated
  37993. if ( name === objectGroup.name ) return true;
  37994. // renderGroup is updated once per render/compute call
  37995. if ( name === renderGroup.name ) {
  37996. const uniformsGroupData = this.get( nodeUniformsGroup );
  37997. const renderId = this.nodeFrame.renderId;
  37998. if ( uniformsGroupData.renderId !== renderId ) {
  37999. uniformsGroupData.renderId = renderId;
  38000. return true;
  38001. }
  38002. return false;
  38003. }
  38004. // frameGroup is updated once per frame
  38005. if ( name === frameGroup.name ) {
  38006. const uniformsGroupData = this.get( nodeUniformsGroup );
  38007. const frameId = this.nodeFrame.frameId;
  38008. if ( uniformsGroupData.frameId !== frameId ) {
  38009. uniformsGroupData.frameId = frameId;
  38010. return true;
  38011. }
  38012. return false;
  38013. }
  38014. // other groups are updated just when groupNode.needsUpdate is true
  38015. const groupChain = [ groupNode, nodeUniformsGroup ];
  38016. let groupData = this.groupsData.get( groupChain );
  38017. if ( groupData === undefined ) this.groupsData.set( groupChain, groupData = {} );
  38018. if ( groupData.version !== groupNode.version ) {
  38019. groupData.version = groupNode.version;
  38020. return true;
  38021. }
  38022. return false;
  38023. }
  38024. getForRenderCacheKey( renderObject ) {
  38025. return renderObject.initialCacheKey;
  38026. }
  38027. getForRender( renderObject ) {
  38028. const renderObjectData = this.get( renderObject );
  38029. let nodeBuilderState = renderObjectData.nodeBuilderState;
  38030. if ( nodeBuilderState === undefined ) {
  38031. const { nodeBuilderCache } = this;
  38032. const cacheKey = this.getForRenderCacheKey( renderObject );
  38033. nodeBuilderState = nodeBuilderCache.get( cacheKey );
  38034. if ( nodeBuilderState === undefined ) {
  38035. const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
  38036. nodeBuilder.scene = renderObject.scene;
  38037. nodeBuilder.material = renderObject.material;
  38038. nodeBuilder.camera = renderObject.camera;
  38039. nodeBuilder.context.material = renderObject.material;
  38040. nodeBuilder.lightsNode = renderObject.lightsNode;
  38041. nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
  38042. nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
  38043. nodeBuilder.clippingContext = renderObject.clippingContext;
  38044. nodeBuilder.build();
  38045. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  38046. nodeBuilderCache.set( cacheKey, nodeBuilderState );
  38047. }
  38048. nodeBuilderState.usedTimes ++;
  38049. renderObjectData.nodeBuilderState = nodeBuilderState;
  38050. }
  38051. return nodeBuilderState;
  38052. }
  38053. delete( object ) {
  38054. if ( object.isRenderObject ) {
  38055. const nodeBuilderState = this.get( object ).nodeBuilderState;
  38056. nodeBuilderState.usedTimes --;
  38057. if ( nodeBuilderState.usedTimes === 0 ) {
  38058. this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
  38059. }
  38060. }
  38061. return super.delete( object );
  38062. }
  38063. getForCompute( computeNode ) {
  38064. const computeData = this.get( computeNode );
  38065. let nodeBuilderState = computeData.nodeBuilderState;
  38066. if ( nodeBuilderState === undefined ) {
  38067. const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
  38068. nodeBuilder.build();
  38069. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  38070. computeData.nodeBuilderState = nodeBuilderState;
  38071. }
  38072. return nodeBuilderState;
  38073. }
  38074. _createNodeBuilderState( nodeBuilder ) {
  38075. return new NodeBuilderState(
  38076. nodeBuilder.vertexShader,
  38077. nodeBuilder.fragmentShader,
  38078. nodeBuilder.computeShader,
  38079. nodeBuilder.getAttributesArray(),
  38080. nodeBuilder.getBindings(),
  38081. nodeBuilder.updateNodes,
  38082. nodeBuilder.updateBeforeNodes,
  38083. nodeBuilder.updateAfterNodes,
  38084. nodeBuilder.monitor,
  38085. nodeBuilder.transforms
  38086. );
  38087. }
  38088. getEnvironmentNode( scene ) {
  38089. return scene.environmentNode || this.get( scene ).environmentNode || null;
  38090. }
  38091. getBackgroundNode( scene ) {
  38092. return scene.backgroundNode || this.get( scene ).backgroundNode || null;
  38093. }
  38094. getFogNode( scene ) {
  38095. return scene.fogNode || this.get( scene ).fogNode || null;
  38096. }
  38097. getCacheKey( scene, lightsNode ) {
  38098. const chain = [ scene, lightsNode ];
  38099. const callId = this.renderer.info.calls;
  38100. let cacheKeyData = this.callHashCache.get( chain );
  38101. if ( cacheKeyData === undefined || cacheKeyData.callId !== callId ) {
  38102. const environmentNode = this.getEnvironmentNode( scene );
  38103. const fogNode = this.getFogNode( scene );
  38104. const cacheKey = [];
  38105. if ( lightsNode ) cacheKey.push( lightsNode.getCacheKey( true ) );
  38106. if ( environmentNode ) cacheKey.push( environmentNode.getCacheKey() );
  38107. if ( fogNode ) cacheKey.push( fogNode.getCacheKey() );
  38108. cacheKeyData = {
  38109. callId,
  38110. cacheKey: cacheKey.join( ',' )
  38111. };
  38112. this.callHashCache.set( chain, cacheKeyData );
  38113. }
  38114. return cacheKeyData.cacheKey;
  38115. }
  38116. updateScene( scene ) {
  38117. this.updateEnvironment( scene );
  38118. this.updateFog( scene );
  38119. this.updateBackground( scene );
  38120. }
  38121. get isToneMappingState() {
  38122. return this.renderer.getRenderTarget() ? false : true;
  38123. }
  38124. updateBackground( scene ) {
  38125. const sceneData = this.get( scene );
  38126. const background = scene.background;
  38127. if ( background ) {
  38128. const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
  38129. if ( sceneData.background !== background || forceUpdate ) {
  38130. let backgroundNode = null;
  38131. if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {
  38132. if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {
  38133. backgroundNode = pmremTexture( background, normalWorld );
  38134. } else {
  38135. let envMap;
  38136. if ( background.isCubeTexture === true ) {
  38137. envMap = cubeTexture( background );
  38138. } else {
  38139. envMap = texture( background );
  38140. }
  38141. backgroundNode = cubeMapNode( envMap );
  38142. }
  38143. } else if ( background.isTexture === true ) {
  38144. backgroundNode = texture( background, screenUV.flipY() ).setUpdateMatrix( true );
  38145. } else if ( background.isColor !== true ) {
  38146. console.error( 'WebGPUNodes: Unsupported background configuration.', background );
  38147. }
  38148. sceneData.backgroundNode = backgroundNode;
  38149. sceneData.background = background;
  38150. sceneData.backgroundBlurriness = scene.backgroundBlurriness;
  38151. }
  38152. } else if ( sceneData.backgroundNode ) {
  38153. delete sceneData.backgroundNode;
  38154. delete sceneData.background;
  38155. }
  38156. }
  38157. updateFog( scene ) {
  38158. const sceneData = this.get( scene );
  38159. const fog = scene.fog;
  38160. if ( fog ) {
  38161. if ( sceneData.fog !== fog ) {
  38162. let fogNode = null;
  38163. if ( fog.isFogExp2 ) {
  38164. const color = reference( 'color', 'color', fog ).setGroup( renderGroup );
  38165. const density = reference( 'density', 'float', fog ).setGroup( renderGroup );
  38166. fogNode = densityFog( color, density );
  38167. } else if ( fog.isFog ) {
  38168. const color = reference( 'color', 'color', fog ).setGroup( renderGroup );
  38169. const near = reference( 'near', 'float', fog ).setGroup( renderGroup );
  38170. const far = reference( 'far', 'float', fog ).setGroup( renderGroup );
  38171. fogNode = rangeFog( color, near, far );
  38172. } else {
  38173. console.error( 'WebGPUNodes: Unsupported fog configuration.', fog );
  38174. }
  38175. sceneData.fogNode = fogNode;
  38176. sceneData.fog = fog;
  38177. }
  38178. } else {
  38179. delete sceneData.fogNode;
  38180. delete sceneData.fog;
  38181. }
  38182. }
  38183. updateEnvironment( scene ) {
  38184. const sceneData = this.get( scene );
  38185. const environment = scene.environment;
  38186. if ( environment ) {
  38187. if ( sceneData.environment !== environment ) {
  38188. let environmentNode = null;
  38189. if ( environment.isCubeTexture === true ) {
  38190. environmentNode = cubeTexture( environment );
  38191. } else if ( environment.isTexture === true ) {
  38192. environmentNode = texture( environment );
  38193. } else {
  38194. console.error( 'Nodes: Unsupported environment configuration.', environment );
  38195. }
  38196. sceneData.environmentNode = environmentNode;
  38197. sceneData.environment = environment;
  38198. }
  38199. } else if ( sceneData.environmentNode ) {
  38200. delete sceneData.environmentNode;
  38201. delete sceneData.environment;
  38202. }
  38203. }
  38204. getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
  38205. const nodeFrame = this.nodeFrame;
  38206. nodeFrame.renderer = renderer;
  38207. nodeFrame.scene = scene;
  38208. nodeFrame.object = object;
  38209. nodeFrame.camera = camera;
  38210. nodeFrame.material = material;
  38211. return nodeFrame;
  38212. }
  38213. getNodeFrameForRender( renderObject ) {
  38214. return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
  38215. }
  38216. getOutputCacheKey() {
  38217. const renderer = this.renderer;
  38218. return renderer.toneMapping + ',' + renderer.currentColorSpace;
  38219. }
  38220. hasOutputChange( outputTarget ) {
  38221. const cacheKey = outputNodeMap.get( outputTarget );
  38222. return cacheKey !== this.getOutputCacheKey();
  38223. }
  38224. getOutputNode( outputTexture ) {
  38225. const renderer = this.renderer;
  38226. const cacheKey = this.getOutputCacheKey();
  38227. const output = texture( outputTexture, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
  38228. outputNodeMap.set( outputTexture, cacheKey );
  38229. return output;
  38230. }
  38231. updateBefore( renderObject ) {
  38232. const nodeBuilder = renderObject.getNodeBuilderState();
  38233. for ( const node of nodeBuilder.updateBeforeNodes ) {
  38234. // update frame state for each node
  38235. this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
  38236. }
  38237. }
  38238. updateAfter( renderObject ) {
  38239. const nodeBuilder = renderObject.getNodeBuilderState();
  38240. for ( const node of nodeBuilder.updateAfterNodes ) {
  38241. // update frame state for each node
  38242. this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
  38243. }
  38244. }
  38245. updateForCompute( computeNode ) {
  38246. const nodeFrame = this.getNodeFrame();
  38247. const nodeBuilder = this.getForCompute( computeNode );
  38248. for ( const node of nodeBuilder.updateNodes ) {
  38249. nodeFrame.updateNode( node );
  38250. }
  38251. }
  38252. updateForRender( renderObject ) {
  38253. const nodeFrame = this.getNodeFrameForRender( renderObject );
  38254. const nodeBuilder = renderObject.getNodeBuilderState();
  38255. for ( const node of nodeBuilder.updateNodes ) {
  38256. nodeFrame.updateNode( node );
  38257. }
  38258. }
  38259. needsRefresh( renderObject ) {
  38260. const nodeFrame = this.getNodeFrameForRender( renderObject );
  38261. const monitor = renderObject.getMonitor();
  38262. return monitor.needsRefresh( renderObject, nodeFrame );
  38263. }
  38264. dispose() {
  38265. super.dispose();
  38266. this.nodeFrame = new NodeFrame();
  38267. this.nodeBuilderCache = new Map();
  38268. }
  38269. }
  38270. class RenderBundle {
  38271. constructor( scene, camera ) {
  38272. this.scene = scene;
  38273. this.camera = camera;
  38274. }
  38275. clone() {
  38276. return Object.assign( new this.constructor(), this );
  38277. }
  38278. }
  38279. class RenderBundles {
  38280. constructor() {
  38281. this.lists = new ChainMap();
  38282. }
  38283. get( scene, camera ) {
  38284. const lists = this.lists;
  38285. const keys = [ scene, camera ];
  38286. let list = lists.get( keys );
  38287. if ( list === undefined ) {
  38288. list = new RenderBundle( scene, camera );
  38289. lists.set( keys, list );
  38290. }
  38291. return list;
  38292. }
  38293. dispose() {
  38294. this.lists = new ChainMap();
  38295. }
  38296. }
  38297. class NodeLibrary {
  38298. constructor() {
  38299. this.lightNodes = new WeakMap();
  38300. this.materialNodes = new Map();
  38301. this.toneMappingNodes = new Map();
  38302. this.colorSpaceNodes = new Map();
  38303. }
  38304. fromMaterial( material ) {
  38305. if ( material.isNodeMaterial ) return material;
  38306. let nodeMaterial = null;
  38307. const nodeMaterialClass = this.getMaterialNodeClass( material.type );
  38308. if ( nodeMaterialClass !== null ) {
  38309. nodeMaterial = new nodeMaterialClass();
  38310. for ( const key in material ) {
  38311. nodeMaterial[ key ] = material[ key ];
  38312. }
  38313. }
  38314. return nodeMaterial;
  38315. }
  38316. addColorSpace( colorSpaceNode, colorSpace ) {
  38317. this.addType( colorSpaceNode, colorSpace, this.colorSpaceNodes );
  38318. }
  38319. getColorSpaceFunction( colorSpace ) {
  38320. return this.colorSpaceNodes.get( colorSpace ) || null;
  38321. }
  38322. addToneMapping( toneMappingNode, toneMapping ) {
  38323. this.addType( toneMappingNode, toneMapping, this.toneMappingNodes );
  38324. }
  38325. getToneMappingFunction( toneMapping ) {
  38326. return this.toneMappingNodes.get( toneMapping ) || null;
  38327. }
  38328. getMaterialNodeClass( materialType ) {
  38329. return this.materialNodes.get( materialType ) || null;
  38330. }
  38331. addMaterial( materialNodeClass, materialClass ) {
  38332. this.addType( materialNodeClass, materialClass.name, this.materialNodes );
  38333. }
  38334. getLightNodeClass( light ) {
  38335. return this.lightNodes.get( light ) || null;
  38336. }
  38337. addLight( lightNodeClass, lightClass ) {
  38338. this.addClass( lightNodeClass, lightClass, this.lightNodes );
  38339. }
  38340. addType( nodeClass, type, library ) {
  38341. if ( library.has( type ) ) {
  38342. console.warn( `Redefinition of node ${ type }` );
  38343. return;
  38344. }
  38345. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  38346. if ( typeof type === 'function' || typeof type === 'object' ) throw new Error( `Base class ${ type } is not a class.` );
  38347. library.set( type, nodeClass );
  38348. }
  38349. addClass( nodeClass, baseClass, library ) {
  38350. if ( library.has( baseClass ) ) {
  38351. console.warn( `Redefinition of node ${ baseClass.name }` );
  38352. return;
  38353. }
  38354. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  38355. if ( typeof baseClass !== 'function' ) throw new Error( `Base class ${ baseClass.name } is not a class.` );
  38356. library.set( baseClass, nodeClass );
  38357. }
  38358. }
  38359. const _scene = /*@__PURE__*/ new Scene();
  38360. const _drawingBufferSize = /*@__PURE__*/ new Vector2();
  38361. const _screen = /*@__PURE__*/ new Vector4();
  38362. const _frustum = /*@__PURE__*/ new Frustum();
  38363. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  38364. const _vector4 = /*@__PURE__*/ new Vector4();
  38365. class Renderer {
  38366. constructor( backend, parameters = {} ) {
  38367. this.isRenderer = true;
  38368. //
  38369. const {
  38370. logarithmicDepthBuffer = false,
  38371. alpha = true,
  38372. depth = true,
  38373. stencil = false,
  38374. antialias = false,
  38375. samples = 0,
  38376. getFallback = null
  38377. } = parameters;
  38378. // public
  38379. this.domElement = backend.getDomElement();
  38380. this.backend = backend;
  38381. this.samples = samples || ( antialias === true ) ? 4 : 0;
  38382. this.autoClear = true;
  38383. this.autoClearColor = true;
  38384. this.autoClearDepth = true;
  38385. this.autoClearStencil = true;
  38386. this.alpha = alpha;
  38387. this.logarithmicDepthBuffer = logarithmicDepthBuffer;
  38388. this.outputColorSpace = SRGBColorSpace;
  38389. this.toneMapping = NoToneMapping;
  38390. this.toneMappingExposure = 1.0;
  38391. this.sortObjects = true;
  38392. this.depth = depth;
  38393. this.stencil = stencil;
  38394. this.clippingPlanes = [];
  38395. this.info = new Info();
  38396. this.nodes = {
  38397. library: new NodeLibrary(),
  38398. modelViewMatrix: null,
  38399. modelNormalViewMatrix: null
  38400. };
  38401. // internals
  38402. this._getFallback = getFallback;
  38403. this._pixelRatio = 1;
  38404. this._width = this.domElement.width;
  38405. this._height = this.domElement.height;
  38406. this._viewport = new Vector4( 0, 0, this._width, this._height );
  38407. this._scissor = new Vector4( 0, 0, this._width, this._height );
  38408. this._scissorTest = false;
  38409. this._attributes = null;
  38410. this._geometries = null;
  38411. this._nodes = null;
  38412. this._animation = null;
  38413. this._bindings = null;
  38414. this._objects = null;
  38415. this._pipelines = null;
  38416. this._bundles = null;
  38417. this._renderLists = null;
  38418. this._renderContexts = null;
  38419. this._textures = null;
  38420. this._background = null;
  38421. this._quad = new QuadMesh( new NodeMaterial() );
  38422. this._quad.material.type = 'Renderer_output';
  38423. this._currentRenderContext = null;
  38424. this._opaqueSort = null;
  38425. this._transparentSort = null;
  38426. this._frameBufferTarget = null;
  38427. const alphaClear = this.alpha === true ? 0 : 1;
  38428. this._clearColor = new Color4( 0, 0, 0, alphaClear );
  38429. this._clearDepth = 1;
  38430. this._clearStencil = 0;
  38431. this._renderTarget = null;
  38432. this._activeCubeFace = 0;
  38433. this._activeMipmapLevel = 0;
  38434. this._mrt = null;
  38435. this._renderObjectFunction = null;
  38436. this._currentRenderObjectFunction = null;
  38437. this._currentRenderBundle = null;
  38438. this._handleObjectFunction = this._renderObjectDirect;
  38439. this._initialized = false;
  38440. this._initPromise = null;
  38441. this._compilationPromises = null;
  38442. this.transparent = true;
  38443. this.opaque = true;
  38444. this.shadowMap = {
  38445. enabled: false,
  38446. type: PCFShadowMap$1
  38447. };
  38448. this.xr = {
  38449. enabled: false
  38450. };
  38451. this.debug = {
  38452. checkShaderErrors: true,
  38453. onShaderError: null,
  38454. getShaderAsync: async ( scene, camera, object ) => {
  38455. await this.compileAsync( scene, camera );
  38456. const renderList = this._renderLists.get( scene, camera );
  38457. const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
  38458. const material = scene.overrideMaterial || object.material;
  38459. const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext );
  38460. const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
  38461. return { fragmentShader, vertexShader };
  38462. }
  38463. };
  38464. }
  38465. async init() {
  38466. if ( this._initialized ) {
  38467. throw new Error( 'Renderer: Backend has already been initialized.' );
  38468. }
  38469. if ( this._initPromise !== null ) {
  38470. return this._initPromise;
  38471. }
  38472. this._initPromise = new Promise( async ( resolve, reject ) => {
  38473. let backend = this.backend;
  38474. try {
  38475. await backend.init( this );
  38476. } catch ( error ) {
  38477. if ( this._getFallback !== null ) {
  38478. // try the fallback
  38479. try {
  38480. this.backend = backend = this._getFallback( error );
  38481. await backend.init( this );
  38482. } catch ( error ) {
  38483. reject( error );
  38484. return;
  38485. }
  38486. } else {
  38487. reject( error );
  38488. return;
  38489. }
  38490. }
  38491. this._nodes = new Nodes( this, backend );
  38492. this._animation = new Animation( this._nodes, this.info );
  38493. this._attributes = new Attributes( backend );
  38494. this._background = new Background( this, this._nodes );
  38495. this._geometries = new Geometries( this._attributes, this.info );
  38496. this._textures = new Textures( this, backend, this.info );
  38497. this._pipelines = new Pipelines( backend, this._nodes );
  38498. this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
  38499. this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
  38500. this._renderLists = new RenderLists();
  38501. this._bundles = new RenderBundles();
  38502. this._renderContexts = new RenderContexts();
  38503. //
  38504. this._initialized = true;
  38505. resolve();
  38506. } );
  38507. return this._initPromise;
  38508. }
  38509. get coordinateSystem() {
  38510. return this.backend.coordinateSystem;
  38511. }
  38512. async compileAsync( scene, camera, targetScene = null ) {
  38513. if ( this._initialized === false ) await this.init();
  38514. // preserve render tree
  38515. const nodeFrame = this._nodes.nodeFrame;
  38516. const previousRenderId = nodeFrame.renderId;
  38517. const previousRenderContext = this._currentRenderContext;
  38518. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  38519. const previousCompilationPromises = this._compilationPromises;
  38520. //
  38521. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  38522. if ( targetScene === null ) targetScene = scene;
  38523. const renderTarget = this._renderTarget;
  38524. const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
  38525. const activeMipmapLevel = this._activeMipmapLevel;
  38526. const compilationPromises = [];
  38527. this._currentRenderContext = renderContext;
  38528. this._currentRenderObjectFunction = this.renderObject;
  38529. this._handleObjectFunction = this._createObjectPipeline;
  38530. this._compilationPromises = compilationPromises;
  38531. nodeFrame.renderId ++;
  38532. //
  38533. nodeFrame.update();
  38534. //
  38535. renderContext.depth = this.depth;
  38536. renderContext.stencil = this.stencil;
  38537. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  38538. renderContext.clippingContext.updateGlobal( this, camera );
  38539. //
  38540. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  38541. //
  38542. const renderList = this._renderLists.get( scene, camera );
  38543. renderList.begin();
  38544. this._projectObject( scene, camera, 0, renderList );
  38545. // include lights from target scene
  38546. if ( targetScene !== scene ) {
  38547. targetScene.traverseVisible( function ( object ) {
  38548. if ( object.isLight && object.layers.test( camera.layers ) ) {
  38549. renderList.pushLight( object );
  38550. }
  38551. } );
  38552. }
  38553. renderList.finish();
  38554. //
  38555. if ( renderTarget !== null ) {
  38556. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  38557. const renderTargetData = this._textures.get( renderTarget );
  38558. renderContext.textures = renderTargetData.textures;
  38559. renderContext.depthTexture = renderTargetData.depthTexture;
  38560. } else {
  38561. renderContext.textures = null;
  38562. renderContext.depthTexture = null;
  38563. }
  38564. //
  38565. this._nodes.updateScene( sceneRef );
  38566. //
  38567. this._background.update( sceneRef, renderList, renderContext );
  38568. // process render lists
  38569. const opaqueObjects = renderList.opaque;
  38570. const transparentObjects = renderList.transparent;
  38571. const lightsNode = renderList.lightsNode;
  38572. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  38573. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  38574. // restore render tree
  38575. nodeFrame.renderId = previousRenderId;
  38576. this._currentRenderContext = previousRenderContext;
  38577. this._currentRenderObjectFunction = previousRenderObjectFunction;
  38578. this._compilationPromises = previousCompilationPromises;
  38579. this._handleObjectFunction = this._renderObjectDirect;
  38580. // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
  38581. await Promise.all( compilationPromises );
  38582. }
  38583. async renderAsync( scene, camera ) {
  38584. if ( this._initialized === false ) await this.init();
  38585. const renderContext = this._renderScene( scene, camera );
  38586. await this.backend.resolveTimestampAsync( renderContext, 'render' );
  38587. }
  38588. setMRT( mrt ) {
  38589. this._mrt = mrt;
  38590. return this;
  38591. }
  38592. getMRT() {
  38593. return this._mrt;
  38594. }
  38595. _renderBundle( bundle, sceneRef, lightsNode ) {
  38596. const { bundleGroup, camera, renderList } = bundle;
  38597. const renderContext = this._currentRenderContext;
  38598. //
  38599. const renderBundle = this._bundles.get( bundleGroup, camera );
  38600. const renderBundleData = this.backend.get( renderBundle );
  38601. if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
  38602. //
  38603. const needsUpdate = bundleGroup.version !== renderBundleData.version;
  38604. const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;
  38605. renderBundleData.renderContexts.add( renderContext );
  38606. if ( renderBundleNeedsUpdate ) {
  38607. this.backend.beginBundle( renderContext );
  38608. if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
  38609. renderBundleData.renderObjects = [];
  38610. }
  38611. this._currentRenderBundle = renderBundle;
  38612. const opaqueObjects = renderList.opaque;
  38613. if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  38614. this._currentRenderBundle = null;
  38615. //
  38616. this.backend.finishBundle( renderContext, renderBundle );
  38617. renderBundleData.version = bundleGroup.version;
  38618. } else {
  38619. const { renderObjects } = renderBundleData;
  38620. for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
  38621. const renderObject = renderObjects[ i ];
  38622. if ( this._nodes.needsRefresh( renderObject ) ) {
  38623. this._nodes.updateBefore( renderObject );
  38624. this._nodes.updateForRender( renderObject );
  38625. this._bindings.updateForRender( renderObject );
  38626. this._nodes.updateAfter( renderObject );
  38627. }
  38628. }
  38629. }
  38630. this.backend.addBundle( renderContext, renderBundle );
  38631. }
  38632. render( scene, camera ) {
  38633. if ( this._initialized === false ) {
  38634. console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
  38635. return this.renderAsync( scene, camera );
  38636. }
  38637. this._renderScene( scene, camera );
  38638. }
  38639. _getFrameBufferTarget() {
  38640. const { currentToneMapping, currentColorSpace } = this;
  38641. const useToneMapping = currentToneMapping !== NoToneMapping;
  38642. const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;
  38643. if ( useToneMapping === false && useColorSpace === false ) return null;
  38644. const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
  38645. const { depth, stencil } = this;
  38646. let frameBufferTarget = this._frameBufferTarget;
  38647. if ( frameBufferTarget === null ) {
  38648. frameBufferTarget = new RenderTarget( width, height, {
  38649. depthBuffer: depth,
  38650. stencilBuffer: stencil,
  38651. type: HalfFloatType, // FloatType
  38652. format: RGBAFormat,
  38653. colorSpace: LinearSRGBColorSpace,
  38654. generateMipmaps: false,
  38655. minFilter: LinearFilter,
  38656. magFilter: LinearFilter,
  38657. samples: this.samples
  38658. } );
  38659. frameBufferTarget.isPostProcessingRenderTarget = true;
  38660. this._frameBufferTarget = frameBufferTarget;
  38661. }
  38662. frameBufferTarget.depthBuffer = depth;
  38663. frameBufferTarget.stencilBuffer = stencil;
  38664. frameBufferTarget.setSize( width, height );
  38665. frameBufferTarget.viewport.copy( this._viewport );
  38666. frameBufferTarget.scissor.copy( this._scissor );
  38667. frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
  38668. frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
  38669. frameBufferTarget.scissorTest = this._scissorTest;
  38670. return frameBufferTarget;
  38671. }
  38672. _renderScene( scene, camera, useFrameBufferTarget = true ) {
  38673. const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
  38674. // preserve render tree
  38675. const nodeFrame = this._nodes.nodeFrame;
  38676. const previousRenderId = nodeFrame.renderId;
  38677. const previousRenderContext = this._currentRenderContext;
  38678. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  38679. //
  38680. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  38681. const outputRenderTarget = this._renderTarget;
  38682. const activeCubeFace = this._activeCubeFace;
  38683. const activeMipmapLevel = this._activeMipmapLevel;
  38684. //
  38685. let renderTarget;
  38686. if ( frameBufferTarget !== null ) {
  38687. renderTarget = frameBufferTarget;
  38688. this.setRenderTarget( renderTarget );
  38689. } else {
  38690. renderTarget = outputRenderTarget;
  38691. }
  38692. //
  38693. const renderContext = this._renderContexts.get( scene, camera, renderTarget );
  38694. this._currentRenderContext = renderContext;
  38695. this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
  38696. //
  38697. this.info.calls ++;
  38698. this.info.render.calls ++;
  38699. this.info.render.frameCalls ++;
  38700. nodeFrame.renderId = this.info.calls;
  38701. //
  38702. const coordinateSystem = this.coordinateSystem;
  38703. if ( camera.coordinateSystem !== coordinateSystem ) {
  38704. camera.coordinateSystem = coordinateSystem;
  38705. camera.updateProjectionMatrix();
  38706. }
  38707. //
  38708. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  38709. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  38710. //
  38711. let viewport = this._viewport;
  38712. let scissor = this._scissor;
  38713. let pixelRatio = this._pixelRatio;
  38714. if ( renderTarget !== null ) {
  38715. viewport = renderTarget.viewport;
  38716. scissor = renderTarget.scissor;
  38717. pixelRatio = 1;
  38718. }
  38719. this.getDrawingBufferSize( _drawingBufferSize );
  38720. _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
  38721. const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
  38722. const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
  38723. renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
  38724. renderContext.viewportValue.width >>= activeMipmapLevel;
  38725. renderContext.viewportValue.height >>= activeMipmapLevel;
  38726. renderContext.viewportValue.minDepth = minDepth;
  38727. renderContext.viewportValue.maxDepth = maxDepth;
  38728. renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
  38729. renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
  38730. renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
  38731. renderContext.scissorValue.width >>= activeMipmapLevel;
  38732. renderContext.scissorValue.height >>= activeMipmapLevel;
  38733. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  38734. renderContext.clippingContext.updateGlobal( this, camera );
  38735. //
  38736. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  38737. //
  38738. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  38739. _frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
  38740. const renderList = this._renderLists.get( scene, camera );
  38741. renderList.begin();
  38742. this._projectObject( scene, camera, 0, renderList );
  38743. renderList.finish();
  38744. if ( this.sortObjects === true ) {
  38745. renderList.sort( this._opaqueSort, this._transparentSort );
  38746. }
  38747. //
  38748. if ( renderTarget !== null ) {
  38749. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  38750. const renderTargetData = this._textures.get( renderTarget );
  38751. renderContext.textures = renderTargetData.textures;
  38752. renderContext.depthTexture = renderTargetData.depthTexture;
  38753. renderContext.width = renderTargetData.width;
  38754. renderContext.height = renderTargetData.height;
  38755. renderContext.renderTarget = renderTarget;
  38756. renderContext.depth = renderTarget.depthBuffer;
  38757. renderContext.stencil = renderTarget.stencilBuffer;
  38758. } else {
  38759. renderContext.textures = null;
  38760. renderContext.depthTexture = null;
  38761. renderContext.width = this.domElement.width;
  38762. renderContext.height = this.domElement.height;
  38763. renderContext.depth = this.depth;
  38764. renderContext.stencil = this.stencil;
  38765. }
  38766. renderContext.width >>= activeMipmapLevel;
  38767. renderContext.height >>= activeMipmapLevel;
  38768. renderContext.activeCubeFace = activeCubeFace;
  38769. renderContext.activeMipmapLevel = activeMipmapLevel;
  38770. renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
  38771. //
  38772. this._nodes.updateScene( sceneRef );
  38773. //
  38774. this._background.update( sceneRef, renderList, renderContext );
  38775. //
  38776. this.backend.beginRender( renderContext );
  38777. // process render lists
  38778. const {
  38779. bundles,
  38780. lightsNode,
  38781. transparent: transparentObjects,
  38782. opaque: opaqueObjects
  38783. } = renderList;
  38784. if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
  38785. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  38786. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
  38787. // finish render pass
  38788. this.backend.finishRender( renderContext );
  38789. // restore render tree
  38790. nodeFrame.renderId = previousRenderId;
  38791. this._currentRenderContext = previousRenderContext;
  38792. this._currentRenderObjectFunction = previousRenderObjectFunction;
  38793. //
  38794. if ( frameBufferTarget !== null ) {
  38795. this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
  38796. const quad = this._quad;
  38797. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  38798. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  38799. quad.material.needsUpdate = true;
  38800. }
  38801. this._renderScene( quad, quad.camera, false );
  38802. }
  38803. //
  38804. sceneRef.onAfterRender( this, scene, camera, renderTarget );
  38805. //
  38806. return renderContext;
  38807. }
  38808. getMaxAnisotropy() {
  38809. return this.backend.getMaxAnisotropy();
  38810. }
  38811. getActiveCubeFace() {
  38812. return this._activeCubeFace;
  38813. }
  38814. getActiveMipmapLevel() {
  38815. return this._activeMipmapLevel;
  38816. }
  38817. async setAnimationLoop( callback ) {
  38818. if ( this._initialized === false ) await this.init();
  38819. this._animation.setAnimationLoop( callback );
  38820. }
  38821. async getArrayBufferAsync( attribute ) {
  38822. return await this.backend.getArrayBufferAsync( attribute );
  38823. }
  38824. getContext() {
  38825. return this.backend.getContext();
  38826. }
  38827. getPixelRatio() {
  38828. return this._pixelRatio;
  38829. }
  38830. getDrawingBufferSize( target ) {
  38831. return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
  38832. }
  38833. getSize( target ) {
  38834. return target.set( this._width, this._height );
  38835. }
  38836. setPixelRatio( value = 1 ) {
  38837. this._pixelRatio = value;
  38838. this.setSize( this._width, this._height, false );
  38839. }
  38840. setDrawingBufferSize( width, height, pixelRatio ) {
  38841. this._width = width;
  38842. this._height = height;
  38843. this._pixelRatio = pixelRatio;
  38844. this.domElement.width = Math.floor( width * pixelRatio );
  38845. this.domElement.height = Math.floor( height * pixelRatio );
  38846. this.setViewport( 0, 0, width, height );
  38847. if ( this._initialized ) this.backend.updateSize();
  38848. }
  38849. setSize( width, height, updateStyle = true ) {
  38850. this._width = width;
  38851. this._height = height;
  38852. this.domElement.width = Math.floor( width * this._pixelRatio );
  38853. this.domElement.height = Math.floor( height * this._pixelRatio );
  38854. if ( updateStyle === true ) {
  38855. this.domElement.style.width = width + 'px';
  38856. this.domElement.style.height = height + 'px';
  38857. }
  38858. this.setViewport( 0, 0, width, height );
  38859. if ( this._initialized ) this.backend.updateSize();
  38860. }
  38861. setOpaqueSort( method ) {
  38862. this._opaqueSort = method;
  38863. }
  38864. setTransparentSort( method ) {
  38865. this._transparentSort = method;
  38866. }
  38867. getScissor( target ) {
  38868. const scissor = this._scissor;
  38869. target.x = scissor.x;
  38870. target.y = scissor.y;
  38871. target.width = scissor.width;
  38872. target.height = scissor.height;
  38873. return target;
  38874. }
  38875. setScissor( x, y, width, height ) {
  38876. const scissor = this._scissor;
  38877. if ( x.isVector4 ) {
  38878. scissor.copy( x );
  38879. } else {
  38880. scissor.set( x, y, width, height );
  38881. }
  38882. }
  38883. getScissorTest() {
  38884. return this._scissorTest;
  38885. }
  38886. setScissorTest( boolean ) {
  38887. this._scissorTest = boolean;
  38888. this.backend.setScissorTest( boolean );
  38889. }
  38890. getViewport( target ) {
  38891. return target.copy( this._viewport );
  38892. }
  38893. setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
  38894. const viewport = this._viewport;
  38895. if ( x.isVector4 ) {
  38896. viewport.copy( x );
  38897. } else {
  38898. viewport.set( x, y, width, height );
  38899. }
  38900. viewport.minDepth = minDepth;
  38901. viewport.maxDepth = maxDepth;
  38902. }
  38903. getClearColor( target ) {
  38904. return target.copy( this._clearColor );
  38905. }
  38906. setClearColor( color, alpha = 1 ) {
  38907. this._clearColor.set( color );
  38908. this._clearColor.a = alpha;
  38909. }
  38910. getClearAlpha() {
  38911. return this._clearColor.a;
  38912. }
  38913. setClearAlpha( alpha ) {
  38914. this._clearColor.a = alpha;
  38915. }
  38916. getClearDepth() {
  38917. return this._clearDepth;
  38918. }
  38919. setClearDepth( depth ) {
  38920. this._clearDepth = depth;
  38921. }
  38922. getClearStencil() {
  38923. return this._clearStencil;
  38924. }
  38925. setClearStencil( stencil ) {
  38926. this._clearStencil = stencil;
  38927. }
  38928. isOccluded( object ) {
  38929. const renderContext = this._currentRenderContext;
  38930. return renderContext && this.backend.isOccluded( renderContext, object );
  38931. }
  38932. clear( color = true, depth = true, stencil = true ) {
  38933. if ( this._initialized === false ) {
  38934. console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
  38935. return this.clearAsync( color, depth, stencil );
  38936. }
  38937. const renderTarget = this._renderTarget || this._getFrameBufferTarget();
  38938. let renderTargetData = null;
  38939. if ( renderTarget !== null ) {
  38940. this._textures.updateRenderTarget( renderTarget );
  38941. renderTargetData = this._textures.get( renderTarget );
  38942. }
  38943. this.backend.clear( color, depth, stencil, renderTargetData );
  38944. if ( renderTarget !== null && this._renderTarget === null ) {
  38945. // If a color space transform or tone mapping is required,
  38946. // the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas.
  38947. const quad = this._quad;
  38948. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  38949. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  38950. quad.material.needsUpdate = true;
  38951. }
  38952. this._renderScene( quad, quad.camera, false );
  38953. }
  38954. }
  38955. clearColor() {
  38956. return this.clear( true, false, false );
  38957. }
  38958. clearDepth() {
  38959. return this.clear( false, true, false );
  38960. }
  38961. clearStencil() {
  38962. return this.clear( false, false, true );
  38963. }
  38964. async clearAsync( color = true, depth = true, stencil = true ) {
  38965. if ( this._initialized === false ) await this.init();
  38966. this.clear( color, depth, stencil );
  38967. }
  38968. clearColorAsync() {
  38969. return this.clearAsync( true, false, false );
  38970. }
  38971. clearDepthAsync() {
  38972. return this.clearAsync( false, true, false );
  38973. }
  38974. clearStencilAsync() {
  38975. return this.clearAsync( false, false, true );
  38976. }
  38977. get currentToneMapping() {
  38978. return this._renderTarget !== null ? NoToneMapping : this.toneMapping;
  38979. }
  38980. get currentColorSpace() {
  38981. return this._renderTarget !== null ? LinearSRGBColorSpace : this.outputColorSpace;
  38982. }
  38983. dispose() {
  38984. this.info.dispose();
  38985. this._animation.dispose();
  38986. this._objects.dispose();
  38987. this._pipelines.dispose();
  38988. this._nodes.dispose();
  38989. this._bindings.dispose();
  38990. this._renderLists.dispose();
  38991. this._renderContexts.dispose();
  38992. this._textures.dispose();
  38993. this.setRenderTarget( null );
  38994. this.setAnimationLoop( null );
  38995. }
  38996. setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  38997. this._renderTarget = renderTarget;
  38998. this._activeCubeFace = activeCubeFace;
  38999. this._activeMipmapLevel = activeMipmapLevel;
  39000. }
  39001. getRenderTarget() {
  39002. return this._renderTarget;
  39003. }
  39004. setRenderObjectFunction( renderObjectFunction ) {
  39005. this._renderObjectFunction = renderObjectFunction;
  39006. }
  39007. getRenderObjectFunction() {
  39008. return this._renderObjectFunction;
  39009. }
  39010. async computeAsync( computeNodes ) {
  39011. if ( this._initialized === false ) await this.init();
  39012. const nodeFrame = this._nodes.nodeFrame;
  39013. const previousRenderId = nodeFrame.renderId;
  39014. //
  39015. this.info.calls ++;
  39016. this.info.compute.calls ++;
  39017. this.info.compute.frameCalls ++;
  39018. nodeFrame.renderId = this.info.calls;
  39019. //
  39020. const backend = this.backend;
  39021. const pipelines = this._pipelines;
  39022. const bindings = this._bindings;
  39023. const nodes = this._nodes;
  39024. const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
  39025. if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
  39026. throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
  39027. }
  39028. backend.beginCompute( computeNodes );
  39029. for ( const computeNode of computeList ) {
  39030. // onInit
  39031. if ( pipelines.has( computeNode ) === false ) {
  39032. const dispose = () => {
  39033. computeNode.removeEventListener( 'dispose', dispose );
  39034. pipelines.delete( computeNode );
  39035. bindings.delete( computeNode );
  39036. nodes.delete( computeNode );
  39037. };
  39038. computeNode.addEventListener( 'dispose', dispose );
  39039. //
  39040. computeNode.onInit( { renderer: this } );
  39041. }
  39042. nodes.updateForCompute( computeNode );
  39043. bindings.updateForCompute( computeNode );
  39044. const computeBindings = bindings.getForCompute( computeNode );
  39045. const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
  39046. backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
  39047. }
  39048. backend.finishCompute( computeNodes );
  39049. await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
  39050. //
  39051. nodeFrame.renderId = previousRenderId;
  39052. }
  39053. async hasFeatureAsync( name ) {
  39054. if ( this._initialized === false ) await this.init();
  39055. return this.backend.hasFeature( name );
  39056. }
  39057. hasFeature( name ) {
  39058. if ( this._initialized === false ) {
  39059. console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
  39060. return false;
  39061. }
  39062. return this.backend.hasFeature( name );
  39063. }
  39064. copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
  39065. const renderContext = this._currentRenderContext;
  39066. this._textures.updateTexture( framebufferTexture );
  39067. rectangle = rectangle === null ? _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height ) : rectangle;
  39068. this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
  39069. }
  39070. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  39071. this._textures.updateTexture( srcTexture );
  39072. this._textures.updateTexture( dstTexture );
  39073. this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
  39074. }
  39075. readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0, faceIndex = 0 ) {
  39076. return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height, faceIndex );
  39077. }
  39078. _projectObject( object, camera, groupOrder, renderList ) {
  39079. if ( object.visible === false ) return;
  39080. const visible = object.layers.test( camera.layers );
  39081. if ( visible ) {
  39082. if ( object.isGroup ) {
  39083. groupOrder = object.renderOrder;
  39084. } else if ( object.isLOD ) {
  39085. if ( object.autoUpdate === true ) object.update( camera );
  39086. } else if ( object.isLight ) {
  39087. renderList.pushLight( object );
  39088. } else if ( object.isSprite ) {
  39089. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  39090. if ( this.sortObjects === true ) {
  39091. _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  39092. }
  39093. const { geometry, material } = object;
  39094. if ( material.visible ) {
  39095. renderList.push( object, geometry, material, groupOrder, _vector4.z, null );
  39096. }
  39097. }
  39098. } else if ( object.isLineLoop ) {
  39099. console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
  39100. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  39101. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  39102. const { geometry, material } = object;
  39103. if ( this.sortObjects === true ) {
  39104. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  39105. _vector4
  39106. .copy( geometry.boundingSphere.center )
  39107. .applyMatrix4( object.matrixWorld )
  39108. .applyMatrix4( _projScreenMatrix );
  39109. }
  39110. if ( Array.isArray( material ) ) {
  39111. const groups = geometry.groups;
  39112. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  39113. const group = groups[ i ];
  39114. const groupMaterial = material[ group.materialIndex ];
  39115. if ( groupMaterial && groupMaterial.visible ) {
  39116. renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
  39117. }
  39118. }
  39119. } else if ( material.visible ) {
  39120. renderList.push( object, geometry, material, groupOrder, _vector4.z, null );
  39121. }
  39122. }
  39123. }
  39124. }
  39125. if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
  39126. const baseRenderList = renderList;
  39127. // replace render list
  39128. renderList = this._renderLists.get( object, camera );
  39129. renderList.begin();
  39130. baseRenderList.pushBundle( {
  39131. bundleGroup: object,
  39132. camera,
  39133. renderList,
  39134. } );
  39135. renderList.finish();
  39136. }
  39137. const children = object.children;
  39138. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39139. this._projectObject( children[ i ], camera, groupOrder, renderList );
  39140. }
  39141. }
  39142. _renderBundles( bundles, sceneRef, lightsNode ) {
  39143. for ( const bundle of bundles ) {
  39144. this._renderBundle( bundle, sceneRef, lightsNode );
  39145. }
  39146. }
  39147. _renderObjects( renderList, camera, scene, lightsNode ) {
  39148. // process renderable objects
  39149. for ( let i = 0, il = renderList.length; i < il; i ++ ) {
  39150. const renderItem = renderList[ i ];
  39151. // @TODO: Add support for multiple materials per object. This will require to extract
  39152. // the material from the renderItem object and pass it with its group data to renderObject().
  39153. const { object, geometry, material, group } = renderItem;
  39154. if ( camera.isArrayCamera ) {
  39155. const cameras = camera.cameras;
  39156. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  39157. const camera2 = cameras[ j ];
  39158. if ( object.layers.test( camera2.layers ) ) {
  39159. const vp = camera2.viewport;
  39160. const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
  39161. const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
  39162. const viewportValue = this._currentRenderContext.viewportValue;
  39163. viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
  39164. viewportValue.minDepth = minDepth;
  39165. viewportValue.maxDepth = maxDepth;
  39166. this.backend.updateViewport( this._currentRenderContext );
  39167. this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode );
  39168. }
  39169. }
  39170. } else {
  39171. this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode );
  39172. }
  39173. }
  39174. }
  39175. renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
  39176. let overridePositionNode;
  39177. let overrideFragmentNode;
  39178. let overrideDepthNode;
  39179. //
  39180. object.onBeforeRender( this, scene, camera, geometry, material, group );
  39181. //
  39182. if ( scene.overrideMaterial !== null ) {
  39183. const overrideMaterial = scene.overrideMaterial;
  39184. if ( material.positionNode && material.positionNode.isNode ) {
  39185. overridePositionNode = overrideMaterial.positionNode;
  39186. overrideMaterial.positionNode = material.positionNode;
  39187. }
  39188. if ( overrideMaterial.isShadowNodeMaterial ) {
  39189. overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
  39190. if ( material.depthNode && material.depthNode.isNode ) {
  39191. overrideDepthNode = overrideMaterial.depthNode;
  39192. overrideMaterial.depthNode = material.depthNode;
  39193. }
  39194. if ( material.shadowNode && material.shadowNode.isNode ) {
  39195. overrideFragmentNode = overrideMaterial.fragmentNode;
  39196. overrideMaterial.fragmentNode = material.shadowNode;
  39197. }
  39198. if ( this.localClippingEnabled ) {
  39199. if ( material.clipShadows ) {
  39200. if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
  39201. overrideMaterial.clippingPlanes = material.clippingPlanes;
  39202. overrideMaterial.needsUpdate = true;
  39203. }
  39204. if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
  39205. overrideMaterial.clipIntersection = material.clipIntersection;
  39206. }
  39207. } else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
  39208. overrideMaterial.clippingPlanes = null;
  39209. overrideMaterial.needsUpdate = true;
  39210. }
  39211. }
  39212. }
  39213. material = overrideMaterial;
  39214. }
  39215. //
  39216. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  39217. material.side = BackSide;
  39218. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id
  39219. material.side = FrontSide;
  39220. this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id
  39221. material.side = DoubleSide;
  39222. } else {
  39223. this._handleObjectFunction( object, material, scene, camera, lightsNode, group );
  39224. }
  39225. //
  39226. if ( overridePositionNode !== undefined ) {
  39227. scene.overrideMaterial.positionNode = overridePositionNode;
  39228. }
  39229. if ( overrideDepthNode !== undefined ) {
  39230. scene.overrideMaterial.depthNode = overrideDepthNode;
  39231. }
  39232. if ( overrideFragmentNode !== undefined ) {
  39233. scene.overrideMaterial.fragmentNode = overrideFragmentNode;
  39234. }
  39235. //
  39236. object.onAfterRender( this, scene, camera, geometry, material, group );
  39237. }
  39238. _renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) {
  39239. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  39240. renderObject.drawRange = object.geometry.drawRange;
  39241. renderObject.group = group;
  39242. //
  39243. const needsRefresh = this._nodes.needsRefresh( renderObject );
  39244. if ( needsRefresh ) {
  39245. this._nodes.updateBefore( renderObject );
  39246. this._geometries.updateForRender( renderObject );
  39247. this._nodes.updateForRender( renderObject );
  39248. this._bindings.updateForRender( renderObject );
  39249. }
  39250. this._pipelines.updateForRender( renderObject );
  39251. //
  39252. if ( this._currentRenderBundle !== null ) {
  39253. const renderBundleData = this.backend.get( this._currentRenderBundle );
  39254. renderBundleData.renderObjects.push( renderObject );
  39255. renderObject.bundle = this._currentRenderBundle.scene;
  39256. }
  39257. this.backend.draw( renderObject, this.info );
  39258. if ( needsRefresh ) this._nodes.updateAfter( renderObject );
  39259. }
  39260. _createObjectPipeline( object, material, scene, camera, lightsNode, passId ) {
  39261. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
  39262. //
  39263. this._nodes.updateBefore( renderObject );
  39264. this._geometries.updateForRender( renderObject );
  39265. this._nodes.updateForRender( renderObject );
  39266. this._bindings.updateForRender( renderObject );
  39267. this._pipelines.getForRender( renderObject, this._compilationPromises );
  39268. this._nodes.updateAfter( renderObject );
  39269. }
  39270. get compute() {
  39271. return this.computeAsync;
  39272. }
  39273. get compile() {
  39274. return this.compileAsync;
  39275. }
  39276. }
  39277. class Binding {
  39278. constructor( name = '' ) {
  39279. this.name = name;
  39280. this.visibility = 0;
  39281. }
  39282. setVisibility( visibility ) {
  39283. this.visibility |= visibility;
  39284. }
  39285. clone() {
  39286. return Object.assign( new this.constructor(), this );
  39287. }
  39288. }
  39289. function getFloatLength( floatLength ) {
  39290. // ensure chunk size alignment (STD140 layout)
  39291. return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );
  39292. }
  39293. class Buffer extends Binding {
  39294. constructor( name, buffer = null ) {
  39295. super( name );
  39296. this.isBuffer = true;
  39297. this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;
  39298. this._buffer = buffer;
  39299. }
  39300. get byteLength() {
  39301. return getFloatLength( this._buffer.byteLength );
  39302. }
  39303. get buffer() {
  39304. return this._buffer;
  39305. }
  39306. update() {
  39307. return true;
  39308. }
  39309. }
  39310. class UniformBuffer extends Buffer {
  39311. constructor( name, buffer = null ) {
  39312. super( name, buffer );
  39313. this.isUniformBuffer = true;
  39314. }
  39315. }
  39316. let _id$4 = 0;
  39317. class NodeUniformBuffer extends UniformBuffer {
  39318. constructor( nodeUniform, groupNode ) {
  39319. super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );
  39320. this.nodeUniform = nodeUniform;
  39321. this.groupNode = groupNode;
  39322. }
  39323. get buffer() {
  39324. return this.nodeUniform.value;
  39325. }
  39326. }
  39327. class UniformsGroup extends UniformBuffer {
  39328. constructor( name ) {
  39329. super( name );
  39330. this.isUniformsGroup = true;
  39331. this._values = null;
  39332. // the order of uniforms in this array must match the order of uniforms in the shader
  39333. this.uniforms = [];
  39334. }
  39335. addUniform( uniform ) {
  39336. this.uniforms.push( uniform );
  39337. return this;
  39338. }
  39339. removeUniform( uniform ) {
  39340. const index = this.uniforms.indexOf( uniform );
  39341. if ( index !== - 1 ) {
  39342. this.uniforms.splice( index, 1 );
  39343. }
  39344. return this;
  39345. }
  39346. get values() {
  39347. if ( this._values === null ) {
  39348. this._values = Array.from( this.buffer );
  39349. }
  39350. return this._values;
  39351. }
  39352. get buffer() {
  39353. let buffer = this._buffer;
  39354. if ( buffer === null ) {
  39355. const byteLength = this.byteLength;
  39356. buffer = new Float32Array( new ArrayBuffer( byteLength ) );
  39357. this._buffer = buffer;
  39358. }
  39359. return buffer;
  39360. }
  39361. get byteLength() {
  39362. let offset = 0; // global buffer offset in bytes
  39363. for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {
  39364. const uniform = this.uniforms[ i ];
  39365. const { boundary, itemSize } = uniform;
  39366. // offset within a single chunk in bytes
  39367. const chunkOffset = offset % GPU_CHUNK_BYTES;
  39368. const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset;
  39369. // conformance tests
  39370. if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) {
  39371. // check for chunk overflow
  39372. offset += ( GPU_CHUNK_BYTES - chunkOffset );
  39373. } else if ( chunkOffset % boundary !== 0 ) {
  39374. // check for correct alignment
  39375. offset += ( chunkOffset % boundary );
  39376. }
  39377. uniform.offset = ( offset / this.bytesPerElement );
  39378. offset += ( itemSize * this.bytesPerElement );
  39379. }
  39380. return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;
  39381. }
  39382. update() {
  39383. let updated = false;
  39384. for ( const uniform of this.uniforms ) {
  39385. if ( this.updateByType( uniform ) === true ) {
  39386. updated = true;
  39387. }
  39388. }
  39389. return updated;
  39390. }
  39391. updateByType( uniform ) {
  39392. if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
  39393. if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
  39394. if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
  39395. if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
  39396. if ( uniform.isColorUniform ) return this.updateColor( uniform );
  39397. if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
  39398. if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );
  39399. console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );
  39400. }
  39401. updateNumber( uniform ) {
  39402. let updated = false;
  39403. const a = this.values;
  39404. const v = uniform.getValue();
  39405. const offset = uniform.offset;
  39406. if ( a[ offset ] !== v ) {
  39407. const b = this.buffer;
  39408. b[ offset ] = a[ offset ] = v;
  39409. updated = true;
  39410. }
  39411. return updated;
  39412. }
  39413. updateVector2( uniform ) {
  39414. let updated = false;
  39415. const a = this.values;
  39416. const v = uniform.getValue();
  39417. const offset = uniform.offset;
  39418. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
  39419. const b = this.buffer;
  39420. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  39421. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  39422. updated = true;
  39423. }
  39424. return updated;
  39425. }
  39426. updateVector3( uniform ) {
  39427. let updated = false;
  39428. const a = this.values;
  39429. const v = uniform.getValue();
  39430. const offset = uniform.offset;
  39431. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
  39432. const b = this.buffer;
  39433. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  39434. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  39435. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  39436. updated = true;
  39437. }
  39438. return updated;
  39439. }
  39440. updateVector4( uniform ) {
  39441. let updated = false;
  39442. const a = this.values;
  39443. const v = uniform.getValue();
  39444. const offset = uniform.offset;
  39445. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
  39446. const b = this.buffer;
  39447. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  39448. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  39449. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  39450. b[ offset + 3 ] = a[ offset + 3 ] = v.w;
  39451. updated = true;
  39452. }
  39453. return updated;
  39454. }
  39455. updateColor( uniform ) {
  39456. let updated = false;
  39457. const a = this.values;
  39458. const c = uniform.getValue();
  39459. const offset = uniform.offset;
  39460. if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
  39461. const b = this.buffer;
  39462. b[ offset + 0 ] = a[ offset + 0 ] = c.r;
  39463. b[ offset + 1 ] = a[ offset + 1 ] = c.g;
  39464. b[ offset + 2 ] = a[ offset + 2 ] = c.b;
  39465. updated = true;
  39466. }
  39467. return updated;
  39468. }
  39469. updateMatrix3( uniform ) {
  39470. let updated = false;
  39471. const a = this.values;
  39472. const e = uniform.getValue().elements;
  39473. const offset = uniform.offset;
  39474. if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
  39475. a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
  39476. a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {
  39477. const b = this.buffer;
  39478. b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
  39479. b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
  39480. b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
  39481. b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
  39482. b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
  39483. b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
  39484. b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
  39485. b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
  39486. b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];
  39487. updated = true;
  39488. }
  39489. return updated;
  39490. }
  39491. updateMatrix4( uniform ) {
  39492. let updated = false;
  39493. const a = this.values;
  39494. const e = uniform.getValue().elements;
  39495. const offset = uniform.offset;
  39496. if ( arraysEqual( a, e, offset ) === false ) {
  39497. const b = this.buffer;
  39498. b.set( e, offset );
  39499. setArray( a, e, offset );
  39500. updated = true;
  39501. }
  39502. return updated;
  39503. }
  39504. }
  39505. function setArray( a, b, offset ) {
  39506. for ( let i = 0, l = b.length; i < l; i ++ ) {
  39507. a[ offset + i ] = b[ i ];
  39508. }
  39509. }
  39510. function arraysEqual( a, b, offset ) {
  39511. for ( let i = 0, l = b.length; i < l; i ++ ) {
  39512. if ( a[ offset + i ] !== b[ i ] ) return false;
  39513. }
  39514. return true;
  39515. }
  39516. let _id$3 = 0;
  39517. class NodeUniformsGroup extends UniformsGroup {
  39518. constructor( name, groupNode ) {
  39519. super( name );
  39520. this.id = _id$3 ++;
  39521. this.groupNode = groupNode;
  39522. this.isNodeUniformsGroup = true;
  39523. }
  39524. getNodes() {
  39525. const nodes = [];
  39526. for ( const uniform of this.uniforms ) {
  39527. const node = uniform.nodeUniform.node;
  39528. if ( ! node ) throw new Error( 'NodeUniformsGroup: Uniform has no node.' );
  39529. nodes.push( node );
  39530. }
  39531. return nodes;
  39532. }
  39533. }
  39534. let _id$2 = 0;
  39535. class SampledTexture extends Binding {
  39536. constructor( name, texture ) {
  39537. super( name );
  39538. this.id = _id$2 ++;
  39539. this.texture = texture;
  39540. this.version = texture ? texture.version : 0;
  39541. this.store = false;
  39542. this.generation = null;
  39543. this.isSampledTexture = true;
  39544. }
  39545. needsBindingsUpdate( generation ) {
  39546. const { texture } = this;
  39547. if ( generation !== this.generation ) {
  39548. this.generation = generation;
  39549. return true;
  39550. }
  39551. return texture.isVideoTexture;
  39552. }
  39553. update() {
  39554. const { texture, version } = this;
  39555. if ( version !== texture.version ) {
  39556. this.version = texture.version;
  39557. return true;
  39558. }
  39559. return false;
  39560. }
  39561. }
  39562. class NodeSampledTexture extends SampledTexture {
  39563. constructor( name, textureNode, groupNode, access = null ) {
  39564. super( name, textureNode ? textureNode.value : null );
  39565. this.textureNode = textureNode;
  39566. this.groupNode = groupNode;
  39567. this.access = access;
  39568. }
  39569. needsBindingsUpdate( generation ) {
  39570. return this.textureNode.value !== this.texture || super.needsBindingsUpdate( generation );
  39571. }
  39572. update() {
  39573. const { textureNode } = this;
  39574. if ( this.texture !== textureNode.value ) {
  39575. this.texture = textureNode.value;
  39576. return true;
  39577. }
  39578. return super.update();
  39579. }
  39580. }
  39581. class NodeSampledCubeTexture extends NodeSampledTexture {
  39582. constructor( name, textureNode, groupNode, access ) {
  39583. super( name, textureNode, groupNode, access );
  39584. this.isSampledCubeTexture = true;
  39585. }
  39586. }
  39587. class NodeSampledTexture3D extends NodeSampledTexture {
  39588. constructor( name, textureNode, groupNode, access ) {
  39589. super( name, textureNode, groupNode, access );
  39590. this.isSampledTexture3D = true;
  39591. }
  39592. }
  39593. const glslMethods = {
  39594. atan2: 'atan',
  39595. textureDimensions: 'textureSize',
  39596. equals: 'equal'
  39597. };
  39598. const precisionLib = {
  39599. low: 'lowp',
  39600. medium: 'mediump',
  39601. high: 'highp'
  39602. };
  39603. const supports$1 = {
  39604. swizzleAssign: true,
  39605. storageBuffer: false
  39606. };
  39607. const defaultPrecisions = `
  39608. precision highp float;
  39609. precision highp int;
  39610. precision highp sampler2D;
  39611. precision highp sampler3D;
  39612. precision highp samplerCube;
  39613. precision highp sampler2DArray;
  39614. precision highp usampler2D;
  39615. precision highp usampler3D;
  39616. precision highp usamplerCube;
  39617. precision highp usampler2DArray;
  39618. precision highp isampler2D;
  39619. precision highp isampler3D;
  39620. precision highp isamplerCube;
  39621. precision highp isampler2DArray;
  39622. precision lowp sampler2DShadow;
  39623. `;
  39624. class GLSLNodeBuilder extends NodeBuilder {
  39625. constructor( object, renderer ) {
  39626. super( object, renderer, new GLSLNodeParser() );
  39627. this.uniformGroups = {};
  39628. this.transforms = [];
  39629. this.extensions = {};
  39630. this.useComparisonMethod = true;
  39631. }
  39632. needsColorSpaceToLinearSRGB( texture ) {
  39633. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  39634. }
  39635. getMethod( method ) {
  39636. return glslMethods[ method ] || method;
  39637. }
  39638. getOutputStructName() {
  39639. return '';
  39640. }
  39641. buildFunctionCode( shaderNode ) {
  39642. const layout = shaderNode.layout;
  39643. const flowData = this.flowShaderNode( shaderNode );
  39644. const parameters = [];
  39645. for ( const input of layout.inputs ) {
  39646. parameters.push( this.getType( input.type ) + ' ' + input.name );
  39647. }
  39648. //
  39649. const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
  39650. ${ flowData.vars }
  39651. ${ flowData.code }
  39652. return ${ flowData.result };
  39653. }`;
  39654. //
  39655. return code;
  39656. }
  39657. setupPBO( storageBufferNode ) {
  39658. const attribute = storageBufferNode.value;
  39659. if ( attribute.pbo === undefined ) {
  39660. const originalArray = attribute.array;
  39661. const numElements = attribute.count * attribute.itemSize;
  39662. const { itemSize } = attribute;
  39663. const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
  39664. let format = isInteger ? RedIntegerFormat : RedFormat;
  39665. if ( itemSize === 2 ) {
  39666. format = isInteger ? RGIntegerFormat : RGFormat;
  39667. } else if ( itemSize === 3 ) {
  39668. format = isInteger ? RGBIntegerFormat : RGBFormat;
  39669. } else if ( itemSize === 4 ) {
  39670. format = isInteger ? RGBAIntegerFormat : RGBAFormat;
  39671. }
  39672. const typeMap = {
  39673. Float32Array: FloatType,
  39674. Uint8Array: UnsignedByteType,
  39675. Uint16Array: UnsignedShortType,
  39676. Uint32Array: UnsignedIntType,
  39677. Int8Array: ByteType,
  39678. Int16Array: ShortType,
  39679. Int32Array: IntType,
  39680. Uint8ClampedArray: UnsignedByteType,
  39681. };
  39682. const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
  39683. let height = Math.ceil( ( numElements / itemSize ) / width );
  39684. if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
  39685. const newSize = width * height * itemSize;
  39686. const newArray = new originalArray.constructor( newSize );
  39687. newArray.set( originalArray, 0 );
  39688. attribute.array = newArray;
  39689. const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
  39690. pboTexture.needsUpdate = true;
  39691. pboTexture.isPBOTexture = true;
  39692. const pbo = new TextureNode( pboTexture, null, null );
  39693. pbo.setPrecision( 'high' );
  39694. attribute.pboNode = pbo;
  39695. attribute.pbo = pbo.value;
  39696. this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  39697. }
  39698. }
  39699. getPropertyName( node, shaderStage = this.shaderStage ) {
  39700. if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
  39701. return shaderStage.charAt( 0 ) + '_' + node.name;
  39702. }
  39703. return super.getPropertyName( node, shaderStage );
  39704. }
  39705. generatePBO( storageArrayElementNode ) {
  39706. const { node, indexNode } = storageArrayElementNode;
  39707. const attribute = node.value;
  39708. if ( this.renderer.backend.has( attribute ) ) {
  39709. const attributeData = this.renderer.backend.get( attribute );
  39710. attributeData.pbo = attribute.pbo;
  39711. }
  39712. const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  39713. const textureName = this.getPropertyName( nodeUniform );
  39714. this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
  39715. const indexSnippet = indexNode.build( this, 'uint' );
  39716. const elementNodeData = this.getDataFromNode( storageArrayElementNode );
  39717. let propertyName = elementNodeData.propertyName;
  39718. if ( propertyName === undefined ) {
  39719. // property element
  39720. const nodeVar = this.getVarFromNode( storageArrayElementNode );
  39721. propertyName = this.getPropertyName( nodeVar );
  39722. // property size
  39723. const bufferNodeData = this.getDataFromNode( node );
  39724. let propertySizeName = bufferNodeData.propertySizeName;
  39725. if ( propertySizeName === undefined ) {
  39726. propertySizeName = propertyName + 'Size';
  39727. this.getVarFromNode( node, propertySizeName, 'uint' );
  39728. this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` );
  39729. bufferNodeData.propertySizeName = propertySizeName;
  39730. }
  39731. //
  39732. const { itemSize } = attribute;
  39733. const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
  39734. const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
  39735. const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
  39736. //
  39737. let prefix = 'vec4';
  39738. if ( attribute.pbo.type === UnsignedIntType ) {
  39739. prefix = 'uvec4';
  39740. } else if ( attribute.pbo.type === IntType ) {
  39741. prefix = 'ivec4';
  39742. }
  39743. this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}` );
  39744. elementNodeData.propertyName = propertyName;
  39745. }
  39746. return propertyName;
  39747. }
  39748. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
  39749. if ( depthSnippet ) {
  39750. return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
  39751. } else {
  39752. return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  39753. }
  39754. }
  39755. generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
  39756. if ( texture.isDepthTexture ) {
  39757. return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
  39758. } else {
  39759. if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
  39760. return `texture( ${ textureProperty }, ${ uvSnippet } )`;
  39761. }
  39762. }
  39763. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
  39764. return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
  39765. }
  39766. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
  39767. return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
  39768. }
  39769. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
  39770. return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  39771. }
  39772. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  39773. if ( shaderStage === 'fragment' ) {
  39774. return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
  39775. } else {
  39776. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  39777. }
  39778. }
  39779. getVars( shaderStage ) {
  39780. const snippets = [];
  39781. const vars = this.vars[ shaderStage ];
  39782. if ( vars !== undefined ) {
  39783. for ( const variable of vars ) {
  39784. snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
  39785. }
  39786. }
  39787. return snippets.join( '\n\t' );
  39788. }
  39789. getUniforms( shaderStage ) {
  39790. const uniforms = this.uniforms[ shaderStage ];
  39791. const bindingSnippets = [];
  39792. const uniformGroups = {};
  39793. for ( const uniform of uniforms ) {
  39794. let snippet = null;
  39795. let group = false;
  39796. if ( uniform.type === 'texture' ) {
  39797. const texture = uniform.node.value;
  39798. let typePrefix = '';
  39799. if ( texture.isDataTexture === true ) {
  39800. if ( texture.type === UnsignedIntType ) {
  39801. typePrefix = 'u';
  39802. } else if ( texture.type === IntType ) {
  39803. typePrefix = 'i';
  39804. }
  39805. }
  39806. if ( texture.compareFunction ) {
  39807. snippet = `sampler2DShadow ${ uniform.name };`;
  39808. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  39809. snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
  39810. } else {
  39811. snippet = `${typePrefix}sampler2D ${ uniform.name };`;
  39812. }
  39813. } else if ( uniform.type === 'cubeTexture' ) {
  39814. snippet = `samplerCube ${ uniform.name };`;
  39815. } else if ( uniform.type === 'texture3D' ) {
  39816. snippet = `sampler3D ${ uniform.name };`;
  39817. } else if ( uniform.type === 'buffer' ) {
  39818. const bufferNode = uniform.node;
  39819. const bufferType = this.getType( bufferNode.bufferType );
  39820. const bufferCount = bufferNode.bufferCount;
  39821. const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
  39822. snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
  39823. } else {
  39824. const vectorType = this.getVectorType( uniform.type );
  39825. snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
  39826. group = true;
  39827. }
  39828. const precision = uniform.node.precision;
  39829. if ( precision !== null ) {
  39830. snippet = precisionLib[ precision ] + ' ' + snippet;
  39831. }
  39832. if ( group ) {
  39833. snippet = '\t' + snippet;
  39834. const groupName = uniform.groupNode.name;
  39835. const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
  39836. groupSnippets.push( snippet );
  39837. } else {
  39838. snippet = 'uniform ' + snippet;
  39839. bindingSnippets.push( snippet );
  39840. }
  39841. }
  39842. let output = '';
  39843. for ( const name in uniformGroups ) {
  39844. const groupSnippets = uniformGroups[ name ];
  39845. output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
  39846. }
  39847. output += bindingSnippets.join( '\n' );
  39848. return output;
  39849. }
  39850. getTypeFromAttribute( attribute ) {
  39851. let nodeType = super.getTypeFromAttribute( attribute );
  39852. if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
  39853. let dataAttribute = attribute;
  39854. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  39855. const array = dataAttribute.array;
  39856. if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
  39857. nodeType = nodeType.slice( 1 );
  39858. }
  39859. }
  39860. return nodeType;
  39861. }
  39862. getAttributes( shaderStage ) {
  39863. let snippet = '';
  39864. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  39865. const attributes = this.getAttributesArray();
  39866. let location = 0;
  39867. for ( const attribute of attributes ) {
  39868. snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
  39869. }
  39870. }
  39871. return snippet;
  39872. }
  39873. getStructMembers( struct ) {
  39874. const snippets = [];
  39875. const members = struct.getMemberTypes();
  39876. for ( let i = 0; i < members.length; i ++ ) {
  39877. const member = members[ i ];
  39878. snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
  39879. }
  39880. return snippets.join( '\n' );
  39881. }
  39882. getStructs( shaderStage ) {
  39883. const snippets = [];
  39884. const structs = this.structs[ shaderStage ];
  39885. if ( structs.length === 0 ) {
  39886. return 'layout( location = 0 ) out vec4 fragColor;\n';
  39887. }
  39888. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  39889. const struct = structs[ index ];
  39890. let snippet = '\n';
  39891. snippet += this.getStructMembers( struct );
  39892. snippet += '\n';
  39893. snippets.push( snippet );
  39894. }
  39895. return snippets.join( '\n\n' );
  39896. }
  39897. getVaryings( shaderStage ) {
  39898. let snippet = '';
  39899. const varyings = this.varyings;
  39900. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  39901. for ( const varying of varyings ) {
  39902. if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
  39903. const type = varying.type;
  39904. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  39905. snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
  39906. }
  39907. } else if ( shaderStage === 'fragment' ) {
  39908. for ( const varying of varyings ) {
  39909. if ( varying.needsInterpolation ) {
  39910. const type = varying.type;
  39911. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  39912. snippet += `${flat}in ${type} ${varying.name};\n`;
  39913. }
  39914. }
  39915. }
  39916. return snippet;
  39917. }
  39918. getVertexIndex() {
  39919. return 'uint( gl_VertexID )';
  39920. }
  39921. getInstanceIndex() {
  39922. return 'uint( gl_InstanceID )';
  39923. }
  39924. getInvocationLocalIndex() {
  39925. const workgroupSize = this.object.workgroupSize;
  39926. const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
  39927. return `uint( gl_InstanceID ) % ${size}u`;
  39928. }
  39929. getDrawIndex() {
  39930. const extensions = this.renderer.backend.extensions;
  39931. if ( extensions.has( 'WEBGL_multi_draw' ) ) {
  39932. return 'uint( gl_DrawID )';
  39933. }
  39934. return null;
  39935. }
  39936. getFrontFacing() {
  39937. return 'gl_FrontFacing';
  39938. }
  39939. getFragCoord() {
  39940. return 'gl_FragCoord.xy';
  39941. }
  39942. getFragDepth() {
  39943. return 'gl_FragDepth';
  39944. }
  39945. enableExtension( name, behavior, shaderStage = this.shaderStage ) {
  39946. const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
  39947. if ( map.has( name ) === false ) {
  39948. map.set( name, {
  39949. name,
  39950. behavior
  39951. } );
  39952. }
  39953. }
  39954. getExtensions( shaderStage ) {
  39955. const snippets = [];
  39956. if ( shaderStage === 'vertex' ) {
  39957. const ext = this.renderer.backend.extensions;
  39958. const isBatchedMesh = this.object.isBatchedMesh;
  39959. if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
  39960. this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
  39961. }
  39962. }
  39963. const extensions = this.extensions[ shaderStage ];
  39964. if ( extensions !== undefined ) {
  39965. for ( const { name, behavior } of extensions.values() ) {
  39966. snippets.push( `#extension ${name} : ${behavior}` );
  39967. }
  39968. }
  39969. return snippets.join( '\n' );
  39970. }
  39971. isAvailable( name ) {
  39972. let result = supports$1[ name ];
  39973. if ( result === undefined ) {
  39974. if ( name === 'float32Filterable' ) {
  39975. const extensions = this.renderer.backend.extensions;
  39976. if ( extensions.has( 'OES_texture_float_linear' ) ) {
  39977. extensions.get( 'OES_texture_float_linear' );
  39978. result = true;
  39979. } else {
  39980. result = false;
  39981. }
  39982. }
  39983. supports$1[ name ] = result;
  39984. }
  39985. return result;
  39986. }
  39987. isFlipY() {
  39988. return true;
  39989. }
  39990. registerTransform( varyingName, attributeNode ) {
  39991. this.transforms.push( { varyingName, attributeNode } );
  39992. }
  39993. getTransforms( /* shaderStage */ ) {
  39994. const transforms = this.transforms;
  39995. let snippet = '';
  39996. for ( let i = 0; i < transforms.length; i ++ ) {
  39997. const transform = transforms[ i ];
  39998. const attributeName = this.getPropertyName( transform.attributeNode );
  39999. snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
  40000. }
  40001. return snippet;
  40002. }
  40003. _getGLSLUniformStruct( name, vars ) {
  40004. return `
  40005. layout( std140 ) uniform ${name} {
  40006. ${vars}
  40007. };`;
  40008. }
  40009. _getGLSLVertexCode( shaderData ) {
  40010. return `#version 300 es
  40011. ${ this.getSignature() }
  40012. // extensions
  40013. ${shaderData.extensions}
  40014. // precision
  40015. ${ defaultPrecisions }
  40016. // uniforms
  40017. ${shaderData.uniforms}
  40018. // varyings
  40019. ${shaderData.varyings}
  40020. // attributes
  40021. ${shaderData.attributes}
  40022. // codes
  40023. ${shaderData.codes}
  40024. void main() {
  40025. // vars
  40026. ${shaderData.vars}
  40027. // transforms
  40028. ${shaderData.transforms}
  40029. // flow
  40030. ${shaderData.flow}
  40031. gl_PointSize = 1.0;
  40032. }
  40033. `;
  40034. }
  40035. _getGLSLFragmentCode( shaderData ) {
  40036. return `#version 300 es
  40037. ${ this.getSignature() }
  40038. // precision
  40039. ${ defaultPrecisions }
  40040. // uniforms
  40041. ${shaderData.uniforms}
  40042. // varyings
  40043. ${shaderData.varyings}
  40044. // codes
  40045. ${shaderData.codes}
  40046. ${shaderData.structs}
  40047. void main() {
  40048. // vars
  40049. ${shaderData.vars}
  40050. // flow
  40051. ${shaderData.flow}
  40052. }
  40053. `;
  40054. }
  40055. buildCode() {
  40056. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  40057. this.sortBindingGroups();
  40058. for ( const shaderStage in shadersData ) {
  40059. let flow = '// code\n\n';
  40060. flow += this.flowCode[ shaderStage ];
  40061. const flowNodes = this.flowNodes[ shaderStage ];
  40062. const mainNode = flowNodes[ flowNodes.length - 1 ];
  40063. for ( const node of flowNodes ) {
  40064. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  40065. const slotName = node.name;
  40066. if ( slotName ) {
  40067. if ( flow.length > 0 ) flow += '\n';
  40068. flow += `\t// flow -> ${ slotName }\n\t`;
  40069. }
  40070. flow += `${ flowSlotData.code }\n\t`;
  40071. if ( node === mainNode && shaderStage !== 'compute' ) {
  40072. flow += '// result\n\t';
  40073. if ( shaderStage === 'vertex' ) {
  40074. flow += 'gl_Position = ';
  40075. flow += `${ flowSlotData.result };`;
  40076. } else if ( shaderStage === 'fragment' ) {
  40077. if ( ! node.outputNode.isOutputStructNode ) {
  40078. flow += 'fragColor = ';
  40079. flow += `${ flowSlotData.result };`;
  40080. }
  40081. }
  40082. }
  40083. }
  40084. const stageData = shadersData[ shaderStage ];
  40085. stageData.extensions = this.getExtensions( shaderStage );
  40086. stageData.uniforms = this.getUniforms( shaderStage );
  40087. stageData.attributes = this.getAttributes( shaderStage );
  40088. stageData.varyings = this.getVaryings( shaderStage );
  40089. stageData.vars = this.getVars( shaderStage );
  40090. stageData.structs = this.getStructs( shaderStage );
  40091. stageData.codes = this.getCodes( shaderStage );
  40092. stageData.transforms = this.getTransforms( shaderStage );
  40093. stageData.flow = flow;
  40094. }
  40095. if ( this.material !== null ) {
  40096. this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
  40097. this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
  40098. } else {
  40099. this.computeShader = this._getGLSLVertexCode( shadersData.compute );
  40100. }
  40101. }
  40102. getUniformFromNode( node, type, shaderStage, name = null ) {
  40103. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  40104. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  40105. let uniformGPU = nodeData.uniformGPU;
  40106. if ( uniformGPU === undefined ) {
  40107. const group = node.groupNode;
  40108. const groupName = group.name;
  40109. const bindings = this.getBindGroupArray( groupName, shaderStage );
  40110. if ( type === 'texture' ) {
  40111. uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
  40112. bindings.push( uniformGPU );
  40113. } else if ( type === 'cubeTexture' ) {
  40114. uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
  40115. bindings.push( uniformGPU );
  40116. } else if ( type === 'texture3D' ) {
  40117. uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
  40118. bindings.push( uniformGPU );
  40119. } else if ( type === 'buffer' ) {
  40120. node.name = `NodeBuffer_${ node.id }`;
  40121. uniformNode.name = `buffer${ node.id }`;
  40122. const buffer = new NodeUniformBuffer( node, group );
  40123. buffer.name = node.name;
  40124. bindings.push( buffer );
  40125. uniformGPU = buffer;
  40126. } else {
  40127. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  40128. let uniformsGroup = uniformsStage[ groupName ];
  40129. if ( uniformsGroup === undefined ) {
  40130. uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
  40131. //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  40132. uniformsStage[ groupName ] = uniformsGroup;
  40133. bindings.push( uniformsGroup );
  40134. }
  40135. uniformGPU = this.getNodeUniform( uniformNode, type );
  40136. uniformsGroup.addUniform( uniformGPU );
  40137. }
  40138. nodeData.uniformGPU = uniformGPU;
  40139. }
  40140. return uniformNode;
  40141. }
  40142. }
  40143. let vector2 = null;
  40144. let vector4 = null;
  40145. let color4 = null;
  40146. class Backend {
  40147. constructor( parameters = {} ) {
  40148. this.parameters = Object.assign( {}, parameters );
  40149. this.data = new WeakMap();
  40150. this.renderer = null;
  40151. this.domElement = null;
  40152. }
  40153. async init( renderer ) {
  40154. this.renderer = renderer;
  40155. }
  40156. // render context
  40157. begin( /*renderContext*/ ) { }
  40158. finish( /*renderContext*/ ) { }
  40159. // render object
  40160. draw( /*renderObject, info*/ ) { }
  40161. // program
  40162. createProgram( /*program*/ ) { }
  40163. destroyProgram( /*program*/ ) { }
  40164. // bindings
  40165. createBindings( /*bingGroup, bindings*/ ) { }
  40166. updateBindings( /*bingGroup, bindings*/ ) { }
  40167. // pipeline
  40168. createRenderPipeline( /*renderObject*/ ) { }
  40169. createComputePipeline( /*computeNode, pipeline*/ ) { }
  40170. destroyPipeline( /*pipeline*/ ) { }
  40171. // cache key
  40172. needsRenderUpdate( /*renderObject*/ ) { } // return Boolean ( fast test )
  40173. getRenderCacheKey( /*renderObject*/ ) { } // return String
  40174. // node builder
  40175. createNodeBuilder( /*renderObject*/ ) { } // return NodeBuilder (ADD IT)
  40176. // textures
  40177. createSampler( /*texture*/ ) { }
  40178. createDefaultTexture( /*texture*/ ) { }
  40179. createTexture( /*texture*/ ) { }
  40180. copyTextureToBuffer( /*texture, x, y, width, height*/ ) {}
  40181. // attributes
  40182. createAttribute( /*attribute*/ ) { }
  40183. createIndexAttribute( /*attribute*/ ) { }
  40184. updateAttribute( /*attribute*/ ) { }
  40185. destroyAttribute( /*attribute*/ ) { }
  40186. // canvas
  40187. getContext() { }
  40188. updateSize() { }
  40189. // utils
  40190. resolveTimestampAsync( /*renderContext, type*/ ) { }
  40191. hasFeatureAsync( /*name*/ ) { } // return Boolean
  40192. hasFeature( /*name*/ ) { } // return Boolean
  40193. getInstanceCount( renderObject ) {
  40194. const { object, geometry } = renderObject;
  40195. return geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  40196. }
  40197. getDrawingBufferSize() {
  40198. vector2 = vector2 || new Vector2();
  40199. return this.renderer.getDrawingBufferSize( vector2 );
  40200. }
  40201. getScissor() {
  40202. vector4 = vector4 || new Vector4();
  40203. return this.renderer.getScissor( vector4 );
  40204. }
  40205. setScissorTest( /*boolean*/ ) { }
  40206. getClearColor() {
  40207. const renderer = this.renderer;
  40208. color4 = color4 || new Color4();
  40209. renderer.getClearColor( color4 );
  40210. color4.getRGB( color4, this.renderer.currentColorSpace );
  40211. return color4;
  40212. }
  40213. getDomElement() {
  40214. let domElement = this.domElement;
  40215. if ( domElement === null ) {
  40216. domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();
  40217. // OffscreenCanvas does not have setAttribute, see #22811
  40218. if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );
  40219. this.domElement = domElement;
  40220. }
  40221. return domElement;
  40222. }
  40223. // resource properties
  40224. set( object, value ) {
  40225. this.data.set( object, value );
  40226. }
  40227. get( object ) {
  40228. let map = this.data.get( object );
  40229. if ( map === undefined ) {
  40230. map = {};
  40231. this.data.set( object, map );
  40232. }
  40233. return map;
  40234. }
  40235. has( object ) {
  40236. return this.data.has( object );
  40237. }
  40238. delete( object ) {
  40239. this.data.delete( object );
  40240. }
  40241. }
  40242. let _id$1 = 0;
  40243. class DualAttributeData {
  40244. constructor( attributeData, dualBuffer ) {
  40245. this.buffers = [ attributeData.bufferGPU, dualBuffer ];
  40246. this.type = attributeData.type;
  40247. this.bufferType = attributeData.bufferType;
  40248. this.pbo = attributeData.pbo;
  40249. this.byteLength = attributeData.byteLength;
  40250. this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
  40251. this.version = attributeData.version;
  40252. this.isInteger = attributeData.isInteger;
  40253. this.activeBufferIndex = 0;
  40254. this.baseId = attributeData.id;
  40255. }
  40256. get id() {
  40257. return `${ this.baseId }|${ this.activeBufferIndex }`;
  40258. }
  40259. get bufferGPU() {
  40260. return this.buffers[ this.activeBufferIndex ];
  40261. }
  40262. get transformBuffer() {
  40263. return this.buffers[ this.activeBufferIndex ^ 1 ];
  40264. }
  40265. switchBuffers() {
  40266. this.activeBufferIndex ^= 1;
  40267. }
  40268. }
  40269. class WebGLAttributeUtils {
  40270. constructor( backend ) {
  40271. this.backend = backend;
  40272. }
  40273. createAttribute( attribute, bufferType ) {
  40274. const backend = this.backend;
  40275. const { gl } = backend;
  40276. const array = attribute.array;
  40277. const usage = attribute.usage || gl.STATIC_DRAW;
  40278. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  40279. const bufferData = backend.get( bufferAttribute );
  40280. let bufferGPU = bufferData.bufferGPU;
  40281. if ( bufferGPU === undefined ) {
  40282. bufferGPU = this._createBuffer( gl, bufferType, array, usage );
  40283. bufferData.bufferGPU = bufferGPU;
  40284. bufferData.bufferType = bufferType;
  40285. bufferData.version = bufferAttribute.version;
  40286. }
  40287. //attribute.onUploadCallback();
  40288. let type;
  40289. if ( array instanceof Float32Array ) {
  40290. type = gl.FLOAT;
  40291. } else if ( array instanceof Uint16Array ) {
  40292. if ( attribute.isFloat16BufferAttribute ) {
  40293. type = gl.HALF_FLOAT;
  40294. } else {
  40295. type = gl.UNSIGNED_SHORT;
  40296. }
  40297. } else if ( array instanceof Int16Array ) {
  40298. type = gl.SHORT;
  40299. } else if ( array instanceof Uint32Array ) {
  40300. type = gl.UNSIGNED_INT;
  40301. } else if ( array instanceof Int32Array ) {
  40302. type = gl.INT;
  40303. } else if ( array instanceof Int8Array ) {
  40304. type = gl.BYTE;
  40305. } else if ( array instanceof Uint8Array ) {
  40306. type = gl.UNSIGNED_BYTE;
  40307. } else if ( array instanceof Uint8ClampedArray ) {
  40308. type = gl.UNSIGNED_BYTE;
  40309. } else {
  40310. throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );
  40311. }
  40312. let attributeData = {
  40313. bufferGPU,
  40314. bufferType,
  40315. type,
  40316. byteLength: array.byteLength,
  40317. bytesPerElement: array.BYTES_PER_ELEMENT,
  40318. version: attribute.version,
  40319. pbo: attribute.pbo,
  40320. isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
  40321. id: _id$1 ++
  40322. };
  40323. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  40324. // create buffer for tranform feedback use
  40325. const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
  40326. attributeData = new DualAttributeData( attributeData, bufferGPUDual );
  40327. }
  40328. backend.set( attribute, attributeData );
  40329. }
  40330. updateAttribute( attribute ) {
  40331. const backend = this.backend;
  40332. const { gl } = backend;
  40333. const array = attribute.array;
  40334. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  40335. const bufferData = backend.get( bufferAttribute );
  40336. const bufferType = bufferData.bufferType;
  40337. const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;
  40338. gl.bindBuffer( bufferType, bufferData.bufferGPU );
  40339. if ( updateRanges.length === 0 ) {
  40340. // Not using update ranges
  40341. gl.bufferSubData( bufferType, 0, array );
  40342. } else {
  40343. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  40344. const range = updateRanges[ i ];
  40345. gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  40346. array, range.start, range.count );
  40347. }
  40348. bufferAttribute.clearUpdateRanges();
  40349. }
  40350. gl.bindBuffer( bufferType, null );
  40351. bufferData.version = bufferAttribute.version;
  40352. }
  40353. destroyAttribute( attribute ) {
  40354. const backend = this.backend;
  40355. const { gl } = backend;
  40356. if ( attribute.isInterleavedBufferAttribute ) {
  40357. backend.delete( attribute.data );
  40358. }
  40359. const attributeData = backend.get( attribute );
  40360. gl.deleteBuffer( attributeData.bufferGPU );
  40361. backend.delete( attribute );
  40362. }
  40363. async getArrayBufferAsync( attribute ) {
  40364. const backend = this.backend;
  40365. const { gl } = backend;
  40366. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  40367. const { bufferGPU } = backend.get( bufferAttribute );
  40368. const array = attribute.array;
  40369. const byteLength = array.byteLength;
  40370. gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );
  40371. const writeBuffer = gl.createBuffer();
  40372. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  40373. gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );
  40374. gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );
  40375. await backend.utils._clientWaitAsync();
  40376. const dstBuffer = new attribute.array.constructor( array.length );
  40377. // Ensure the buffer is bound before reading
  40378. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  40379. gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );
  40380. gl.deleteBuffer( writeBuffer );
  40381. gl.bindBuffer( gl.COPY_READ_BUFFER, null );
  40382. gl.bindBuffer( gl.COPY_WRITE_BUFFER, null );
  40383. return dstBuffer.buffer;
  40384. }
  40385. _createBuffer( gl, bufferType, array, usage ) {
  40386. const bufferGPU = gl.createBuffer();
  40387. gl.bindBuffer( bufferType, bufferGPU );
  40388. gl.bufferData( bufferType, array, usage );
  40389. gl.bindBuffer( bufferType, null );
  40390. return bufferGPU;
  40391. }
  40392. }
  40393. let initialized$1 = false, equationToGL, factorToGL;
  40394. class WebGLState {
  40395. constructor( backend ) {
  40396. this.backend = backend;
  40397. this.gl = this.backend.gl;
  40398. this.enabled = {};
  40399. this.currentFlipSided = null;
  40400. this.currentCullFace = null;
  40401. this.currentProgram = null;
  40402. this.currentBlendingEnabled = false;
  40403. this.currentBlending = null;
  40404. this.currentBlendSrc = null;
  40405. this.currentBlendDst = null;
  40406. this.currentBlendSrcAlpha = null;
  40407. this.currentBlendDstAlpha = null;
  40408. this.currentPremultipledAlpha = null;
  40409. this.currentPolygonOffsetFactor = null;
  40410. this.currentPolygonOffsetUnits = null;
  40411. this.currentColorMask = null;
  40412. this.currentDepthFunc = null;
  40413. this.currentDepthMask = null;
  40414. this.currentStencilFunc = null;
  40415. this.currentStencilRef = null;
  40416. this.currentStencilFuncMask = null;
  40417. this.currentStencilFail = null;
  40418. this.currentStencilZFail = null;
  40419. this.currentStencilZPass = null;
  40420. this.currentStencilMask = null;
  40421. this.currentLineWidth = null;
  40422. this.currentBoundFramebuffers = {};
  40423. this.currentDrawbuffers = new WeakMap();
  40424. this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
  40425. this.currentTextureSlot = null;
  40426. this.currentBoundTextures = {};
  40427. this.currentBoundBufferBases = {};
  40428. if ( initialized$1 === false ) {
  40429. this._init( this.gl );
  40430. initialized$1 = true;
  40431. }
  40432. }
  40433. _init( gl ) {
  40434. // Store only WebGL constants here.
  40435. equationToGL = {
  40436. [ AddEquation ]: gl.FUNC_ADD,
  40437. [ SubtractEquation ]: gl.FUNC_SUBTRACT,
  40438. [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  40439. };
  40440. factorToGL = {
  40441. [ ZeroFactor ]: gl.ZERO,
  40442. [ OneFactor ]: gl.ONE,
  40443. [ SrcColorFactor ]: gl.SRC_COLOR,
  40444. [ SrcAlphaFactor ]: gl.SRC_ALPHA,
  40445. [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  40446. [ DstColorFactor ]: gl.DST_COLOR,
  40447. [ DstAlphaFactor ]: gl.DST_ALPHA,
  40448. [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  40449. [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  40450. [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  40451. [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
  40452. };
  40453. }
  40454. enable( id ) {
  40455. const { enabled } = this;
  40456. if ( enabled[ id ] !== true ) {
  40457. this.gl.enable( id );
  40458. enabled[ id ] = true;
  40459. }
  40460. }
  40461. disable( id ) {
  40462. const { enabled } = this;
  40463. if ( enabled[ id ] !== false ) {
  40464. this.gl.disable( id );
  40465. enabled[ id ] = false;
  40466. }
  40467. }
  40468. setFlipSided( flipSided ) {
  40469. if ( this.currentFlipSided !== flipSided ) {
  40470. const { gl } = this;
  40471. if ( flipSided ) {
  40472. gl.frontFace( gl.CW );
  40473. } else {
  40474. gl.frontFace( gl.CCW );
  40475. }
  40476. this.currentFlipSided = flipSided;
  40477. }
  40478. }
  40479. setCullFace( cullFace ) {
  40480. const { gl } = this;
  40481. if ( cullFace !== CullFaceNone ) {
  40482. this.enable( gl.CULL_FACE );
  40483. if ( cullFace !== this.currentCullFace ) {
  40484. if ( cullFace === CullFaceBack ) {
  40485. gl.cullFace( gl.BACK );
  40486. } else if ( cullFace === CullFaceFront ) {
  40487. gl.cullFace( gl.FRONT );
  40488. } else {
  40489. gl.cullFace( gl.FRONT_AND_BACK );
  40490. }
  40491. }
  40492. } else {
  40493. this.disable( gl.CULL_FACE );
  40494. }
  40495. this.currentCullFace = cullFace;
  40496. }
  40497. setLineWidth( width ) {
  40498. const { currentLineWidth, gl } = this;
  40499. if ( width !== currentLineWidth ) {
  40500. gl.lineWidth( width );
  40501. this.currentLineWidth = width;
  40502. }
  40503. }
  40504. setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  40505. const { gl } = this;
  40506. if ( blending === NoBlending ) {
  40507. if ( this.currentBlendingEnabled === true ) {
  40508. this.disable( gl.BLEND );
  40509. this.currentBlendingEnabled = false;
  40510. }
  40511. return;
  40512. }
  40513. if ( this.currentBlendingEnabled === false ) {
  40514. this.enable( gl.BLEND );
  40515. this.currentBlendingEnabled = true;
  40516. }
  40517. if ( blending !== CustomBlending ) {
  40518. if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {
  40519. if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {
  40520. gl.blendEquation( gl.FUNC_ADD );
  40521. this.currentBlendEquation = AddEquation;
  40522. this.currentBlendEquationAlpha = AddEquation;
  40523. }
  40524. if ( premultipliedAlpha ) {
  40525. switch ( blending ) {
  40526. case NormalBlending:
  40527. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  40528. break;
  40529. case AdditiveBlending:
  40530. gl.blendFunc( gl.ONE, gl.ONE );
  40531. break;
  40532. case SubtractiveBlending:
  40533. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  40534. break;
  40535. case MultiplyBlending:
  40536. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  40537. break;
  40538. default:
  40539. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  40540. break;
  40541. }
  40542. } else {
  40543. switch ( blending ) {
  40544. case NormalBlending:
  40545. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  40546. break;
  40547. case AdditiveBlending:
  40548. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  40549. break;
  40550. case SubtractiveBlending:
  40551. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  40552. break;
  40553. case MultiplyBlending:
  40554. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  40555. break;
  40556. default:
  40557. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  40558. break;
  40559. }
  40560. }
  40561. this.currentBlendSrc = null;
  40562. this.currentBlendDst = null;
  40563. this.currentBlendSrcAlpha = null;
  40564. this.currentBlendDstAlpha = null;
  40565. this.currentBlending = blending;
  40566. this.currentPremultipledAlpha = premultipliedAlpha;
  40567. }
  40568. return;
  40569. }
  40570. // custom blending
  40571. blendEquationAlpha = blendEquationAlpha || blendEquation;
  40572. blendSrcAlpha = blendSrcAlpha || blendSrc;
  40573. blendDstAlpha = blendDstAlpha || blendDst;
  40574. if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {
  40575. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  40576. this.currentBlendEquation = blendEquation;
  40577. this.currentBlendEquationAlpha = blendEquationAlpha;
  40578. }
  40579. if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {
  40580. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  40581. this.currentBlendSrc = blendSrc;
  40582. this.currentBlendDst = blendDst;
  40583. this.currentBlendSrcAlpha = blendSrcAlpha;
  40584. this.currentBlendDstAlpha = blendDstAlpha;
  40585. }
  40586. this.currentBlending = blending;
  40587. this.currentPremultipledAlpha = false;
  40588. }
  40589. setColorMask( colorMask ) {
  40590. if ( this.currentColorMask !== colorMask ) {
  40591. this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  40592. this.currentColorMask = colorMask;
  40593. }
  40594. }
  40595. setDepthTest( depthTest ) {
  40596. const { gl } = this;
  40597. if ( depthTest ) {
  40598. this.enable( gl.DEPTH_TEST );
  40599. } else {
  40600. this.disable( gl.DEPTH_TEST );
  40601. }
  40602. }
  40603. setDepthMask( depthMask ) {
  40604. if ( this.currentDepthMask !== depthMask ) {
  40605. this.gl.depthMask( depthMask );
  40606. this.currentDepthMask = depthMask;
  40607. }
  40608. }
  40609. setDepthFunc( depthFunc ) {
  40610. if ( this.currentDepthFunc !== depthFunc ) {
  40611. const { gl } = this;
  40612. switch ( depthFunc ) {
  40613. case NeverDepth:
  40614. gl.depthFunc( gl.NEVER );
  40615. break;
  40616. case AlwaysDepth:
  40617. gl.depthFunc( gl.ALWAYS );
  40618. break;
  40619. case LessDepth:
  40620. gl.depthFunc( gl.LESS );
  40621. break;
  40622. case LessEqualDepth:
  40623. gl.depthFunc( gl.LEQUAL );
  40624. break;
  40625. case EqualDepth:
  40626. gl.depthFunc( gl.EQUAL );
  40627. break;
  40628. case GreaterEqualDepth:
  40629. gl.depthFunc( gl.GEQUAL );
  40630. break;
  40631. case GreaterDepth:
  40632. gl.depthFunc( gl.GREATER );
  40633. break;
  40634. case NotEqualDepth:
  40635. gl.depthFunc( gl.NOTEQUAL );
  40636. break;
  40637. default:
  40638. gl.depthFunc( gl.LEQUAL );
  40639. }
  40640. this.currentDepthFunc = depthFunc;
  40641. }
  40642. }
  40643. setStencilTest( stencilTest ) {
  40644. const { gl } = this;
  40645. if ( stencilTest ) {
  40646. this.enable( gl.STENCIL_TEST );
  40647. } else {
  40648. this.disable( gl.STENCIL_TEST );
  40649. }
  40650. }
  40651. setStencilMask( stencilMask ) {
  40652. if ( this.currentStencilMask !== stencilMask ) {
  40653. this.gl.stencilMask( stencilMask );
  40654. this.currentStencilMask = stencilMask;
  40655. }
  40656. }
  40657. setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
  40658. if ( this.currentStencilFunc !== stencilFunc ||
  40659. this.currentStencilRef !== stencilRef ||
  40660. this.currentStencilFuncMask !== stencilMask ) {
  40661. this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  40662. this.currentStencilFunc = stencilFunc;
  40663. this.currentStencilRef = stencilRef;
  40664. this.currentStencilFuncMask = stencilMask;
  40665. }
  40666. }
  40667. setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
  40668. if ( this.currentStencilFail !== stencilFail ||
  40669. this.currentStencilZFail !== stencilZFail ||
  40670. this.currentStencilZPass !== stencilZPass ) {
  40671. this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  40672. this.currentStencilFail = stencilFail;
  40673. this.currentStencilZFail = stencilZFail;
  40674. this.currentStencilZPass = stencilZPass;
  40675. }
  40676. }
  40677. setMaterial( material, frontFaceCW ) {
  40678. const { gl } = this;
  40679. material.side === DoubleSide
  40680. ? this.disable( gl.CULL_FACE )
  40681. : this.enable( gl.CULL_FACE );
  40682. let flipSided = ( material.side === BackSide );
  40683. if ( frontFaceCW ) flipSided = ! flipSided;
  40684. this.setFlipSided( flipSided );
  40685. ( material.blending === NormalBlending && material.transparent === false )
  40686. ? this.setBlending( NoBlending )
  40687. : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  40688. this.setDepthFunc( material.depthFunc );
  40689. this.setDepthTest( material.depthTest );
  40690. this.setDepthMask( material.depthWrite );
  40691. this.setColorMask( material.colorWrite );
  40692. const stencilWrite = material.stencilWrite;
  40693. this.setStencilTest( stencilWrite );
  40694. if ( stencilWrite ) {
  40695. this.setStencilMask( material.stencilWriteMask );
  40696. this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  40697. this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  40698. }
  40699. this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  40700. material.alphaToCoverage === true && this.backend.renderer.samples > 1
  40701. ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  40702. : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
  40703. }
  40704. setPolygonOffset( polygonOffset, factor, units ) {
  40705. const { gl } = this;
  40706. if ( polygonOffset ) {
  40707. this.enable( gl.POLYGON_OFFSET_FILL );
  40708. if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {
  40709. gl.polygonOffset( factor, units );
  40710. this.currentPolygonOffsetFactor = factor;
  40711. this.currentPolygonOffsetUnits = units;
  40712. }
  40713. } else {
  40714. this.disable( gl.POLYGON_OFFSET_FILL );
  40715. }
  40716. }
  40717. useProgram( program ) {
  40718. if ( this.currentProgram !== program ) {
  40719. this.gl.useProgram( program );
  40720. this.currentProgram = program;
  40721. return true;
  40722. }
  40723. return false;
  40724. }
  40725. // framebuffer
  40726. bindFramebuffer( target, framebuffer ) {
  40727. const { gl, currentBoundFramebuffers } = this;
  40728. if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
  40729. gl.bindFramebuffer( target, framebuffer );
  40730. currentBoundFramebuffers[ target ] = framebuffer;
  40731. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  40732. if ( target === gl.DRAW_FRAMEBUFFER ) {
  40733. currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
  40734. }
  40735. if ( target === gl.FRAMEBUFFER ) {
  40736. currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
  40737. }
  40738. return true;
  40739. }
  40740. return false;
  40741. }
  40742. drawBuffers( renderContext, framebuffer ) {
  40743. const { gl } = this;
  40744. let drawBuffers = [];
  40745. let needsUpdate = false;
  40746. if ( renderContext.textures !== null ) {
  40747. drawBuffers = this.currentDrawbuffers.get( framebuffer );
  40748. if ( drawBuffers === undefined ) {
  40749. drawBuffers = [];
  40750. this.currentDrawbuffers.set( framebuffer, drawBuffers );
  40751. }
  40752. const textures = renderContext.textures;
  40753. if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
  40754. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  40755. drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
  40756. }
  40757. drawBuffers.length = textures.length;
  40758. needsUpdate = true;
  40759. }
  40760. } else {
  40761. if ( drawBuffers[ 0 ] !== gl.BACK ) {
  40762. drawBuffers[ 0 ] = gl.BACK;
  40763. needsUpdate = true;
  40764. }
  40765. }
  40766. if ( needsUpdate ) {
  40767. gl.drawBuffers( drawBuffers );
  40768. }
  40769. }
  40770. // texture
  40771. activeTexture( webglSlot ) {
  40772. const { gl, currentTextureSlot, maxTextures } = this;
  40773. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  40774. if ( currentTextureSlot !== webglSlot ) {
  40775. gl.activeTexture( webglSlot );
  40776. this.currentTextureSlot = webglSlot;
  40777. }
  40778. }
  40779. bindTexture( webglType, webglTexture, webglSlot ) {
  40780. const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;
  40781. if ( webglSlot === undefined ) {
  40782. if ( currentTextureSlot === null ) {
  40783. webglSlot = gl.TEXTURE0 + maxTextures - 1;
  40784. } else {
  40785. webglSlot = currentTextureSlot;
  40786. }
  40787. }
  40788. let boundTexture = currentBoundTextures[ webglSlot ];
  40789. if ( boundTexture === undefined ) {
  40790. boundTexture = { type: undefined, texture: undefined };
  40791. currentBoundTextures[ webglSlot ] = boundTexture;
  40792. }
  40793. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  40794. if ( currentTextureSlot !== webglSlot ) {
  40795. gl.activeTexture( webglSlot );
  40796. this.currentTextureSlot = webglSlot;
  40797. }
  40798. gl.bindTexture( webglType, webglTexture );
  40799. boundTexture.type = webglType;
  40800. boundTexture.texture = webglTexture;
  40801. }
  40802. }
  40803. bindBufferBase( target, index, buffer ) {
  40804. const { gl } = this;
  40805. const key = `${target}-${index}`;
  40806. if ( this.currentBoundBufferBases[ key ] !== buffer ) {
  40807. gl.bindBufferBase( target, index, buffer );
  40808. this.currentBoundBufferBases[ key ] = buffer;
  40809. return true;
  40810. }
  40811. return false;
  40812. }
  40813. unbindTexture() {
  40814. const { gl, currentTextureSlot, currentBoundTextures } = this;
  40815. const boundTexture = currentBoundTextures[ currentTextureSlot ];
  40816. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  40817. gl.bindTexture( boundTexture.type, null );
  40818. boundTexture.type = undefined;
  40819. boundTexture.texture = undefined;
  40820. }
  40821. }
  40822. }
  40823. class WebGLUtils {
  40824. constructor( backend ) {
  40825. this.backend = backend;
  40826. this.gl = this.backend.gl;
  40827. this.extensions = backend.extensions;
  40828. }
  40829. convert( p, colorSpace = NoColorSpace ) {
  40830. const { gl, extensions } = this;
  40831. let extension;
  40832. if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  40833. if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  40834. if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  40835. if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  40836. if ( p === ByteType ) return gl.BYTE;
  40837. if ( p === ShortType ) return gl.SHORT;
  40838. if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  40839. if ( p === IntType ) return gl.INT;
  40840. if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  40841. if ( p === FloatType ) return gl.FLOAT;
  40842. if ( p === HalfFloatType ) {
  40843. return gl.HALF_FLOAT;
  40844. }
  40845. if ( p === AlphaFormat ) return gl.ALPHA;
  40846. if ( p === RGBFormat ) return gl.RGB;
  40847. if ( p === RGBAFormat ) return gl.RGBA;
  40848. if ( p === LuminanceFormat ) return gl.LUMINANCE;
  40849. if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
  40850. if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  40851. if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
  40852. // WebGL2 formats.
  40853. if ( p === RedFormat ) return gl.RED;
  40854. if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  40855. if ( p === RGFormat ) return gl.RG;
  40856. if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  40857. if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
  40858. // S3TC
  40859. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  40860. if ( colorSpace === SRGBColorSpace ) {
  40861. extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
  40862. if ( extension !== null ) {
  40863. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  40864. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  40865. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  40866. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
  40867. } else {
  40868. return null;
  40869. }
  40870. } else {
  40871. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  40872. if ( extension !== null ) {
  40873. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  40874. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  40875. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  40876. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  40877. } else {
  40878. return null;
  40879. }
  40880. }
  40881. }
  40882. // PVRTC
  40883. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  40884. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  40885. if ( extension !== null ) {
  40886. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  40887. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  40888. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  40889. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  40890. } else {
  40891. return null;
  40892. }
  40893. }
  40894. // ETC
  40895. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  40896. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  40897. if ( extension !== null ) {
  40898. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  40899. if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  40900. } else {
  40901. return null;
  40902. }
  40903. }
  40904. // ASTC
  40905. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  40906. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  40907. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  40908. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  40909. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  40910. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  40911. if ( extension !== null ) {
  40912. if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  40913. if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  40914. if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  40915. if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  40916. if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  40917. if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  40918. if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  40919. if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  40920. if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  40921. if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  40922. if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  40923. if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  40924. if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  40925. if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
  40926. } else {
  40927. return null;
  40928. }
  40929. }
  40930. // BPTC
  40931. if ( p === RGBA_BPTC_Format ) {
  40932. extension = extensions.get( 'EXT_texture_compression_bptc' );
  40933. if ( extension !== null ) {
  40934. if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  40935. } else {
  40936. return null;
  40937. }
  40938. }
  40939. // RGTC
  40940. if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
  40941. extension = extensions.get( 'EXT_texture_compression_rgtc' );
  40942. if ( extension !== null ) {
  40943. if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  40944. if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  40945. if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  40946. if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
  40947. } else {
  40948. return null;
  40949. }
  40950. }
  40951. //
  40952. if ( p === UnsignedInt248Type ) {
  40953. return gl.UNSIGNED_INT_24_8;
  40954. }
  40955. // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
  40956. return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
  40957. }
  40958. _clientWaitAsync() {
  40959. const { gl } = this;
  40960. const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
  40961. gl.flush();
  40962. return new Promise( ( resolve, reject ) => {
  40963. function test() {
  40964. const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );
  40965. if ( res === gl.WAIT_FAILED ) {
  40966. gl.deleteSync( sync );
  40967. reject();
  40968. return;
  40969. }
  40970. if ( res === gl.TIMEOUT_EXPIRED ) {
  40971. requestAnimationFrame( test );
  40972. return;
  40973. }
  40974. gl.deleteSync( sync );
  40975. resolve();
  40976. }
  40977. test();
  40978. } );
  40979. }
  40980. }
  40981. let initialized = false, wrappingToGL, filterToGL, compareToGL;
  40982. class WebGLTextureUtils {
  40983. constructor( backend ) {
  40984. this.backend = backend;
  40985. this.gl = backend.gl;
  40986. this.extensions = backend.extensions;
  40987. this.defaultTextures = {};
  40988. if ( initialized === false ) {
  40989. this._init( this.gl );
  40990. initialized = true;
  40991. }
  40992. }
  40993. _init( gl ) {
  40994. // Store only WebGL constants here.
  40995. wrappingToGL = {
  40996. [ RepeatWrapping ]: gl.REPEAT,
  40997. [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
  40998. [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
  40999. };
  41000. filterToGL = {
  41001. [ NearestFilter ]: gl.NEAREST,
  41002. [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
  41003. [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
  41004. [ LinearFilter ]: gl.LINEAR,
  41005. [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
  41006. [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
  41007. };
  41008. compareToGL = {
  41009. [ NeverCompare ]: gl.NEVER,
  41010. [ AlwaysCompare ]: gl.ALWAYS,
  41011. [ LessCompare ]: gl.LESS,
  41012. [ LessEqualCompare ]: gl.LEQUAL,
  41013. [ EqualCompare ]: gl.EQUAL,
  41014. [ GreaterEqualCompare ]: gl.GEQUAL,
  41015. [ GreaterCompare ]: gl.GREATER,
  41016. [ NotEqualCompare ]: gl.NOTEQUAL
  41017. };
  41018. }
  41019. filterFallback( f ) {
  41020. const { gl } = this;
  41021. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  41022. return gl.NEAREST;
  41023. }
  41024. return gl.LINEAR;
  41025. }
  41026. getGLTextureType( texture ) {
  41027. const { gl } = this;
  41028. let glTextureType;
  41029. if ( texture.isCubeTexture === true ) {
  41030. glTextureType = gl.TEXTURE_CUBE_MAP;
  41031. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  41032. glTextureType = gl.TEXTURE_2D_ARRAY;
  41033. } else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642
  41034. glTextureType = gl.TEXTURE_3D;
  41035. } else {
  41036. glTextureType = gl.TEXTURE_2D;
  41037. }
  41038. return glTextureType;
  41039. }
  41040. getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
  41041. const { gl, extensions } = this;
  41042. if ( internalFormatName !== null ) {
  41043. if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
  41044. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  41045. }
  41046. let internalFormat = glFormat;
  41047. if ( glFormat === gl.RED ) {
  41048. if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
  41049. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
  41050. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
  41051. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
  41052. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  41053. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  41054. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  41055. if ( glType === gl.INT ) internalFormat = gl.R32I;
  41056. }
  41057. if ( glFormat === gl.RED_INTEGER ) {
  41058. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
  41059. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
  41060. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  41061. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  41062. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  41063. if ( glType === gl.INT ) internalFormat = gl.R32I;
  41064. }
  41065. if ( glFormat === gl.RG ) {
  41066. if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
  41067. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
  41068. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
  41069. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
  41070. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  41071. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  41072. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  41073. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  41074. }
  41075. if ( glFormat === gl.RG_INTEGER ) {
  41076. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
  41077. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
  41078. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  41079. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  41080. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  41081. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  41082. }
  41083. if ( glFormat === gl.RGB ) {
  41084. if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
  41085. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
  41086. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
  41087. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
  41088. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  41089. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  41090. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  41091. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  41092. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
  41093. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
  41094. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  41095. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
  41096. if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
  41097. }
  41098. if ( glFormat === gl.RGB_INTEGER ) {
  41099. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
  41100. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
  41101. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  41102. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  41103. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  41104. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  41105. }
  41106. if ( glFormat === gl.RGBA ) {
  41107. if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
  41108. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
  41109. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
  41110. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
  41111. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  41112. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  41113. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  41114. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  41115. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
  41116. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
  41117. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  41118. }
  41119. if ( glFormat === gl.RGBA_INTEGER ) {
  41120. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
  41121. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
  41122. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  41123. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  41124. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  41125. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  41126. }
  41127. if ( glFormat === gl.DEPTH_COMPONENT ) {
  41128. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8;
  41129. if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
  41130. }
  41131. if ( glFormat === gl.DEPTH_STENCIL ) {
  41132. if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
  41133. }
  41134. if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
  41135. internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
  41136. internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
  41137. extensions.get( 'EXT_color_buffer_float' );
  41138. }
  41139. return internalFormat;
  41140. }
  41141. setTextureParameters( textureType, texture ) {
  41142. const { gl, extensions, backend } = this;
  41143. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  41144. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  41145. gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  41146. gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
  41147. gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  41148. gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  41149. if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
  41150. gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  41151. }
  41152. gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  41153. const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
  41154. // follow WebGPU backend mapping for texture filtering
  41155. const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
  41156. gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
  41157. if ( texture.compareFunction ) {
  41158. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
  41159. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
  41160. }
  41161. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  41162. if ( texture.magFilter === NearestFilter ) return;
  41163. if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  41164. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  41165. if ( texture.anisotropy > 1 ) {
  41166. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  41167. gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
  41168. }
  41169. }
  41170. }
  41171. createDefaultTexture( texture ) {
  41172. const { gl, backend, defaultTextures } = this;
  41173. const glTextureType = this.getGLTextureType( texture );
  41174. let textureGPU = defaultTextures[ glTextureType ];
  41175. if ( textureGPU === undefined ) {
  41176. textureGPU = gl.createTexture();
  41177. backend.state.bindTexture( glTextureType, textureGPU );
  41178. gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  41179. gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  41180. // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  41181. defaultTextures[ glTextureType ] = textureGPU;
  41182. }
  41183. backend.set( texture, {
  41184. textureGPU,
  41185. glTextureType,
  41186. isDefault: true
  41187. } );
  41188. }
  41189. createTexture( texture, options ) {
  41190. const { gl, backend } = this;
  41191. const { levels, width, height, depth } = options;
  41192. const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
  41193. const glType = backend.utils.convert( texture.type );
  41194. const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
  41195. const textureGPU = gl.createTexture();
  41196. const glTextureType = this.getGLTextureType( texture );
  41197. backend.state.bindTexture( glTextureType, textureGPU );
  41198. this.setTextureParameters( glTextureType, texture );
  41199. if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
  41200. gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
  41201. } else if ( texture.isData3DTexture ) {
  41202. gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
  41203. } else if ( ! texture.isVideoTexture ) {
  41204. gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
  41205. }
  41206. backend.set( texture, {
  41207. textureGPU,
  41208. glTextureType,
  41209. glFormat,
  41210. glType,
  41211. glInternalFormat
  41212. } );
  41213. }
  41214. copyBufferToTexture( buffer, texture ) {
  41215. const { gl, backend } = this;
  41216. const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
  41217. const { width, height } = texture.source.data;
  41218. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
  41219. backend.state.bindTexture( glTextureType, textureGPU );
  41220. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
  41221. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
  41222. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
  41223. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
  41224. backend.state.unbindTexture();
  41225. // debug
  41226. // const framebuffer = gl.createFramebuffer();
  41227. // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
  41228. // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
  41229. // const readout = new Float32Array( width * height * 4 );
  41230. // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
  41231. // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
  41232. // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
  41233. // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  41234. // console.log( readout );
  41235. }
  41236. updateTexture( texture, options ) {
  41237. const { gl } = this;
  41238. const { width, height } = options;
  41239. const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
  41240. if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
  41241. return;
  41242. const getImage = ( source ) => {
  41243. if ( source.isDataTexture ) {
  41244. return source.image.data;
  41245. } else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) {
  41246. return source;
  41247. }
  41248. return source.data;
  41249. };
  41250. this.backend.state.bindTexture( glTextureType, textureGPU );
  41251. this.setTextureParameters( glTextureType, texture );
  41252. if ( texture.isCompressedTexture ) {
  41253. const mipmaps = texture.mipmaps;
  41254. const image = options.image;
  41255. for ( let i = 0; i < mipmaps.length; i ++ ) {
  41256. const mipmap = mipmaps[ i ];
  41257. if ( texture.isCompressedArrayTexture ) {
  41258. if ( texture.format !== gl.RGBA ) {
  41259. if ( glFormat !== null ) {
  41260. gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );
  41261. } else {
  41262. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  41263. }
  41264. } else {
  41265. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
  41266. }
  41267. } else {
  41268. if ( glFormat !== null ) {
  41269. gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
  41270. } else {
  41271. console.warn( 'Unsupported compressed texture format' );
  41272. }
  41273. }
  41274. }
  41275. } else if ( texture.isCubeTexture ) {
  41276. const images = options.images;
  41277. for ( let i = 0; i < 6; i ++ ) {
  41278. const image = getImage( images[ i ] );
  41279. gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
  41280. }
  41281. } else if ( texture.isDataArrayTexture ) {
  41282. const image = options.image;
  41283. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  41284. } else if ( texture.isData3DTexture ) {
  41285. const image = options.image;
  41286. gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  41287. } else if ( texture.isVideoTexture ) {
  41288. texture.update();
  41289. gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
  41290. } else {
  41291. const image = getImage( options.image );
  41292. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
  41293. }
  41294. }
  41295. generateMipmaps( texture ) {
  41296. const { gl, backend } = this;
  41297. const { textureGPU, glTextureType } = backend.get( texture );
  41298. backend.state.bindTexture( glTextureType, textureGPU );
  41299. gl.generateMipmap( glTextureType );
  41300. }
  41301. deallocateRenderBuffers( renderTarget ) {
  41302. const { gl, backend } = this;
  41303. // remove framebuffer reference
  41304. if ( renderTarget ) {
  41305. const renderContextData = backend.get( renderTarget );
  41306. renderContextData.renderBufferStorageSetup = undefined;
  41307. if ( renderContextData.framebuffers ) {
  41308. for ( const cacheKey in renderContextData.framebuffers ) {
  41309. gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
  41310. }
  41311. delete renderContextData.framebuffers;
  41312. }
  41313. if ( renderContextData.depthRenderbuffer ) {
  41314. gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
  41315. delete renderContextData.depthRenderbuffer;
  41316. }
  41317. if ( renderContextData.stencilRenderbuffer ) {
  41318. gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
  41319. delete renderContextData.stencilRenderbuffer;
  41320. }
  41321. if ( renderContextData.msaaFrameBuffer ) {
  41322. gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
  41323. delete renderContextData.msaaFrameBuffer;
  41324. }
  41325. if ( renderContextData.msaaRenderbuffers ) {
  41326. for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
  41327. gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
  41328. }
  41329. delete renderContextData.msaaRenderbuffers;
  41330. }
  41331. }
  41332. }
  41333. destroyTexture( texture ) {
  41334. const { gl, backend } = this;
  41335. const { textureGPU, renderTarget } = backend.get( texture );
  41336. this.deallocateRenderBuffers( renderTarget );
  41337. gl.deleteTexture( textureGPU );
  41338. backend.delete( texture );
  41339. }
  41340. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  41341. const { gl, backend } = this;
  41342. const { state } = this.backend;
  41343. const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
  41344. let width, height, minX, minY;
  41345. let dstX, dstY;
  41346. if ( srcRegion !== null ) {
  41347. width = srcRegion.max.x - srcRegion.min.x;
  41348. height = srcRegion.max.y - srcRegion.min.y;
  41349. minX = srcRegion.min.x;
  41350. minY = srcRegion.min.y;
  41351. } else {
  41352. width = srcTexture.image.width;
  41353. height = srcTexture.image.height;
  41354. minX = 0;
  41355. minY = 0;
  41356. }
  41357. if ( dstPosition !== null ) {
  41358. dstX = dstPosition.x;
  41359. dstY = dstPosition.y;
  41360. } else {
  41361. dstX = 0;
  41362. dstY = 0;
  41363. }
  41364. state.bindTexture( glTextureType, dstTextureGPU );
  41365. // As another texture upload may have changed pixelStorei
  41366. // parameters, make sure they are correct for the dstTexture
  41367. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  41368. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  41369. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  41370. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  41371. const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
  41372. const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
  41373. const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
  41374. const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
  41375. const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
  41376. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
  41377. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
  41378. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
  41379. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
  41380. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
  41381. if ( srcTexture.isDataTexture ) {
  41382. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
  41383. } else {
  41384. if ( srcTexture.isCompressedTexture ) {
  41385. gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
  41386. } else {
  41387. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );
  41388. }
  41389. }
  41390. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  41391. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  41392. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  41393. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  41394. gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
  41395. // Generate mipmaps only when copying level 0
  41396. if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D );
  41397. state.unbindTexture();
  41398. }
  41399. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  41400. const { gl } = this;
  41401. const { state } = this.backend;
  41402. const { textureGPU } = this.backend.get( texture );
  41403. const { x, y, z: width, w: height } = rectangle;
  41404. const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
  41405. const srcHeight = renderContext.renderTarget ? renderContext.renderTarget.height : this.backend.gerDrawingBufferSize().y;
  41406. if ( requireDrawFrameBuffer ) {
  41407. const partial = ( x !== 0 || y !== 0 );
  41408. let mask;
  41409. let attachment;
  41410. if ( texture.isDepthTexture === true ) {
  41411. mask = gl.DEPTH_BUFFER_BIT;
  41412. attachment = gl.DEPTH_ATTACHMENT;
  41413. if ( renderContext.stencil ) {
  41414. mask |= gl.STENCIL_BUFFER_BIT;
  41415. }
  41416. } else {
  41417. mask = gl.COLOR_BUFFER_BIT;
  41418. attachment = gl.COLOR_ATTACHMENT0;
  41419. }
  41420. if ( partial ) {
  41421. const renderTargetContextData = this.backend.get( renderContext.renderTarget );
  41422. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  41423. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  41424. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  41425. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  41426. const flippedY = srcHeight - y - height;
  41427. gl.blitFramebuffer( x, flippedY, x + width, flippedY + height, x, flippedY, x + width, flippedY + height, mask, gl.NEAREST );
  41428. state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  41429. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  41430. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, flippedY, width, height );
  41431. state.unbindTexture();
  41432. } else {
  41433. const fb = gl.createFramebuffer();
  41434. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  41435. gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
  41436. gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
  41437. gl.deleteFramebuffer( fb );
  41438. }
  41439. } else {
  41440. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  41441. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, srcHeight - height - y, width, height );
  41442. state.unbindTexture();
  41443. }
  41444. if ( texture.generateMipmaps ) this.generateMipmaps( texture );
  41445. this.backend._setFramebuffer( renderContext );
  41446. }
  41447. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  41448. setupRenderBufferStorage( renderbuffer, renderContext ) {
  41449. const { gl } = this;
  41450. const renderTarget = renderContext.renderTarget;
  41451. const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
  41452. gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  41453. if ( depthBuffer && ! stencilBuffer ) {
  41454. let glInternalFormat = gl.DEPTH_COMPONENT24;
  41455. if ( samples > 0 ) {
  41456. if ( depthTexture && depthTexture.isDepthTexture ) {
  41457. if ( depthTexture.type === gl.FLOAT ) {
  41458. glInternalFormat = gl.DEPTH_COMPONENT32F;
  41459. }
  41460. }
  41461. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
  41462. } else {
  41463. gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
  41464. }
  41465. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  41466. } else if ( depthBuffer && stencilBuffer ) {
  41467. if ( samples > 0 ) {
  41468. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
  41469. } else {
  41470. gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
  41471. }
  41472. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  41473. }
  41474. }
  41475. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  41476. const { backend, gl } = this;
  41477. const { textureGPU, glFormat, glType } = this.backend.get( texture );
  41478. const fb = gl.createFramebuffer();
  41479. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  41480. const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;
  41481. gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );
  41482. const typedArrayType = this._getTypedArrayType( glType );
  41483. const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );
  41484. const elementCount = width * height;
  41485. const byteLength = elementCount * bytesPerTexel;
  41486. const buffer = gl.createBuffer();
  41487. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  41488. gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
  41489. gl.readPixels( x, y, width, height, glFormat, glType, 0 );
  41490. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  41491. await backend.utils._clientWaitAsync();
  41492. const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
  41493. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  41494. gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
  41495. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  41496. gl.deleteFramebuffer( fb );
  41497. return dstBuffer;
  41498. }
  41499. _getTypedArrayType( glType ) {
  41500. const { gl } = this;
  41501. if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
  41502. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
  41503. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
  41504. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
  41505. if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
  41506. if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
  41507. if ( glType === gl.HALF_FLOAT ) return Uint16Array;
  41508. if ( glType === gl.FLOAT ) return Float32Array;
  41509. throw new Error( `Unsupported WebGL type: ${glType}` );
  41510. }
  41511. _getBytesPerTexel( glType, glFormat ) {
  41512. const { gl } = this;
  41513. let bytesPerComponent = 0;
  41514. if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;
  41515. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
  41516. glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
  41517. glType === gl.UNSIGNED_SHORT_5_6_5 ||
  41518. glType === gl.UNSIGNED_SHORT ||
  41519. glType === gl.HALF_FLOAT ) bytesPerComponent = 2;
  41520. if ( glType === gl.UNSIGNED_INT ||
  41521. glType === gl.FLOAT ) bytesPerComponent = 4;
  41522. if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
  41523. if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
  41524. if ( glFormat === gl.ALPHA ) return bytesPerComponent;
  41525. }
  41526. }
  41527. class WebGLExtensions {
  41528. constructor( backend ) {
  41529. this.backend = backend;
  41530. this.gl = this.backend.gl;
  41531. this.availableExtensions = this.gl.getSupportedExtensions();
  41532. this.extensions = {};
  41533. }
  41534. get( name ) {
  41535. let extension = this.extensions[ name ];
  41536. if ( extension === undefined ) {
  41537. extension = this.gl.getExtension( name );
  41538. this.extensions[ name ] = extension;
  41539. }
  41540. return extension;
  41541. }
  41542. has( name ) {
  41543. return this.availableExtensions.includes( name );
  41544. }
  41545. }
  41546. class WebGLCapabilities {
  41547. constructor( backend ) {
  41548. this.backend = backend;
  41549. this.maxAnisotropy = null;
  41550. }
  41551. getMaxAnisotropy() {
  41552. if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;
  41553. const gl = this.backend.gl;
  41554. const extensions = this.backend.extensions;
  41555. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  41556. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  41557. this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  41558. } else {
  41559. this.maxAnisotropy = 0;
  41560. }
  41561. return this.maxAnisotropy;
  41562. }
  41563. }
  41564. const GLFeatureName = {
  41565. 'WEBGL_multi_draw': 'WEBGL_multi_draw',
  41566. 'WEBGL_compressed_texture_astc': 'texture-compression-astc',
  41567. 'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
  41568. 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
  41569. 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  41570. 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  41571. 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc',
  41572. 'EXT_texture_compression_bptc': 'texture-compression-bptc',
  41573. 'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
  41574. };
  41575. class WebGLBufferRenderer {
  41576. constructor( backend ) {
  41577. this.gl = backend.gl;
  41578. this.extensions = backend.extensions;
  41579. this.info = backend.renderer.info;
  41580. this.mode = null;
  41581. this.index = 0;
  41582. this.type = null;
  41583. this.object = null;
  41584. }
  41585. render( start, count ) {
  41586. const { gl, mode, object, type, info, index } = this;
  41587. if ( index !== 0 ) {
  41588. gl.drawElements( mode, count, type, start );
  41589. } else {
  41590. gl.drawArrays( mode, start, count );
  41591. }
  41592. info.update( object, count, mode, 1 );
  41593. }
  41594. renderInstances( start, count, primcount ) {
  41595. const { gl, mode, type, index, object, info } = this;
  41596. if ( primcount === 0 ) return;
  41597. if ( index !== 0 ) {
  41598. gl.drawElementsInstanced( mode, count, type, start, primcount );
  41599. } else {
  41600. gl.drawArraysInstanced( mode, start, count, primcount );
  41601. }
  41602. info.update( object, count, mode, primcount );
  41603. }
  41604. renderMultiDraw( starts, counts, drawCount ) {
  41605. const { extensions, mode, object, info } = this;
  41606. if ( drawCount === 0 ) return;
  41607. const extension = extensions.get( 'WEBGL_multi_draw' );
  41608. if ( extension === null ) {
  41609. for ( let i = 0; i < drawCount; i ++ ) {
  41610. this.render( starts[ i ], counts[ i ] );
  41611. }
  41612. } else {
  41613. if ( this.index !== 0 ) {
  41614. extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
  41615. } else {
  41616. extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
  41617. }
  41618. let elementCount = 0;
  41619. for ( let i = 0; i < drawCount; i ++ ) {
  41620. elementCount += counts[ i ];
  41621. }
  41622. info.update( object, elementCount, mode, 1 );
  41623. }
  41624. }
  41625. renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
  41626. const { extensions, mode, object, info } = this;
  41627. if ( drawCount === 0 ) return;
  41628. const extension = extensions.get( 'WEBGL_multi_draw' );
  41629. if ( extension === null ) {
  41630. for ( let i = 0; i < drawCount; i ++ ) {
  41631. this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
  41632. }
  41633. } else {
  41634. if ( this.index !== 0 ) {
  41635. extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
  41636. } else {
  41637. extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
  41638. }
  41639. let elementCount = 0;
  41640. for ( let i = 0; i < drawCount; i ++ ) {
  41641. elementCount += counts[ i ];
  41642. }
  41643. for ( let i = 0; i < primcount.length; i ++ ) {
  41644. info.update( object, elementCount, mode, primcount[ i ] );
  41645. }
  41646. }
  41647. }
  41648. //
  41649. }
  41650. //
  41651. class WebGLBackend extends Backend {
  41652. constructor( parameters = {} ) {
  41653. super( parameters );
  41654. this.isWebGLBackend = true;
  41655. }
  41656. init( renderer ) {
  41657. super.init( renderer );
  41658. //
  41659. const parameters = this.parameters;
  41660. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  41661. this.gl = glContext;
  41662. this.extensions = new WebGLExtensions( this );
  41663. this.capabilities = new WebGLCapabilities( this );
  41664. this.attributeUtils = new WebGLAttributeUtils( this );
  41665. this.textureUtils = new WebGLTextureUtils( this );
  41666. this.bufferRenderer = new WebGLBufferRenderer( this );
  41667. this.state = new WebGLState( this );
  41668. this.utils = new WebGLUtils( this );
  41669. this.vaoCache = {};
  41670. this.transformFeedbackCache = {};
  41671. this.discard = false;
  41672. this.trackTimestamp = ( parameters.trackTimestamp === true );
  41673. this.extensions.get( 'EXT_color_buffer_float' );
  41674. this.extensions.get( 'WEBGL_clip_cull_distance' );
  41675. this.extensions.get( 'OES_texture_float_linear' );
  41676. this.extensions.get( 'EXT_color_buffer_half_float' );
  41677. this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  41678. this.extensions.get( 'WEBGL_render_shared_exponent' );
  41679. this.extensions.get( 'WEBGL_multi_draw' );
  41680. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  41681. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  41682. this._currentContext = null;
  41683. }
  41684. get coordinateSystem() {
  41685. return WebGLCoordinateSystem;
  41686. }
  41687. async getArrayBufferAsync( attribute ) {
  41688. return await this.attributeUtils.getArrayBufferAsync( attribute );
  41689. }
  41690. initTimestampQuery( renderContext ) {
  41691. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  41692. const renderContextData = this.get( renderContext );
  41693. if ( this.queryRunning ) {
  41694. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  41695. renderContextData.queryQueue.push( renderContext );
  41696. return;
  41697. }
  41698. if ( renderContextData.activeQuery ) {
  41699. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  41700. renderContextData.activeQuery = null;
  41701. }
  41702. renderContextData.activeQuery = this.gl.createQuery();
  41703. if ( renderContextData.activeQuery !== null ) {
  41704. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  41705. this.queryRunning = true;
  41706. }
  41707. }
  41708. // timestamp utils
  41709. prepareTimestampBuffer( renderContext ) {
  41710. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  41711. const renderContextData = this.get( renderContext );
  41712. if ( renderContextData.activeQuery ) {
  41713. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  41714. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  41715. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  41716. renderContextData.activeQuery = null;
  41717. this.queryRunning = false;
  41718. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  41719. const nextRenderContext = renderContextData.queryQueue.shift();
  41720. this.initTimestampQuery( nextRenderContext );
  41721. }
  41722. }
  41723. }
  41724. async resolveTimestampAsync( renderContext, type = 'render' ) {
  41725. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  41726. const renderContextData = this.get( renderContext );
  41727. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  41728. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  41729. const queryInfo = renderContextData.gpuQueries[ i ];
  41730. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  41731. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  41732. if ( available && ! disjoint ) {
  41733. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  41734. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  41735. this.gl.deleteQuery( queryInfo.query );
  41736. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  41737. i --;
  41738. this.renderer.info.updateTimestamp( type, duration );
  41739. }
  41740. }
  41741. }
  41742. getContext() {
  41743. return this.gl;
  41744. }
  41745. beginRender( renderContext ) {
  41746. const { gl } = this;
  41747. const renderContextData = this.get( renderContext );
  41748. //
  41749. //
  41750. this.initTimestampQuery( renderContext );
  41751. renderContextData.previousContext = this._currentContext;
  41752. this._currentContext = renderContext;
  41753. this._setFramebuffer( renderContext );
  41754. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  41755. //
  41756. if ( renderContext.viewport ) {
  41757. this.updateViewport( renderContext );
  41758. } else {
  41759. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  41760. }
  41761. if ( renderContext.scissor ) {
  41762. const { x, y, width, height } = renderContext.scissorValue;
  41763. gl.scissor( x, renderContext.height - height - y, width, height );
  41764. }
  41765. const occlusionQueryCount = renderContext.occlusionQueryCount;
  41766. if ( occlusionQueryCount > 0 ) {
  41767. // Get a reference to the array of objects with queries. The renderContextData property
  41768. // can be changed by another render pass before the async reading of all previous queries complete
  41769. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  41770. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  41771. renderContextData.lastOcclusionObject = null;
  41772. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  41773. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  41774. renderContextData.occlusionQueryIndex = 0;
  41775. }
  41776. }
  41777. finishRender( renderContext ) {
  41778. const { gl, state } = this;
  41779. const renderContextData = this.get( renderContext );
  41780. const previousContext = renderContextData.previousContext;
  41781. const occlusionQueryCount = renderContext.occlusionQueryCount;
  41782. if ( occlusionQueryCount > 0 ) {
  41783. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  41784. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  41785. }
  41786. this.resolveOccludedAsync( renderContext );
  41787. }
  41788. const textures = renderContext.textures;
  41789. if ( textures !== null ) {
  41790. for ( let i = 0; i < textures.length; i ++ ) {
  41791. const texture = textures[ i ];
  41792. if ( texture.generateMipmaps ) {
  41793. this.generateMipmaps( texture );
  41794. }
  41795. }
  41796. }
  41797. this._currentContext = previousContext;
  41798. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  41799. const renderTargetContextData = this.get( renderContext.renderTarget );
  41800. const { samples } = renderContext.renderTarget;
  41801. if ( samples > 0 ) {
  41802. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  41803. const mask = gl.COLOR_BUFFER_BIT;
  41804. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  41805. const textures = renderContext.textures;
  41806. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  41807. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  41808. for ( let i = 0; i < textures.length; i ++ ) {
  41809. // TODO Add support for MRT
  41810. if ( renderContext.scissor ) {
  41811. const { x, y, width, height } = renderContext.scissorValue;
  41812. const viewY = renderContext.height - height - y;
  41813. gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
  41814. gl.invalidateSubFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray, x, viewY, width, height );
  41815. } else {
  41816. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  41817. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  41818. }
  41819. }
  41820. }
  41821. }
  41822. if ( previousContext !== null ) {
  41823. this._setFramebuffer( previousContext );
  41824. if ( previousContext.viewport ) {
  41825. this.updateViewport( previousContext );
  41826. } else {
  41827. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  41828. }
  41829. }
  41830. this.prepareTimestampBuffer( renderContext );
  41831. }
  41832. resolveOccludedAsync( renderContext ) {
  41833. const renderContextData = this.get( renderContext );
  41834. // handle occlusion query results
  41835. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  41836. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  41837. const occluded = new WeakSet();
  41838. const { gl } = this;
  41839. renderContextData.currentOcclusionQueryObjects = null;
  41840. renderContextData.currentOcclusionQueries = null;
  41841. const check = () => {
  41842. let completed = 0;
  41843. // check all queries and requeue as appropriate
  41844. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  41845. const query = currentOcclusionQueries[ i ];
  41846. if ( query === null ) continue;
  41847. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  41848. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  41849. currentOcclusionQueries[ i ] = null;
  41850. gl.deleteQuery( query );
  41851. completed ++;
  41852. }
  41853. }
  41854. if ( completed < currentOcclusionQueries.length ) {
  41855. requestAnimationFrame( check );
  41856. } else {
  41857. renderContextData.occluded = occluded;
  41858. }
  41859. };
  41860. check();
  41861. }
  41862. }
  41863. isOccluded( renderContext, object ) {
  41864. const renderContextData = this.get( renderContext );
  41865. return renderContextData.occluded && renderContextData.occluded.has( object );
  41866. }
  41867. updateViewport( renderContext ) {
  41868. const gl = this.gl;
  41869. const { x, y, width, height } = renderContext.viewportValue;
  41870. gl.viewport( x, renderContext.height - height - y, width, height );
  41871. }
  41872. setScissorTest( boolean ) {
  41873. const gl = this.gl;
  41874. if ( boolean ) {
  41875. gl.enable( gl.SCISSOR_TEST );
  41876. } else {
  41877. gl.disable( gl.SCISSOR_TEST );
  41878. }
  41879. }
  41880. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  41881. const { gl } = this;
  41882. if ( descriptor === null ) {
  41883. descriptor = {
  41884. textures: null,
  41885. clearColorValue: this.getClearColor()
  41886. };
  41887. }
  41888. //
  41889. let clear = 0;
  41890. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  41891. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  41892. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  41893. if ( clear !== 0 ) {
  41894. const clearColor = descriptor.clearColorValue || this.getClearColor();
  41895. // premultiply alpha
  41896. clearColor.r *= clearColor.a;
  41897. clearColor.g *= clearColor.a;
  41898. clearColor.b *= clearColor.a;
  41899. if ( depth ) this.state.setDepthMask( true );
  41900. if ( descriptor.textures === null ) {
  41901. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  41902. gl.clear( clear );
  41903. } else {
  41904. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  41905. if ( color ) {
  41906. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  41907. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  41908. }
  41909. }
  41910. if ( depth && stencil ) {
  41911. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  41912. } else if ( depth ) {
  41913. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  41914. } else if ( stencil ) {
  41915. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  41916. }
  41917. }
  41918. }
  41919. }
  41920. beginCompute( computeGroup ) {
  41921. const { state, gl } = this;
  41922. state.bindFramebuffer( gl.FRAMEBUFFER, null );
  41923. this.initTimestampQuery( computeGroup );
  41924. }
  41925. compute( computeGroup, computeNode, bindings, pipeline ) {
  41926. const { state, gl } = this;
  41927. if ( ! this.discard ) {
  41928. // required here to handle async behaviour of render.compute()
  41929. gl.enable( gl.RASTERIZER_DISCARD );
  41930. this.discard = true;
  41931. }
  41932. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  41933. const vaoKey = this._getVaoKey( null, attributes );
  41934. const vaoGPU = this.vaoCache[ vaoKey ];
  41935. if ( vaoGPU === undefined ) {
  41936. this._createVao( null, attributes );
  41937. } else {
  41938. gl.bindVertexArray( vaoGPU );
  41939. }
  41940. state.useProgram( programGPU );
  41941. this._bindUniforms( bindings );
  41942. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  41943. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  41944. gl.beginTransformFeedback( gl.POINTS );
  41945. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  41946. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  41947. } else {
  41948. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  41949. }
  41950. gl.endTransformFeedback();
  41951. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  41952. // switch active buffers
  41953. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  41954. const dualAttributeData = transformBuffers[ i ];
  41955. if ( dualAttributeData.pbo ) {
  41956. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  41957. }
  41958. dualAttributeData.switchBuffers();
  41959. }
  41960. }
  41961. finishCompute( computeGroup ) {
  41962. const gl = this.gl;
  41963. this.discard = false;
  41964. gl.disable( gl.RASTERIZER_DISCARD );
  41965. this.prepareTimestampBuffer( computeGroup );
  41966. }
  41967. draw( renderObject/*, info*/ ) {
  41968. const { object, pipeline, material, context } = renderObject;
  41969. const { programGPU } = this.get( pipeline );
  41970. const { gl, state } = this;
  41971. const contextData = this.get( context );
  41972. const drawParms = renderObject.getDrawParameters();
  41973. if ( drawParms === null ) return;
  41974. //
  41975. this._bindUniforms( renderObject.getBindings() );
  41976. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  41977. state.setMaterial( material, frontFaceCW );
  41978. state.useProgram( programGPU );
  41979. //
  41980. let vaoGPU = renderObject.staticVao;
  41981. if ( vaoGPU === undefined ) {
  41982. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  41983. vaoGPU = this.vaoCache[ vaoKey ];
  41984. if ( vaoGPU === undefined ) {
  41985. let staticVao;
  41986. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  41987. if ( staticVao ) renderObject.staticVao = vaoGPU;
  41988. }
  41989. }
  41990. gl.bindVertexArray( vaoGPU );
  41991. //
  41992. const index = renderObject.getIndex();
  41993. //
  41994. const lastObject = contextData.lastOcclusionObject;
  41995. if ( lastObject !== object && lastObject !== undefined ) {
  41996. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  41997. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  41998. contextData.occlusionQueryIndex ++;
  41999. }
  42000. if ( object.occlusionTest === true ) {
  42001. const query = gl.createQuery();
  42002. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  42003. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  42004. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  42005. }
  42006. contextData.lastOcclusionObject = object;
  42007. }
  42008. //
  42009. const renderer = this.bufferRenderer;
  42010. if ( object.isPoints ) renderer.mode = gl.POINTS;
  42011. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  42012. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  42013. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  42014. else {
  42015. if ( material.wireframe === true ) {
  42016. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  42017. renderer.mode = gl.LINES;
  42018. } else {
  42019. renderer.mode = gl.TRIANGLES;
  42020. }
  42021. }
  42022. //
  42023. const { vertexCount, instanceCount } = drawParms;
  42024. let { firstVertex } = drawParms;
  42025. renderer.object = object;
  42026. if ( index !== null ) {
  42027. firstVertex *= index.array.BYTES_PER_ELEMENT;
  42028. const indexData = this.get( index );
  42029. renderer.index = index.count;
  42030. renderer.type = indexData.type;
  42031. } else {
  42032. renderer.index = 0;
  42033. }
  42034. if ( object.isBatchedMesh ) {
  42035. if ( object._multiDrawInstances !== null ) {
  42036. renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
  42037. } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
  42038. warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' );
  42039. } else {
  42040. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  42041. }
  42042. } else if ( instanceCount > 1 ) {
  42043. renderer.renderInstances( firstVertex, vertexCount, instanceCount );
  42044. } else {
  42045. renderer.render( firstVertex, vertexCount );
  42046. }
  42047. //
  42048. gl.bindVertexArray( null );
  42049. }
  42050. needsRenderUpdate( /*renderObject*/ ) {
  42051. return false;
  42052. }
  42053. getRenderCacheKey( /*renderObject*/ ) {
  42054. return '';
  42055. }
  42056. // textures
  42057. createDefaultTexture( texture ) {
  42058. this.textureUtils.createDefaultTexture( texture );
  42059. }
  42060. createTexture( texture, options ) {
  42061. this.textureUtils.createTexture( texture, options );
  42062. }
  42063. updateTexture( texture, options ) {
  42064. this.textureUtils.updateTexture( texture, options );
  42065. }
  42066. generateMipmaps( texture ) {
  42067. this.textureUtils.generateMipmaps( texture );
  42068. }
  42069. destroyTexture( texture ) {
  42070. this.textureUtils.destroyTexture( texture );
  42071. }
  42072. copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  42073. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  42074. }
  42075. createSampler( /*texture*/ ) {
  42076. //console.warn( 'Abstract class.' );
  42077. }
  42078. destroySampler() {}
  42079. // node builder
  42080. createNodeBuilder( object, renderer ) {
  42081. return new GLSLNodeBuilder( object, renderer );
  42082. }
  42083. // program
  42084. createProgram( program ) {
  42085. const gl = this.gl;
  42086. const { stage, code } = program;
  42087. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  42088. gl.shaderSource( shader, code );
  42089. gl.compileShader( shader );
  42090. this.set( program, {
  42091. shaderGPU: shader
  42092. } );
  42093. }
  42094. destroyProgram( /*program*/ ) {
  42095. console.warn( 'Abstract class.' );
  42096. }
  42097. createRenderPipeline( renderObject, promises ) {
  42098. const gl = this.gl;
  42099. const pipeline = renderObject.pipeline;
  42100. // Program
  42101. const { fragmentProgram, vertexProgram } = pipeline;
  42102. const programGPU = gl.createProgram();
  42103. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  42104. const vertexShader = this.get( vertexProgram ).shaderGPU;
  42105. gl.attachShader( programGPU, fragmentShader );
  42106. gl.attachShader( programGPU, vertexShader );
  42107. gl.linkProgram( programGPU );
  42108. this.set( pipeline, {
  42109. programGPU,
  42110. fragmentShader,
  42111. vertexShader
  42112. } );
  42113. if ( promises !== null && this.parallel ) {
  42114. const p = new Promise( ( resolve /*, reject*/ ) => {
  42115. const parallel = this.parallel;
  42116. const checkStatus = () => {
  42117. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  42118. this._completeCompile( renderObject, pipeline );
  42119. resolve();
  42120. } else {
  42121. requestAnimationFrame( checkStatus );
  42122. }
  42123. };
  42124. checkStatus();
  42125. } );
  42126. promises.push( p );
  42127. return;
  42128. }
  42129. this._completeCompile( renderObject, pipeline );
  42130. }
  42131. _handleSource( string, errorLine ) {
  42132. const lines = string.split( '\n' );
  42133. const lines2 = [];
  42134. const from = Math.max( errorLine - 6, 0 );
  42135. const to = Math.min( errorLine + 6, lines.length );
  42136. for ( let i = from; i < to; i ++ ) {
  42137. const line = i + 1;
  42138. lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
  42139. }
  42140. return lines2.join( '\n' );
  42141. }
  42142. _getShaderErrors( gl, shader, type ) {
  42143. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  42144. const errors = gl.getShaderInfoLog( shader ).trim();
  42145. if ( status && errors === '' ) return '';
  42146. const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  42147. if ( errorMatches ) {
  42148. const errorLine = parseInt( errorMatches[ 1 ] );
  42149. return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
  42150. } else {
  42151. return errors;
  42152. }
  42153. }
  42154. _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
  42155. if ( this.renderer.debug.checkShaderErrors ) {
  42156. const gl = this.gl;
  42157. const programLog = gl.getProgramInfoLog( programGPU ).trim();
  42158. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  42159. if ( typeof this.renderer.debug.onShaderError === 'function' ) {
  42160. this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
  42161. } else {
  42162. // default error reporting
  42163. const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
  42164. const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
  42165. console.error(
  42166. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  42167. 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
  42168. 'Program Info Log: ' + programLog + '\n' +
  42169. vertexErrors + '\n' +
  42170. fragmentErrors
  42171. );
  42172. }
  42173. } else if ( programLog !== '' ) {
  42174. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  42175. }
  42176. }
  42177. }
  42178. _completeCompile( renderObject, pipeline ) {
  42179. const { state, gl } = this;
  42180. const pipelineData = this.get( pipeline );
  42181. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  42182. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  42183. this._logProgramError( programGPU, fragmentShader, vertexShader );
  42184. }
  42185. state.useProgram( programGPU );
  42186. // Bindings
  42187. const bindings = renderObject.getBindings();
  42188. this._setupBindings( bindings, programGPU );
  42189. //
  42190. this.set( pipeline, {
  42191. programGPU
  42192. } );
  42193. }
  42194. createComputePipeline( computePipeline, bindings ) {
  42195. const { state, gl } = this;
  42196. // Program
  42197. const fragmentProgram = {
  42198. stage: 'fragment',
  42199. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  42200. };
  42201. this.createProgram( fragmentProgram );
  42202. const { computeProgram } = computePipeline;
  42203. const programGPU = gl.createProgram();
  42204. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  42205. const vertexShader = this.get( computeProgram ).shaderGPU;
  42206. const transforms = computeProgram.transforms;
  42207. const transformVaryingNames = [];
  42208. const transformAttributeNodes = [];
  42209. for ( let i = 0; i < transforms.length; i ++ ) {
  42210. const transform = transforms[ i ];
  42211. transformVaryingNames.push( transform.varyingName );
  42212. transformAttributeNodes.push( transform.attributeNode );
  42213. }
  42214. gl.attachShader( programGPU, fragmentShader );
  42215. gl.attachShader( programGPU, vertexShader );
  42216. gl.transformFeedbackVaryings(
  42217. programGPU,
  42218. transformVaryingNames,
  42219. gl.SEPARATE_ATTRIBS
  42220. );
  42221. gl.linkProgram( programGPU );
  42222. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  42223. this._logProgramError( programGPU, fragmentShader, vertexShader );
  42224. }
  42225. state.useProgram( programGPU );
  42226. // Bindings
  42227. this.createBindings( null, bindings );
  42228. this._setupBindings( bindings, programGPU );
  42229. const attributeNodes = computeProgram.attributes;
  42230. const attributes = [];
  42231. const transformBuffers = [];
  42232. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  42233. const attribute = attributeNodes[ i ].node.attribute;
  42234. attributes.push( attribute );
  42235. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  42236. }
  42237. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  42238. const attribute = transformAttributeNodes[ i ].attribute;
  42239. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  42240. const attributeData = this.get( attribute );
  42241. transformBuffers.push( attributeData );
  42242. }
  42243. //
  42244. this.set( computePipeline, {
  42245. programGPU,
  42246. transformBuffers,
  42247. attributes
  42248. } );
  42249. }
  42250. createBindings( bindGroup, bindings ) {
  42251. this.updateBindings( bindGroup, bindings );
  42252. }
  42253. updateBindings( bindGroup, bindings ) {
  42254. if ( ! bindGroup ) return;
  42255. const { gl } = this;
  42256. const bindingsData = this.get( bindings );
  42257. const bindGroupData = this.get( bindGroup );
  42258. if ( bindingsData.textureIndex === undefined ) bindingsData.textureIndex = 0;
  42259. if ( bindGroupData.textureIndex === undefined ) {
  42260. bindGroupData.textureIndex = bindingsData.textureIndex;
  42261. } else {
  42262. // reset textureIndex to match previous mappimgs when rebuilt
  42263. bindingsData.textureIndex = bindGroupData.textureIndex;
  42264. }
  42265. let i = 0;
  42266. for ( const binding of bindGroup.bindings ) {
  42267. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  42268. const data = binding.buffer;
  42269. const bufferGPU = gl.createBuffer();
  42270. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  42271. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  42272. this.set( binding, {
  42273. index: bindGroup.index * 2 + i ++,
  42274. bufferGPU
  42275. } );
  42276. } else if ( binding.isSampledTexture ) {
  42277. const { textureGPU, glTextureType } = this.get( binding.texture );
  42278. this.set( binding, {
  42279. index: bindingsData.textureIndex ++,
  42280. textureGPU,
  42281. glTextureType
  42282. } );
  42283. }
  42284. }
  42285. }
  42286. updateBinding( binding ) {
  42287. const gl = this.gl;
  42288. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  42289. const bindingData = this.get( binding );
  42290. const bufferGPU = bindingData.bufferGPU;
  42291. const data = binding.buffer;
  42292. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  42293. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  42294. }
  42295. }
  42296. // attributes
  42297. createIndexAttribute( attribute ) {
  42298. const gl = this.gl;
  42299. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  42300. }
  42301. createAttribute( attribute ) {
  42302. if ( this.has( attribute ) ) return;
  42303. const gl = this.gl;
  42304. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  42305. }
  42306. createStorageAttribute( attribute ) {
  42307. if ( this.has( attribute ) ) return;
  42308. const gl = this.gl;
  42309. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  42310. }
  42311. updateAttribute( attribute ) {
  42312. this.attributeUtils.updateAttribute( attribute );
  42313. }
  42314. destroyAttribute( attribute ) {
  42315. this.attributeUtils.destroyAttribute( attribute );
  42316. }
  42317. updateSize() {
  42318. //console.warn( 'Abstract class.' );
  42319. }
  42320. hasFeature( name ) {
  42321. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  42322. const extensions = this.extensions;
  42323. for ( let i = 0; i < keysMatching.length; i ++ ) {
  42324. if ( extensions.has( keysMatching[ i ] ) ) return true;
  42325. }
  42326. return false;
  42327. }
  42328. getMaxAnisotropy() {
  42329. return this.capabilities.getMaxAnisotropy();
  42330. }
  42331. copyTextureToTexture( position, srcTexture, dstTexture, level ) {
  42332. this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level );
  42333. }
  42334. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  42335. this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
  42336. }
  42337. _setFramebuffer( descriptor ) {
  42338. const { gl, state } = this;
  42339. let currentFrameBuffer = null;
  42340. if ( descriptor.textures !== null ) {
  42341. const renderTarget = descriptor.renderTarget;
  42342. const renderTargetContextData = this.get( renderTarget );
  42343. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  42344. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  42345. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  42346. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  42347. const cacheKey = getCacheKey( descriptor );
  42348. let fb;
  42349. if ( isCube ) {
  42350. renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
  42351. fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
  42352. } else {
  42353. renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
  42354. fb = renderTargetContextData.framebuffers[ cacheKey ];
  42355. }
  42356. if ( fb === undefined ) {
  42357. fb = gl.createFramebuffer();
  42358. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  42359. const textures = descriptor.textures;
  42360. if ( isCube ) {
  42361. renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
  42362. const { textureGPU } = this.get( textures[ 0 ] );
  42363. const cubeFace = this.renderer._activeCubeFace;
  42364. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  42365. } else {
  42366. renderTargetContextData.framebuffers[ cacheKey ] = fb;
  42367. for ( let i = 0; i < textures.length; i ++ ) {
  42368. const texture = textures[ i ];
  42369. const textureData = this.get( texture );
  42370. textureData.renderTarget = descriptor.renderTarget;
  42371. const attachment = gl.COLOR_ATTACHMENT0 + i;
  42372. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  42373. }
  42374. state.drawBuffers( descriptor, fb );
  42375. }
  42376. if ( descriptor.depthTexture !== null ) {
  42377. const textureData = this.get( descriptor.depthTexture );
  42378. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  42379. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  42380. }
  42381. }
  42382. if ( samples > 0 ) {
  42383. if ( msaaFb === undefined ) {
  42384. const invalidationArray = [];
  42385. msaaFb = gl.createFramebuffer();
  42386. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  42387. const msaaRenderbuffers = [];
  42388. const textures = descriptor.textures;
  42389. for ( let i = 0; i < textures.length; i ++ ) {
  42390. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  42391. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  42392. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  42393. if ( depthBuffer ) {
  42394. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  42395. invalidationArray.push( depthStyle );
  42396. }
  42397. const texture = descriptor.textures[ i ];
  42398. const textureData = this.get( texture );
  42399. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
  42400. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  42401. }
  42402. renderTargetContextData.msaaFrameBuffer = msaaFb;
  42403. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  42404. if ( depthRenderbuffer === undefined ) {
  42405. depthRenderbuffer = gl.createRenderbuffer();
  42406. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor );
  42407. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  42408. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  42409. invalidationArray.push( depthStyle );
  42410. }
  42411. renderTargetContextData.invalidationArray = invalidationArray;
  42412. }
  42413. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  42414. } else {
  42415. currentFrameBuffer = fb;
  42416. }
  42417. }
  42418. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  42419. }
  42420. _getVaoKey( index, attributes ) {
  42421. let key = [];
  42422. if ( index !== null ) {
  42423. const indexData = this.get( index );
  42424. key += ':' + indexData.id;
  42425. }
  42426. for ( let i = 0; i < attributes.length; i ++ ) {
  42427. const attributeData = this.get( attributes[ i ] );
  42428. key += ':' + attributeData.id;
  42429. }
  42430. return key;
  42431. }
  42432. _createVao( index, attributes ) {
  42433. const { gl } = this;
  42434. const vaoGPU = gl.createVertexArray();
  42435. let key = '';
  42436. let staticVao = true;
  42437. gl.bindVertexArray( vaoGPU );
  42438. if ( index !== null ) {
  42439. const indexData = this.get( index );
  42440. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  42441. key += ':' + indexData.id;
  42442. }
  42443. for ( let i = 0; i < attributes.length; i ++ ) {
  42444. const attribute = attributes[ i ];
  42445. const attributeData = this.get( attribute );
  42446. key += ':' + attributeData.id;
  42447. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  42448. gl.enableVertexAttribArray( i );
  42449. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  42450. let stride, offset;
  42451. if ( attribute.isInterleavedBufferAttribute === true ) {
  42452. stride = attribute.data.stride * attributeData.bytesPerElement;
  42453. offset = attribute.offset * attributeData.bytesPerElement;
  42454. } else {
  42455. stride = 0;
  42456. offset = 0;
  42457. }
  42458. if ( attributeData.isInteger ) {
  42459. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  42460. } else {
  42461. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  42462. }
  42463. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  42464. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  42465. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  42466. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  42467. }
  42468. }
  42469. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  42470. this.vaoCache[ key ] = vaoGPU;
  42471. return { vaoGPU, staticVao };
  42472. }
  42473. _getTransformFeedback( transformBuffers ) {
  42474. let key = '';
  42475. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  42476. key += ':' + transformBuffers[ i ].id;
  42477. }
  42478. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  42479. if ( transformFeedbackGPU !== undefined ) {
  42480. return transformFeedbackGPU;
  42481. }
  42482. const { gl } = this;
  42483. transformFeedbackGPU = gl.createTransformFeedback();
  42484. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  42485. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  42486. const attributeData = transformBuffers[ i ];
  42487. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  42488. }
  42489. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  42490. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  42491. return transformFeedbackGPU;
  42492. }
  42493. _setupBindings( bindings, programGPU ) {
  42494. const gl = this.gl;
  42495. for ( const bindGroup of bindings ) {
  42496. for ( const binding of bindGroup.bindings ) {
  42497. const bindingData = this.get( binding );
  42498. const index = bindingData.index;
  42499. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  42500. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  42501. gl.uniformBlockBinding( programGPU, location, index );
  42502. } else if ( binding.isSampledTexture ) {
  42503. const location = gl.getUniformLocation( programGPU, binding.name );
  42504. gl.uniform1i( location, index );
  42505. }
  42506. }
  42507. }
  42508. }
  42509. _bindUniforms( bindings ) {
  42510. const { gl, state } = this;
  42511. for ( const bindGroup of bindings ) {
  42512. for ( const binding of bindGroup.bindings ) {
  42513. const bindingData = this.get( binding );
  42514. const index = bindingData.index;
  42515. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  42516. // TODO USE bindBufferRange to group multiple uniform buffers
  42517. state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  42518. } else if ( binding.isSampledTexture ) {
  42519. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  42520. }
  42521. }
  42522. }
  42523. }
  42524. }
  42525. class Sampler extends Binding {
  42526. constructor( name, texture ) {
  42527. super( name );
  42528. this.texture = texture;
  42529. this.version = texture ? texture.version : 0;
  42530. this.isSampler = true;
  42531. }
  42532. }
  42533. class NodeSampler extends Sampler {
  42534. constructor( name, textureNode, groupNode ) {
  42535. super( name, textureNode ? textureNode.value : null );
  42536. this.textureNode = textureNode;
  42537. this.groupNode = groupNode;
  42538. }
  42539. update() {
  42540. this.texture = this.textureNode.value;
  42541. }
  42542. }
  42543. class StorageBuffer extends Buffer {
  42544. constructor( name, attribute ) {
  42545. super( name, attribute ? attribute.array : null );
  42546. this.attribute = attribute;
  42547. this.isStorageBuffer = true;
  42548. }
  42549. }
  42550. let _id = 0;
  42551. class NodeStorageBuffer extends StorageBuffer {
  42552. constructor( nodeUniform, groupNode ) {
  42553. super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );
  42554. this.nodeUniform = nodeUniform;
  42555. this.access = nodeUniform ? nodeUniform.access : GPUBufferBindingType.Storage;
  42556. this.groupNode = groupNode;
  42557. }
  42558. get buffer() {
  42559. return this.nodeUniform.value;
  42560. }
  42561. }
  42562. class WebGPUTexturePassUtils extends DataMap {
  42563. constructor( device ) {
  42564. super();
  42565. this.device = device;
  42566. const mipmapVertexSource = `
  42567. struct VarysStruct {
  42568. @builtin( position ) Position: vec4<f32>,
  42569. @location( 0 ) vTex : vec2<f32>
  42570. };
  42571. @vertex
  42572. fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
  42573. var Varys : VarysStruct;
  42574. var pos = array< vec2<f32>, 4 >(
  42575. vec2<f32>( -1.0, 1.0 ),
  42576. vec2<f32>( 1.0, 1.0 ),
  42577. vec2<f32>( -1.0, -1.0 ),
  42578. vec2<f32>( 1.0, -1.0 )
  42579. );
  42580. var tex = array< vec2<f32>, 4 >(
  42581. vec2<f32>( 0.0, 0.0 ),
  42582. vec2<f32>( 1.0, 0.0 ),
  42583. vec2<f32>( 0.0, 1.0 ),
  42584. vec2<f32>( 1.0, 1.0 )
  42585. );
  42586. Varys.vTex = tex[ vertexIndex ];
  42587. Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
  42588. return Varys;
  42589. }
  42590. `;
  42591. const mipmapFragmentSource = `
  42592. @group( 0 ) @binding( 0 )
  42593. var imgSampler : sampler;
  42594. @group( 0 ) @binding( 1 )
  42595. var img : texture_2d<f32>;
  42596. @fragment
  42597. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  42598. return textureSample( img, imgSampler, vTex );
  42599. }
  42600. `;
  42601. const flipYFragmentSource = `
  42602. @group( 0 ) @binding( 0 )
  42603. var imgSampler : sampler;
  42604. @group( 0 ) @binding( 1 )
  42605. var img : texture_2d<f32>;
  42606. @fragment
  42607. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  42608. return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
  42609. }
  42610. `;
  42611. this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
  42612. this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()
  42613. // We'll need a new pipeline for every texture format used.
  42614. this.transferPipelines = {};
  42615. this.flipYPipelines = {};
  42616. this.mipmapVertexShaderModule = device.createShaderModule( {
  42617. label: 'mipmapVertex',
  42618. code: mipmapVertexSource
  42619. } );
  42620. this.mipmapFragmentShaderModule = device.createShaderModule( {
  42621. label: 'mipmapFragment',
  42622. code: mipmapFragmentSource
  42623. } );
  42624. this.flipYFragmentShaderModule = device.createShaderModule( {
  42625. label: 'flipYFragment',
  42626. code: flipYFragmentSource
  42627. } );
  42628. }
  42629. getTransferPipeline( format ) {
  42630. let pipeline = this.transferPipelines[ format ];
  42631. if ( pipeline === undefined ) {
  42632. pipeline = this.device.createRenderPipeline( {
  42633. label: `mipmap-${ format }`,
  42634. vertex: {
  42635. module: this.mipmapVertexShaderModule,
  42636. entryPoint: 'main'
  42637. },
  42638. fragment: {
  42639. module: this.mipmapFragmentShaderModule,
  42640. entryPoint: 'main',
  42641. targets: [ { format } ]
  42642. },
  42643. primitive: {
  42644. topology: GPUPrimitiveTopology.TriangleStrip,
  42645. stripIndexFormat: GPUIndexFormat.Uint32
  42646. },
  42647. layout: 'auto'
  42648. } );
  42649. this.transferPipelines[ format ] = pipeline;
  42650. }
  42651. return pipeline;
  42652. }
  42653. getFlipYPipeline( format ) {
  42654. let pipeline = this.flipYPipelines[ format ];
  42655. if ( pipeline === undefined ) {
  42656. pipeline = this.device.createRenderPipeline( {
  42657. label: `flipY-${ format }`,
  42658. vertex: {
  42659. module: this.mipmapVertexShaderModule,
  42660. entryPoint: 'main'
  42661. },
  42662. fragment: {
  42663. module: this.flipYFragmentShaderModule,
  42664. entryPoint: 'main',
  42665. targets: [ { format } ]
  42666. },
  42667. primitive: {
  42668. topology: GPUPrimitiveTopology.TriangleStrip,
  42669. stripIndexFormat: GPUIndexFormat.Uint32
  42670. },
  42671. layout: 'auto'
  42672. } );
  42673. this.flipYPipelines[ format ] = pipeline;
  42674. }
  42675. return pipeline;
  42676. }
  42677. flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  42678. const format = textureGPUDescriptor.format;
  42679. const { width, height } = textureGPUDescriptor.size;
  42680. const transferPipeline = this.getTransferPipeline( format );
  42681. const flipYPipeline = this.getFlipYPipeline( format );
  42682. const tempTexture = this.device.createTexture( {
  42683. size: { width, height, depthOrArrayLayers: 1 },
  42684. format,
  42685. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
  42686. } );
  42687. const srcView = textureGPU.createView( {
  42688. baseMipLevel: 0,
  42689. mipLevelCount: 1,
  42690. dimension: GPUTextureViewDimension.TwoD,
  42691. baseArrayLayer
  42692. } );
  42693. const dstView = tempTexture.createView( {
  42694. baseMipLevel: 0,
  42695. mipLevelCount: 1,
  42696. dimension: GPUTextureViewDimension.TwoD,
  42697. baseArrayLayer: 0
  42698. } );
  42699. const commandEncoder = this.device.createCommandEncoder( {} );
  42700. const pass = ( pipeline, sourceView, destinationView ) => {
  42701. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  42702. const bindGroup = this.device.createBindGroup( {
  42703. layout: bindGroupLayout,
  42704. entries: [ {
  42705. binding: 0,
  42706. resource: this.flipYSampler
  42707. }, {
  42708. binding: 1,
  42709. resource: sourceView
  42710. } ]
  42711. } );
  42712. const passEncoder = commandEncoder.beginRenderPass( {
  42713. colorAttachments: [ {
  42714. view: destinationView,
  42715. loadOp: GPULoadOp.Clear,
  42716. storeOp: GPUStoreOp.Store,
  42717. clearValue: [ 0, 0, 0, 0 ]
  42718. } ]
  42719. } );
  42720. passEncoder.setPipeline( pipeline );
  42721. passEncoder.setBindGroup( 0, bindGroup );
  42722. passEncoder.draw( 4, 1, 0, 0 );
  42723. passEncoder.end();
  42724. };
  42725. pass( transferPipeline, srcView, dstView );
  42726. pass( flipYPipeline, dstView, srcView );
  42727. this.device.queue.submit( [ commandEncoder.finish() ] );
  42728. tempTexture.destroy();
  42729. }
  42730. generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  42731. const textureData = this.get( textureGPU );
  42732. if ( textureData.useCount === undefined ) {
  42733. textureData.useCount = 0;
  42734. textureData.layers = [];
  42735. }
  42736. const passes = textureData.layers[ baseArrayLayer ] || this._mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer );
  42737. const commandEncoder = this.device.createCommandEncoder( {} );
  42738. this._mipmapRunBundles( commandEncoder, passes );
  42739. this.device.queue.submit( [ commandEncoder.finish() ] );
  42740. if ( textureData.useCount !== 0 ) textureData.layers[ baseArrayLayer ] = passes;
  42741. textureData.useCount ++;
  42742. }
  42743. _mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer ) {
  42744. const pipeline = this.getTransferPipeline( textureGPUDescriptor.format );
  42745. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  42746. let srcView = textureGPU.createView( {
  42747. baseMipLevel: 0,
  42748. mipLevelCount: 1,
  42749. dimension: GPUTextureViewDimension.TwoD,
  42750. baseArrayLayer
  42751. } );
  42752. const passes = [];
  42753. for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
  42754. const bindGroup = this.device.createBindGroup( {
  42755. layout: bindGroupLayout,
  42756. entries: [ {
  42757. binding: 0,
  42758. resource: this.mipmapSampler
  42759. }, {
  42760. binding: 1,
  42761. resource: srcView
  42762. } ]
  42763. } );
  42764. const dstView = textureGPU.createView( {
  42765. baseMipLevel: i,
  42766. mipLevelCount: 1,
  42767. dimension: GPUTextureViewDimension.TwoD,
  42768. baseArrayLayer
  42769. } );
  42770. const passDescriptor = {
  42771. colorAttachments: [ {
  42772. view: dstView,
  42773. loadOp: GPULoadOp.Clear,
  42774. storeOp: GPUStoreOp.Store,
  42775. clearValue: [ 0, 0, 0, 0 ]
  42776. } ]
  42777. };
  42778. const passEncoder = this.device.createRenderBundleEncoder( {
  42779. colorFormats: [ textureGPUDescriptor.format ]
  42780. } );
  42781. passEncoder.setPipeline( pipeline );
  42782. passEncoder.setBindGroup( 0, bindGroup );
  42783. passEncoder.draw( 4, 1, 0, 0 );
  42784. passes.push( {
  42785. renderBundles: [ passEncoder.finish() ],
  42786. passDescriptor
  42787. } );
  42788. srcView = dstView;
  42789. }
  42790. return passes;
  42791. }
  42792. _mipmapRunBundles( commandEncoder, passes ) {
  42793. const levels = passes.length;
  42794. for ( let i = 0; i < levels; i ++ ) {
  42795. const pass = passes[ i ];
  42796. const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );
  42797. passEncoder.executeBundles( pass.renderBundles );
  42798. passEncoder.end();
  42799. }
  42800. }
  42801. }
  42802. const _compareToWebGPU = {
  42803. [ NeverCompare ]: 'never',
  42804. [ LessCompare ]: 'less',
  42805. [ EqualCompare ]: 'equal',
  42806. [ LessEqualCompare ]: 'less-equal',
  42807. [ GreaterCompare ]: 'greater',
  42808. [ GreaterEqualCompare ]: 'greater-equal',
  42809. [ AlwaysCompare ]: 'always',
  42810. [ NotEqualCompare ]: 'not-equal'
  42811. };
  42812. const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
  42813. class WebGPUTextureUtils {
  42814. constructor( backend ) {
  42815. this.backend = backend;
  42816. this._passUtils = null;
  42817. this.defaultTexture = {};
  42818. this.defaultCubeTexture = {};
  42819. this.defaultVideoFrame = null;
  42820. this.colorBuffer = null;
  42821. this.depthTexture = new DepthTexture();
  42822. this.depthTexture.name = 'depthBuffer';
  42823. }
  42824. createSampler( texture ) {
  42825. const backend = this.backend;
  42826. const device = backend.device;
  42827. const textureGPU = backend.get( texture );
  42828. const samplerDescriptorGPU = {
  42829. addressModeU: this._convertAddressMode( texture.wrapS ),
  42830. addressModeV: this._convertAddressMode( texture.wrapT ),
  42831. addressModeW: this._convertAddressMode( texture.wrapR ),
  42832. magFilter: this._convertFilterMode( texture.magFilter ),
  42833. minFilter: this._convertFilterMode( texture.minFilter ),
  42834. mipmapFilter: this._convertFilterMode( texture.minFilter ),
  42835. maxAnisotropy: texture.anisotropy
  42836. };
  42837. if ( texture.isDepthTexture && texture.compareFunction !== null ) {
  42838. samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
  42839. }
  42840. textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
  42841. }
  42842. createDefaultTexture( texture ) {
  42843. let textureGPU;
  42844. const format = getFormat( texture );
  42845. if ( texture.isCubeTexture ) {
  42846. textureGPU = this._getDefaultCubeTextureGPU( format );
  42847. } else if ( texture.isVideoTexture ) {
  42848. this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
  42849. } else {
  42850. textureGPU = this._getDefaultTextureGPU( format );
  42851. }
  42852. this.backend.get( texture ).texture = textureGPU;
  42853. }
  42854. createTexture( texture, options = {} ) {
  42855. const backend = this.backend;
  42856. const textureData = backend.get( texture );
  42857. if ( textureData.initialized ) {
  42858. throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
  42859. }
  42860. if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
  42861. if ( options.levels === undefined ) options.levels = 1;
  42862. if ( options.depth === undefined ) options.depth = 1;
  42863. const { width, height, depth, levels } = options;
  42864. const dimension = this._getDimension( texture );
  42865. const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
  42866. textureData.format = format;
  42867. let sampleCount = options.sampleCount !== undefined ? options.sampleCount : 1;
  42868. sampleCount = backend.utils.getSampleCount( sampleCount );
  42869. const primarySampleCount = texture.isRenderTargetTexture && ! texture.isMultisampleRenderTargetTexture ? 1 : sampleCount;
  42870. let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
  42871. if ( texture.isStorageTexture === true ) {
  42872. usage |= GPUTextureUsage.STORAGE_BINDING;
  42873. }
  42874. if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true ) {
  42875. usage |= GPUTextureUsage.RENDER_ATTACHMENT;
  42876. }
  42877. const textureDescriptorGPU = {
  42878. label: texture.name,
  42879. size: {
  42880. width: width,
  42881. height: height,
  42882. depthOrArrayLayers: depth,
  42883. },
  42884. mipLevelCount: levels,
  42885. sampleCount: primarySampleCount,
  42886. dimension: dimension,
  42887. format: format,
  42888. usage: usage
  42889. };
  42890. // texture creation
  42891. if ( texture.isVideoTexture ) {
  42892. const video = texture.source.data;
  42893. const videoFrame = new VideoFrame( video );
  42894. textureDescriptorGPU.size.width = videoFrame.displayWidth;
  42895. textureDescriptorGPU.size.height = videoFrame.displayHeight;
  42896. videoFrame.close();
  42897. textureData.externalTexture = video;
  42898. } else {
  42899. if ( format === undefined ) {
  42900. console.warn( 'WebGPURenderer: Texture format not supported.' );
  42901. return this.createDefaultTexture( texture );
  42902. }
  42903. textureData.texture = backend.device.createTexture( textureDescriptorGPU );
  42904. }
  42905. if ( texture.isRenderTargetTexture && sampleCount > 1 && ! texture.isMultisampleRenderTargetTexture ) {
  42906. const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
  42907. msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
  42908. msaaTextureDescriptorGPU.sampleCount = sampleCount;
  42909. textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
  42910. }
  42911. textureData.initialized = true;
  42912. textureData.textureDescriptorGPU = textureDescriptorGPU;
  42913. }
  42914. destroyTexture( texture ) {
  42915. const backend = this.backend;
  42916. const textureData = backend.get( texture );
  42917. textureData.texture.destroy();
  42918. if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
  42919. backend.delete( texture );
  42920. }
  42921. destroySampler( texture ) {
  42922. const backend = this.backend;
  42923. const textureData = backend.get( texture );
  42924. delete textureData.sampler;
  42925. }
  42926. generateMipmaps( texture ) {
  42927. const textureData = this.backend.get( texture );
  42928. if ( texture.isCubeTexture ) {
  42929. for ( let i = 0; i < 6; i ++ ) {
  42930. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  42931. }
  42932. } else {
  42933. const depth = texture.image.depth || 1;
  42934. for ( let i = 0; i < depth; i ++ ) {
  42935. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  42936. }
  42937. }
  42938. }
  42939. getColorBuffer() {
  42940. if ( this.colorBuffer ) this.colorBuffer.destroy();
  42941. const backend = this.backend;
  42942. const { width, height } = backend.getDrawingBufferSize();
  42943. this.colorBuffer = backend.device.createTexture( {
  42944. label: 'colorBuffer',
  42945. size: {
  42946. width: width,
  42947. height: height,
  42948. depthOrArrayLayers: 1
  42949. },
  42950. sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
  42951. format: backend.utils.getPreferredCanvasFormat(),
  42952. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
  42953. } );
  42954. return this.colorBuffer;
  42955. }
  42956. getDepthBuffer( depth = true, stencil = false ) {
  42957. const backend = this.backend;
  42958. const { width, height } = backend.getDrawingBufferSize();
  42959. const depthTexture = this.depthTexture;
  42960. const depthTextureGPU = backend.get( depthTexture ).texture;
  42961. let format, type;
  42962. if ( stencil ) {
  42963. format = DepthStencilFormat;
  42964. type = UnsignedInt248Type;
  42965. } else if ( depth ) {
  42966. format = DepthFormat;
  42967. type = UnsignedIntType;
  42968. }
  42969. if ( depthTextureGPU !== undefined ) {
  42970. if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
  42971. return depthTextureGPU;
  42972. }
  42973. this.destroyTexture( depthTexture );
  42974. }
  42975. depthTexture.name = 'depthBuffer';
  42976. depthTexture.format = format;
  42977. depthTexture.type = type;
  42978. depthTexture.image.width = width;
  42979. depthTexture.image.height = height;
  42980. this.createTexture( depthTexture, { sampleCount: backend.utils.getSampleCount( backend.renderer.samples ), width, height } );
  42981. return backend.get( depthTexture ).texture;
  42982. }
  42983. updateTexture( texture, options ) {
  42984. const textureData = this.backend.get( texture );
  42985. const { textureDescriptorGPU } = textureData;
  42986. if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
  42987. return;
  42988. // transfer texture data
  42989. if ( texture.isDataTexture ) {
  42990. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  42991. } else if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
  42992. for ( let i = 0; i < options.image.depth; i ++ ) {
  42993. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
  42994. }
  42995. } else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {
  42996. this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
  42997. } else if ( texture.isCubeTexture ) {
  42998. this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
  42999. } else if ( texture.isVideoTexture ) {
  43000. const video = texture.source.data;
  43001. textureData.externalTexture = video;
  43002. } else {
  43003. this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  43004. }
  43005. //
  43006. textureData.version = texture.version;
  43007. if ( texture.onUpdate ) texture.onUpdate( texture );
  43008. }
  43009. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  43010. const device = this.backend.device;
  43011. const textureData = this.backend.get( texture );
  43012. const textureGPU = textureData.texture;
  43013. const format = textureData.textureDescriptorGPU.format;
  43014. const bytesPerTexel = this._getBytesPerTexel( format );
  43015. let bytesPerRow = width * bytesPerTexel;
  43016. bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
  43017. const readBuffer = device.createBuffer(
  43018. {
  43019. size: width * height * bytesPerTexel,
  43020. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  43021. }
  43022. );
  43023. const encoder = device.createCommandEncoder();
  43024. encoder.copyTextureToBuffer(
  43025. {
  43026. texture: textureGPU,
  43027. origin: { x, y, z: faceIndex },
  43028. },
  43029. {
  43030. buffer: readBuffer,
  43031. bytesPerRow: bytesPerRow
  43032. },
  43033. {
  43034. width: width,
  43035. height: height
  43036. }
  43037. );
  43038. const typedArrayType = this._getTypedArrayType( format );
  43039. device.queue.submit( [ encoder.finish() ] );
  43040. await readBuffer.mapAsync( GPUMapMode.READ );
  43041. const buffer = readBuffer.getMappedRange();
  43042. return new typedArrayType( buffer );
  43043. }
  43044. _isEnvironmentTexture( texture ) {
  43045. const mapping = texture.mapping;
  43046. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  43047. }
  43048. _getDefaultTextureGPU( format ) {
  43049. let defaultTexture = this.defaultTexture[ format ];
  43050. if ( defaultTexture === undefined ) {
  43051. const texture = new Texture();
  43052. texture.minFilter = NearestFilter;
  43053. texture.magFilter = NearestFilter;
  43054. this.createTexture( texture, { width: 1, height: 1, format } );
  43055. this.defaultTexture[ format ] = defaultTexture = texture;
  43056. }
  43057. return this.backend.get( defaultTexture ).texture;
  43058. }
  43059. _getDefaultCubeTextureGPU( format ) {
  43060. let defaultCubeTexture = this.defaultTexture[ format ];
  43061. if ( defaultCubeTexture === undefined ) {
  43062. const texture = new CubeTexture();
  43063. texture.minFilter = NearestFilter;
  43064. texture.magFilter = NearestFilter;
  43065. this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
  43066. this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
  43067. }
  43068. return this.backend.get( defaultCubeTexture ).texture;
  43069. }
  43070. _getDefaultVideoFrame() {
  43071. let defaultVideoFrame = this.defaultVideoFrame;
  43072. if ( defaultVideoFrame === null ) {
  43073. const init = {
  43074. timestamp: 0,
  43075. codedWidth: 1,
  43076. codedHeight: 1,
  43077. format: 'RGBA',
  43078. };
  43079. this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
  43080. }
  43081. return defaultVideoFrame;
  43082. }
  43083. _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
  43084. for ( let i = 0; i < 6; i ++ ) {
  43085. const image = images[ i ];
  43086. const flipIndex = flipY === true ? _flipMap[ i ] : i;
  43087. if ( image.isDataTexture ) {
  43088. this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  43089. } else {
  43090. this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  43091. }
  43092. }
  43093. }
  43094. _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
  43095. const device = this.backend.device;
  43096. device.queue.copyExternalImageToTexture(
  43097. {
  43098. source: image
  43099. }, {
  43100. texture: textureGPU,
  43101. mipLevel: 0,
  43102. origin: { x: 0, y: 0, z: originDepth }
  43103. }, {
  43104. width: image.width,
  43105. height: image.height,
  43106. depthOrArrayLayers: 1
  43107. }
  43108. );
  43109. if ( flipY === true ) {
  43110. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  43111. }
  43112. }
  43113. _getPassUtils() {
  43114. let passUtils = this._passUtils;
  43115. if ( passUtils === null ) {
  43116. this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
  43117. }
  43118. return passUtils;
  43119. }
  43120. _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
  43121. this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
  43122. }
  43123. _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
  43124. this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
  43125. }
  43126. _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
  43127. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  43128. // @TODO: Consider to support valid buffer layouts with other formats like RGB
  43129. const device = this.backend.device;
  43130. const data = image.data;
  43131. const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
  43132. const bytesPerRow = image.width * bytesPerTexel;
  43133. device.queue.writeTexture(
  43134. {
  43135. texture: textureGPU,
  43136. mipLevel: 0,
  43137. origin: { x: 0, y: 0, z: originDepth }
  43138. },
  43139. data,
  43140. {
  43141. offset: image.width * image.height * bytesPerTexel * depth,
  43142. bytesPerRow
  43143. },
  43144. {
  43145. width: image.width,
  43146. height: image.height,
  43147. depthOrArrayLayers: 1
  43148. } );
  43149. if ( flipY === true ) {
  43150. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  43151. }
  43152. }
  43153. _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
  43154. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  43155. const device = this.backend.device;
  43156. const blockData = this._getBlockData( textureDescriptorGPU.format );
  43157. const isTextureArray = textureDescriptorGPU.size.depthOrArrayLayers > 1;
  43158. for ( let i = 0; i < mipmaps.length; i ++ ) {
  43159. const mipmap = mipmaps[ i ];
  43160. const width = mipmap.width;
  43161. const height = mipmap.height;
  43162. const depth = isTextureArray ? textureDescriptorGPU.size.depthOrArrayLayers : 1;
  43163. const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
  43164. const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );
  43165. for ( let j = 0; j < depth; j ++ ) {
  43166. device.queue.writeTexture(
  43167. {
  43168. texture: textureGPU,
  43169. mipLevel: i,
  43170. origin: { x: 0, y: 0, z: j }
  43171. },
  43172. mipmap.data,
  43173. {
  43174. offset: j * bytesPerImage,
  43175. bytesPerRow,
  43176. rowsPerImage: Math.ceil( height / blockData.height )
  43177. },
  43178. {
  43179. width: Math.ceil( width / blockData.width ) * blockData.width,
  43180. height: Math.ceil( height / blockData.height ) * blockData.height,
  43181. depthOrArrayLayers: 1
  43182. }
  43183. );
  43184. }
  43185. }
  43186. }
  43187. _getBlockData( format ) {
  43188. // this method is only relevant for compressed texture formats
  43189. if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
  43190. if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
  43191. if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
  43192. if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
  43193. if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
  43194. if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
  43195. if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
  43196. if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  43197. if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  43198. if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  43199. if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
  43200. if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
  43201. if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
  43202. if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
  43203. if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  43204. if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
  43205. if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
  43206. if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
  43207. if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
  43208. if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
  43209. if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
  43210. if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
  43211. if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
  43212. if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
  43213. if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
  43214. if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
  43215. if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
  43216. if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
  43217. }
  43218. _convertAddressMode( value ) {
  43219. let addressMode = GPUAddressMode.ClampToEdge;
  43220. if ( value === RepeatWrapping ) {
  43221. addressMode = GPUAddressMode.Repeat;
  43222. } else if ( value === MirroredRepeatWrapping ) {
  43223. addressMode = GPUAddressMode.MirrorRepeat;
  43224. }
  43225. return addressMode;
  43226. }
  43227. _convertFilterMode( value ) {
  43228. let filterMode = GPUFilterMode.Linear;
  43229. if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
  43230. filterMode = GPUFilterMode.Nearest;
  43231. }
  43232. return filterMode;
  43233. }
  43234. _getBytesPerTexel( format ) {
  43235. // 8-bit formats
  43236. if ( format === GPUTextureFormat.R8Unorm ||
  43237. format === GPUTextureFormat.R8Snorm ||
  43238. format === GPUTextureFormat.R8Uint ||
  43239. format === GPUTextureFormat.R8Sint ) return 1;
  43240. // 16-bit formats
  43241. if ( format === GPUTextureFormat.R16Uint ||
  43242. format === GPUTextureFormat.R16Sint ||
  43243. format === GPUTextureFormat.R16Float ||
  43244. format === GPUTextureFormat.RG8Unorm ||
  43245. format === GPUTextureFormat.RG8Snorm ||
  43246. format === GPUTextureFormat.RG8Uint ||
  43247. format === GPUTextureFormat.RG8Sint ) return 2;
  43248. // 32-bit formats
  43249. if ( format === GPUTextureFormat.R32Uint ||
  43250. format === GPUTextureFormat.R32Sint ||
  43251. format === GPUTextureFormat.R32Float ||
  43252. format === GPUTextureFormat.RG16Uint ||
  43253. format === GPUTextureFormat.RG16Sint ||
  43254. format === GPUTextureFormat.RG16Float ||
  43255. format === GPUTextureFormat.RGBA8Unorm ||
  43256. format === GPUTextureFormat.RGBA8UnormSRGB ||
  43257. format === GPUTextureFormat.RGBA8Snorm ||
  43258. format === GPUTextureFormat.RGBA8Uint ||
  43259. format === GPUTextureFormat.RGBA8Sint ||
  43260. format === GPUTextureFormat.BGRA8Unorm ||
  43261. format === GPUTextureFormat.BGRA8UnormSRGB ||
  43262. // Packed 32-bit formats
  43263. format === GPUTextureFormat.RGB9E5UFloat ||
  43264. format === GPUTextureFormat.RGB10A2Unorm ||
  43265. format === GPUTextureFormat.RG11B10UFloat ||
  43266. format === GPUTextureFormat.Depth32Float ||
  43267. format === GPUTextureFormat.Depth24Plus ||
  43268. format === GPUTextureFormat.Depth24PlusStencil8 ||
  43269. format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
  43270. // 64-bit formats
  43271. if ( format === GPUTextureFormat.RG32Uint ||
  43272. format === GPUTextureFormat.RG32Sint ||
  43273. format === GPUTextureFormat.RG32Float ||
  43274. format === GPUTextureFormat.RGBA16Uint ||
  43275. format === GPUTextureFormat.RGBA16Sint ||
  43276. format === GPUTextureFormat.RGBA16Float ) return 8;
  43277. // 128-bit formats
  43278. if ( format === GPUTextureFormat.RGBA32Uint ||
  43279. format === GPUTextureFormat.RGBA32Sint ||
  43280. format === GPUTextureFormat.RGBA32Float ) return 16;
  43281. }
  43282. _getTypedArrayType( format ) {
  43283. if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
  43284. if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
  43285. if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
  43286. if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
  43287. if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
  43288. if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
  43289. if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
  43290. if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
  43291. if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
  43292. if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
  43293. if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
  43294. if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
  43295. if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
  43296. if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
  43297. if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
  43298. if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
  43299. if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
  43300. if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
  43301. if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
  43302. if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
  43303. if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;
  43304. if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
  43305. if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
  43306. if ( format === GPUTextureFormat.R32Float ) return Float32Array;
  43307. if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
  43308. if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
  43309. if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
  43310. if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
  43311. if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
  43312. if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
  43313. if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
  43314. if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
  43315. if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
  43316. if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
  43317. if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
  43318. if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
  43319. if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
  43320. if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
  43321. if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
  43322. }
  43323. _getDimension( texture ) {
  43324. let dimension;
  43325. if ( texture.isData3DTexture ) {
  43326. dimension = GPUTextureDimension.ThreeD;
  43327. } else {
  43328. dimension = GPUTextureDimension.TwoD;
  43329. }
  43330. return dimension;
  43331. }
  43332. }
  43333. function getFormat( texture, device = null ) {
  43334. const format = texture.format;
  43335. const type = texture.type;
  43336. const colorSpace = texture.colorSpace;
  43337. let formatGPU;
  43338. if ( texture.isFramebufferTexture === true && texture.type === UnsignedByteType ) {
  43339. formatGPU = GPUTextureFormat.BGRA8Unorm;
  43340. } else if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {
  43341. switch ( format ) {
  43342. case RGBA_S3TC_DXT1_Format:
  43343. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
  43344. break;
  43345. case RGBA_S3TC_DXT3_Format:
  43346. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
  43347. break;
  43348. case RGBA_S3TC_DXT5_Format:
  43349. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
  43350. break;
  43351. case RGB_ETC2_Format:
  43352. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
  43353. break;
  43354. case RGBA_ETC2_EAC_Format:
  43355. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
  43356. break;
  43357. case RGBA_ASTC_4x4_Format:
  43358. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
  43359. break;
  43360. case RGBA_ASTC_5x4_Format:
  43361. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
  43362. break;
  43363. case RGBA_ASTC_5x5_Format:
  43364. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
  43365. break;
  43366. case RGBA_ASTC_6x5_Format:
  43367. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
  43368. break;
  43369. case RGBA_ASTC_6x6_Format:
  43370. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
  43371. break;
  43372. case RGBA_ASTC_8x5_Format:
  43373. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
  43374. break;
  43375. case RGBA_ASTC_8x6_Format:
  43376. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
  43377. break;
  43378. case RGBA_ASTC_8x8_Format:
  43379. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
  43380. break;
  43381. case RGBA_ASTC_10x5_Format:
  43382. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
  43383. break;
  43384. case RGBA_ASTC_10x6_Format:
  43385. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
  43386. break;
  43387. case RGBA_ASTC_10x8_Format:
  43388. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
  43389. break;
  43390. case RGBA_ASTC_10x10_Format:
  43391. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
  43392. break;
  43393. case RGBA_ASTC_12x10_Format:
  43394. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
  43395. break;
  43396. case RGBA_ASTC_12x12_Format:
  43397. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
  43398. break;
  43399. default:
  43400. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  43401. }
  43402. } else {
  43403. switch ( format ) {
  43404. case RGBAFormat:
  43405. switch ( type ) {
  43406. case ByteType:
  43407. formatGPU = GPUTextureFormat.RGBA8Snorm;
  43408. break;
  43409. case ShortType:
  43410. formatGPU = GPUTextureFormat.RGBA16Sint;
  43411. break;
  43412. case UnsignedShortType:
  43413. formatGPU = GPUTextureFormat.RGBA16Uint;
  43414. break;
  43415. case UnsignedIntType:
  43416. formatGPU = GPUTextureFormat.RGBA32Uint;
  43417. break;
  43418. case IntType:
  43419. formatGPU = GPUTextureFormat.RGBA32Sint;
  43420. break;
  43421. case UnsignedByteType:
  43422. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  43423. break;
  43424. case HalfFloatType:
  43425. formatGPU = GPUTextureFormat.RGBA16Float;
  43426. break;
  43427. case FloatType:
  43428. formatGPU = GPUTextureFormat.RGBA32Float;
  43429. break;
  43430. default:
  43431. console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
  43432. }
  43433. break;
  43434. case RGBFormat:
  43435. switch ( type ) {
  43436. case UnsignedInt5999Type:
  43437. formatGPU = GPUTextureFormat.RGB9E5UFloat;
  43438. break;
  43439. default:
  43440. console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
  43441. }
  43442. break;
  43443. case RedFormat:
  43444. switch ( type ) {
  43445. case ByteType:
  43446. formatGPU = GPUTextureFormat.R8Snorm;
  43447. break;
  43448. case ShortType:
  43449. formatGPU = GPUTextureFormat.R16Sint;
  43450. break;
  43451. case UnsignedShortType:
  43452. formatGPU = GPUTextureFormat.R16Uint;
  43453. break;
  43454. case UnsignedIntType:
  43455. formatGPU = GPUTextureFormat.R32Uint;
  43456. break;
  43457. case IntType:
  43458. formatGPU = GPUTextureFormat.R32Sint;
  43459. break;
  43460. case UnsignedByteType:
  43461. formatGPU = GPUTextureFormat.R8Unorm;
  43462. break;
  43463. case HalfFloatType:
  43464. formatGPU = GPUTextureFormat.R16Float;
  43465. break;
  43466. case FloatType:
  43467. formatGPU = GPUTextureFormat.R32Float;
  43468. break;
  43469. default:
  43470. console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
  43471. }
  43472. break;
  43473. case RGFormat:
  43474. switch ( type ) {
  43475. case ByteType:
  43476. formatGPU = GPUTextureFormat.RG8Snorm;
  43477. break;
  43478. case ShortType:
  43479. formatGPU = GPUTextureFormat.RG16Sint;
  43480. break;
  43481. case UnsignedShortType:
  43482. formatGPU = GPUTextureFormat.RG16Uint;
  43483. break;
  43484. case UnsignedIntType:
  43485. formatGPU = GPUTextureFormat.RG32Uint;
  43486. break;
  43487. case IntType:
  43488. formatGPU = GPUTextureFormat.RG32Sint;
  43489. break;
  43490. case UnsignedByteType:
  43491. formatGPU = GPUTextureFormat.RG8Unorm;
  43492. break;
  43493. case HalfFloatType:
  43494. formatGPU = GPUTextureFormat.RG16Float;
  43495. break;
  43496. case FloatType:
  43497. formatGPU = GPUTextureFormat.RG32Float;
  43498. break;
  43499. default:
  43500. console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
  43501. }
  43502. break;
  43503. case DepthFormat:
  43504. switch ( type ) {
  43505. case UnsignedShortType:
  43506. formatGPU = GPUTextureFormat.Depth16Unorm;
  43507. break;
  43508. case UnsignedIntType:
  43509. formatGPU = GPUTextureFormat.Depth24Plus;
  43510. break;
  43511. case FloatType:
  43512. formatGPU = GPUTextureFormat.Depth32Float;
  43513. break;
  43514. default:
  43515. console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
  43516. }
  43517. break;
  43518. case DepthStencilFormat:
  43519. switch ( type ) {
  43520. case UnsignedInt248Type:
  43521. formatGPU = GPUTextureFormat.Depth24PlusStencil8;
  43522. break;
  43523. case FloatType:
  43524. if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
  43525. console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
  43526. }
  43527. formatGPU = GPUTextureFormat.Depth32FloatStencil8;
  43528. break;
  43529. default:
  43530. console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
  43531. }
  43532. break;
  43533. case RedIntegerFormat:
  43534. switch ( type ) {
  43535. case IntType:
  43536. formatGPU = GPUTextureFormat.R32Sint;
  43537. break;
  43538. case UnsignedIntType:
  43539. formatGPU = GPUTextureFormat.R32Uint;
  43540. break;
  43541. default:
  43542. console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
  43543. }
  43544. break;
  43545. case RGIntegerFormat:
  43546. switch ( type ) {
  43547. case IntType:
  43548. formatGPU = GPUTextureFormat.RG32Sint;
  43549. break;
  43550. case UnsignedIntType:
  43551. formatGPU = GPUTextureFormat.RG32Uint;
  43552. break;
  43553. default:
  43554. console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
  43555. }
  43556. break;
  43557. case RGBAIntegerFormat:
  43558. switch ( type ) {
  43559. case IntType:
  43560. formatGPU = GPUTextureFormat.RGBA32Sint;
  43561. break;
  43562. case UnsignedIntType:
  43563. formatGPU = GPUTextureFormat.RGBA32Uint;
  43564. break;
  43565. default:
  43566. console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
  43567. }
  43568. break;
  43569. default:
  43570. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  43571. }
  43572. }
  43573. return formatGPU;
  43574. }
  43575. const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
  43576. const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
  43577. const wgslTypeLib$1 = {
  43578. 'f32': 'float',
  43579. 'i32': 'int',
  43580. 'u32': 'uint',
  43581. 'bool': 'bool',
  43582. 'vec2<f32>': 'vec2',
  43583. 'vec2<i32>': 'ivec2',
  43584. 'vec2<u32>': 'uvec2',
  43585. 'vec2<bool>': 'bvec2',
  43586. 'vec2f': 'vec2',
  43587. 'vec2i': 'ivec2',
  43588. 'vec2u': 'uvec2',
  43589. 'vec2b': 'bvec2',
  43590. 'vec3<f32>': 'vec3',
  43591. 'vec3<i32>': 'ivec3',
  43592. 'vec3<u32>': 'uvec3',
  43593. 'vec3<bool>': 'bvec3',
  43594. 'vec3f': 'vec3',
  43595. 'vec3i': 'ivec3',
  43596. 'vec3u': 'uvec3',
  43597. 'vec3b': 'bvec3',
  43598. 'vec4<f32>': 'vec4',
  43599. 'vec4<i32>': 'ivec4',
  43600. 'vec4<u32>': 'uvec4',
  43601. 'vec4<bool>': 'bvec4',
  43602. 'vec4f': 'vec4',
  43603. 'vec4i': 'ivec4',
  43604. 'vec4u': 'uvec4',
  43605. 'vec4b': 'bvec4',
  43606. 'mat2x2<f32>': 'mat2',
  43607. 'mat2x2f': 'mat2',
  43608. 'mat3x3<f32>': 'mat3',
  43609. 'mat3x3f': 'mat3',
  43610. 'mat4x4<f32>': 'mat4',
  43611. 'mat4x4f': 'mat4',
  43612. 'sampler': 'sampler',
  43613. 'texture_1d': 'texture',
  43614. 'texture_2d': 'texture',
  43615. 'texture_2d_array': 'texture',
  43616. 'texture_multisampled_2d': 'cubeTexture',
  43617. 'texture_depth_2d': 'depthTexture',
  43618. 'texture_3d': 'texture3D',
  43619. 'texture_cube': 'cubeTexture',
  43620. 'texture_cube_array': 'cubeTexture',
  43621. 'texture_storage_1d': 'storageTexture',
  43622. 'texture_storage_2d': 'storageTexture',
  43623. 'texture_storage_2d_array': 'storageTexture',
  43624. 'texture_storage_3d': 'storageTexture'
  43625. };
  43626. const parse = ( source ) => {
  43627. source = source.trim();
  43628. const declaration = source.match( declarationRegexp );
  43629. if ( declaration !== null && declaration.length === 4 ) {
  43630. const inputsCode = declaration[ 2 ];
  43631. const propsMatches = [];
  43632. let match = null;
  43633. while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
  43634. propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
  43635. }
  43636. // Process matches to correctly pair names and types
  43637. const inputs = [];
  43638. for ( let i = 0; i < propsMatches.length; i ++ ) {
  43639. const { name, type } = propsMatches[ i ];
  43640. let resolvedType = type;
  43641. if ( resolvedType.startsWith( 'texture' ) ) {
  43642. resolvedType = type.split( '<' )[ 0 ];
  43643. }
  43644. resolvedType = wgslTypeLib$1[ resolvedType ] || resolvedType;
  43645. inputs.push( new NodeFunctionInput( resolvedType, name ) );
  43646. }
  43647. const blockCode = source.substring( declaration[ 0 ].length );
  43648. const outputType = declaration[ 3 ] || 'void';
  43649. const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  43650. const type = wgslTypeLib$1[ outputType ] || outputType;
  43651. return {
  43652. type,
  43653. inputs,
  43654. name,
  43655. inputsCode,
  43656. blockCode,
  43657. outputType
  43658. };
  43659. } else {
  43660. throw new Error( 'FunctionNode: Function is not a WGSL code.' );
  43661. }
  43662. };
  43663. class WGSLNodeFunction extends NodeFunction {
  43664. constructor( source ) {
  43665. const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
  43666. super( type, inputs, name );
  43667. this.inputsCode = inputsCode;
  43668. this.blockCode = blockCode;
  43669. this.outputType = outputType;
  43670. }
  43671. getCode( name = this.name ) {
  43672. const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
  43673. return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
  43674. }
  43675. }
  43676. class WGSLNodeParser extends NodeParser {
  43677. parseFunction( source ) {
  43678. return new WGSLNodeFunction( source );
  43679. }
  43680. }
  43681. // GPUShaderStage is not defined in browsers not supporting WebGPU
  43682. const GPUShaderStage = self.GPUShaderStage;
  43683. const gpuShaderStageLib = {
  43684. 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
  43685. 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
  43686. 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
  43687. };
  43688. const supports = {
  43689. instance: true,
  43690. swizzleAssign: false,
  43691. storageBuffer: true
  43692. };
  43693. const wgslFnOpLib = {
  43694. '^^': 'tsl_xor'
  43695. };
  43696. const wgslTypeLib = {
  43697. float: 'f32',
  43698. int: 'i32',
  43699. uint: 'u32',
  43700. bool: 'bool',
  43701. color: 'vec3<f32>',
  43702. vec2: 'vec2<f32>',
  43703. ivec2: 'vec2<i32>',
  43704. uvec2: 'vec2<u32>',
  43705. bvec2: 'vec2<bool>',
  43706. vec3: 'vec3<f32>',
  43707. ivec3: 'vec3<i32>',
  43708. uvec3: 'vec3<u32>',
  43709. bvec3: 'vec3<bool>',
  43710. vec4: 'vec4<f32>',
  43711. ivec4: 'vec4<i32>',
  43712. uvec4: 'vec4<u32>',
  43713. bvec4: 'vec4<bool>',
  43714. mat2: 'mat2x2<f32>',
  43715. imat2: 'mat2x2<i32>',
  43716. umat2: 'mat2x2<u32>',
  43717. bmat2: 'mat2x2<bool>',
  43718. mat3: 'mat3x3<f32>',
  43719. imat3: 'mat3x3<i32>',
  43720. umat3: 'mat3x3<u32>',
  43721. bmat3: 'mat3x3<bool>',
  43722. mat4: 'mat4x4<f32>',
  43723. imat4: 'mat4x4<i32>',
  43724. umat4: 'mat4x4<u32>',
  43725. bmat4: 'mat4x4<bool>'
  43726. };
  43727. const wgslPolyfill = {
  43728. tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
  43729. mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
  43730. mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
  43731. mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
  43732. mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
  43733. equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
  43734. equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
  43735. equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
  43736. equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
  43737. repeatWrapping: new CodeNode( `
  43738. fn tsl_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
  43739. let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
  43740. return ( ( uvScaled % dimension ) + dimension ) % dimension;
  43741. }
  43742. ` ),
  43743. biquadraticTexture: new CodeNode( `
  43744. fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, level : i32 ) -> vec4f {
  43745. let res = vec2f( textureDimensions( map, level ) );
  43746. let uvScaled = coord * res;
  43747. let uvWrapping = ( ( uvScaled % res ) + res ) % res;
  43748. // https://www.shadertoy.com/view/WtyXRy
  43749. let uv = uvWrapping - 0.5;
  43750. let iuv = floor( uv );
  43751. let f = fract( uv );
  43752. let rg1 = textureLoad( map, vec2i( iuv + vec2( 0.5, 0.5 ) ), level );
  43753. let rg2 = textureLoad( map, vec2i( iuv + vec2( 1.5, 0.5 ) ), level );
  43754. let rg3 = textureLoad( map, vec2i( iuv + vec2( 0.5, 1.5 ) ), level );
  43755. let rg4 = textureLoad( map, vec2i( iuv + vec2( 1.5, 1.5 ) ), level );
  43756. return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
  43757. }
  43758. ` )
  43759. };
  43760. const wgslMethods = {
  43761. dFdx: 'dpdx',
  43762. dFdy: '- dpdy',
  43763. mod_float: 'tsl_mod_float',
  43764. mod_vec2: 'tsl_mod_vec2',
  43765. mod_vec3: 'tsl_mod_vec3',
  43766. mod_vec4: 'tsl_mod_vec4',
  43767. equals_bool: 'tsl_equals_bool',
  43768. equals_bvec2: 'tsl_equals_bvec2',
  43769. equals_bvec3: 'tsl_equals_bvec3',
  43770. equals_bvec4: 'tsl_equals_bvec4',
  43771. inversesqrt: 'inverseSqrt',
  43772. bitcast: 'bitcast<f32>'
  43773. };
  43774. // WebGPU issue: does not support pow() with negative base on Windows
  43775. if ( /Windows/g.test( navigator.userAgent ) ) {
  43776. wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' );
  43777. wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] );
  43778. wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] );
  43779. wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] );
  43780. wgslMethods.pow_float = 'tsl_pow_float';
  43781. wgslMethods.pow_vec2 = 'tsl_pow_vec2';
  43782. wgslMethods.pow_vec3 = 'tsl_pow_vec3';
  43783. wgslMethods.pow_vec4 = 'tsl_pow_vec4';
  43784. }
  43785. //
  43786. let diagnostics = '';
  43787. if ( /Firefox/g.test( navigator.userAgent ) !== true ) {
  43788. diagnostics += 'diagnostic( off, derivative_uniformity );\n';
  43789. }
  43790. //
  43791. class WGSLNodeBuilder extends NodeBuilder {
  43792. constructor( object, renderer ) {
  43793. super( object, renderer, new WGSLNodeParser() );
  43794. this.uniformGroups = {};
  43795. this.builtins = {};
  43796. this.directives = {};
  43797. this.scopedArrays = new Map();
  43798. }
  43799. needsToWorkingColorSpace( texture ) {
  43800. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  43801. }
  43802. _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43803. if ( shaderStage === 'fragment' ) {
  43804. if ( depthSnippet ) {
  43805. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
  43806. } else {
  43807. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
  43808. }
  43809. } else if ( this.isFilteredTexture( texture ) ) {
  43810. return this.generateFilteredTexture( texture, textureProperty, uvSnippet );
  43811. } else {
  43812. return this.generateTextureLod( texture, textureProperty, uvSnippet, '0' );
  43813. }
  43814. }
  43815. _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  43816. if ( shaderStage === 'fragment' ) {
  43817. return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
  43818. } else {
  43819. console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
  43820. }
  43821. }
  43822. _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43823. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
  43824. return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
  43825. } else if ( this.isFilteredTexture( texture ) ) {
  43826. return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet );
  43827. } else {
  43828. return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet );
  43829. }
  43830. }
  43831. generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  43832. this._include( 'biquadraticTexture' );
  43833. return `tsl_biquadraticTexture( ${ textureProperty }, ${ uvSnippet }, i32( ${ levelSnippet } ) )`;
  43834. }
  43835. generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
  43836. this._include( 'repeatWrapping' );
  43837. const dimension = texture.isMultisampleRenderTargetTexture === true ? `textureDimensions( ${ textureProperty } )` : `textureDimensions( ${ textureProperty }, 0 )`;
  43838. return `textureLoad( ${ textureProperty }, tsl_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`;
  43839. }
  43840. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
  43841. if ( depthSnippet ) {
  43842. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;
  43843. } else {
  43844. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  43845. }
  43846. }
  43847. generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
  43848. return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
  43849. }
  43850. isUnfilterable( texture ) {
  43851. return this.getComponentTypeFromTexture( texture ) !== 'float' || ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) || texture.isMultisampleRenderTargetTexture === true;
  43852. }
  43853. generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43854. let snippet = null;
  43855. if ( texture.isVideoTexture === true ) {
  43856. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  43857. } else if ( this.isUnfilterable( texture ) ) {
  43858. snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage );
  43859. } else {
  43860. snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
  43861. }
  43862. return snippet;
  43863. }
  43864. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43865. if ( shaderStage === 'fragment' ) {
  43866. // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
  43867. return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  43868. } else {
  43869. console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
  43870. }
  43871. }
  43872. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43873. if ( shaderStage === 'fragment' ) {
  43874. return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
  43875. } else {
  43876. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  43877. }
  43878. }
  43879. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43880. let snippet = null;
  43881. if ( texture.isVideoTexture === true ) {
  43882. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  43883. } else {
  43884. snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
  43885. }
  43886. return snippet;
  43887. }
  43888. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  43889. if ( shaderStage === 'fragment' ) {
  43890. return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;
  43891. } else {
  43892. console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );
  43893. }
  43894. }
  43895. getPropertyName( node, shaderStage = this.shaderStage ) {
  43896. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  43897. if ( shaderStage === 'vertex' ) {
  43898. return `varyings.${ node.name }`;
  43899. }
  43900. } else if ( node.isNodeUniform === true ) {
  43901. const name = node.name;
  43902. const type = node.type;
  43903. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  43904. return name;
  43905. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  43906. return `NodeBuffer_${ node.id }.${name}`;
  43907. } else {
  43908. return node.groupNode.name + '.' + name;
  43909. }
  43910. }
  43911. return super.getPropertyName( node );
  43912. }
  43913. getOutputStructName() {
  43914. return 'output';
  43915. }
  43916. _getUniformGroupCount( shaderStage ) {
  43917. return Object.keys( this.uniforms[ shaderStage ] ).length;
  43918. }
  43919. getFunctionOperator( op ) {
  43920. const fnOp = wgslFnOpLib[ op ];
  43921. if ( fnOp !== undefined ) {
  43922. this._include( fnOp );
  43923. return fnOp;
  43924. }
  43925. return null;
  43926. }
  43927. getStorageAccess( node ) {
  43928. if ( node.isStorageTextureNode ) {
  43929. switch ( node.access ) {
  43930. case GPUStorageTextureAccess.ReadOnly:
  43931. return 'read';
  43932. case GPUStorageTextureAccess.WriteOnly:
  43933. return 'write';
  43934. default:
  43935. return 'read_write';
  43936. }
  43937. } else {
  43938. switch ( node.access ) {
  43939. case GPUBufferBindingType.Storage:
  43940. return 'read_write';
  43941. case GPUBufferBindingType.ReadOnlyStorage:
  43942. return 'read';
  43943. default:
  43944. return 'write';
  43945. }
  43946. }
  43947. }
  43948. getUniformFromNode( node, type, shaderStage, name = null ) {
  43949. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  43950. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  43951. if ( nodeData.uniformGPU === undefined ) {
  43952. let uniformGPU;
  43953. const group = node.groupNode;
  43954. const groupName = group.name;
  43955. const bindings = this.getBindGroupArray( groupName, shaderStage );
  43956. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  43957. let texture = null;
  43958. if ( type === 'texture' || type === 'storageTexture' ) {
  43959. texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43960. } else if ( type === 'cubeTexture' ) {
  43961. texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43962. } else if ( type === 'texture3D' ) {
  43963. texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, node.access ? node.access : null );
  43964. }
  43965. texture.store = node.isStorageTextureNode === true;
  43966. texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43967. if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
  43968. const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group );
  43969. sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43970. bindings.push( sampler, texture );
  43971. uniformGPU = [ sampler, texture ];
  43972. } else {
  43973. bindings.push( texture );
  43974. uniformGPU = [ texture ];
  43975. }
  43976. } else if ( type === 'buffer' || type === 'storageBuffer' ) {
  43977. const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer;
  43978. const buffer = new bufferClass( node, group );
  43979. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43980. bindings.push( buffer );
  43981. uniformGPU = buffer;
  43982. } else {
  43983. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  43984. let uniformsGroup = uniformsStage[ groupName ];
  43985. if ( uniformsGroup === undefined ) {
  43986. uniformsGroup = new NodeUniformsGroup( groupName, group );
  43987. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43988. uniformsStage[ groupName ] = uniformsGroup;
  43989. bindings.push( uniformsGroup );
  43990. }
  43991. uniformGPU = this.getNodeUniform( uniformNode, type );
  43992. uniformsGroup.addUniform( uniformGPU );
  43993. }
  43994. nodeData.uniformGPU = uniformGPU;
  43995. }
  43996. return uniformNode;
  43997. }
  43998. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  43999. const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
  44000. if ( map.has( name ) === false ) {
  44001. map.set( name, {
  44002. name,
  44003. property,
  44004. type
  44005. } );
  44006. }
  44007. return property;
  44008. }
  44009. getVertexIndex() {
  44010. if ( this.shaderStage === 'vertex' ) {
  44011. return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
  44012. }
  44013. return 'vertexIndex';
  44014. }
  44015. buildFunctionCode( shaderNode ) {
  44016. const layout = shaderNode.layout;
  44017. const flowData = this.flowShaderNode( shaderNode );
  44018. const parameters = [];
  44019. for ( const input of layout.inputs ) {
  44020. parameters.push( input.name + ' : ' + this.getType( input.type ) );
  44021. }
  44022. //
  44023. let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
  44024. ${ flowData.vars }
  44025. ${ flowData.code }
  44026. `;
  44027. if ( flowData.result ) {
  44028. code += `\treturn ${ flowData.result };\n`;
  44029. }
  44030. code += '\n}\n';
  44031. //
  44032. return code;
  44033. }
  44034. getInstanceIndex() {
  44035. if ( this.shaderStage === 'vertex' ) {
  44036. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  44037. }
  44038. return 'instanceIndex';
  44039. }
  44040. getInvocationLocalIndex() {
  44041. return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );
  44042. }
  44043. getSubgroupSize() {
  44044. this.enableSubGroups();
  44045. return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  44046. }
  44047. getSubgroupIndex() {
  44048. this.enableSubGroups();
  44049. return this.getBuiltin( 'subgroup_invocation_id', 'subgroupIndex', 'u32', 'attribute' );
  44050. }
  44051. getDrawIndex() {
  44052. return null;
  44053. }
  44054. getFrontFacing() {
  44055. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  44056. }
  44057. getFragCoord() {
  44058. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';
  44059. }
  44060. getFragDepth() {
  44061. return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
  44062. }
  44063. isFlipY() {
  44064. return false;
  44065. }
  44066. enableDirective( name, shaderStage = this.shaderStage ) {
  44067. const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
  44068. stage.add( name );
  44069. }
  44070. getDirectives( shaderStage ) {
  44071. const snippets = [];
  44072. const directives = this.directives[ shaderStage ];
  44073. if ( directives !== undefined ) {
  44074. for ( const directive of directives ) {
  44075. snippets.push( `enable ${directive};` );
  44076. }
  44077. }
  44078. return snippets.join( '\n' );
  44079. }
  44080. enableSubGroups() {
  44081. this.enableDirective( 'subgroups' );
  44082. }
  44083. enableSubgroupsF16() {
  44084. this.enableDirective( 'subgroups-f16' );
  44085. }
  44086. enableClipDistances() {
  44087. this.enableDirective( 'clip_distances' );
  44088. }
  44089. enableShaderF16() {
  44090. this.enableDirective( 'f16' );
  44091. }
  44092. enableDualSourceBlending() {
  44093. this.enableDirective( 'dual_source_blending' );
  44094. }
  44095. getBuiltins( shaderStage ) {
  44096. const snippets = [];
  44097. const builtins = this.builtins[ shaderStage ];
  44098. if ( builtins !== undefined ) {
  44099. for ( const { name, property, type } of builtins.values() ) {
  44100. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  44101. }
  44102. }
  44103. return snippets.join( ',\n\t' );
  44104. }
  44105. getScopedArray( name, scope, bufferType, bufferCount ) {
  44106. if ( this.scopedArrays.has( name ) === false ) {
  44107. this.scopedArrays.set( name, {
  44108. name,
  44109. scope,
  44110. bufferType,
  44111. bufferCount
  44112. } );
  44113. }
  44114. return name;
  44115. }
  44116. getScopedArrays( shaderStage ) {
  44117. if ( shaderStage !== 'compute' ) {
  44118. return;
  44119. }
  44120. const snippets = [];
  44121. for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) {
  44122. const type = this.getType( bufferType );
  44123. snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` );
  44124. }
  44125. return snippets.join( '\n' );
  44126. }
  44127. getAttributes( shaderStage ) {
  44128. const snippets = [];
  44129. if ( shaderStage === 'compute' ) {
  44130. this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
  44131. this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
  44132. this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
  44133. this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );
  44134. }
  44135. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  44136. const builtins = this.getBuiltins( 'attribute' );
  44137. if ( builtins ) snippets.push( builtins );
  44138. const attributes = this.getAttributesArray();
  44139. for ( let index = 0, length = attributes.length; index < length; index ++ ) {
  44140. const attribute = attributes[ index ];
  44141. const name = attribute.name;
  44142. const type = this.getType( attribute.type );
  44143. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  44144. }
  44145. }
  44146. return snippets.join( ',\n\t' );
  44147. }
  44148. getStructMembers( struct ) {
  44149. const snippets = [];
  44150. const members = struct.getMemberTypes();
  44151. for ( let i = 0; i < members.length; i ++ ) {
  44152. const member = members[ i ];
  44153. snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
  44154. }
  44155. const builtins = this.getBuiltins( 'output' );
  44156. if ( builtins ) snippets.push( '\t' + builtins );
  44157. return snippets.join( ',\n' );
  44158. }
  44159. getStructs( shaderStage ) {
  44160. const snippets = [];
  44161. const structs = this.structs[ shaderStage ];
  44162. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  44163. const struct = structs[ index ];
  44164. const name = struct.name;
  44165. let snippet = `\struct ${ name } {\n`;
  44166. snippet += this.getStructMembers( struct );
  44167. snippet += '\n}';
  44168. snippets.push( snippet );
  44169. snippets.push( `\nvar<private> output : ${ name };\n\n` );
  44170. }
  44171. return snippets.join( '\n\n' );
  44172. }
  44173. getVar( type, name ) {
  44174. return `var ${ name } : ${ this.getType( type ) }`;
  44175. }
  44176. getVars( shaderStage ) {
  44177. const snippets = [];
  44178. const vars = this.vars[ shaderStage ];
  44179. if ( vars !== undefined ) {
  44180. for ( const variable of vars ) {
  44181. snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
  44182. }
  44183. }
  44184. return `\n${ snippets.join( '\n' ) }\n`;
  44185. }
  44186. getVaryings( shaderStage ) {
  44187. const snippets = [];
  44188. if ( shaderStage === 'vertex' ) {
  44189. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  44190. }
  44191. if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
  44192. const varyings = this.varyings;
  44193. const vars = this.vars[ shaderStage ];
  44194. for ( let index = 0; index < varyings.length; index ++ ) {
  44195. const varying = varyings[ index ];
  44196. if ( varying.needsInterpolation ) {
  44197. let attributesSnippet = `@location( ${index} )`;
  44198. if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
  44199. attributesSnippet += ' @interpolate( flat )';
  44200. }
  44201. snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
  44202. } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
  44203. vars.push( varying );
  44204. }
  44205. }
  44206. }
  44207. const builtins = this.getBuiltins( shaderStage );
  44208. if ( builtins ) snippets.push( builtins );
  44209. const code = snippets.join( ',\n\t' );
  44210. return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
  44211. }
  44212. getUniforms( shaderStage ) {
  44213. const uniforms = this.uniforms[ shaderStage ];
  44214. const bindingSnippets = [];
  44215. const bufferSnippets = [];
  44216. const structSnippets = [];
  44217. const uniformGroups = {};
  44218. for ( const uniform of uniforms ) {
  44219. const groupName = uniform.groupNode.name;
  44220. const uniformIndexes = this.bindingsIndexes[ groupName ];
  44221. if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {
  44222. const texture = uniform.node.value;
  44223. if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) {
  44224. if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
  44225. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );
  44226. } else {
  44227. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );
  44228. }
  44229. }
  44230. let textureType;
  44231. let multisampled = '';
  44232. if ( texture.isMultisampleRenderTargetTexture === true ) {
  44233. multisampled = '_multisampled';
  44234. }
  44235. if ( texture.isCubeTexture === true ) {
  44236. textureType = 'texture_cube<f32>';
  44237. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  44238. textureType = 'texture_2d_array<f32>';
  44239. } else if ( texture.isDepthTexture === true ) {
  44240. textureType = `texture_depth${multisampled}_2d`;
  44241. } else if ( texture.isVideoTexture === true ) {
  44242. textureType = 'texture_external';
  44243. } else if ( texture.isData3DTexture === true ) {
  44244. textureType = 'texture_3d<f32>';
  44245. } else if ( uniform.node.isStorageTextureNode === true ) {
  44246. const format = getFormat( texture );
  44247. const access = this.getStorageAccess( uniform.node );
  44248. textureType = `texture_storage_2d<${ format }, ${ access }>`;
  44249. } else {
  44250. const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
  44251. textureType = `texture${multisampled}_2d<${ componentPrefix }32>`;
  44252. }
  44253. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );
  44254. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
  44255. const bufferNode = uniform.node;
  44256. const bufferType = this.getType( bufferNode.bufferType );
  44257. const bufferCount = bufferNode.bufferCount;
  44258. const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
  44259. const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${bufferType}>` : `${bufferType}`;
  44260. const bufferSnippet = `\t${ uniform.name } : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >\n`;
  44261. const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode ) }` : 'uniform';
  44262. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );
  44263. } else {
  44264. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  44265. const groupName = uniform.groupNode.name;
  44266. const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
  44267. index: uniformIndexes.binding ++,
  44268. id: uniformIndexes.group,
  44269. snippets: []
  44270. } );
  44271. group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
  44272. }
  44273. }
  44274. for ( const name in uniformGroups ) {
  44275. const group = uniformGroups[ name ];
  44276. structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );
  44277. }
  44278. let code = bindingSnippets.join( '\n' );
  44279. code += bufferSnippets.join( '\n' );
  44280. code += structSnippets.join( '\n' );
  44281. return code;
  44282. }
  44283. buildCode() {
  44284. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  44285. this.sortBindingGroups();
  44286. for ( const shaderStage in shadersData ) {
  44287. const stageData = shadersData[ shaderStage ];
  44288. stageData.uniforms = this.getUniforms( shaderStage );
  44289. stageData.attributes = this.getAttributes( shaderStage );
  44290. stageData.varyings = this.getVaryings( shaderStage );
  44291. stageData.structs = this.getStructs( shaderStage );
  44292. stageData.vars = this.getVars( shaderStage );
  44293. stageData.codes = this.getCodes( shaderStage );
  44294. stageData.directives = this.getDirectives( shaderStage );
  44295. stageData.scopedArrays = this.getScopedArrays( shaderStage );
  44296. //
  44297. let flow = '// code\n\n';
  44298. flow += this.flowCode[ shaderStage ];
  44299. const flowNodes = this.flowNodes[ shaderStage ];
  44300. const mainNode = flowNodes[ flowNodes.length - 1 ];
  44301. const outputNode = mainNode.outputNode;
  44302. const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
  44303. for ( const node of flowNodes ) {
  44304. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  44305. const slotName = node.name;
  44306. if ( slotName ) {
  44307. if ( flow.length > 0 ) flow += '\n';
  44308. flow += `\t// flow -> ${ slotName }\n\t`;
  44309. }
  44310. flow += `${ flowSlotData.code }\n\t`;
  44311. if ( node === mainNode && shaderStage !== 'compute' ) {
  44312. flow += '// result\n\n\t';
  44313. if ( shaderStage === 'vertex' ) {
  44314. flow += `varyings.Vertex = ${ flowSlotData.result };`;
  44315. } else if ( shaderStage === 'fragment' ) {
  44316. if ( isOutputStruct ) {
  44317. stageData.returnType = outputNode.nodeType;
  44318. flow += `return ${ flowSlotData.result };`;
  44319. } else {
  44320. let structSnippet = '\t@location(0) color: vec4<f32>';
  44321. const builtins = this.getBuiltins( 'output' );
  44322. if ( builtins ) structSnippet += ',\n\t' + builtins;
  44323. stageData.returnType = 'OutputStruct';
  44324. stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
  44325. stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
  44326. flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
  44327. }
  44328. }
  44329. }
  44330. }
  44331. stageData.flow = flow;
  44332. }
  44333. if ( this.material !== null ) {
  44334. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  44335. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  44336. } else {
  44337. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  44338. }
  44339. }
  44340. getMethod( method, output = null ) {
  44341. let wgslMethod;
  44342. if ( output !== null ) {
  44343. wgslMethod = this._getWGSLMethod( method + '_' + output );
  44344. }
  44345. if ( wgslMethod === undefined ) {
  44346. wgslMethod = this._getWGSLMethod( method );
  44347. }
  44348. return wgslMethod || method;
  44349. }
  44350. getType( type ) {
  44351. return wgslTypeLib[ type ] || type;
  44352. }
  44353. isAvailable( name ) {
  44354. let result = supports[ name ];
  44355. if ( result === undefined ) {
  44356. if ( name === 'float32Filterable' ) {
  44357. result = this.renderer.hasFeature( 'float32-filterable' );
  44358. }
  44359. supports[ name ] = result;
  44360. }
  44361. return result;
  44362. }
  44363. _getWGSLMethod( method ) {
  44364. if ( wgslPolyfill[ method ] !== undefined ) {
  44365. this._include( method );
  44366. }
  44367. return wgslMethods[ method ];
  44368. }
  44369. _include( name ) {
  44370. const codeNode = wgslPolyfill[ name ];
  44371. codeNode.build( this );
  44372. if ( this.currentFunctionNode !== null ) {
  44373. this.currentFunctionNode.includes.push( codeNode );
  44374. }
  44375. return codeNode;
  44376. }
  44377. _getWGSLVertexCode( shaderData ) {
  44378. return `${ this.getSignature() }
  44379. // directives
  44380. ${shaderData.directives}
  44381. // uniforms
  44382. ${shaderData.uniforms}
  44383. // varyings
  44384. ${shaderData.varyings}
  44385. var<private> varyings : VaryingsStruct;
  44386. // codes
  44387. ${shaderData.codes}
  44388. @vertex
  44389. fn main( ${shaderData.attributes} ) -> VaryingsStruct {
  44390. // vars
  44391. ${shaderData.vars}
  44392. // flow
  44393. ${shaderData.flow}
  44394. return varyings;
  44395. }
  44396. `;
  44397. }
  44398. _getWGSLFragmentCode( shaderData ) {
  44399. return `${ this.getSignature() }
  44400. // global
  44401. ${ diagnostics }
  44402. // uniforms
  44403. ${shaderData.uniforms}
  44404. // structs
  44405. ${shaderData.structs}
  44406. // codes
  44407. ${shaderData.codes}
  44408. @fragment
  44409. fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
  44410. // vars
  44411. ${shaderData.vars}
  44412. // flow
  44413. ${shaderData.flow}
  44414. }
  44415. `;
  44416. }
  44417. _getWGSLComputeCode( shaderData, workgroupSize ) {
  44418. return `${ this.getSignature() }
  44419. // directives
  44420. ${shaderData.directives}
  44421. // system
  44422. var<private> instanceIndex : u32;
  44423. // locals
  44424. ${shaderData.scopedArrays}
  44425. // uniforms
  44426. ${shaderData.uniforms}
  44427. // codes
  44428. ${shaderData.codes}
  44429. @compute @workgroup_size( ${workgroupSize} )
  44430. fn main( ${shaderData.attributes} ) {
  44431. // system
  44432. instanceIndex = id.x + id.y * numWorkgroups.x * u32(${workgroupSize}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});
  44433. // vars
  44434. ${shaderData.vars}
  44435. // flow
  44436. ${shaderData.flow}
  44437. }
  44438. `;
  44439. }
  44440. _getWGSLStruct( name, vars ) {
  44441. return `
  44442. struct ${name} {
  44443. ${vars}
  44444. };`;
  44445. }
  44446. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  44447. const structName = name + 'Struct';
  44448. const structSnippet = this._getWGSLStruct( structName, vars );
  44449. return `${structSnippet}
  44450. @binding( ${binding} ) @group( ${group} )
  44451. var<${access}> ${name} : ${structName};`;
  44452. }
  44453. }
  44454. class WebGPUUtils {
  44455. constructor( backend ) {
  44456. this.backend = backend;
  44457. }
  44458. getCurrentDepthStencilFormat( renderContext ) {
  44459. let format;
  44460. if ( renderContext.depthTexture !== null ) {
  44461. format = this.getTextureFormatGPU( renderContext.depthTexture );
  44462. } else if ( renderContext.depth && renderContext.stencil ) {
  44463. format = GPUTextureFormat.Depth24PlusStencil8;
  44464. } else if ( renderContext.depth ) {
  44465. format = GPUTextureFormat.Depth24Plus;
  44466. }
  44467. return format;
  44468. }
  44469. getTextureFormatGPU( texture ) {
  44470. return this.backend.get( texture ).format;
  44471. }
  44472. getCurrentColorFormat( renderContext ) {
  44473. let format;
  44474. if ( renderContext.textures !== null ) {
  44475. format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );
  44476. } else {
  44477. format = this.getPreferredCanvasFormat(); // default context format
  44478. }
  44479. return format;
  44480. }
  44481. getCurrentColorSpace( renderContext ) {
  44482. if ( renderContext.textures !== null ) {
  44483. return renderContext.textures[ 0 ].colorSpace;
  44484. }
  44485. return this.backend.renderer.outputColorSpace;
  44486. }
  44487. getPrimitiveTopology( object, material ) {
  44488. if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
  44489. else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
  44490. else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
  44491. else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;
  44492. }
  44493. getSampleCount( sampleCount ) {
  44494. let count = 1;
  44495. if ( sampleCount > 1 ) {
  44496. // WebGPU only supports power-of-two sample counts and 2 is not a valid value
  44497. count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) );
  44498. if ( count === 2 ) {
  44499. count = 4;
  44500. }
  44501. }
  44502. return count;
  44503. }
  44504. getSampleCountRenderContext( renderContext ) {
  44505. if ( renderContext.textures !== null ) {
  44506. return this.getSampleCount( renderContext.sampleCount );
  44507. }
  44508. return this.getSampleCount( this.backend.renderer.samples );
  44509. }
  44510. getPreferredCanvasFormat() {
  44511. // TODO: Remove this check when Quest 34.5 is out
  44512. // https://github.com/mrdoob/three.js/pull/29221/files#r1731833949
  44513. if ( navigator.userAgent.includes( 'Quest' ) ) {
  44514. return GPUTextureFormat.BGRA8Unorm;
  44515. } else {
  44516. return navigator.gpu.getPreferredCanvasFormat();
  44517. }
  44518. }
  44519. }
  44520. const typedArraysToVertexFormatPrefix = new Map( [
  44521. [ Int8Array, [ 'sint8', 'snorm8' ]],
  44522. [ Uint8Array, [ 'uint8', 'unorm8' ]],
  44523. [ Int16Array, [ 'sint16', 'snorm16' ]],
  44524. [ Uint16Array, [ 'uint16', 'unorm16' ]],
  44525. [ Int32Array, [ 'sint32', 'snorm32' ]],
  44526. [ Uint32Array, [ 'uint32', 'unorm32' ]],
  44527. [ Float32Array, [ 'float32', ]],
  44528. ] );
  44529. const typedAttributeToVertexFormatPrefix = new Map( [
  44530. [ Float16BufferAttribute, [ 'float16', ]],
  44531. ] );
  44532. const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
  44533. [ Int32Array, 'sint32' ],
  44534. [ Int16Array, 'sint32' ], // patch for INT16
  44535. [ Uint32Array, 'uint32' ],
  44536. [ Uint16Array, 'uint32' ], // patch for UINT16
  44537. [ Float32Array, 'float32' ]
  44538. ] );
  44539. class WebGPUAttributeUtils {
  44540. constructor( backend ) {
  44541. this.backend = backend;
  44542. }
  44543. createAttribute( attribute, usage ) {
  44544. const bufferAttribute = this._getBufferAttribute( attribute );
  44545. const backend = this.backend;
  44546. const bufferData = backend.get( bufferAttribute );
  44547. let buffer = bufferData.buffer;
  44548. if ( buffer === undefined ) {
  44549. const device = backend.device;
  44550. let array = bufferAttribute.array;
  44551. // patch for INT16 and UINT16
  44552. if ( attribute.normalized === false && ( array.constructor === Int16Array || array.constructor === Uint16Array ) ) {
  44553. const tempArray = new Uint32Array( array.length );
  44554. for ( let i = 0; i < array.length; i ++ ) {
  44555. tempArray[ i ] = array[ i ];
  44556. }
  44557. array = tempArray;
  44558. }
  44559. bufferAttribute.array = array;
  44560. if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {
  44561. array = new array.constructor( bufferAttribute.count * 4 );
  44562. for ( let i = 0; i < bufferAttribute.count; i ++ ) {
  44563. array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
  44564. }
  44565. // Update BufferAttribute
  44566. bufferAttribute.itemSize = 4;
  44567. bufferAttribute.array = array;
  44568. }
  44569. const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441
  44570. buffer = device.createBuffer( {
  44571. label: bufferAttribute.name,
  44572. size: size,
  44573. usage: usage,
  44574. mappedAtCreation: true
  44575. } );
  44576. new array.constructor( buffer.getMappedRange() ).set( array );
  44577. buffer.unmap();
  44578. bufferData.buffer = buffer;
  44579. }
  44580. }
  44581. updateAttribute( attribute ) {
  44582. const bufferAttribute = this._getBufferAttribute( attribute );
  44583. const backend = this.backend;
  44584. const device = backend.device;
  44585. const buffer = backend.get( bufferAttribute ).buffer;
  44586. const array = bufferAttribute.array;
  44587. const updateRanges = bufferAttribute.updateRanges;
  44588. if ( updateRanges.length === 0 ) {
  44589. // Not using update ranges
  44590. device.queue.writeBuffer(
  44591. buffer,
  44592. 0,
  44593. array,
  44594. 0
  44595. );
  44596. } else {
  44597. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  44598. const range = updateRanges[ i ];
  44599. device.queue.writeBuffer(
  44600. buffer,
  44601. 0,
  44602. array,
  44603. range.start * array.BYTES_PER_ELEMENT,
  44604. range.count * array.BYTES_PER_ELEMENT
  44605. );
  44606. }
  44607. bufferAttribute.clearUpdateRanges();
  44608. }
  44609. }
  44610. createShaderVertexBuffers( renderObject ) {
  44611. const attributes = renderObject.getAttributes();
  44612. const vertexBuffers = new Map();
  44613. for ( let slot = 0; slot < attributes.length; slot ++ ) {
  44614. const geometryAttribute = attributes[ slot ];
  44615. const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
  44616. const bufferAttribute = this._getBufferAttribute( geometryAttribute );
  44617. let vertexBufferLayout = vertexBuffers.get( bufferAttribute );
  44618. if ( vertexBufferLayout === undefined ) {
  44619. let arrayStride, stepMode;
  44620. if ( geometryAttribute.isInterleavedBufferAttribute === true ) {
  44621. arrayStride = geometryAttribute.data.stride * bytesPerElement;
  44622. stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  44623. } else {
  44624. arrayStride = geometryAttribute.itemSize * bytesPerElement;
  44625. stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  44626. }
  44627. // patch for INT16 and UINT16
  44628. if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {
  44629. arrayStride = 4;
  44630. }
  44631. vertexBufferLayout = {
  44632. arrayStride,
  44633. attributes: [],
  44634. stepMode
  44635. };
  44636. vertexBuffers.set( bufferAttribute, vertexBufferLayout );
  44637. }
  44638. const format = this._getVertexFormat( geometryAttribute );
  44639. const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;
  44640. vertexBufferLayout.attributes.push( {
  44641. shaderLocation: slot,
  44642. offset,
  44643. format
  44644. } );
  44645. }
  44646. return Array.from( vertexBuffers.values() );
  44647. }
  44648. destroyAttribute( attribute ) {
  44649. const backend = this.backend;
  44650. const data = backend.get( this._getBufferAttribute( attribute ) );
  44651. data.buffer.destroy();
  44652. backend.delete( attribute );
  44653. }
  44654. async getArrayBufferAsync( attribute ) {
  44655. const backend = this.backend;
  44656. const device = backend.device;
  44657. const data = backend.get( this._getBufferAttribute( attribute ) );
  44658. const bufferGPU = data.buffer;
  44659. const size = bufferGPU.size;
  44660. const readBufferGPU = device.createBuffer( {
  44661. label: attribute.name,
  44662. size,
  44663. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  44664. } );
  44665. const cmdEncoder = device.createCommandEncoder( {} );
  44666. cmdEncoder.copyBufferToBuffer(
  44667. bufferGPU,
  44668. 0,
  44669. readBufferGPU,
  44670. 0,
  44671. size
  44672. );
  44673. readBufferGPU.unmap();
  44674. const gpuCommands = cmdEncoder.finish();
  44675. device.queue.submit( [ gpuCommands ] );
  44676. await readBufferGPU.mapAsync( GPUMapMode.READ );
  44677. const arrayBuffer = readBufferGPU.getMappedRange();
  44678. return arrayBuffer;
  44679. }
  44680. _getVertexFormat( geometryAttribute ) {
  44681. const { itemSize, normalized } = geometryAttribute;
  44682. const ArrayType = geometryAttribute.array.constructor;
  44683. const AttributeType = geometryAttribute.constructor;
  44684. let format;
  44685. if ( itemSize == 1 ) {
  44686. format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );
  44687. } else {
  44688. const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
  44689. const prefix = prefixOptions[ normalized ? 1 : 0 ];
  44690. if ( prefix ) {
  44691. const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
  44692. const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
  44693. const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;
  44694. if ( paddedItemSize % 1 ) {
  44695. throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );
  44696. }
  44697. format = `${prefix}x${paddedItemSize}`;
  44698. }
  44699. }
  44700. if ( ! format ) {
  44701. console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' );
  44702. }
  44703. return format;
  44704. }
  44705. _getBufferAttribute( attribute ) {
  44706. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  44707. return attribute;
  44708. }
  44709. }
  44710. class WebGPUBindingUtils {
  44711. constructor( backend ) {
  44712. this.backend = backend;
  44713. this.bindGroupLayoutCache = new WeakMap();
  44714. }
  44715. createBindingsLayout( bindGroup ) {
  44716. const backend = this.backend;
  44717. const device = backend.device;
  44718. const entries = [];
  44719. let index = 0;
  44720. for ( const binding of bindGroup.bindings ) {
  44721. const bindingGPU = {
  44722. binding: index ++,
  44723. visibility: binding.visibility
  44724. };
  44725. if ( binding.isUniformBuffer || binding.isStorageBuffer ) {
  44726. const buffer = {}; // GPUBufferBindingLayout
  44727. if ( binding.isStorageBuffer ) {
  44728. buffer.type = binding.access;
  44729. }
  44730. bindingGPU.buffer = buffer;
  44731. } else if ( binding.isSampler ) {
  44732. const sampler = {}; // GPUSamplerBindingLayout
  44733. if ( binding.texture.isDepthTexture ) {
  44734. if ( binding.texture.compareFunction !== null ) {
  44735. sampler.type = 'comparison';
  44736. }
  44737. }
  44738. bindingGPU.sampler = sampler;
  44739. } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) {
  44740. bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout
  44741. } else if ( binding.isSampledTexture && binding.store ) {
  44742. const format = this.backend.get( binding.texture ).texture.format;
  44743. const access = binding.access;
  44744. bindingGPU.storageTexture = { format, access }; // GPUStorageTextureBindingLayout
  44745. } else if ( binding.isSampledTexture ) {
  44746. const texture = {}; // GPUTextureBindingLayout
  44747. if ( binding.texture.isMultisampleRenderTargetTexture === true ) {
  44748. texture.multisampled = true;
  44749. }
  44750. if ( binding.texture.isDepthTexture ) {
  44751. texture.sampleType = GPUTextureSampleType.Depth;
  44752. } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {
  44753. const type = binding.texture.type;
  44754. if ( type === IntType ) {
  44755. texture.sampleType = GPUTextureSampleType.SInt;
  44756. } else if ( type === UnsignedIntType ) {
  44757. texture.sampleType = GPUTextureSampleType.UInt;
  44758. } else if ( type === FloatType ) {
  44759. if ( this.backend.hasFeature( 'float32-filterable' ) ) {
  44760. texture.sampleType = GPUTextureSampleType.Float;
  44761. } else {
  44762. texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
  44763. }
  44764. }
  44765. }
  44766. if ( binding.isSampledCubeTexture ) {
  44767. texture.viewDimension = GPUTextureViewDimension.Cube;
  44768. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  44769. texture.viewDimension = GPUTextureViewDimension.TwoDArray;
  44770. } else if ( binding.isSampledTexture3D ) {
  44771. texture.viewDimension = GPUTextureViewDimension.ThreeD;
  44772. }
  44773. bindingGPU.texture = texture;
  44774. } else {
  44775. console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );
  44776. }
  44777. entries.push( bindingGPU );
  44778. }
  44779. return device.createBindGroupLayout( { entries } );
  44780. }
  44781. createBindings( bindGroup ) {
  44782. const { backend, bindGroupLayoutCache } = this;
  44783. const bindingsData = backend.get( bindGroup );
  44784. // setup (static) binding layout and (dynamic) binding group
  44785. let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference );
  44786. if ( bindLayoutGPU === undefined ) {
  44787. bindLayoutGPU = this.createBindingsLayout( bindGroup );
  44788. bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU );
  44789. }
  44790. const bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );
  44791. bindingsData.layout = bindLayoutGPU;
  44792. bindingsData.group = bindGroupGPU;
  44793. }
  44794. updateBinding( binding ) {
  44795. const backend = this.backend;
  44796. const device = backend.device;
  44797. const buffer = binding.buffer;
  44798. const bufferGPU = backend.get( binding ).buffer;
  44799. device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
  44800. }
  44801. createBindGroup( bindGroup, layoutGPU ) {
  44802. const backend = this.backend;
  44803. const device = backend.device;
  44804. let bindingPoint = 0;
  44805. const entriesGPU = [];
  44806. for ( const binding of bindGroup.bindings ) {
  44807. if ( binding.isUniformBuffer ) {
  44808. const bindingData = backend.get( binding );
  44809. if ( bindingData.buffer === undefined ) {
  44810. const byteLength = binding.byteLength;
  44811. const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
  44812. const bufferGPU = device.createBuffer( {
  44813. label: 'bindingBuffer_' + binding.name,
  44814. size: byteLength,
  44815. usage: usage
  44816. } );
  44817. bindingData.buffer = bufferGPU;
  44818. }
  44819. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  44820. } else if ( binding.isStorageBuffer ) {
  44821. const bindingData = backend.get( binding );
  44822. if ( bindingData.buffer === undefined ) {
  44823. const attribute = binding.attribute;
  44824. //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST;
  44825. //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer
  44826. bindingData.buffer = backend.get( attribute ).buffer;
  44827. }
  44828. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  44829. } else if ( binding.isSampler ) {
  44830. const textureGPU = backend.get( binding.texture );
  44831. entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );
  44832. } else if ( binding.isSampledTexture ) {
  44833. const textureData = backend.get( binding.texture );
  44834. let resourceGPU;
  44835. if ( textureData.externalTexture !== undefined ) {
  44836. resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );
  44837. } else {
  44838. const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount;
  44839. const propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }-${ mipLevelCount }`;
  44840. resourceGPU = textureData[ propertyName ];
  44841. if ( resourceGPU === undefined ) {
  44842. const aspectGPU = GPUTextureAspect.All;
  44843. let dimensionViewGPU;
  44844. if ( binding.isSampledCubeTexture ) {
  44845. dimensionViewGPU = GPUTextureViewDimension.Cube;
  44846. } else if ( binding.isSampledTexture3D ) {
  44847. dimensionViewGPU = GPUTextureViewDimension.ThreeD;
  44848. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  44849. dimensionViewGPU = GPUTextureViewDimension.TwoDArray;
  44850. } else {
  44851. dimensionViewGPU = GPUTextureViewDimension.TwoD;
  44852. }
  44853. resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount } );
  44854. }
  44855. }
  44856. entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );
  44857. }
  44858. bindingPoint ++;
  44859. }
  44860. return device.createBindGroup( {
  44861. label: 'bindGroup_' + bindGroup.name,
  44862. layout: layoutGPU,
  44863. entries: entriesGPU
  44864. } );
  44865. }
  44866. }
  44867. class WebGPUPipelineUtils {
  44868. constructor( backend ) {
  44869. this.backend = backend;
  44870. }
  44871. _getSampleCount( renderObjectContext ) {
  44872. return this.backend.utils.getSampleCountRenderContext( renderObjectContext );
  44873. }
  44874. createRenderPipeline( renderObject, promises ) {
  44875. const { object, material, geometry, pipeline } = renderObject;
  44876. const { vertexProgram, fragmentProgram } = pipeline;
  44877. const backend = this.backend;
  44878. const device = backend.device;
  44879. const utils = backend.utils;
  44880. const pipelineData = backend.get( pipeline );
  44881. // bind group layouts
  44882. const bindGroupLayouts = [];
  44883. for ( const bindGroup of renderObject.getBindings() ) {
  44884. const bindingsData = backend.get( bindGroup );
  44885. bindGroupLayouts.push( bindingsData.layout );
  44886. }
  44887. // vertex buffers
  44888. const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );
  44889. // blending
  44890. let blending;
  44891. if ( material.transparent === true && material.blending !== NoBlending ) {
  44892. blending = this._getBlending( material );
  44893. }
  44894. // stencil
  44895. let stencilFront = {};
  44896. if ( material.stencilWrite === true ) {
  44897. stencilFront = {
  44898. compare: this._getStencilCompare( material ),
  44899. failOp: this._getStencilOperation( material.stencilFail ),
  44900. depthFailOp: this._getStencilOperation( material.stencilZFail ),
  44901. passOp: this._getStencilOperation( material.stencilZPass )
  44902. };
  44903. }
  44904. const colorWriteMask = this._getColorWriteMask( material );
  44905. const targets = [];
  44906. if ( renderObject.context.textures !== null ) {
  44907. const textures = renderObject.context.textures;
  44908. for ( let i = 0; i < textures.length; i ++ ) {
  44909. const colorFormat = utils.getTextureFormatGPU( textures[ i ] );
  44910. targets.push( {
  44911. format: colorFormat,
  44912. blend: blending,
  44913. writeMask: colorWriteMask
  44914. } );
  44915. }
  44916. } else {
  44917. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  44918. targets.push( {
  44919. format: colorFormat,
  44920. blend: blending,
  44921. writeMask: colorWriteMask
  44922. } );
  44923. }
  44924. const vertexModule = backend.get( vertexProgram ).module;
  44925. const fragmentModule = backend.get( fragmentProgram ).module;
  44926. const primitiveState = this._getPrimitiveState( object, geometry, material );
  44927. const depthCompare = this._getDepthCompare( material );
  44928. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  44929. const sampleCount = this._getSampleCount( renderObject.context );
  44930. const pipelineDescriptor = {
  44931. label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
  44932. vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
  44933. fragment: Object.assign( {}, fragmentModule, { targets } ),
  44934. primitive: primitiveState,
  44935. depthStencil: {
  44936. format: depthStencilFormat,
  44937. depthWriteEnabled: material.depthWrite,
  44938. depthCompare: depthCompare,
  44939. stencilFront: stencilFront,
  44940. stencilBack: {}, // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used)
  44941. stencilReadMask: material.stencilFuncMask,
  44942. stencilWriteMask: material.stencilWriteMask
  44943. },
  44944. multisample: {
  44945. count: sampleCount,
  44946. alphaToCoverageEnabled: material.alphaToCoverage && sampleCount > 1
  44947. },
  44948. layout: device.createPipelineLayout( {
  44949. bindGroupLayouts
  44950. } )
  44951. };
  44952. if ( promises === null ) {
  44953. pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );
  44954. } else {
  44955. const p = new Promise( ( resolve /*, reject*/ ) => {
  44956. device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => {
  44957. pipelineData.pipeline = pipeline;
  44958. resolve();
  44959. } );
  44960. } );
  44961. promises.push( p );
  44962. }
  44963. }
  44964. createBundleEncoder( renderContext ) {
  44965. const backend = this.backend;
  44966. const { utils, device } = backend;
  44967. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
  44968. const colorFormat = utils.getCurrentColorFormat( renderContext );
  44969. const sampleCount = this._getSampleCount( renderContext );
  44970. const descriptor = {
  44971. label: 'renderBundleEncoder',
  44972. colorFormats: [ colorFormat ],
  44973. depthStencilFormat,
  44974. sampleCount
  44975. };
  44976. return device.createRenderBundleEncoder( descriptor );
  44977. }
  44978. createComputePipeline( pipeline, bindings ) {
  44979. const backend = this.backend;
  44980. const device = backend.device;
  44981. const computeProgram = backend.get( pipeline.computeProgram ).module;
  44982. const pipelineGPU = backend.get( pipeline );
  44983. // bind group layouts
  44984. const bindGroupLayouts = [];
  44985. for ( const bindingsGroup of bindings ) {
  44986. const bindingsData = backend.get( bindingsGroup );
  44987. bindGroupLayouts.push( bindingsData.layout );
  44988. }
  44989. pipelineGPU.pipeline = device.createComputePipeline( {
  44990. compute: computeProgram,
  44991. layout: device.createPipelineLayout( {
  44992. bindGroupLayouts
  44993. } )
  44994. } );
  44995. }
  44996. _getBlending( material ) {
  44997. let color, alpha;
  44998. const blending = material.blending;
  44999. const blendSrc = material.blendSrc;
  45000. const blendDst = material.blendDst;
  45001. const blendEquation = material.blendEquation;
  45002. if ( blending === CustomBlending ) {
  45003. const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc;
  45004. const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst;
  45005. const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation;
  45006. color = {
  45007. srcFactor: this._getBlendFactor( blendSrc ),
  45008. dstFactor: this._getBlendFactor( blendDst ),
  45009. operation: this._getBlendOperation( blendEquation )
  45010. };
  45011. alpha = {
  45012. srcFactor: this._getBlendFactor( blendSrcAlpha ),
  45013. dstFactor: this._getBlendFactor( blendDstAlpha ),
  45014. operation: this._getBlendOperation( blendEquationAlpha )
  45015. };
  45016. } else {
  45017. const premultipliedAlpha = material.premultipliedAlpha;
  45018. const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {
  45019. color = {
  45020. srcFactor: srcRGB,
  45021. dstFactor: dstRGB,
  45022. operation: GPUBlendOperation.Add
  45023. };
  45024. alpha = {
  45025. srcFactor: srcAlpha,
  45026. dstFactor: dstAlpha,
  45027. operation: GPUBlendOperation.Add
  45028. };
  45029. };
  45030. if ( premultipliedAlpha ) {
  45031. switch ( blending ) {
  45032. case NormalBlending:
  45033. setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  45034. break;
  45035. case AdditiveBlending:
  45036. setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  45037. break;
  45038. case SubtractiveBlending:
  45039. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  45040. break;
  45041. case MultiplyBlending:
  45042. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha );
  45043. break;
  45044. }
  45045. } else {
  45046. switch ( blending ) {
  45047. case NormalBlending:
  45048. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  45049. break;
  45050. case AdditiveBlending:
  45051. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One );
  45052. break;
  45053. case SubtractiveBlending:
  45054. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  45055. break;
  45056. case MultiplyBlending:
  45057. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src );
  45058. break;
  45059. }
  45060. }
  45061. }
  45062. if ( color !== undefined && alpha !== undefined ) {
  45063. return { color, alpha };
  45064. } else {
  45065. console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending );
  45066. }
  45067. }
  45068. _getBlendFactor( blend ) {
  45069. let blendFactor;
  45070. switch ( blend ) {
  45071. case ZeroFactor:
  45072. blendFactor = GPUBlendFactor.Zero;
  45073. break;
  45074. case OneFactor:
  45075. blendFactor = GPUBlendFactor.One;
  45076. break;
  45077. case SrcColorFactor:
  45078. blendFactor = GPUBlendFactor.Src;
  45079. break;
  45080. case OneMinusSrcColorFactor:
  45081. blendFactor = GPUBlendFactor.OneMinusSrc;
  45082. break;
  45083. case SrcAlphaFactor:
  45084. blendFactor = GPUBlendFactor.SrcAlpha;
  45085. break;
  45086. case OneMinusSrcAlphaFactor:
  45087. blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
  45088. break;
  45089. case DstColorFactor:
  45090. blendFactor = GPUBlendFactor.Dst;
  45091. break;
  45092. case OneMinusDstColorFactor:
  45093. blendFactor = GPUBlendFactor.OneMinusDstColor;
  45094. break;
  45095. case DstAlphaFactor:
  45096. blendFactor = GPUBlendFactor.DstAlpha;
  45097. break;
  45098. case OneMinusDstAlphaFactor:
  45099. blendFactor = GPUBlendFactor.OneMinusDstAlpha;
  45100. break;
  45101. case SrcAlphaSaturateFactor:
  45102. blendFactor = GPUBlendFactor.SrcAlphaSaturated;
  45103. break;
  45104. case BlendColorFactor:
  45105. blendFactor = GPUBlendFactor.Constant;
  45106. break;
  45107. case OneMinusBlendColorFactor:
  45108. blendFactor = GPUBlendFactor.OneMinusConstant;
  45109. break;
  45110. default:
  45111. console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend );
  45112. }
  45113. return blendFactor;
  45114. }
  45115. _getStencilCompare( material ) {
  45116. let stencilCompare;
  45117. const stencilFunc = material.stencilFunc;
  45118. switch ( stencilFunc ) {
  45119. case NeverStencilFunc:
  45120. stencilCompare = GPUCompareFunction.Never;
  45121. break;
  45122. case AlwaysStencilFunc:
  45123. stencilCompare = GPUCompareFunction.Always;
  45124. break;
  45125. case LessStencilFunc:
  45126. stencilCompare = GPUCompareFunction.Less;
  45127. break;
  45128. case LessEqualStencilFunc:
  45129. stencilCompare = GPUCompareFunction.LessEqual;
  45130. break;
  45131. case EqualStencilFunc:
  45132. stencilCompare = GPUCompareFunction.Equal;
  45133. break;
  45134. case GreaterEqualStencilFunc:
  45135. stencilCompare = GPUCompareFunction.GreaterEqual;
  45136. break;
  45137. case GreaterStencilFunc:
  45138. stencilCompare = GPUCompareFunction.Greater;
  45139. break;
  45140. case NotEqualStencilFunc:
  45141. stencilCompare = GPUCompareFunction.NotEqual;
  45142. break;
  45143. default:
  45144. console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc );
  45145. }
  45146. return stencilCompare;
  45147. }
  45148. _getStencilOperation( op ) {
  45149. let stencilOperation;
  45150. switch ( op ) {
  45151. case KeepStencilOp:
  45152. stencilOperation = GPUStencilOperation.Keep;
  45153. break;
  45154. case ZeroStencilOp:
  45155. stencilOperation = GPUStencilOperation.Zero;
  45156. break;
  45157. case ReplaceStencilOp:
  45158. stencilOperation = GPUStencilOperation.Replace;
  45159. break;
  45160. case InvertStencilOp:
  45161. stencilOperation = GPUStencilOperation.Invert;
  45162. break;
  45163. case IncrementStencilOp:
  45164. stencilOperation = GPUStencilOperation.IncrementClamp;
  45165. break;
  45166. case DecrementStencilOp:
  45167. stencilOperation = GPUStencilOperation.DecrementClamp;
  45168. break;
  45169. case IncrementWrapStencilOp:
  45170. stencilOperation = GPUStencilOperation.IncrementWrap;
  45171. break;
  45172. case DecrementWrapStencilOp:
  45173. stencilOperation = GPUStencilOperation.DecrementWrap;
  45174. break;
  45175. default:
  45176. console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation );
  45177. }
  45178. return stencilOperation;
  45179. }
  45180. _getBlendOperation( blendEquation ) {
  45181. let blendOperation;
  45182. switch ( blendEquation ) {
  45183. case AddEquation:
  45184. blendOperation = GPUBlendOperation.Add;
  45185. break;
  45186. case SubtractEquation:
  45187. blendOperation = GPUBlendOperation.Subtract;
  45188. break;
  45189. case ReverseSubtractEquation:
  45190. blendOperation = GPUBlendOperation.ReverseSubtract;
  45191. break;
  45192. case MinEquation:
  45193. blendOperation = GPUBlendOperation.Min;
  45194. break;
  45195. case MaxEquation:
  45196. blendOperation = GPUBlendOperation.Max;
  45197. break;
  45198. default:
  45199. console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation );
  45200. }
  45201. return blendOperation;
  45202. }
  45203. _getPrimitiveState( object, geometry, material ) {
  45204. const descriptor = {};
  45205. const utils = this.backend.utils;
  45206. descriptor.topology = utils.getPrimitiveTopology( object, material );
  45207. if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {
  45208. descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  45209. }
  45210. switch ( material.side ) {
  45211. case FrontSide:
  45212. descriptor.frontFace = GPUFrontFace.CCW;
  45213. descriptor.cullMode = GPUCullMode.Back;
  45214. break;
  45215. case BackSide:
  45216. descriptor.frontFace = GPUFrontFace.CCW;
  45217. descriptor.cullMode = GPUCullMode.Front;
  45218. break;
  45219. case DoubleSide:
  45220. descriptor.frontFace = GPUFrontFace.CCW;
  45221. descriptor.cullMode = GPUCullMode.None;
  45222. break;
  45223. default:
  45224. console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side );
  45225. break;
  45226. }
  45227. return descriptor;
  45228. }
  45229. _getColorWriteMask( material ) {
  45230. return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;
  45231. }
  45232. _getDepthCompare( material ) {
  45233. let depthCompare;
  45234. if ( material.depthTest === false ) {
  45235. depthCompare = GPUCompareFunction.Always;
  45236. } else {
  45237. const depthFunc = material.depthFunc;
  45238. switch ( depthFunc ) {
  45239. case NeverDepth:
  45240. depthCompare = GPUCompareFunction.Never;
  45241. break;
  45242. case AlwaysDepth:
  45243. depthCompare = GPUCompareFunction.Always;
  45244. break;
  45245. case LessDepth:
  45246. depthCompare = GPUCompareFunction.Less;
  45247. break;
  45248. case LessEqualDepth:
  45249. depthCompare = GPUCompareFunction.LessEqual;
  45250. break;
  45251. case EqualDepth:
  45252. depthCompare = GPUCompareFunction.Equal;
  45253. break;
  45254. case GreaterEqualDepth:
  45255. depthCompare = GPUCompareFunction.GreaterEqual;
  45256. break;
  45257. case GreaterDepth:
  45258. depthCompare = GPUCompareFunction.Greater;
  45259. break;
  45260. case NotEqualDepth:
  45261. depthCompare = GPUCompareFunction.NotEqual;
  45262. break;
  45263. default:
  45264. console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc );
  45265. }
  45266. }
  45267. return depthCompare;
  45268. }
  45269. }
  45270. /*// debugger tools
  45271. import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
  45272. //*/
  45273. //
  45274. class WebGPUBackend extends Backend {
  45275. constructor( parameters = {} ) {
  45276. super( parameters );
  45277. this.isWebGPUBackend = true;
  45278. // some parameters require default values other than "undefined"
  45279. this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
  45280. this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
  45281. this.trackTimestamp = ( parameters.trackTimestamp === true );
  45282. this.device = null;
  45283. this.context = null;
  45284. this.colorBuffer = null;
  45285. this.defaultRenderPassdescriptor = null;
  45286. this.utils = new WebGPUUtils( this );
  45287. this.attributeUtils = new WebGPUAttributeUtils( this );
  45288. this.bindingUtils = new WebGPUBindingUtils( this );
  45289. this.pipelineUtils = new WebGPUPipelineUtils( this );
  45290. this.textureUtils = new WebGPUTextureUtils( this );
  45291. this.occludedResolveCache = new Map();
  45292. }
  45293. async init( renderer ) {
  45294. await super.init( renderer );
  45295. //
  45296. const parameters = this.parameters;
  45297. // create the device if it is not passed with parameters
  45298. let device;
  45299. if ( parameters.device === undefined ) {
  45300. const adapterOptions = {
  45301. powerPreference: parameters.powerPreference
  45302. };
  45303. const adapter = await navigator.gpu.requestAdapter( adapterOptions );
  45304. if ( adapter === null ) {
  45305. throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
  45306. }
  45307. // feature support
  45308. const features = Object.values( GPUFeatureName );
  45309. const supportedFeatures = [];
  45310. for ( const name of features ) {
  45311. if ( adapter.features.has( name ) ) {
  45312. supportedFeatures.push( name );
  45313. }
  45314. }
  45315. const deviceDescriptor = {
  45316. requiredFeatures: supportedFeatures,
  45317. requiredLimits: parameters.requiredLimits
  45318. };
  45319. device = await adapter.requestDevice( deviceDescriptor );
  45320. } else {
  45321. device = parameters.device;
  45322. }
  45323. const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
  45324. this.device = device;
  45325. this.context = context;
  45326. const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
  45327. this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
  45328. this.context.configure( {
  45329. device: this.device,
  45330. format: this.utils.getPreferredCanvasFormat(),
  45331. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
  45332. alphaMode: alphaMode
  45333. } );
  45334. this.updateSize();
  45335. }
  45336. get coordinateSystem() {
  45337. return WebGPUCoordinateSystem;
  45338. }
  45339. async getArrayBufferAsync( attribute ) {
  45340. return await this.attributeUtils.getArrayBufferAsync( attribute );
  45341. }
  45342. getContext() {
  45343. return this.context;
  45344. }
  45345. _getDefaultRenderPassDescriptor() {
  45346. let descriptor = this.defaultRenderPassdescriptor;
  45347. if ( descriptor === null ) {
  45348. const renderer = this.renderer;
  45349. descriptor = {
  45350. colorAttachments: [ {
  45351. view: null
  45352. } ],
  45353. depthStencilAttachment: {
  45354. view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
  45355. }
  45356. };
  45357. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45358. if ( this.renderer.samples > 0 ) {
  45359. colorAttachment.view = this.colorBuffer.createView();
  45360. } else {
  45361. colorAttachment.resolveTarget = undefined;
  45362. }
  45363. this.defaultRenderPassdescriptor = descriptor;
  45364. }
  45365. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45366. if ( this.renderer.samples > 0 ) {
  45367. colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
  45368. } else {
  45369. colorAttachment.view = this.context.getCurrentTexture().createView();
  45370. }
  45371. return descriptor;
  45372. }
  45373. _getRenderPassDescriptor( renderContext ) {
  45374. const renderTarget = renderContext.renderTarget;
  45375. const renderTargetData = this.get( renderTarget );
  45376. let descriptors = renderTargetData.descriptors;
  45377. if ( descriptors === undefined ||
  45378. renderTargetData.width !== renderTarget.width ||
  45379. renderTargetData.height !== renderTarget.height ||
  45380. renderTargetData.activeMipmapLevel !== renderTarget.activeMipmapLevel ||
  45381. renderTargetData.samples !== renderTarget.samples
  45382. ) {
  45383. descriptors = {};
  45384. renderTargetData.descriptors = descriptors;
  45385. // dispose
  45386. const onDispose = () => {
  45387. renderTarget.removeEventListener( 'dispose', onDispose );
  45388. this.delete( renderTarget );
  45389. };
  45390. renderTarget.addEventListener( 'dispose', onDispose );
  45391. }
  45392. const cacheKey = renderContext.getCacheKey();
  45393. let descriptor = descriptors[ cacheKey ];
  45394. if ( descriptor === undefined ) {
  45395. const textures = renderContext.textures;
  45396. const colorAttachments = [];
  45397. for ( let i = 0; i < textures.length; i ++ ) {
  45398. const textureData = this.get( textures[ i ] );
  45399. const textureView = textureData.texture.createView( {
  45400. baseMipLevel: renderContext.activeMipmapLevel,
  45401. mipLevelCount: 1,
  45402. baseArrayLayer: renderContext.activeCubeFace,
  45403. dimension: GPUTextureViewDimension.TwoD
  45404. } );
  45405. let view, resolveTarget;
  45406. if ( textureData.msaaTexture !== undefined ) {
  45407. view = textureData.msaaTexture.createView();
  45408. resolveTarget = textureView;
  45409. } else {
  45410. view = textureView;
  45411. resolveTarget = undefined;
  45412. }
  45413. colorAttachments.push( {
  45414. view,
  45415. resolveTarget,
  45416. loadOp: GPULoadOp.Load,
  45417. storeOp: GPUStoreOp.Store
  45418. } );
  45419. }
  45420. const depthTextureData = this.get( renderContext.depthTexture );
  45421. const depthStencilAttachment = {
  45422. view: depthTextureData.texture.createView()
  45423. };
  45424. descriptor = {
  45425. colorAttachments,
  45426. depthStencilAttachment
  45427. };
  45428. descriptors[ cacheKey ] = descriptor;
  45429. renderTargetData.width = renderTarget.width;
  45430. renderTargetData.height = renderTarget.height;
  45431. renderTargetData.samples = renderTarget.samples;
  45432. renderTargetData.activeMipmapLevel = renderTarget.activeMipmapLevel;
  45433. }
  45434. return descriptor;
  45435. }
  45436. beginRender( renderContext ) {
  45437. const renderContextData = this.get( renderContext );
  45438. const device = this.device;
  45439. const occlusionQueryCount = renderContext.occlusionQueryCount;
  45440. let occlusionQuerySet;
  45441. if ( occlusionQueryCount > 0 ) {
  45442. if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
  45443. if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
  45444. // Get a reference to the array of objects with queries. The renderContextData property
  45445. // can be changed by another render pass before the buffer.mapAsyc() completes.
  45446. renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
  45447. renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
  45448. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  45449. //
  45450. occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount } );
  45451. renderContextData.occlusionQuerySet = occlusionQuerySet;
  45452. renderContextData.occlusionQueryIndex = 0;
  45453. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  45454. renderContextData.lastOcclusionObject = null;
  45455. }
  45456. let descriptor;
  45457. if ( renderContext.textures === null ) {
  45458. descriptor = this._getDefaultRenderPassDescriptor();
  45459. } else {
  45460. descriptor = this._getRenderPassDescriptor( renderContext );
  45461. }
  45462. this.initTimestampQuery( renderContext, descriptor );
  45463. descriptor.occlusionQuerySet = occlusionQuerySet;
  45464. const depthStencilAttachment = descriptor.depthStencilAttachment;
  45465. if ( renderContext.textures !== null ) {
  45466. const colorAttachments = descriptor.colorAttachments;
  45467. for ( let i = 0; i < colorAttachments.length; i ++ ) {
  45468. const colorAttachment = colorAttachments[ i ];
  45469. if ( renderContext.clearColor ) {
  45470. colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
  45471. colorAttachment.loadOp = GPULoadOp.Clear;
  45472. colorAttachment.storeOp = GPUStoreOp.Store;
  45473. } else {
  45474. colorAttachment.loadOp = GPULoadOp.Load;
  45475. colorAttachment.storeOp = GPUStoreOp.Store;
  45476. }
  45477. }
  45478. } else {
  45479. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45480. if ( renderContext.clearColor ) {
  45481. colorAttachment.clearValue = renderContext.clearColorValue;
  45482. colorAttachment.loadOp = GPULoadOp.Clear;
  45483. colorAttachment.storeOp = GPUStoreOp.Store;
  45484. } else {
  45485. colorAttachment.loadOp = GPULoadOp.Load;
  45486. colorAttachment.storeOp = GPUStoreOp.Store;
  45487. }
  45488. }
  45489. //
  45490. if ( renderContext.depth ) {
  45491. if ( renderContext.clearDepth ) {
  45492. depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
  45493. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  45494. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45495. } else {
  45496. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45497. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45498. }
  45499. }
  45500. if ( renderContext.stencil ) {
  45501. if ( renderContext.clearStencil ) {
  45502. depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
  45503. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  45504. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45505. } else {
  45506. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45507. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45508. }
  45509. }
  45510. //
  45511. const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
  45512. const currentPass = encoder.beginRenderPass( descriptor );
  45513. //
  45514. renderContextData.descriptor = descriptor;
  45515. renderContextData.encoder = encoder;
  45516. renderContextData.currentPass = currentPass;
  45517. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  45518. renderContextData.renderBundles = [];
  45519. //
  45520. if ( renderContext.viewport ) {
  45521. this.updateViewport( renderContext );
  45522. }
  45523. if ( renderContext.scissor ) {
  45524. const { x, y, width, height } = renderContext.scissorValue;
  45525. currentPass.setScissorRect( x, y, width, height );
  45526. }
  45527. }
  45528. finishRender( renderContext ) {
  45529. const renderContextData = this.get( renderContext );
  45530. const occlusionQueryCount = renderContext.occlusionQueryCount;
  45531. if ( renderContextData.renderBundles.length > 0 ) {
  45532. renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
  45533. }
  45534. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  45535. renderContextData.currentPass.endOcclusionQuery();
  45536. }
  45537. renderContextData.currentPass.end();
  45538. if ( occlusionQueryCount > 0 ) {
  45539. const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
  45540. //
  45541. let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
  45542. if ( queryResolveBuffer === undefined ) {
  45543. queryResolveBuffer = this.device.createBuffer(
  45544. {
  45545. size: bufferSize,
  45546. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  45547. }
  45548. );
  45549. this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
  45550. }
  45551. //
  45552. const readBuffer = this.device.createBuffer(
  45553. {
  45554. size: bufferSize,
  45555. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  45556. }
  45557. );
  45558. // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
  45559. renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
  45560. renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
  45561. renderContextData.occlusionQueryBuffer = readBuffer;
  45562. //
  45563. this.resolveOccludedAsync( renderContext );
  45564. }
  45565. this.prepareTimestampBuffer( renderContext, renderContextData.encoder );
  45566. this.device.queue.submit( [ renderContextData.encoder.finish() ] );
  45567. //
  45568. if ( renderContext.textures !== null ) {
  45569. const textures = renderContext.textures;
  45570. for ( let i = 0; i < textures.length; i ++ ) {
  45571. const texture = textures[ i ];
  45572. if ( texture.generateMipmaps === true ) {
  45573. this.textureUtils.generateMipmaps( texture );
  45574. }
  45575. }
  45576. }
  45577. }
  45578. isOccluded( renderContext, object ) {
  45579. const renderContextData = this.get( renderContext );
  45580. return renderContextData.occluded && renderContextData.occluded.has( object );
  45581. }
  45582. async resolveOccludedAsync( renderContext ) {
  45583. const renderContextData = this.get( renderContext );
  45584. // handle occlusion query results
  45585. const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
  45586. if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
  45587. const occluded = new WeakSet();
  45588. renderContextData.currentOcclusionQueryObjects = null;
  45589. renderContextData.currentOcclusionQueryBuffer = null;
  45590. await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
  45591. const buffer = currentOcclusionQueryBuffer.getMappedRange();
  45592. const results = new BigUint64Array( buffer );
  45593. for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
  45594. if ( results[ i ] !== BigInt( 0 ) ) {
  45595. occluded.add( currentOcclusionQueryObjects[ i ] );
  45596. }
  45597. }
  45598. currentOcclusionQueryBuffer.destroy();
  45599. renderContextData.occluded = occluded;
  45600. }
  45601. }
  45602. updateViewport( renderContext ) {
  45603. const { currentPass } = this.get( renderContext );
  45604. const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
  45605. currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
  45606. }
  45607. clear( color, depth, stencil, renderTargetData = null ) {
  45608. const device = this.device;
  45609. const renderer = this.renderer;
  45610. let colorAttachments = [];
  45611. let depthStencilAttachment;
  45612. let clearValue;
  45613. let supportsDepth;
  45614. let supportsStencil;
  45615. if ( color ) {
  45616. const clearColor = this.getClearColor();
  45617. if ( this.renderer.alpha === true ) {
  45618. // premultiply alpha
  45619. const a = clearColor.a;
  45620. clearValue = { r: clearColor.r * a, g: clearColor.g * a, b: clearColor.b * a, a: a };
  45621. } else {
  45622. clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
  45623. }
  45624. }
  45625. if ( renderTargetData === null ) {
  45626. supportsDepth = renderer.depth;
  45627. supportsStencil = renderer.stencil;
  45628. const descriptor = this._getDefaultRenderPassDescriptor();
  45629. if ( color ) {
  45630. colorAttachments = descriptor.colorAttachments;
  45631. const colorAttachment = colorAttachments[ 0 ];
  45632. colorAttachment.clearValue = clearValue;
  45633. colorAttachment.loadOp = GPULoadOp.Clear;
  45634. colorAttachment.storeOp = GPUStoreOp.Store;
  45635. }
  45636. if ( supportsDepth || supportsStencil ) {
  45637. depthStencilAttachment = descriptor.depthStencilAttachment;
  45638. }
  45639. } else {
  45640. supportsDepth = renderTargetData.depth;
  45641. supportsStencil = renderTargetData.stencil;
  45642. if ( color ) {
  45643. for ( const texture of renderTargetData.textures ) {
  45644. const textureData = this.get( texture );
  45645. const textureView = textureData.texture.createView();
  45646. let view, resolveTarget;
  45647. if ( textureData.msaaTexture !== undefined ) {
  45648. view = textureData.msaaTexture.createView();
  45649. resolveTarget = textureView;
  45650. } else {
  45651. view = textureView;
  45652. resolveTarget = undefined;
  45653. }
  45654. colorAttachments.push( {
  45655. view,
  45656. resolveTarget,
  45657. clearValue,
  45658. loadOp: GPULoadOp.Clear,
  45659. storeOp: GPUStoreOp.Store
  45660. } );
  45661. }
  45662. }
  45663. if ( supportsDepth || supportsStencil ) {
  45664. const depthTextureData = this.get( renderTargetData.depthTexture );
  45665. depthStencilAttachment = {
  45666. view: depthTextureData.texture.createView()
  45667. };
  45668. }
  45669. }
  45670. //
  45671. if ( supportsDepth ) {
  45672. if ( depth ) {
  45673. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  45674. depthStencilAttachment.depthClearValue = renderer.getClearDepth();
  45675. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45676. } else {
  45677. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45678. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45679. }
  45680. }
  45681. //
  45682. if ( supportsStencil ) {
  45683. if ( stencil ) {
  45684. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  45685. depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
  45686. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45687. } else {
  45688. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45689. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45690. }
  45691. }
  45692. //
  45693. const encoder = device.createCommandEncoder( {} );
  45694. const currentPass = encoder.beginRenderPass( {
  45695. colorAttachments,
  45696. depthStencilAttachment
  45697. } );
  45698. currentPass.end();
  45699. device.queue.submit( [ encoder.finish() ] );
  45700. }
  45701. // compute
  45702. beginCompute( computeGroup ) {
  45703. const groupGPU = this.get( computeGroup );
  45704. const descriptor = {};
  45705. this.initTimestampQuery( computeGroup, descriptor );
  45706. groupGPU.cmdEncoderGPU = this.device.createCommandEncoder();
  45707. groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
  45708. }
  45709. compute( computeGroup, computeNode, bindings, pipeline ) {
  45710. const { passEncoderGPU } = this.get( computeGroup );
  45711. // pipeline
  45712. const pipelineGPU = this.get( pipeline ).pipeline;
  45713. passEncoderGPU.setPipeline( pipelineGPU );
  45714. // bind groups
  45715. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  45716. const bindGroup = bindings[ i ];
  45717. const bindingsData = this.get( bindGroup );
  45718. passEncoderGPU.setBindGroup( i, bindingsData.group );
  45719. }
  45720. const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
  45721. const computeNodeData = this.get( computeNode );
  45722. if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 };
  45723. const { dispatchSize } = computeNodeData;
  45724. if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) {
  45725. dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension );
  45726. dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension );
  45727. } else {
  45728. dispatchSize.x = computeNode.dispatchCount;
  45729. }
  45730. passEncoderGPU.dispatchWorkgroups(
  45731. dispatchSize.x,
  45732. dispatchSize.y,
  45733. dispatchSize.z
  45734. );
  45735. }
  45736. finishCompute( computeGroup ) {
  45737. const groupData = this.get( computeGroup );
  45738. groupData.passEncoderGPU.end();
  45739. this.prepareTimestampBuffer( computeGroup, groupData.cmdEncoderGPU );
  45740. this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
  45741. }
  45742. // render object
  45743. draw( renderObject, info ) {
  45744. const { object, context, pipeline } = renderObject;
  45745. const bindings = renderObject.getBindings();
  45746. const renderContextData = this.get( context );
  45747. const pipelineGPU = this.get( pipeline ).pipeline;
  45748. const currentSets = renderContextData.currentSets;
  45749. const passEncoderGPU = renderContextData.currentPass;
  45750. const drawParms = renderObject.getDrawParameters();
  45751. if ( drawParms === null ) return;
  45752. // pipeline
  45753. if ( currentSets.pipeline !== pipelineGPU ) {
  45754. passEncoderGPU.setPipeline( pipelineGPU );
  45755. currentSets.pipeline = pipelineGPU;
  45756. }
  45757. // bind groups
  45758. const currentBindingGroups = currentSets.bindingGroups;
  45759. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  45760. const bindGroup = bindings[ i ];
  45761. const bindingsData = this.get( bindGroup );
  45762. if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {
  45763. passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
  45764. currentBindingGroups[ bindGroup.index ] = bindGroup.id;
  45765. }
  45766. }
  45767. // attributes
  45768. const index = renderObject.getIndex();
  45769. const hasIndex = ( index !== null );
  45770. // index
  45771. if ( hasIndex === true ) {
  45772. if ( currentSets.index !== index ) {
  45773. const buffer = this.get( index ).buffer;
  45774. const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  45775. passEncoderGPU.setIndexBuffer( buffer, indexFormat );
  45776. currentSets.index = index;
  45777. }
  45778. }
  45779. // vertex buffers
  45780. const vertexBuffers = renderObject.getVertexBuffers();
  45781. for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
  45782. const vertexBuffer = vertexBuffers[ i ];
  45783. if ( currentSets.attributes[ i ] !== vertexBuffer ) {
  45784. const buffer = this.get( vertexBuffer ).buffer;
  45785. passEncoderGPU.setVertexBuffer( i, buffer );
  45786. currentSets.attributes[ i ] = vertexBuffer;
  45787. }
  45788. }
  45789. // occlusion queries - handle multiple consecutive draw calls for an object
  45790. if ( renderContextData.occlusionQuerySet !== undefined ) {
  45791. const lastObject = renderContextData.lastOcclusionObject;
  45792. if ( lastObject !== object ) {
  45793. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  45794. passEncoderGPU.endOcclusionQuery();
  45795. renderContextData.occlusionQueryIndex ++;
  45796. }
  45797. if ( object.occlusionTest === true ) {
  45798. passEncoderGPU.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
  45799. renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
  45800. }
  45801. renderContextData.lastOcclusionObject = object;
  45802. }
  45803. }
  45804. // draw
  45805. if ( object.isBatchedMesh === true ) {
  45806. const starts = object._multiDrawStarts;
  45807. const counts = object._multiDrawCounts;
  45808. const drawCount = object._multiDrawCount;
  45809. const drawInstances = object._multiDrawInstances;
  45810. const bytesPerElement = hasIndex ? index.array.BYTES_PER_ELEMENT : 1;
  45811. for ( let i = 0; i < drawCount; i ++ ) {
  45812. const count = drawInstances ? drawInstances[ i ] : 1;
  45813. const firstInstance = count > 1 ? 0 : i;
  45814. passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / bytesPerElement, 0, firstInstance );
  45815. }
  45816. } else if ( hasIndex === true ) {
  45817. const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParms;
  45818. passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
  45819. info.update( object, indexCount, instanceCount );
  45820. } else {
  45821. const { vertexCount, instanceCount, firstVertex } = drawParms;
  45822. passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
  45823. info.update( object, vertexCount, instanceCount );
  45824. }
  45825. }
  45826. // cache key
  45827. needsRenderUpdate( renderObject ) {
  45828. const data = this.get( renderObject );
  45829. const { object, material } = renderObject;
  45830. const utils = this.utils;
  45831. const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
  45832. const colorSpace = utils.getCurrentColorSpace( renderObject.context );
  45833. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  45834. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  45835. const primitiveTopology = utils.getPrimitiveTopology( object, material );
  45836. let needsUpdate = false;
  45837. if ( data.material !== material || data.materialVersion !== material.version ||
  45838. data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
  45839. data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
  45840. data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
  45841. data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
  45842. data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
  45843. data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
  45844. data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
  45845. data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
  45846. data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
  45847. data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
  45848. data.primitiveTopology !== primitiveTopology ||
  45849. data.clippingContextCacheKey !== renderObject.clippingContext.cacheKey
  45850. ) {
  45851. data.material = material; data.materialVersion = material.version;
  45852. data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
  45853. data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
  45854. data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
  45855. data.colorWrite = material.colorWrite;
  45856. data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
  45857. data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
  45858. data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
  45859. data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
  45860. data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
  45861. data.sampleCount = sampleCount;
  45862. data.colorSpace = colorSpace;
  45863. data.colorFormat = colorFormat;
  45864. data.depthStencilFormat = depthStencilFormat;
  45865. data.primitiveTopology = primitiveTopology;
  45866. data.clippingContextCacheKey = renderObject.clippingContext.cacheKey;
  45867. needsUpdate = true;
  45868. }
  45869. return needsUpdate;
  45870. }
  45871. getRenderCacheKey( renderObject ) {
  45872. const { object, material } = renderObject;
  45873. const utils = this.utils;
  45874. const renderContext = renderObject.context;
  45875. return [
  45876. material.transparent, material.blending, material.premultipliedAlpha,
  45877. material.blendSrc, material.blendDst, material.blendEquation,
  45878. material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
  45879. material.colorWrite,
  45880. material.depthWrite, material.depthTest, material.depthFunc,
  45881. material.stencilWrite, material.stencilFunc,
  45882. material.stencilFail, material.stencilZFail, material.stencilZPass,
  45883. material.stencilFuncMask, material.stencilWriteMask,
  45884. material.side,
  45885. utils.getSampleCountRenderContext( renderContext ),
  45886. utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
  45887. utils.getPrimitiveTopology( object, material ),
  45888. renderObject.clippingContext.cacheKey
  45889. ].join();
  45890. }
  45891. // textures
  45892. createSampler( texture ) {
  45893. this.textureUtils.createSampler( texture );
  45894. }
  45895. destroySampler( texture ) {
  45896. this.textureUtils.destroySampler( texture );
  45897. }
  45898. createDefaultTexture( texture ) {
  45899. this.textureUtils.createDefaultTexture( texture );
  45900. }
  45901. createTexture( texture, options ) {
  45902. this.textureUtils.createTexture( texture, options );
  45903. }
  45904. updateTexture( texture, options ) {
  45905. this.textureUtils.updateTexture( texture, options );
  45906. }
  45907. generateMipmaps( texture ) {
  45908. this.textureUtils.generateMipmaps( texture );
  45909. }
  45910. destroyTexture( texture ) {
  45911. this.textureUtils.destroyTexture( texture );
  45912. }
  45913. copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  45914. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  45915. }
  45916. initTimestampQuery( renderContext, descriptor ) {
  45917. if ( ! this.trackTimestamp ) return;
  45918. const renderContextData = this.get( renderContext );
  45919. if ( ! renderContextData.timeStampQuerySet ) {
  45920. // Create a GPUQuerySet which holds 2 timestamp query results: one for the
  45921. // beginning and one for the end of compute pass execution.
  45922. const timeStampQuerySet = this.device.createQuerySet( { type: 'timestamp', count: 2 } );
  45923. const timestampWrites = {
  45924. querySet: timeStampQuerySet,
  45925. beginningOfPassWriteIndex: 0, // Write timestamp in index 0 when pass begins.
  45926. endOfPassWriteIndex: 1, // Write timestamp in index 1 when pass ends.
  45927. };
  45928. Object.assign( descriptor, {
  45929. timestampWrites,
  45930. } );
  45931. renderContextData.timeStampQuerySet = timeStampQuerySet;
  45932. }
  45933. }
  45934. // timestamp utils
  45935. prepareTimestampBuffer( renderContext, encoder ) {
  45936. if ( ! this.trackTimestamp ) return;
  45937. const renderContextData = this.get( renderContext );
  45938. const size = 2 * BigInt64Array.BYTES_PER_ELEMENT;
  45939. if ( renderContextData.currentTimestampQueryBuffers === undefined ) {
  45940. renderContextData.currentTimestampQueryBuffers = {
  45941. resolveBuffer: this.device.createBuffer( {
  45942. label: 'timestamp resolve buffer',
  45943. size: size,
  45944. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
  45945. } ),
  45946. resultBuffer: this.device.createBuffer( {
  45947. label: 'timestamp result buffer',
  45948. size: size,
  45949. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
  45950. } ),
  45951. isMappingPending: false,
  45952. };
  45953. }
  45954. const { resolveBuffer, resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  45955. if ( isMappingPending === true ) return;
  45956. encoder.resolveQuerySet( renderContextData.timeStampQuerySet, 0, 2, resolveBuffer, 0 );
  45957. encoder.copyBufferToBuffer( resolveBuffer, 0, resultBuffer, 0, size );
  45958. }
  45959. async resolveTimestampAsync( renderContext, type = 'render' ) {
  45960. if ( ! this.trackTimestamp ) return;
  45961. const renderContextData = this.get( renderContext );
  45962. if ( renderContextData.currentTimestampQueryBuffers === undefined ) return;
  45963. const { resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers;
  45964. if ( isMappingPending === true ) return;
  45965. renderContextData.currentTimestampQueryBuffers.isMappingPending = true;
  45966. resultBuffer.mapAsync( GPUMapMode.READ ).then( () => {
  45967. const times = new BigUint64Array( resultBuffer.getMappedRange() );
  45968. const duration = Number( times[ 1 ] - times[ 0 ] ) / 1000000;
  45969. this.renderer.info.updateTimestamp( type, duration );
  45970. resultBuffer.unmap();
  45971. renderContextData.currentTimestampQueryBuffers.isMappingPending = false;
  45972. } );
  45973. }
  45974. // node builder
  45975. createNodeBuilder( object, renderer ) {
  45976. return new WGSLNodeBuilder( object, renderer );
  45977. }
  45978. // program
  45979. createProgram( program ) {
  45980. const programGPU = this.get( program );
  45981. programGPU.module = {
  45982. module: this.device.createShaderModule( { code: program.code, label: program.stage } ),
  45983. entryPoint: 'main'
  45984. };
  45985. }
  45986. destroyProgram( program ) {
  45987. this.delete( program );
  45988. }
  45989. // pipelines
  45990. createRenderPipeline( renderObject, promises ) {
  45991. this.pipelineUtils.createRenderPipeline( renderObject, promises );
  45992. }
  45993. createComputePipeline( computePipeline, bindings ) {
  45994. this.pipelineUtils.createComputePipeline( computePipeline, bindings );
  45995. }
  45996. beginBundle( renderContext ) {
  45997. const renderContextData = this.get( renderContext );
  45998. renderContextData._currentPass = renderContextData.currentPass;
  45999. renderContextData._currentSets = renderContextData.currentSets;
  46000. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  46001. renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
  46002. }
  46003. finishBundle( renderContext, bundle ) {
  46004. const renderContextData = this.get( renderContext );
  46005. const bundleEncoder = renderContextData.currentPass;
  46006. const bundleGPU = bundleEncoder.finish();
  46007. this.get( bundle ).bundleGPU = bundleGPU;
  46008. // restore render pass state
  46009. renderContextData.currentSets = renderContextData._currentSets;
  46010. renderContextData.currentPass = renderContextData._currentPass;
  46011. }
  46012. addBundle( renderContext, bundle ) {
  46013. const renderContextData = this.get( renderContext );
  46014. renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
  46015. }
  46016. // bindings
  46017. createBindings( bindGroup ) {
  46018. this.bindingUtils.createBindings( bindGroup );
  46019. }
  46020. updateBindings( bindGroup ) {
  46021. this.bindingUtils.createBindings( bindGroup );
  46022. }
  46023. updateBinding( binding ) {
  46024. this.bindingUtils.updateBinding( binding );
  46025. }
  46026. // attributes
  46027. createIndexAttribute( attribute ) {
  46028. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46029. }
  46030. createAttribute( attribute ) {
  46031. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46032. }
  46033. createStorageAttribute( attribute ) {
  46034. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46035. }
  46036. updateAttribute( attribute ) {
  46037. this.attributeUtils.updateAttribute( attribute );
  46038. }
  46039. destroyAttribute( attribute ) {
  46040. this.attributeUtils.destroyAttribute( attribute );
  46041. }
  46042. // canvas
  46043. updateSize() {
  46044. this.colorBuffer = this.textureUtils.getColorBuffer();
  46045. this.defaultRenderPassdescriptor = null;
  46046. }
  46047. // utils public
  46048. getMaxAnisotropy() {
  46049. return 16;
  46050. }
  46051. hasFeature( name ) {
  46052. return this.device.features.has( name );
  46053. }
  46054. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  46055. let dstX = 0;
  46056. let dstY = 0;
  46057. let dstLayer = 0;
  46058. let srcX = 0;
  46059. let srcY = 0;
  46060. let srcLayer = 0;
  46061. let srcWidth = srcTexture.image.width;
  46062. let srcHeight = srcTexture.image.height;
  46063. if ( srcRegion !== null ) {
  46064. srcX = srcRegion.x;
  46065. srcY = srcRegion.y;
  46066. srcLayer = srcRegion.z || 0;
  46067. srcWidth = srcRegion.width;
  46068. srcHeight = srcRegion.height;
  46069. }
  46070. if ( dstPosition !== null ) {
  46071. dstX = dstPosition.x;
  46072. dstY = dstPosition.y;
  46073. dstLayer = dstPosition.z || 0;
  46074. }
  46075. const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
  46076. const sourceGPU = this.get( srcTexture ).texture;
  46077. const destinationGPU = this.get( dstTexture ).texture;
  46078. encoder.copyTextureToTexture(
  46079. {
  46080. texture: sourceGPU,
  46081. mipLevel: level,
  46082. origin: { x: srcX, y: srcY, z: srcLayer }
  46083. },
  46084. {
  46085. texture: destinationGPU,
  46086. mipLevel: level,
  46087. origin: { x: dstX, y: dstY, z: dstLayer }
  46088. },
  46089. [
  46090. srcWidth,
  46091. srcHeight,
  46092. 1
  46093. ]
  46094. );
  46095. this.device.queue.submit( [ encoder.finish() ] );
  46096. }
  46097. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  46098. const renderContextData = this.get( renderContext );
  46099. const { encoder, descriptor } = renderContextData;
  46100. let sourceGPU = null;
  46101. if ( renderContext.renderTarget ) {
  46102. if ( texture.isDepthTexture ) {
  46103. sourceGPU = this.get( renderContext.depthTexture ).texture;
  46104. } else {
  46105. sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
  46106. }
  46107. } else {
  46108. if ( texture.isDepthTexture ) {
  46109. sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
  46110. } else {
  46111. sourceGPU = this.context.getCurrentTexture();
  46112. }
  46113. }
  46114. const destinationGPU = this.get( texture ).texture;
  46115. if ( sourceGPU.format !== destinationGPU.format ) {
  46116. console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
  46117. return;
  46118. }
  46119. renderContextData.currentPass.end();
  46120. encoder.copyTextureToTexture(
  46121. {
  46122. texture: sourceGPU,
  46123. origin: { x: rectangle.x, y: rectangle.y, z: 0 }
  46124. },
  46125. {
  46126. texture: destinationGPU
  46127. },
  46128. [
  46129. rectangle.z,
  46130. rectangle.w
  46131. ]
  46132. );
  46133. if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture );
  46134. for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
  46135. descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
  46136. }
  46137. if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  46138. if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  46139. renderContextData.currentPass = encoder.beginRenderPass( descriptor );
  46140. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  46141. }
  46142. }
  46143. class IESSpotLight extends SpotLight {
  46144. constructor( color, intensity, distance, angle, penumbra, decay ) {
  46145. super( color, intensity, distance, angle, penumbra, decay );
  46146. this.iesMap = null;
  46147. }
  46148. copy( source, recursive ) {
  46149. super.copy( source, recursive );
  46150. this.iesMap = source.iesMap;
  46151. return this;
  46152. }
  46153. }
  46154. class StandardNodeLibrary extends NodeLibrary {
  46155. constructor() {
  46156. super();
  46157. this.addMaterial( MeshPhongNodeMaterial, MeshPhongMaterial );
  46158. this.addMaterial( MeshStandardNodeMaterial, MeshStandardMaterial );
  46159. this.addMaterial( MeshPhysicalNodeMaterial, MeshPhysicalMaterial );
  46160. this.addMaterial( MeshToonNodeMaterial, MeshToonMaterial );
  46161. this.addMaterial( MeshBasicNodeMaterial, MeshBasicMaterial );
  46162. this.addMaterial( MeshLambertNodeMaterial, MeshLambertMaterial );
  46163. this.addMaterial( MeshNormalNodeMaterial, MeshNormalMaterial );
  46164. this.addMaterial( MeshMatcapNodeMaterial, MeshMatcapMaterial );
  46165. this.addMaterial( LineBasicNodeMaterial, LineBasicMaterial );
  46166. this.addMaterial( LineDashedNodeMaterial, LineDashedMaterial );
  46167. this.addMaterial( PointsNodeMaterial, PointsMaterial );
  46168. this.addMaterial( SpriteNodeMaterial, SpriteMaterial );
  46169. this.addMaterial( ShadowNodeMaterial, ShadowMaterial );
  46170. this.addLight( PointLightNode, PointLight );
  46171. this.addLight( DirectionalLightNode, DirectionalLight );
  46172. this.addLight( RectAreaLightNode, RectAreaLight );
  46173. this.addLight( SpotLightNode, SpotLight );
  46174. this.addLight( AmbientLightNode, AmbientLight );
  46175. this.addLight( HemisphereLightNode, HemisphereLight );
  46176. this.addLight( LightProbeNode, LightProbe );
  46177. this.addLight( IESSpotLightNode, IESSpotLight );
  46178. this.addToneMapping( linearToneMapping, LinearToneMapping );
  46179. this.addToneMapping( reinhardToneMapping, ReinhardToneMapping );
  46180. this.addToneMapping( cineonToneMapping, CineonToneMapping );
  46181. this.addToneMapping( acesFilmicToneMapping, ACESFilmicToneMapping );
  46182. this.addToneMapping( agxToneMapping, AgXToneMapping );
  46183. this.addToneMapping( neutralToneMapping, NeutralToneMapping );
  46184. this.addColorSpace( linearSRGBTosRGB, getColorSpaceMethod( LinearSRGBColorSpace, SRGBColorSpace ) );
  46185. this.addColorSpace( sRGBToLinearSRGB, getColorSpaceMethod( SRGBColorSpace, LinearSRGBColorSpace ) );
  46186. }
  46187. }
  46188. /*
  46189. const debugHandler = {
  46190. get: function ( target, name ) {
  46191. // Add |update
  46192. if ( /^(create|destroy)/.test( name ) ) console.log( 'WebGPUBackend.' + name );
  46193. return target[ name ];
  46194. }
  46195. };
  46196. */
  46197. class WebGPURenderer extends Renderer {
  46198. constructor( parameters = {} ) {
  46199. let BackendClass;
  46200. if ( parameters.forceWebGL ) {
  46201. BackendClass = WebGLBackend;
  46202. } else {
  46203. BackendClass = WebGPUBackend;
  46204. parameters.getFallback = () => {
  46205. console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
  46206. return new WebGLBackend( parameters );
  46207. };
  46208. }
  46209. const backend = new BackendClass( parameters );
  46210. //super( new Proxy( backend, debugHandler ) );
  46211. super( backend, parameters );
  46212. this.nodes.library = new StandardNodeLibrary();
  46213. this.isWebGPURenderer = true;
  46214. }
  46215. }
  46216. class BundleGroup extends Group {
  46217. constructor() {
  46218. super();
  46219. this.isBundleGroup = true;
  46220. this.type = 'BundleGroup';
  46221. this.static = true;
  46222. this.version = 0;
  46223. }
  46224. set needsUpdate( value ) {
  46225. if ( value === true ) this.version ++;
  46226. }
  46227. }
  46228. const _material = /*@__PURE__*/ new NodeMaterial();
  46229. const _quadMesh = /*@__PURE__*/ new QuadMesh( _material );
  46230. class PostProcessing {
  46231. constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) {
  46232. this.renderer = renderer;
  46233. this.outputNode = outputNode;
  46234. this.outputColorTransform = true;
  46235. this.needsUpdate = true;
  46236. _material.name = 'PostProcessing';
  46237. }
  46238. render() {
  46239. this.update();
  46240. const renderer = this.renderer;
  46241. const toneMapping = renderer.toneMapping;
  46242. const outputColorSpace = renderer.outputColorSpace;
  46243. renderer.toneMapping = NoToneMapping;
  46244. renderer.outputColorSpace = LinearSRGBColorSpace;
  46245. //
  46246. _quadMesh.render( renderer );
  46247. //
  46248. renderer.toneMapping = toneMapping;
  46249. renderer.outputColorSpace = outputColorSpace;
  46250. }
  46251. update() {
  46252. if ( this.needsUpdate === true ) {
  46253. const renderer = this.renderer;
  46254. const toneMapping = renderer.toneMapping;
  46255. const outputColorSpace = renderer.outputColorSpace;
  46256. _quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } );
  46257. _quadMesh.material.needsUpdate = true;
  46258. this.needsUpdate = false;
  46259. }
  46260. }
  46261. async renderAsync() {
  46262. this.update();
  46263. const renderer = this.renderer;
  46264. const toneMapping = renderer.toneMapping;
  46265. const outputColorSpace = renderer.outputColorSpace;
  46266. renderer.toneMapping = NoToneMapping;
  46267. renderer.outputColorSpace = LinearSRGBColorSpace;
  46268. //
  46269. await _quadMesh.renderAsync( renderer );
  46270. //
  46271. renderer.toneMapping = toneMapping;
  46272. renderer.outputColorSpace = outputColorSpace;
  46273. }
  46274. }
  46275. class StorageTexture extends Texture {
  46276. constructor( width = 1, height = 1 ) {
  46277. super();
  46278. this.image = { width, height };
  46279. this.magFilter = LinearFilter;
  46280. this.minFilter = LinearFilter;
  46281. this.isStorageTexture = true;
  46282. }
  46283. }
  46284. class StorageBufferAttribute extends BufferAttribute {
  46285. constructor( array, itemSize, typeClass = Float32Array ) {
  46286. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  46287. super( array, itemSize );
  46288. this.isStorageBufferAttribute = true;
  46289. }
  46290. }
  46291. class StorageInstancedBufferAttribute extends InstancedBufferAttribute {
  46292. constructor( array, itemSize, typeClass = Float32Array ) {
  46293. if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize );
  46294. super( array, itemSize );
  46295. this.isStorageInstancedBufferAttribute = true;
  46296. }
  46297. }
  46298. class NodeLoader extends Loader {
  46299. constructor( manager ) {
  46300. super( manager );
  46301. this.textures = {};
  46302. this.nodes = {};
  46303. }
  46304. load( url, onLoad, onProgress, onError ) {
  46305. const loader = new FileLoader( this.manager );
  46306. loader.setPath( this.path );
  46307. loader.setRequestHeader( this.requestHeader );
  46308. loader.setWithCredentials( this.withCredentials );
  46309. loader.load( url, ( text ) => {
  46310. try {
  46311. onLoad( this.parse( JSON.parse( text ) ) );
  46312. } catch ( e ) {
  46313. if ( onError ) {
  46314. onError( e );
  46315. } else {
  46316. console.error( e );
  46317. }
  46318. this.manager.itemError( url );
  46319. }
  46320. }, onProgress, onError );
  46321. }
  46322. parseNodes( json ) {
  46323. const nodes = {};
  46324. if ( json !== undefined ) {
  46325. for ( const nodeJSON of json ) {
  46326. const { uuid, type } = nodeJSON;
  46327. nodes[ uuid ] = this.createNodeFromType( type );
  46328. nodes[ uuid ].uuid = uuid;
  46329. }
  46330. const meta = { nodes, textures: this.textures };
  46331. for ( const nodeJSON of json ) {
  46332. nodeJSON.meta = meta;
  46333. const node = nodes[ nodeJSON.uuid ];
  46334. node.deserialize( nodeJSON );
  46335. delete nodeJSON.meta;
  46336. }
  46337. }
  46338. return nodes;
  46339. }
  46340. parse( json ) {
  46341. const node = this.createNodeFromType( json.type );
  46342. node.uuid = json.uuid;
  46343. const nodes = this.parseNodes( json.nodes );
  46344. const meta = { nodes, textures: this.textures };
  46345. json.meta = meta;
  46346. node.deserialize( json );
  46347. delete json.meta;
  46348. return node;
  46349. }
  46350. setTextures( value ) {
  46351. this.textures = value;
  46352. return this;
  46353. }
  46354. setNodes( value ) {
  46355. this.nodes = value;
  46356. return this;
  46357. }
  46358. createNodeFromType( type ) {
  46359. if ( this.nodes[ type ] === undefined ) {
  46360. console.error( 'THREE.NodeLoader: Node type not found:', type );
  46361. return float();
  46362. }
  46363. return nodeObject( new this.nodes[ type ]() );
  46364. }
  46365. }
  46366. class NodeMaterialLoader extends MaterialLoader {
  46367. constructor( manager ) {
  46368. super( manager );
  46369. this.nodes = {};
  46370. this.nodeMaterials = {};
  46371. }
  46372. parse( json ) {
  46373. const material = super.parse( json );
  46374. const nodes = this.nodes;
  46375. const inputNodes = json.inputNodes;
  46376. for ( const property in inputNodes ) {
  46377. const uuid = inputNodes[ property ];
  46378. material[ property ] = nodes[ uuid ];
  46379. }
  46380. return material;
  46381. }
  46382. setNodes( value ) {
  46383. this.nodes = value;
  46384. return this;
  46385. }
  46386. setNodeMaterials( value ) {
  46387. this.nodeMaterials = value;
  46388. return this;
  46389. }
  46390. createMaterialFromType( type ) {
  46391. const materialClass = this.nodeMaterials[ type ];
  46392. if ( materialClass !== undefined ) {
  46393. return new materialClass();
  46394. }
  46395. return super.createMaterialFromType( type );
  46396. }
  46397. }
  46398. class NodeObjectLoader extends ObjectLoader {
  46399. constructor( manager ) {
  46400. super( manager );
  46401. this.nodes = {};
  46402. this.nodeMaterials = {};
  46403. this._nodesJSON = null;
  46404. }
  46405. setNodes( value ) {
  46406. this.nodes = value;
  46407. return this;
  46408. }
  46409. setNodeMaterials( value ) {
  46410. this.nodeMaterials = value;
  46411. return this;
  46412. }
  46413. parse( json, onLoad ) {
  46414. this._nodesJSON = json.nodes;
  46415. const data = super.parse( json, onLoad );
  46416. this._nodesJSON = null; // dispose
  46417. return data;
  46418. }
  46419. parseNodes( json, textures ) {
  46420. if ( json !== undefined ) {
  46421. const loader = new NodeLoader();
  46422. loader.setNodes( this.nodes );
  46423. loader.setTextures( textures );
  46424. return loader.parseNodes( json );
  46425. }
  46426. return {};
  46427. }
  46428. parseMaterials( json, textures ) {
  46429. const materials = {};
  46430. if ( json !== undefined ) {
  46431. const nodes = this.parseNodes( this._nodesJSON, textures );
  46432. const loader = new NodeMaterialLoader();
  46433. loader.setTextures( textures );
  46434. loader.setNodes( nodes );
  46435. loader.setNodeMaterials( this.nodeMaterials );
  46436. for ( let i = 0, l = json.length; i < l; i ++ ) {
  46437. const data = json[ i ];
  46438. materials[ data.uuid ] = loader.parse( data );
  46439. }
  46440. }
  46441. return materials;
  46442. }
  46443. }
  46444. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  46445. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  46446. revision: REVISION,
  46447. } } ) );
  46448. }
  46449. if ( typeof window !== 'undefined' ) {
  46450. if ( window.__THREE__ ) {
  46451. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  46452. } else {
  46453. window.__THREE__ = REVISION;
  46454. }
  46455. }
  46456. export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AfterImageNode, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnaglyphPassNode, AnalyticLightNode, AnamorphicNode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrayElementNode, ArrowHelper, AssignNode, AttachedBindMode, AttributeNode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BRDF_GGX, BRDF_Lambert, BackSide, BasicDepthPacking, BasicEnvironmentNode, BasicShadowMap$1 as BasicShadowMap, BatchNode, BatchedMesh, BloomNode, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, Break, BufferAttribute, BufferAttributeNode, BufferGeometry, BufferGeometryLoader, BufferNode, BumpMapNode, BundleGroup, BypassNode, ByteType, Cache, CacheNode, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, CodeNode, Color, ColorKeyframeTrack, ColorManagement, ColorSpaceNode, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ComputeNode, ConeGeometry, ConstNode, ConstantAlphaFactor, ConstantColorFactor, ContextNode, Continue, Controls, ConvertNode, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeTextureNode, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, DFGApprox, D_GGX, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DenoiseNode, DepthFormat, DepthOfFieldNode, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DirectionalLightNode, Discard, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronGeometry, DotScreenNode, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EPSILON, EdgesGeometry, EllipseCurve, EnvironmentNode, EqualCompare, EqualDepth, EqualStencilFunc, EquirectUVNode, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExpressionNode, ExtrudeGeometry, FXAANode, F_Schlick, FileLoader, FilmNode, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fn, Fog, FogExp2, FogExp2Node, FogNode, FogRangeNode, FramebufferTexture, FrontFacingNode, FrontSide, Frustum, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLBufferAttribute, GLSL1, GLSL3, GLSLNodeParser, GTAONode, GaussianBlurNode, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightNode, IESSpotLight, IESSpotLightNode, INFINITY, IcosahedronGeometry, If, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, InstanceNode, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, InstancedPointsNodeMaterial, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, IrradianceNode, JoinNode, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightProbeNode, LightingContextNode, LightingModel, LightingNode, LightsNode, Line, Line2NodeMaterial, Line3, LineBasicMaterial, LineBasicNodeMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineDashedNodeMaterial, LineLoop, LineSegments, LinearDisplayP3ColorSpace, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, Loop, LoopNode, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, Lut3DNode, MOUSE, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, Mesh, MeshBasicMaterial, MeshBasicNodeMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshLambertNodeMaterial, MeshMatcapMaterial, MeshMatcapNodeMaterial, MeshNormalMaterial, MeshNormalNodeMaterial, MeshPhongMaterial, MeshPhongNodeMaterial, MeshPhysicalMaterial, MeshPhysicalNodeMaterial, MeshSSSNodeMaterial, MeshStandardMaterial, MeshStandardNodeMaterial, MeshToonMaterial, MeshToonNodeMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, ModelNode, ModelViewProjectionNode, MorphNode, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, Node, NodeAttribute, NodeBuilder, NodeCache, NodeCode, NodeFrame, NodeFunctionInput, NodeLoader, NodeMaterial, NodeMaterialLoader, NodeMaterialObserver, NodeObjectLoader, NodeShaderStage, NodeType, NodeUniform, NodeUpdateType, NodeUtils, NodeVar, NodeVarying, NormalAnimationBlendMode, NormalBlending, NormalMapNode, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, Object3DNode, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, OscNode, OutputStructNode, P3Primaries, PCFShadowMap$1 as PCFShadowMap, PCFSoftShadowMap$1 as PCFSoftShadowMap, PI, PI2, PMREMGenerator, PMREMNode, ParallaxBarrierPassNode, ParameterNode, PassNode, Path, PerspectiveCamera, PhongLightingModel, PhysicalLightingModel, PixelationPassNode, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, PointLightNode, PointUVNode, Points, PointsMaterial, PointsNodeMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PostProcessing, PosterizeNode, PropertyBinding, PropertyMixer, PropertyNode, QuadMesh, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGBShiftNode, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RTTNode, RangeNode, RawShaderMaterial, Ray, Raycaster, Rec709Primaries, RectAreaLight, RectAreaLightNode, RedFormat, RedIntegerFormat, ReferenceNode, ReflectorNode, ReinhardToneMapping, RemapNode, RenderOutputNode, RenderTarget, RendererReferenceNode, RepeatWrapping, ReplaceStencilOp, Return, ReverseSubtractEquation, RingGeometry, RotateNode, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, SSAAPassNode, Scene, SceneNode, Schlick_to_F0, ScreenNode, ScriptableNode, ScriptableValueNode, SetNode, ShaderMaterial, ShaderNode, ShadowMaterial, ShadowNodeMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SkinningNode, SobelOperatorNode, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SplitNode, SpotLight, SpotLightHelper, SpotLightNode, Sprite, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StereoPassNode, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TBNViewMatrix, TOUCH, TangentSpaceNormalMap, TempNode, TetrahedronGeometry, Texture, Texture3DNode, TextureLoader, TextureNode, TextureSizeNode, TimerNode, ToneMappingNode, TorusGeometry, TorusKnotGeometry, TransitionNode, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TriplanarTexturesNode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform$1 as Uniform, UniformArrayNode, UniformGroupNode, UniformNode, UniformsGroup$1 as UniformsGroup, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, UserDataNode, VSMShadowMap, V_GGX_SmithCorrelated, VarNode, VaryingNode, Vector2, Vector3, Vector4, VectorKeyframeTrack, VertexColorNode, VideoTexture, ViewportDepthNode, ViewportDepthTextureNode, ViewportSharedTextureNode, ViewportTextureNode, VolumeNodeMaterial, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGPUCoordinateSystem, WebGPURenderer, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, abs, acesFilmicToneMapping, acos, add, addMethodChaining, addNodeElement, afterImage, agxToneMapping, all, alphaT, anaglyphPass, anamorphic, and, anisotropy, anisotropyB, anisotropyT, any, ao, append, arrayBuffer, asin, assign, atan, atan2, atomicAdd, atomicAnd, atomicFunc, atomicMax, atomicMin, atomicOr, atomicStore, atomicSub, atomicXor, attenuationColor, attenuationDistance, attribute, backgroundBlurriness, backgroundIntensity, batch, billboarding, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, bleach, bloom, blur, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraLogDepth, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, ceil, checker, cineonToneMapping, clamp, clearcoat, clearcoatRoughness, code, color, colorSpaceToWorking, colorToDirection, compute, cond, context, convert, convertToTexture, cos, createCanvasElement, cross, cubeTexture, dFdx, dFdy, dashSize, defaultBuildStages, defaultShaderStages, defined, degrees, denoise, densityFog, depth, depthPass, difference, diffuseColor, directionToColor, dispersion, distance, div, dodge, dof, dot, dotScreen, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, film, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, fxaa, gain, gapSize, gaussianBlur, getColorSpaceMethod, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getRoughness, getShIrradianceAt, getTextureIndex, global, glsl, glslFn, grayscale, greaterThan, greaterThanEqual, hash, highPrecisionModelNormalViewMatrix, highPrecisionModelViewMatrix, hue, instance, instanceIndex, instancedBufferAttribute, instancedDynamicBufferAttribute, int, inverseSqrt, invocationLocalIndex, ior, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightPosition, lightTargetDirection, lightTargetPosition, lightViewPosition, lightingContext, lights, linearDepth, linearSRGBTosRGB, linearToneMapping, log, log2, loop, luminance, lut3D, mat2, mat3, mat4, matcapUV, materialAOMap, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialAttenuationColor, materialAttenuationDistance, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIOR, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointWidth, materialReference, materialReflectivity, materialRefractionRatio, materialRotation, materialRoughness, materialSheen, materialSheenRoughness, materialShininess, materialSpecular, materialSpecularColor, materialSpecularIntensity, materialSpecularStrength, materialThickness, materialTransmission, max$1 as max, maxMipLevel, metalness, min$1 as min, mix, mixElement, mod, modInt, modelDirection, modelNormalMatrix, modelPosition, modelScale, modelViewMatrix, modelViewPosition, modelViewProjection, modelWorldMatrix, modelWorldMatrixInverse, morphReference, motionBlur, mrt, mul, mx_aastep, mx_cell_noise_float, mx_contrast, mx_fractal_noise_float, mx_fractal_noise_vec2, mx_fractal_noise_vec3, mx_fractal_noise_vec4, mx_hsvtorgb, mx_noise_float, mx_noise_vec3, mx_noise_vec4, mx_ramplr, mx_ramptb, mx_rgbtohsv, mx_safepower, mx_splitlr, mx_splittb, mx_srgb_texture_to_lin_rec709, mx_transform_uv, mx_worley_noise_float, mx_worley_noise_vec2, mx_worley_noise_vec3, negate, neutralToneMapping, nodeArray, nodeImmutable, nodeObject, nodeObjects, nodeProxy, normalFlat, normalGeometry, normalLocal, normalMap, normalView, normalWorld, normalize, not, notEqual, objectDirection, objectGroup, objectPosition, objectScale, objectViewPosition, objectWorldMatrix, oneMinus, or, orthographicDepthToViewZ, oscSawtooth, oscSine, oscSquare, oscTriangle, output, outputStruct, overlay, overloadingFn, parabola, parallaxBarrierPass, parallaxDirection, parallaxUV, parameter, pass, passTexture, pcurve, perspectiveDepthToViewZ, pixelationPass, pmremTexture, pointUV, pointWidth, positionGeometry, positionLocal, positionPrevious, positionView, positionViewDirection, positionWorld, positionWorldDirection, posterize, pow, pow2, pow3, pow4, property, radians, rand, range, rangeFog, reciprocal, reference, referenceBuffer, reflect, reflectVector, reflectView, reflector, refract, refractVector, refractView, reinhardToneMapping, remainder, remap, remapClamp, renderGroup, renderOutput, rendererReference, rgbShift, rotate, rotateUV, roughness, round, rtt, sRGBToLinearSRGB, sampler, saturate, saturation, screen, screenCoordinate, screenSize, screenUV, scriptable, scriptableValue, select, sepia, setCurrentStack, shaderStages, sharedUniformGroup, sheen, sheenRoughness, shiftLeft, shiftRight, shininess, sign, sin, sinc, skinning, skinningReference, smoothstep, smoothstepElement, sobel, specularColor, specularF90, spherizeUV, split, spritesheetUV, sqrt, ssaaPass, stack, step, stereoPass, storage, storageBarrier, storageObject, storageTexture, string, sub, tan, tangentGeometry, tangentLocal, tangentView, tangentWorld, temp, texture, texture3D, textureBarrier, textureBicubic, textureCubeUV, textureLoad, textureSize, textureStore, thickness, threshold, timerDelta, timerGlobal, timerLocal, toOutputColorSpace, toWorkingColorSpace, toneMapping, toneMappingExposure, transformDirection, transformNormal, transformNormalToView, transformedBentNormalView, transformedBitangentView, transformedBitangentWorld, transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld, transformedTangentView, transformedTangentWorld, transition, transmission, transpose, tri, tri3, triNoise3D, triplanarTexture, triplanarTextures, trunc, tslFn, uint, uniform, uniformArray, uniformGroup, uniforms, userData, uv, uvec2, uvec3, uvec4, varying, varyingProperty, vec2, vec3, vec4, vectorComponents, velocity, vertexColor, vertexIndex, vibrance, viewZToOrthographicDepth, viewZToPerspectiveDepth, viewport, viewportBottomLeft, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSafeUV, viewportSharedTexture, viewportSize, viewportTexture, viewportTopLeft, viewportUV, wgsl, wgslFn, workgroupArray, workgroupBarrier, workingToColorSpace, xor };
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