three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '119dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var CineonToneMapping = 3;
  109. var ACESFilmicToneMapping = 4;
  110. var CustomToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var CubeUVReflectionMapping = 306;
  117. var CubeUVRefractionMapping = 307;
  118. var RepeatWrapping = 1000;
  119. var ClampToEdgeWrapping = 1001;
  120. var MirroredRepeatWrapping = 1002;
  121. var NearestFilter = 1003;
  122. var NearestMipmapNearestFilter = 1004;
  123. var NearestMipMapNearestFilter = 1004;
  124. var NearestMipmapLinearFilter = 1005;
  125. var NearestMipMapLinearFilter = 1005;
  126. var LinearFilter = 1006;
  127. var LinearMipmapNearestFilter = 1007;
  128. var LinearMipMapNearestFilter = 1007;
  129. var LinearMipmapLinearFilter = 1008;
  130. var LinearMipMapLinearFilter = 1008;
  131. var UnsignedByteType = 1009;
  132. var ByteType = 1010;
  133. var ShortType = 1011;
  134. var UnsignedShortType = 1012;
  135. var IntType = 1013;
  136. var UnsignedIntType = 1014;
  137. var FloatType = 1015;
  138. var HalfFloatType = 1016;
  139. var UnsignedShort4444Type = 1017;
  140. var UnsignedShort5551Type = 1018;
  141. var UnsignedShort565Type = 1019;
  142. var UnsignedInt248Type = 1020;
  143. var AlphaFormat = 1021;
  144. var RGBFormat = 1022;
  145. var RGBAFormat = 1023;
  146. var LuminanceFormat = 1024;
  147. var LuminanceAlphaFormat = 1025;
  148. var RGBEFormat = RGBAFormat;
  149. var DepthFormat = 1026;
  150. var DepthStencilFormat = 1027;
  151. var RedFormat = 1028;
  152. var RedIntegerFormat = 1029;
  153. var RGFormat = 1030;
  154. var RGIntegerFormat = 1031;
  155. var RGBIntegerFormat = 1032;
  156. var RGBAIntegerFormat = 1033;
  157. var RGB_S3TC_DXT1_Format = 33776;
  158. var RGBA_S3TC_DXT1_Format = 33777;
  159. var RGBA_S3TC_DXT3_Format = 33778;
  160. var RGBA_S3TC_DXT5_Format = 33779;
  161. var RGB_PVRTC_4BPPV1_Format = 35840;
  162. var RGB_PVRTC_2BPPV1_Format = 35841;
  163. var RGBA_PVRTC_4BPPV1_Format = 35842;
  164. var RGBA_PVRTC_2BPPV1_Format = 35843;
  165. var RGB_ETC1_Format = 36196;
  166. var RGB_ETC2_Format = 37492;
  167. var RGBA_ETC2_EAC_Format = 37496;
  168. var RGBA_ASTC_4x4_Format = 37808;
  169. var RGBA_ASTC_5x4_Format = 37809;
  170. var RGBA_ASTC_5x5_Format = 37810;
  171. var RGBA_ASTC_6x5_Format = 37811;
  172. var RGBA_ASTC_6x6_Format = 37812;
  173. var RGBA_ASTC_8x5_Format = 37813;
  174. var RGBA_ASTC_8x6_Format = 37814;
  175. var RGBA_ASTC_8x8_Format = 37815;
  176. var RGBA_ASTC_10x5_Format = 37816;
  177. var RGBA_ASTC_10x6_Format = 37817;
  178. var RGBA_ASTC_10x8_Format = 37818;
  179. var RGBA_ASTC_10x10_Format = 37819;
  180. var RGBA_ASTC_12x10_Format = 37820;
  181. var RGBA_ASTC_12x12_Format = 37821;
  182. var RGBA_BPTC_Format = 36492;
  183. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  184. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  185. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  186. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  187. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  188. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  189. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  190. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  191. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  192. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  193. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  194. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  195. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  196. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  197. var LoopOnce = 2200;
  198. var LoopRepeat = 2201;
  199. var LoopPingPong = 2202;
  200. var InterpolateDiscrete = 2300;
  201. var InterpolateLinear = 2301;
  202. var InterpolateSmooth = 2302;
  203. var ZeroCurvatureEnding = 2400;
  204. var ZeroSlopeEnding = 2401;
  205. var WrapAroundEnding = 2402;
  206. var NormalAnimationBlendMode = 2500;
  207. var AdditiveAnimationBlendMode = 2501;
  208. var TrianglesDrawMode = 0;
  209. var TriangleStripDrawMode = 1;
  210. var TriangleFanDrawMode = 2;
  211. var LinearEncoding = 3000;
  212. var sRGBEncoding = 3001;
  213. var GammaEncoding = 3007;
  214. var RGBEEncoding = 3002;
  215. var LogLuvEncoding = 3003;
  216. var RGBM7Encoding = 3004;
  217. var RGBM16Encoding = 3005;
  218. var RGBDEncoding = 3006;
  219. var BasicDepthPacking = 3200;
  220. var RGBADepthPacking = 3201;
  221. var TangentSpaceNormalMap = 0;
  222. var ObjectSpaceNormalMap = 1;
  223. var ZeroStencilOp = 0;
  224. var KeepStencilOp = 7680;
  225. var ReplaceStencilOp = 7681;
  226. var IncrementStencilOp = 7682;
  227. var DecrementStencilOp = 7683;
  228. var IncrementWrapStencilOp = 34055;
  229. var DecrementWrapStencilOp = 34056;
  230. var InvertStencilOp = 5386;
  231. var NeverStencilFunc = 512;
  232. var LessStencilFunc = 513;
  233. var EqualStencilFunc = 514;
  234. var LessEqualStencilFunc = 515;
  235. var GreaterStencilFunc = 516;
  236. var NotEqualStencilFunc = 517;
  237. var GreaterEqualStencilFunc = 518;
  238. var AlwaysStencilFunc = 519;
  239. var StaticDrawUsage = 35044;
  240. var DynamicDrawUsage = 35048;
  241. var StreamDrawUsage = 35040;
  242. var StaticReadUsage = 35045;
  243. var DynamicReadUsage = 35049;
  244. var StreamReadUsage = 35041;
  245. var StaticCopyUsage = 35046;
  246. var DynamicCopyUsage = 35050;
  247. var StreamCopyUsage = 35042;
  248. /**
  249. * https://github.com/mrdoob/eventdispatcher.js/
  250. */
  251. function EventDispatcher() {}
  252. Object.assign( EventDispatcher.prototype, {
  253. addEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { this._listeners = {}; }
  255. var listeners = this._listeners;
  256. if ( listeners[ type ] === undefined ) {
  257. listeners[ type ] = [];
  258. }
  259. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  260. listeners[ type ].push( listener );
  261. }
  262. },
  263. hasEventListener: function ( type, listener ) {
  264. if ( this._listeners === undefined ) { return false; }
  265. var listeners = this._listeners;
  266. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  267. },
  268. removeEventListener: function ( type, listener ) {
  269. if ( this._listeners === undefined ) { return; }
  270. var listeners = this._listeners;
  271. var listenerArray = listeners[ type ];
  272. if ( listenerArray !== undefined ) {
  273. var index = listenerArray.indexOf( listener );
  274. if ( index !== - 1 ) {
  275. listenerArray.splice( index, 1 );
  276. }
  277. }
  278. },
  279. dispatchEvent: function ( event ) {
  280. if ( this._listeners === undefined ) { return; }
  281. var listeners = this._listeners;
  282. var listenerArray = listeners[ event.type ];
  283. if ( listenerArray !== undefined ) {
  284. event.target = this;
  285. // Make a copy, in case listeners are removed while iterating.
  286. var array = listenerArray.slice( 0 );
  287. for ( var i = 0, l = array.length; i < l; i ++ ) {
  288. array[ i ].call( this, event );
  289. }
  290. }
  291. }
  292. } );
  293. /**
  294. * @author alteredq / http://alteredqualia.com/
  295. * @author mrdoob / http://mrdoob.com/
  296. * @author WestLangley / http://github.com/WestLangley
  297. * @author thezwap
  298. */
  299. var _lut = [];
  300. for ( var i = 0; i < 256; i ++ ) {
  301. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  302. }
  303. var MathUtils = {
  304. DEG2RAD: Math.PI / 180,
  305. RAD2DEG: 180 / Math.PI,
  306. generateUUID: function () {
  307. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  308. var d0 = Math.random() * 0xffffffff | 0;
  309. var d1 = Math.random() * 0xffffffff | 0;
  310. var d2 = Math.random() * 0xffffffff | 0;
  311. var d3 = Math.random() * 0xffffffff | 0;
  312. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  313. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  314. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  315. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  316. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  317. return uuid.toUpperCase();
  318. },
  319. clamp: function ( value, min, max ) {
  320. return Math.max( min, Math.min( max, value ) );
  321. },
  322. // compute euclidian modulo of m % n
  323. // https://en.wikipedia.org/wiki/Modulo_operation
  324. euclideanModulo: function ( n, m ) {
  325. return ( ( n % m ) + m ) % m;
  326. },
  327. // Linear mapping from range <a1, a2> to range <b1, b2>
  328. mapLinear: function ( x, a1, a2, b1, b2 ) {
  329. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  330. },
  331. // https://en.wikipedia.org/wiki/Linear_interpolation
  332. lerp: function ( x, y, t ) {
  333. return ( 1 - t ) * x + t * y;
  334. },
  335. // http://en.wikipedia.org/wiki/Smoothstep
  336. smoothstep: function ( x, min, max ) {
  337. if ( x <= min ) { return 0; }
  338. if ( x >= max ) { return 1; }
  339. x = ( x - min ) / ( max - min );
  340. return x * x * ( 3 - 2 * x );
  341. },
  342. smootherstep: function ( x, min, max ) {
  343. if ( x <= min ) { return 0; }
  344. if ( x >= max ) { return 1; }
  345. x = ( x - min ) / ( max - min );
  346. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  347. },
  348. // Random integer from <low, high> interval
  349. randInt: function ( low, high ) {
  350. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  351. },
  352. // Random float from <low, high> interval
  353. randFloat: function ( low, high ) {
  354. return low + Math.random() * ( high - low );
  355. },
  356. // Random float from <-range/2, range/2> interval
  357. randFloatSpread: function ( range ) {
  358. return range * ( 0.5 - Math.random() );
  359. },
  360. degToRad: function ( degrees ) {
  361. return degrees * MathUtils.DEG2RAD;
  362. },
  363. radToDeg: function ( radians ) {
  364. return radians * MathUtils.RAD2DEG;
  365. },
  366. isPowerOfTwo: function ( value ) {
  367. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  368. },
  369. ceilPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  371. },
  372. floorPowerOfTwo: function ( value ) {
  373. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  374. },
  375. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  376. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  377. // rotations are applied to the axes in the order specified by 'order'
  378. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  379. // angles are in radians
  380. var cos = Math.cos;
  381. var sin = Math.sin;
  382. var c2 = cos( b / 2 );
  383. var s2 = sin( b / 2 );
  384. var c13 = cos( ( a + c ) / 2 );
  385. var s13 = sin( ( a + c ) / 2 );
  386. var c1_3 = cos( ( a - c ) / 2 );
  387. var s1_3 = sin( ( a - c ) / 2 );
  388. var c3_1 = cos( ( c - a ) / 2 );
  389. var s3_1 = sin( ( c - a ) / 2 );
  390. switch ( order ) {
  391. case 'XYX':
  392. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  393. break;
  394. case 'YZY':
  395. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  396. break;
  397. case 'ZXZ':
  398. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  399. break;
  400. case 'XZX':
  401. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  402. break;
  403. case 'YXY':
  404. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  405. break;
  406. case 'ZYZ':
  407. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  408. break;
  409. default:
  410. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  411. }
  412. }
  413. };
  414. /**
  415. * @author mrdoob / http://mrdoob.com/
  416. * @author philogb / http://blog.thejit.org/
  417. * @author egraether / http://egraether.com/
  418. * @author zz85 / http://www.lab4games.net/zz85/blog
  419. */
  420. function Vector2( x, y ) {
  421. if ( x === void 0 ) x = 0;
  422. if ( y === void 0 ) y = 0;
  423. this.x = x;
  424. this.y = y;
  425. }
  426. Object.defineProperties( Vector2.prototype, {
  427. "width": {
  428. get: function () {
  429. return this.x;
  430. },
  431. set: function ( value ) {
  432. this.x = value;
  433. }
  434. },
  435. "height": {
  436. get: function () {
  437. return this.y;
  438. },
  439. set: function ( value ) {
  440. this.y = value;
  441. }
  442. }
  443. } );
  444. Object.assign( Vector2.prototype, {
  445. isVector2: true,
  446. set: function ( x, y ) {
  447. this.x = x;
  448. this.y = y;
  449. return this;
  450. },
  451. setScalar: function ( scalar ) {
  452. this.x = scalar;
  453. this.y = scalar;
  454. return this;
  455. },
  456. setX: function ( x ) {
  457. this.x = x;
  458. return this;
  459. },
  460. setY: function ( y ) {
  461. this.y = y;
  462. return this;
  463. },
  464. setComponent: function ( index, value ) {
  465. switch ( index ) {
  466. case 0: this.x = value; break;
  467. case 1: this.y = value; break;
  468. default: throw new Error( 'index is out of range: ' + index );
  469. }
  470. return this;
  471. },
  472. getComponent: function ( index ) {
  473. switch ( index ) {
  474. case 0: return this.x;
  475. case 1: return this.y;
  476. default: throw new Error( 'index is out of range: ' + index );
  477. }
  478. },
  479. clone: function () {
  480. return new this.constructor( this.x, this.y );
  481. },
  482. copy: function ( v ) {
  483. this.x = v.x;
  484. this.y = v.y;
  485. return this;
  486. },
  487. add: function ( v, w ) {
  488. if ( w !== undefined ) {
  489. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  490. return this.addVectors( v, w );
  491. }
  492. this.x += v.x;
  493. this.y += v.y;
  494. return this;
  495. },
  496. addScalar: function ( s ) {
  497. this.x += s;
  498. this.y += s;
  499. return this;
  500. },
  501. addVectors: function ( a, b ) {
  502. this.x = a.x + b.x;
  503. this.y = a.y + b.y;
  504. return this;
  505. },
  506. addScaledVector: function ( v, s ) {
  507. this.x += v.x * s;
  508. this.y += v.y * s;
  509. return this;
  510. },
  511. sub: function ( v, w ) {
  512. if ( w !== undefined ) {
  513. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  514. return this.subVectors( v, w );
  515. }
  516. this.x -= v.x;
  517. this.y -= v.y;
  518. return this;
  519. },
  520. subScalar: function ( s ) {
  521. this.x -= s;
  522. this.y -= s;
  523. return this;
  524. },
  525. subVectors: function ( a, b ) {
  526. this.x = a.x - b.x;
  527. this.y = a.y - b.y;
  528. return this;
  529. },
  530. multiply: function ( v ) {
  531. this.x *= v.x;
  532. this.y *= v.y;
  533. return this;
  534. },
  535. multiplyScalar: function ( scalar ) {
  536. this.x *= scalar;
  537. this.y *= scalar;
  538. return this;
  539. },
  540. divide: function ( v ) {
  541. this.x /= v.x;
  542. this.y /= v.y;
  543. return this;
  544. },
  545. divideScalar: function ( scalar ) {
  546. return this.multiplyScalar( 1 / scalar );
  547. },
  548. applyMatrix3: function ( m ) {
  549. var x = this.x, y = this.y;
  550. var e = m.elements;
  551. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  552. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  553. return this;
  554. },
  555. min: function ( v ) {
  556. this.x = Math.min( this.x, v.x );
  557. this.y = Math.min( this.y, v.y );
  558. return this;
  559. },
  560. max: function ( v ) {
  561. this.x = Math.max( this.x, v.x );
  562. this.y = Math.max( this.y, v.y );
  563. return this;
  564. },
  565. clamp: function ( min, max ) {
  566. // assumes min < max, componentwise
  567. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  568. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  569. return this;
  570. },
  571. clampScalar: function ( minVal, maxVal ) {
  572. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  573. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  574. return this;
  575. },
  576. clampLength: function ( min, max ) {
  577. var length = this.length();
  578. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  579. },
  580. floor: function () {
  581. this.x = Math.floor( this.x );
  582. this.y = Math.floor( this.y );
  583. return this;
  584. },
  585. ceil: function () {
  586. this.x = Math.ceil( this.x );
  587. this.y = Math.ceil( this.y );
  588. return this;
  589. },
  590. round: function () {
  591. this.x = Math.round( this.x );
  592. this.y = Math.round( this.y );
  593. return this;
  594. },
  595. roundToZero: function () {
  596. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  597. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  598. return this;
  599. },
  600. negate: function () {
  601. this.x = - this.x;
  602. this.y = - this.y;
  603. return this;
  604. },
  605. dot: function ( v ) {
  606. return this.x * v.x + this.y * v.y;
  607. },
  608. cross: function ( v ) {
  609. return this.x * v.y - this.y * v.x;
  610. },
  611. lengthSq: function () {
  612. return this.x * this.x + this.y * this.y;
  613. },
  614. length: function () {
  615. return Math.sqrt( this.x * this.x + this.y * this.y );
  616. },
  617. manhattanLength: function () {
  618. return Math.abs( this.x ) + Math.abs( this.y );
  619. },
  620. normalize: function () {
  621. return this.divideScalar( this.length() || 1 );
  622. },
  623. angle: function () {
  624. // computes the angle in radians with respect to the positive x-axis
  625. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  626. return angle;
  627. },
  628. distanceTo: function ( v ) {
  629. return Math.sqrt( this.distanceToSquared( v ) );
  630. },
  631. distanceToSquared: function ( v ) {
  632. var dx = this.x - v.x, dy = this.y - v.y;
  633. return dx * dx + dy * dy;
  634. },
  635. manhattanDistanceTo: function ( v ) {
  636. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  637. },
  638. setLength: function ( length ) {
  639. return this.normalize().multiplyScalar( length );
  640. },
  641. lerp: function ( v, alpha ) {
  642. this.x += ( v.x - this.x ) * alpha;
  643. this.y += ( v.y - this.y ) * alpha;
  644. return this;
  645. },
  646. lerpVectors: function ( v1, v2, alpha ) {
  647. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  648. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  649. return this;
  650. },
  651. equals: function ( v ) {
  652. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  653. },
  654. fromArray: function ( array, offset ) {
  655. if ( offset === undefined ) { offset = 0; }
  656. this.x = array[ offset ];
  657. this.y = array[ offset + 1 ];
  658. return this;
  659. },
  660. toArray: function ( array, offset ) {
  661. if ( array === undefined ) { array = []; }
  662. if ( offset === undefined ) { offset = 0; }
  663. array[ offset ] = this.x;
  664. array[ offset + 1 ] = this.y;
  665. return array;
  666. },
  667. fromBufferAttribute: function ( attribute, index, offset ) {
  668. if ( offset !== undefined ) {
  669. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  670. }
  671. this.x = attribute.getX( index );
  672. this.y = attribute.getY( index );
  673. return this;
  674. },
  675. rotateAround: function ( center, angle ) {
  676. var c = Math.cos( angle ), s = Math.sin( angle );
  677. var x = this.x - center.x;
  678. var y = this.y - center.y;
  679. this.x = x * c - y * s + center.x;
  680. this.y = x * s + y * c + center.y;
  681. return this;
  682. },
  683. random: function () {
  684. this.x = Math.random();
  685. this.y = Math.random();
  686. return this;
  687. }
  688. } );
  689. /**
  690. * @author alteredq / http://alteredqualia.com/
  691. * @author WestLangley / http://github.com/WestLangley
  692. * @author bhouston / http://clara.io
  693. * @author tschw
  694. */
  695. function Matrix3() {
  696. this.elements = [
  697. 1, 0, 0,
  698. 0, 1, 0,
  699. 0, 0, 1
  700. ];
  701. if ( arguments.length > 0 ) {
  702. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  703. }
  704. }
  705. Object.assign( Matrix3.prototype, {
  706. isMatrix3: true,
  707. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  708. var te = this.elements;
  709. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  710. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  711. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  712. return this;
  713. },
  714. identity: function () {
  715. this.set(
  716. 1, 0, 0,
  717. 0, 1, 0,
  718. 0, 0, 1
  719. );
  720. return this;
  721. },
  722. clone: function () {
  723. return new this.constructor().fromArray( this.elements );
  724. },
  725. copy: function ( m ) {
  726. var te = this.elements;
  727. var me = m.elements;
  728. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  729. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  730. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  731. return this;
  732. },
  733. extractBasis: function ( xAxis, yAxis, zAxis ) {
  734. xAxis.setFromMatrix3Column( this, 0 );
  735. yAxis.setFromMatrix3Column( this, 1 );
  736. zAxis.setFromMatrix3Column( this, 2 );
  737. return this;
  738. },
  739. setFromMatrix4: function ( m ) {
  740. var me = m.elements;
  741. this.set(
  742. me[ 0 ], me[ 4 ], me[ 8 ],
  743. me[ 1 ], me[ 5 ], me[ 9 ],
  744. me[ 2 ], me[ 6 ], me[ 10 ]
  745. );
  746. return this;
  747. },
  748. multiply: function ( m ) {
  749. return this.multiplyMatrices( this, m );
  750. },
  751. premultiply: function ( m ) {
  752. return this.multiplyMatrices( m, this );
  753. },
  754. multiplyMatrices: function ( a, b ) {
  755. var ae = a.elements;
  756. var be = b.elements;
  757. var te = this.elements;
  758. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  759. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  760. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  761. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  762. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  763. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  764. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  765. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  766. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  767. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  768. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  769. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  770. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  771. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  772. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  773. return this;
  774. },
  775. multiplyScalar: function ( s ) {
  776. var te = this.elements;
  777. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  778. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  779. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  780. return this;
  781. },
  782. determinant: function () {
  783. var te = this.elements;
  784. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  785. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  786. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  787. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  788. },
  789. getInverse: function ( matrix, throwOnDegenerate ) {
  790. if ( throwOnDegenerate !== undefined ) {
  791. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  792. }
  793. var me = matrix.elements,
  794. te = this.elements,
  795. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  796. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  797. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  798. t11 = n33 * n22 - n32 * n23,
  799. t12 = n32 * n13 - n33 * n12,
  800. t13 = n23 * n12 - n22 * n13,
  801. det = n11 * t11 + n21 * t12 + n31 * t13;
  802. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  803. var detInv = 1 / det;
  804. te[ 0 ] = t11 * detInv;
  805. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  806. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  807. te[ 3 ] = t12 * detInv;
  808. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  809. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  810. te[ 6 ] = t13 * detInv;
  811. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  812. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  813. return this;
  814. },
  815. transpose: function () {
  816. var tmp;
  817. var m = this.elements;
  818. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  819. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  820. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  821. return this;
  822. },
  823. getNormalMatrix: function ( matrix4 ) {
  824. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  825. },
  826. transposeIntoArray: function ( r ) {
  827. var m = this.elements;
  828. r[ 0 ] = m[ 0 ];
  829. r[ 1 ] = m[ 3 ];
  830. r[ 2 ] = m[ 6 ];
  831. r[ 3 ] = m[ 1 ];
  832. r[ 4 ] = m[ 4 ];
  833. r[ 5 ] = m[ 7 ];
  834. r[ 6 ] = m[ 2 ];
  835. r[ 7 ] = m[ 5 ];
  836. r[ 8 ] = m[ 8 ];
  837. return this;
  838. },
  839. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  840. var c = Math.cos( rotation );
  841. var s = Math.sin( rotation );
  842. this.set(
  843. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  844. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  845. 0, 0, 1
  846. );
  847. },
  848. scale: function ( sx, sy ) {
  849. var te = this.elements;
  850. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  851. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  852. return this;
  853. },
  854. rotate: function ( theta ) {
  855. var c = Math.cos( theta );
  856. var s = Math.sin( theta );
  857. var te = this.elements;
  858. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  859. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  860. te[ 0 ] = c * a11 + s * a21;
  861. te[ 3 ] = c * a12 + s * a22;
  862. te[ 6 ] = c * a13 + s * a23;
  863. te[ 1 ] = - s * a11 + c * a21;
  864. te[ 4 ] = - s * a12 + c * a22;
  865. te[ 7 ] = - s * a13 + c * a23;
  866. return this;
  867. },
  868. translate: function ( tx, ty ) {
  869. var te = this.elements;
  870. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  871. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  872. return this;
  873. },
  874. equals: function ( matrix ) {
  875. var te = this.elements;
  876. var me = matrix.elements;
  877. for ( var i = 0; i < 9; i ++ ) {
  878. if ( te[ i ] !== me[ i ] ) { return false; }
  879. }
  880. return true;
  881. },
  882. fromArray: function ( array, offset ) {
  883. if ( offset === undefined ) { offset = 0; }
  884. for ( var i = 0; i < 9; i ++ ) {
  885. this.elements[ i ] = array[ i + offset ];
  886. }
  887. return this;
  888. },
  889. toArray: function ( array, offset ) {
  890. if ( array === undefined ) { array = []; }
  891. if ( offset === undefined ) { offset = 0; }
  892. var te = this.elements;
  893. array[ offset ] = te[ 0 ];
  894. array[ offset + 1 ] = te[ 1 ];
  895. array[ offset + 2 ] = te[ 2 ];
  896. array[ offset + 3 ] = te[ 3 ];
  897. array[ offset + 4 ] = te[ 4 ];
  898. array[ offset + 5 ] = te[ 5 ];
  899. array[ offset + 6 ] = te[ 6 ];
  900. array[ offset + 7 ] = te[ 7 ];
  901. array[ offset + 8 ] = te[ 8 ];
  902. return array;
  903. }
  904. } );
  905. /**
  906. * @author mrdoob / http://mrdoob.com/
  907. * @author alteredq / http://alteredqualia.com/
  908. * @author szimek / https://github.com/szimek/
  909. */
  910. var _canvas;
  911. var ImageUtils = {
  912. getDataURL: function ( image ) {
  913. if ( /^data:/i.test( image.src ) ) {
  914. return image.src;
  915. }
  916. if ( typeof HTMLCanvasElement == 'undefined' ) {
  917. return image.src;
  918. }
  919. var canvas;
  920. if ( image instanceof HTMLCanvasElement ) {
  921. canvas = image;
  922. } else {
  923. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  924. _canvas.width = image.width;
  925. _canvas.height = image.height;
  926. var context = _canvas.getContext( '2d' );
  927. if ( image instanceof ImageData ) {
  928. context.putImageData( image, 0, 0 );
  929. } else {
  930. context.drawImage( image, 0, 0, image.width, image.height );
  931. }
  932. canvas = _canvas;
  933. }
  934. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  935. return canvas.toDataURL( 'image/jpeg', 0.6 );
  936. } else {
  937. return canvas.toDataURL( 'image/png' );
  938. }
  939. }
  940. };
  941. /**
  942. * @author mrdoob / http://mrdoob.com/
  943. * @author alteredq / http://alteredqualia.com/
  944. * @author szimek / https://github.com/szimek/
  945. */
  946. var textureId = 0;
  947. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  948. Object.defineProperty( this, 'id', { value: textureId ++ } );
  949. this.uuid = MathUtils.generateUUID();
  950. this.name = '';
  951. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  952. this.mipmaps = [];
  953. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  954. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  955. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  956. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  957. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  958. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  959. this.format = format !== undefined ? format : RGBAFormat;
  960. this.internalFormat = null;
  961. this.type = type !== undefined ? type : UnsignedByteType;
  962. this.offset = new Vector2( 0, 0 );
  963. this.repeat = new Vector2( 1, 1 );
  964. this.center = new Vector2( 0, 0 );
  965. this.rotation = 0;
  966. this.matrixAutoUpdate = true;
  967. this.matrix = new Matrix3();
  968. this.generateMipmaps = true;
  969. this.premultiplyAlpha = false;
  970. this.flipY = true;
  971. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  972. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  973. //
  974. // Also changing the encoding after already used by a Material will not automatically make the Material
  975. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  976. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  977. this.version = 0;
  978. this.onUpdate = null;
  979. }
  980. Texture.DEFAULT_IMAGE = undefined;
  981. Texture.DEFAULT_MAPPING = UVMapping;
  982. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  983. constructor: Texture,
  984. isTexture: true,
  985. updateMatrix: function () {
  986. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  987. },
  988. clone: function () {
  989. return new this.constructor().copy( this );
  990. },
  991. copy: function ( source ) {
  992. this.name = source.name;
  993. this.image = source.image;
  994. this.mipmaps = source.mipmaps.slice( 0 );
  995. this.mapping = source.mapping;
  996. this.wrapS = source.wrapS;
  997. this.wrapT = source.wrapT;
  998. this.magFilter = source.magFilter;
  999. this.minFilter = source.minFilter;
  1000. this.anisotropy = source.anisotropy;
  1001. this.format = source.format;
  1002. this.internalFormat = source.internalFormat;
  1003. this.type = source.type;
  1004. this.offset.copy( source.offset );
  1005. this.repeat.copy( source.repeat );
  1006. this.center.copy( source.center );
  1007. this.rotation = source.rotation;
  1008. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1009. this.matrix.copy( source.matrix );
  1010. this.generateMipmaps = source.generateMipmaps;
  1011. this.premultiplyAlpha = source.premultiplyAlpha;
  1012. this.flipY = source.flipY;
  1013. this.unpackAlignment = source.unpackAlignment;
  1014. this.encoding = source.encoding;
  1015. return this;
  1016. },
  1017. toJSON: function ( meta ) {
  1018. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1019. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1020. return meta.textures[ this.uuid ];
  1021. }
  1022. var output = {
  1023. metadata: {
  1024. version: 4.5,
  1025. type: 'Texture',
  1026. generator: 'Texture.toJSON'
  1027. },
  1028. uuid: this.uuid,
  1029. name: this.name,
  1030. mapping: this.mapping,
  1031. repeat: [ this.repeat.x, this.repeat.y ],
  1032. offset: [ this.offset.x, this.offset.y ],
  1033. center: [ this.center.x, this.center.y ],
  1034. rotation: this.rotation,
  1035. wrap: [ this.wrapS, this.wrapT ],
  1036. format: this.format,
  1037. type: this.type,
  1038. encoding: this.encoding,
  1039. minFilter: this.minFilter,
  1040. magFilter: this.magFilter,
  1041. anisotropy: this.anisotropy,
  1042. flipY: this.flipY,
  1043. premultiplyAlpha: this.premultiplyAlpha,
  1044. unpackAlignment: this.unpackAlignment
  1045. };
  1046. if ( this.image !== undefined ) {
  1047. // TODO: Move to THREE.Image
  1048. var image = this.image;
  1049. if ( image.uuid === undefined ) {
  1050. image.uuid = MathUtils.generateUUID(); // UGH
  1051. }
  1052. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1053. var url;
  1054. if ( Array.isArray( image ) ) {
  1055. // process array of images e.g. CubeTexture
  1056. url = [];
  1057. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1058. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1059. }
  1060. } else {
  1061. // process single image
  1062. url = ImageUtils.getDataURL( image );
  1063. }
  1064. meta.images[ image.uuid ] = {
  1065. uuid: image.uuid,
  1066. url: url
  1067. };
  1068. }
  1069. output.image = image.uuid;
  1070. }
  1071. if ( ! isRootObject ) {
  1072. meta.textures[ this.uuid ] = output;
  1073. }
  1074. return output;
  1075. },
  1076. dispose: function () {
  1077. this.dispatchEvent( { type: 'dispose' } );
  1078. },
  1079. transformUv: function ( uv ) {
  1080. if ( this.mapping !== UVMapping ) { return uv; }
  1081. uv.applyMatrix3( this.matrix );
  1082. if ( uv.x < 0 || uv.x > 1 ) {
  1083. switch ( this.wrapS ) {
  1084. case RepeatWrapping:
  1085. uv.x = uv.x - Math.floor( uv.x );
  1086. break;
  1087. case ClampToEdgeWrapping:
  1088. uv.x = uv.x < 0 ? 0 : 1;
  1089. break;
  1090. case MirroredRepeatWrapping:
  1091. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1092. uv.x = Math.ceil( uv.x ) - uv.x;
  1093. } else {
  1094. uv.x = uv.x - Math.floor( uv.x );
  1095. }
  1096. break;
  1097. }
  1098. }
  1099. if ( uv.y < 0 || uv.y > 1 ) {
  1100. switch ( this.wrapT ) {
  1101. case RepeatWrapping:
  1102. uv.y = uv.y - Math.floor( uv.y );
  1103. break;
  1104. case ClampToEdgeWrapping:
  1105. uv.y = uv.y < 0 ? 0 : 1;
  1106. break;
  1107. case MirroredRepeatWrapping:
  1108. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1109. uv.y = Math.ceil( uv.y ) - uv.y;
  1110. } else {
  1111. uv.y = uv.y - Math.floor( uv.y );
  1112. }
  1113. break;
  1114. }
  1115. }
  1116. if ( this.flipY ) {
  1117. uv.y = 1 - uv.y;
  1118. }
  1119. return uv;
  1120. }
  1121. } );
  1122. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1123. set: function ( value ) {
  1124. if ( value === true ) { this.version ++; }
  1125. }
  1126. } );
  1127. /**
  1128. * @author supereggbert / http://www.paulbrunt.co.uk/
  1129. * @author philogb / http://blog.thejit.org/
  1130. * @author mikael emtinger / http://gomo.se/
  1131. * @author egraether / http://egraether.com/
  1132. * @author WestLangley / http://github.com/WestLangley
  1133. */
  1134. function Vector4( x, y, z, w ) {
  1135. if ( x === void 0 ) x = 0;
  1136. if ( y === void 0 ) y = 0;
  1137. if ( z === void 0 ) z = 0;
  1138. if ( w === void 0 ) w = 1;
  1139. this.x = x;
  1140. this.y = y;
  1141. this.z = z;
  1142. this.w = w;
  1143. }
  1144. Object.defineProperties( Vector4.prototype, {
  1145. "width": {
  1146. get: function () {
  1147. return this.z;
  1148. },
  1149. set: function ( value ) {
  1150. this.z = value;
  1151. }
  1152. },
  1153. "height": {
  1154. get: function () {
  1155. return this.w;
  1156. },
  1157. set: function ( value ) {
  1158. this.w = value;
  1159. }
  1160. }
  1161. } );
  1162. Object.assign( Vector4.prototype, {
  1163. isVector4: true,
  1164. set: function ( x, y, z, w ) {
  1165. this.x = x;
  1166. this.y = y;
  1167. this.z = z;
  1168. this.w = w;
  1169. return this;
  1170. },
  1171. setScalar: function ( scalar ) {
  1172. this.x = scalar;
  1173. this.y = scalar;
  1174. this.z = scalar;
  1175. this.w = scalar;
  1176. return this;
  1177. },
  1178. setX: function ( x ) {
  1179. this.x = x;
  1180. return this;
  1181. },
  1182. setY: function ( y ) {
  1183. this.y = y;
  1184. return this;
  1185. },
  1186. setZ: function ( z ) {
  1187. this.z = z;
  1188. return this;
  1189. },
  1190. setW: function ( w ) {
  1191. this.w = w;
  1192. return this;
  1193. },
  1194. setComponent: function ( index, value ) {
  1195. switch ( index ) {
  1196. case 0: this.x = value; break;
  1197. case 1: this.y = value; break;
  1198. case 2: this.z = value; break;
  1199. case 3: this.w = value; break;
  1200. default: throw new Error( 'index is out of range: ' + index );
  1201. }
  1202. return this;
  1203. },
  1204. getComponent: function ( index ) {
  1205. switch ( index ) {
  1206. case 0: return this.x;
  1207. case 1: return this.y;
  1208. case 2: return this.z;
  1209. case 3: return this.w;
  1210. default: throw new Error( 'index is out of range: ' + index );
  1211. }
  1212. },
  1213. clone: function () {
  1214. return new this.constructor( this.x, this.y, this.z, this.w );
  1215. },
  1216. copy: function ( v ) {
  1217. this.x = v.x;
  1218. this.y = v.y;
  1219. this.z = v.z;
  1220. this.w = ( v.w !== undefined ) ? v.w : 1;
  1221. return this;
  1222. },
  1223. add: function ( v, w ) {
  1224. if ( w !== undefined ) {
  1225. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1226. return this.addVectors( v, w );
  1227. }
  1228. this.x += v.x;
  1229. this.y += v.y;
  1230. this.z += v.z;
  1231. this.w += v.w;
  1232. return this;
  1233. },
  1234. addScalar: function ( s ) {
  1235. this.x += s;
  1236. this.y += s;
  1237. this.z += s;
  1238. this.w += s;
  1239. return this;
  1240. },
  1241. addVectors: function ( a, b ) {
  1242. this.x = a.x + b.x;
  1243. this.y = a.y + b.y;
  1244. this.z = a.z + b.z;
  1245. this.w = a.w + b.w;
  1246. return this;
  1247. },
  1248. addScaledVector: function ( v, s ) {
  1249. this.x += v.x * s;
  1250. this.y += v.y * s;
  1251. this.z += v.z * s;
  1252. this.w += v.w * s;
  1253. return this;
  1254. },
  1255. sub: function ( v, w ) {
  1256. if ( w !== undefined ) {
  1257. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1258. return this.subVectors( v, w );
  1259. }
  1260. this.x -= v.x;
  1261. this.y -= v.y;
  1262. this.z -= v.z;
  1263. this.w -= v.w;
  1264. return this;
  1265. },
  1266. subScalar: function ( s ) {
  1267. this.x -= s;
  1268. this.y -= s;
  1269. this.z -= s;
  1270. this.w -= s;
  1271. return this;
  1272. },
  1273. subVectors: function ( a, b ) {
  1274. this.x = a.x - b.x;
  1275. this.y = a.y - b.y;
  1276. this.z = a.z - b.z;
  1277. this.w = a.w - b.w;
  1278. return this;
  1279. },
  1280. multiplyScalar: function ( scalar ) {
  1281. this.x *= scalar;
  1282. this.y *= scalar;
  1283. this.z *= scalar;
  1284. this.w *= scalar;
  1285. return this;
  1286. },
  1287. applyMatrix4: function ( m ) {
  1288. var x = this.x, y = this.y, z = this.z, w = this.w;
  1289. var e = m.elements;
  1290. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1291. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1292. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1293. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1294. return this;
  1295. },
  1296. divideScalar: function ( scalar ) {
  1297. return this.multiplyScalar( 1 / scalar );
  1298. },
  1299. setAxisAngleFromQuaternion: function ( q ) {
  1300. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1301. // q is assumed to be normalized
  1302. this.w = 2 * Math.acos( q.w );
  1303. var s = Math.sqrt( 1 - q.w * q.w );
  1304. if ( s < 0.0001 ) {
  1305. this.x = 1;
  1306. this.y = 0;
  1307. this.z = 0;
  1308. } else {
  1309. this.x = q.x / s;
  1310. this.y = q.y / s;
  1311. this.z = q.z / s;
  1312. }
  1313. return this;
  1314. },
  1315. setAxisAngleFromRotationMatrix: function ( m ) {
  1316. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1317. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1318. var angle, x, y, z; // variables for result
  1319. var epsilon = 0.01, // margin to allow for rounding errors
  1320. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1321. te = m.elements,
  1322. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1323. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1324. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1325. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1326. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1327. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1328. // singularity found
  1329. // first check for identity matrix which must have +1 for all terms
  1330. // in leading diagonal and zero in other terms
  1331. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1332. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1333. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1334. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1335. // this singularity is identity matrix so angle = 0
  1336. this.set( 1, 0, 0, 0 );
  1337. return this; // zero angle, arbitrary axis
  1338. }
  1339. // otherwise this singularity is angle = 180
  1340. angle = Math.PI;
  1341. var xx = ( m11 + 1 ) / 2;
  1342. var yy = ( m22 + 1 ) / 2;
  1343. var zz = ( m33 + 1 ) / 2;
  1344. var xy = ( m12 + m21 ) / 4;
  1345. var xz = ( m13 + m31 ) / 4;
  1346. var yz = ( m23 + m32 ) / 4;
  1347. if ( ( xx > yy ) && ( xx > zz ) ) {
  1348. // m11 is the largest diagonal term
  1349. if ( xx < epsilon ) {
  1350. x = 0;
  1351. y = 0.707106781;
  1352. z = 0.707106781;
  1353. } else {
  1354. x = Math.sqrt( xx );
  1355. y = xy / x;
  1356. z = xz / x;
  1357. }
  1358. } else if ( yy > zz ) {
  1359. // m22 is the largest diagonal term
  1360. if ( yy < epsilon ) {
  1361. x = 0.707106781;
  1362. y = 0;
  1363. z = 0.707106781;
  1364. } else {
  1365. y = Math.sqrt( yy );
  1366. x = xy / y;
  1367. z = yz / y;
  1368. }
  1369. } else {
  1370. // m33 is the largest diagonal term so base result on this
  1371. if ( zz < epsilon ) {
  1372. x = 0.707106781;
  1373. y = 0.707106781;
  1374. z = 0;
  1375. } else {
  1376. z = Math.sqrt( zz );
  1377. x = xz / z;
  1378. y = yz / z;
  1379. }
  1380. }
  1381. this.set( x, y, z, angle );
  1382. return this; // return 180 deg rotation
  1383. }
  1384. // as we have reached here there are no singularities so we can handle normally
  1385. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1386. ( m13 - m31 ) * ( m13 - m31 ) +
  1387. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1388. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1389. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1390. // caught by singularity test above, but I've left it in just in case
  1391. this.x = ( m32 - m23 ) / s;
  1392. this.y = ( m13 - m31 ) / s;
  1393. this.z = ( m21 - m12 ) / s;
  1394. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1395. return this;
  1396. },
  1397. min: function ( v ) {
  1398. this.x = Math.min( this.x, v.x );
  1399. this.y = Math.min( this.y, v.y );
  1400. this.z = Math.min( this.z, v.z );
  1401. this.w = Math.min( this.w, v.w );
  1402. return this;
  1403. },
  1404. max: function ( v ) {
  1405. this.x = Math.max( this.x, v.x );
  1406. this.y = Math.max( this.y, v.y );
  1407. this.z = Math.max( this.z, v.z );
  1408. this.w = Math.max( this.w, v.w );
  1409. return this;
  1410. },
  1411. clamp: function ( min, max ) {
  1412. // assumes min < max, componentwise
  1413. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1414. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1415. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1416. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1417. return this;
  1418. },
  1419. clampScalar: function ( minVal, maxVal ) {
  1420. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1421. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1422. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1423. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1424. return this;
  1425. },
  1426. clampLength: function ( min, max ) {
  1427. var length = this.length();
  1428. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1429. },
  1430. floor: function () {
  1431. this.x = Math.floor( this.x );
  1432. this.y = Math.floor( this.y );
  1433. this.z = Math.floor( this.z );
  1434. this.w = Math.floor( this.w );
  1435. return this;
  1436. },
  1437. ceil: function () {
  1438. this.x = Math.ceil( this.x );
  1439. this.y = Math.ceil( this.y );
  1440. this.z = Math.ceil( this.z );
  1441. this.w = Math.ceil( this.w );
  1442. return this;
  1443. },
  1444. round: function () {
  1445. this.x = Math.round( this.x );
  1446. this.y = Math.round( this.y );
  1447. this.z = Math.round( this.z );
  1448. this.w = Math.round( this.w );
  1449. return this;
  1450. },
  1451. roundToZero: function () {
  1452. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1453. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1454. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1455. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1456. return this;
  1457. },
  1458. negate: function () {
  1459. this.x = - this.x;
  1460. this.y = - this.y;
  1461. this.z = - this.z;
  1462. this.w = - this.w;
  1463. return this;
  1464. },
  1465. dot: function ( v ) {
  1466. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1467. },
  1468. lengthSq: function () {
  1469. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1470. },
  1471. length: function () {
  1472. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1473. },
  1474. manhattanLength: function () {
  1475. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1476. },
  1477. normalize: function () {
  1478. return this.divideScalar( this.length() || 1 );
  1479. },
  1480. setLength: function ( length ) {
  1481. return this.normalize().multiplyScalar( length );
  1482. },
  1483. lerp: function ( v, alpha ) {
  1484. this.x += ( v.x - this.x ) * alpha;
  1485. this.y += ( v.y - this.y ) * alpha;
  1486. this.z += ( v.z - this.z ) * alpha;
  1487. this.w += ( v.w - this.w ) * alpha;
  1488. return this;
  1489. },
  1490. lerpVectors: function ( v1, v2, alpha ) {
  1491. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1492. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1493. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1494. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1495. return this;
  1496. },
  1497. equals: function ( v ) {
  1498. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1499. },
  1500. fromArray: function ( array, offset ) {
  1501. if ( offset === undefined ) { offset = 0; }
  1502. this.x = array[ offset ];
  1503. this.y = array[ offset + 1 ];
  1504. this.z = array[ offset + 2 ];
  1505. this.w = array[ offset + 3 ];
  1506. return this;
  1507. },
  1508. toArray: function ( array, offset ) {
  1509. if ( array === undefined ) { array = []; }
  1510. if ( offset === undefined ) { offset = 0; }
  1511. array[ offset ] = this.x;
  1512. array[ offset + 1 ] = this.y;
  1513. array[ offset + 2 ] = this.z;
  1514. array[ offset + 3 ] = this.w;
  1515. return array;
  1516. },
  1517. fromBufferAttribute: function ( attribute, index, offset ) {
  1518. if ( offset !== undefined ) {
  1519. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1520. }
  1521. this.x = attribute.getX( index );
  1522. this.y = attribute.getY( index );
  1523. this.z = attribute.getZ( index );
  1524. this.w = attribute.getW( index );
  1525. return this;
  1526. },
  1527. random: function () {
  1528. this.x = Math.random();
  1529. this.y = Math.random();
  1530. this.z = Math.random();
  1531. this.w = Math.random();
  1532. return this;
  1533. }
  1534. } );
  1535. /**
  1536. * @author szimek / https://github.com/szimek/
  1537. * @author alteredq / http://alteredqualia.com/
  1538. * @author Marius Kintel / https://github.com/kintel
  1539. */
  1540. /*
  1541. In options, we can specify:
  1542. * Texture parameters for an auto-generated target texture
  1543. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1544. */
  1545. function WebGLRenderTarget( width, height, options ) {
  1546. this.width = width;
  1547. this.height = height;
  1548. this.scissor = new Vector4( 0, 0, width, height );
  1549. this.scissorTest = false;
  1550. this.viewport = new Vector4( 0, 0, width, height );
  1551. options = options || {};
  1552. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1553. this.texture.image = {};
  1554. this.texture.image.width = width;
  1555. this.texture.image.height = height;
  1556. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1557. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1558. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1559. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1560. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1561. }
  1562. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1563. constructor: WebGLRenderTarget,
  1564. isWebGLRenderTarget: true,
  1565. setSize: function ( width, height ) {
  1566. if ( this.width !== width || this.height !== height ) {
  1567. this.width = width;
  1568. this.height = height;
  1569. this.texture.image.width = width;
  1570. this.texture.image.height = height;
  1571. this.dispose();
  1572. }
  1573. this.viewport.set( 0, 0, width, height );
  1574. this.scissor.set( 0, 0, width, height );
  1575. },
  1576. clone: function () {
  1577. return new this.constructor().copy( this );
  1578. },
  1579. copy: function ( source ) {
  1580. this.width = source.width;
  1581. this.height = source.height;
  1582. this.viewport.copy( source.viewport );
  1583. this.texture = source.texture.clone();
  1584. this.depthBuffer = source.depthBuffer;
  1585. this.stencilBuffer = source.stencilBuffer;
  1586. this.depthTexture = source.depthTexture;
  1587. return this;
  1588. },
  1589. dispose: function () {
  1590. this.dispatchEvent( { type: 'dispose' } );
  1591. }
  1592. } );
  1593. /**
  1594. * @author Mugen87 / https://github.com/Mugen87
  1595. * @author Matt DesLauriers / @mattdesl
  1596. */
  1597. function WebGLMultisampleRenderTarget( width, height, options ) {
  1598. WebGLRenderTarget.call( this, width, height, options );
  1599. this.samples = 4;
  1600. }
  1601. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1602. constructor: WebGLMultisampleRenderTarget,
  1603. isWebGLMultisampleRenderTarget: true,
  1604. copy: function ( source ) {
  1605. WebGLRenderTarget.prototype.copy.call( this, source );
  1606. this.samples = source.samples;
  1607. return this;
  1608. }
  1609. } );
  1610. /**
  1611. * @author mikael emtinger / http://gomo.se/
  1612. * @author alteredq / http://alteredqualia.com/
  1613. * @author WestLangley / http://github.com/WestLangley
  1614. * @author bhouston / http://clara.io
  1615. */
  1616. function Quaternion( x, y, z, w ) {
  1617. if ( x === void 0 ) x = 0;
  1618. if ( y === void 0 ) y = 0;
  1619. if ( z === void 0 ) z = 0;
  1620. if ( w === void 0 ) w = 1;
  1621. this._x = x;
  1622. this._y = y;
  1623. this._z = z;
  1624. this._w = w;
  1625. }
  1626. Object.assign( Quaternion, {
  1627. slerp: function ( qa, qb, qm, t ) {
  1628. return qm.copy( qa ).slerp( qb, t );
  1629. },
  1630. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1631. // fuzz-free, array-based Quaternion SLERP operation
  1632. var x0 = src0[ srcOffset0 + 0 ],
  1633. y0 = src0[ srcOffset0 + 1 ],
  1634. z0 = src0[ srcOffset0 + 2 ],
  1635. w0 = src0[ srcOffset0 + 3 ];
  1636. var x1 = src1[ srcOffset1 + 0 ],
  1637. y1 = src1[ srcOffset1 + 1 ],
  1638. z1 = src1[ srcOffset1 + 2 ],
  1639. w1 = src1[ srcOffset1 + 3 ];
  1640. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1641. var s = 1 - t,
  1642. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1643. dir = ( cos >= 0 ? 1 : - 1 ),
  1644. sqrSin = 1 - cos * cos;
  1645. // Skip the Slerp for tiny steps to avoid numeric problems:
  1646. if ( sqrSin > Number.EPSILON ) {
  1647. var sin = Math.sqrt( sqrSin ),
  1648. len = Math.atan2( sin, cos * dir );
  1649. s = Math.sin( s * len ) / sin;
  1650. t = Math.sin( t * len ) / sin;
  1651. }
  1652. var tDir = t * dir;
  1653. x0 = x0 * s + x1 * tDir;
  1654. y0 = y0 * s + y1 * tDir;
  1655. z0 = z0 * s + z1 * tDir;
  1656. w0 = w0 * s + w1 * tDir;
  1657. // Normalize in case we just did a lerp:
  1658. if ( s === 1 - t ) {
  1659. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1660. x0 *= f;
  1661. y0 *= f;
  1662. z0 *= f;
  1663. w0 *= f;
  1664. }
  1665. }
  1666. dst[ dstOffset ] = x0;
  1667. dst[ dstOffset + 1 ] = y0;
  1668. dst[ dstOffset + 2 ] = z0;
  1669. dst[ dstOffset + 3 ] = w0;
  1670. },
  1671. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1672. var x0 = src0[ srcOffset0 ];
  1673. var y0 = src0[ srcOffset0 + 1 ];
  1674. var z0 = src0[ srcOffset0 + 2 ];
  1675. var w0 = src0[ srcOffset0 + 3 ];
  1676. var x1 = src1[ srcOffset1 ];
  1677. var y1 = src1[ srcOffset1 + 1 ];
  1678. var z1 = src1[ srcOffset1 + 2 ];
  1679. var w1 = src1[ srcOffset1 + 3 ];
  1680. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1681. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1682. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1683. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1684. return dst;
  1685. }
  1686. } );
  1687. Object.defineProperties( Quaternion.prototype, {
  1688. x: {
  1689. get: function () {
  1690. return this._x;
  1691. },
  1692. set: function ( value ) {
  1693. this._x = value;
  1694. this._onChangeCallback();
  1695. }
  1696. },
  1697. y: {
  1698. get: function () {
  1699. return this._y;
  1700. },
  1701. set: function ( value ) {
  1702. this._y = value;
  1703. this._onChangeCallback();
  1704. }
  1705. },
  1706. z: {
  1707. get: function () {
  1708. return this._z;
  1709. },
  1710. set: function ( value ) {
  1711. this._z = value;
  1712. this._onChangeCallback();
  1713. }
  1714. },
  1715. w: {
  1716. get: function () {
  1717. return this._w;
  1718. },
  1719. set: function ( value ) {
  1720. this._w = value;
  1721. this._onChangeCallback();
  1722. }
  1723. }
  1724. } );
  1725. Object.assign( Quaternion.prototype, {
  1726. isQuaternion: true,
  1727. set: function ( x, y, z, w ) {
  1728. this._x = x;
  1729. this._y = y;
  1730. this._z = z;
  1731. this._w = w;
  1732. this._onChangeCallback();
  1733. return this;
  1734. },
  1735. clone: function () {
  1736. return new this.constructor( this._x, this._y, this._z, this._w );
  1737. },
  1738. copy: function ( quaternion ) {
  1739. this._x = quaternion.x;
  1740. this._y = quaternion.y;
  1741. this._z = quaternion.z;
  1742. this._w = quaternion.w;
  1743. this._onChangeCallback();
  1744. return this;
  1745. },
  1746. setFromEuler: function ( euler, update ) {
  1747. if ( ! ( euler && euler.isEuler ) ) {
  1748. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1749. }
  1750. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1751. // http://www.mathworks.com/matlabcentral/fileexchange/
  1752. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1753. // content/SpinCalc.m
  1754. var cos = Math.cos;
  1755. var sin = Math.sin;
  1756. var c1 = cos( x / 2 );
  1757. var c2 = cos( y / 2 );
  1758. var c3 = cos( z / 2 );
  1759. var s1 = sin( x / 2 );
  1760. var s2 = sin( y / 2 );
  1761. var s3 = sin( z / 2 );
  1762. switch ( order ) {
  1763. case 'XYZ':
  1764. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1765. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1768. break;
  1769. case 'YXZ':
  1770. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1772. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1774. break;
  1775. case 'ZXY':
  1776. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1777. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1778. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1779. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1780. break;
  1781. case 'ZYX':
  1782. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1783. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1784. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1785. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1786. break;
  1787. case 'YZX':
  1788. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1789. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1790. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1791. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1792. break;
  1793. case 'XZY':
  1794. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1795. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1796. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1797. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1798. break;
  1799. default:
  1800. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1801. }
  1802. if ( update !== false ) { this._onChangeCallback(); }
  1803. return this;
  1804. },
  1805. setFromAxisAngle: function ( axis, angle ) {
  1806. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1807. // assumes axis is normalized
  1808. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1809. this._x = axis.x * s;
  1810. this._y = axis.y * s;
  1811. this._z = axis.z * s;
  1812. this._w = Math.cos( halfAngle );
  1813. this._onChangeCallback();
  1814. return this;
  1815. },
  1816. setFromRotationMatrix: function ( m ) {
  1817. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1818. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1819. var te = m.elements,
  1820. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1821. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1822. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1823. trace = m11 + m22 + m33;
  1824. if ( trace > 0 ) {
  1825. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1826. this._w = 0.25 / s;
  1827. this._x = ( m32 - m23 ) * s;
  1828. this._y = ( m13 - m31 ) * s;
  1829. this._z = ( m21 - m12 ) * s;
  1830. } else if ( m11 > m22 && m11 > m33 ) {
  1831. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1832. this._w = ( m32 - m23 ) / s$1;
  1833. this._x = 0.25 * s$1;
  1834. this._y = ( m12 + m21 ) / s$1;
  1835. this._z = ( m13 + m31 ) / s$1;
  1836. } else if ( m22 > m33 ) {
  1837. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1838. this._w = ( m13 - m31 ) / s$2;
  1839. this._x = ( m12 + m21 ) / s$2;
  1840. this._y = 0.25 * s$2;
  1841. this._z = ( m23 + m32 ) / s$2;
  1842. } else {
  1843. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1844. this._w = ( m21 - m12 ) / s$3;
  1845. this._x = ( m13 + m31 ) / s$3;
  1846. this._y = ( m23 + m32 ) / s$3;
  1847. this._z = 0.25 * s$3;
  1848. }
  1849. this._onChangeCallback();
  1850. return this;
  1851. },
  1852. setFromUnitVectors: function ( vFrom, vTo ) {
  1853. // assumes direction vectors vFrom and vTo are normalized
  1854. var EPS = 0.000001;
  1855. var r = vFrom.dot( vTo ) + 1;
  1856. if ( r < EPS ) {
  1857. r = 0;
  1858. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1859. this._x = - vFrom.y;
  1860. this._y = vFrom.x;
  1861. this._z = 0;
  1862. this._w = r;
  1863. } else {
  1864. this._x = 0;
  1865. this._y = - vFrom.z;
  1866. this._z = vFrom.y;
  1867. this._w = r;
  1868. }
  1869. } else {
  1870. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1871. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1872. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1873. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1874. this._w = r;
  1875. }
  1876. return this.normalize();
  1877. },
  1878. angleTo: function ( q ) {
  1879. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1880. },
  1881. rotateTowards: function ( q, step ) {
  1882. var angle = this.angleTo( q );
  1883. if ( angle === 0 ) { return this; }
  1884. var t = Math.min( 1, step / angle );
  1885. this.slerp( q, t );
  1886. return this;
  1887. },
  1888. inverse: function () {
  1889. // quaternion is assumed to have unit length
  1890. return this.conjugate();
  1891. },
  1892. conjugate: function () {
  1893. this._x *= - 1;
  1894. this._y *= - 1;
  1895. this._z *= - 1;
  1896. this._onChangeCallback();
  1897. return this;
  1898. },
  1899. dot: function ( v ) {
  1900. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1901. },
  1902. lengthSq: function () {
  1903. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1904. },
  1905. length: function () {
  1906. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1907. },
  1908. normalize: function () {
  1909. var l = this.length();
  1910. if ( l === 0 ) {
  1911. this._x = 0;
  1912. this._y = 0;
  1913. this._z = 0;
  1914. this._w = 1;
  1915. } else {
  1916. l = 1 / l;
  1917. this._x = this._x * l;
  1918. this._y = this._y * l;
  1919. this._z = this._z * l;
  1920. this._w = this._w * l;
  1921. }
  1922. this._onChangeCallback();
  1923. return this;
  1924. },
  1925. multiply: function ( q, p ) {
  1926. if ( p !== undefined ) {
  1927. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1928. return this.multiplyQuaternions( q, p );
  1929. }
  1930. return this.multiplyQuaternions( this, q );
  1931. },
  1932. premultiply: function ( q ) {
  1933. return this.multiplyQuaternions( q, this );
  1934. },
  1935. multiplyQuaternions: function ( a, b ) {
  1936. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1937. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1938. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1939. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1940. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1941. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1942. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1943. this._onChangeCallback();
  1944. return this;
  1945. },
  1946. slerp: function ( qb, t ) {
  1947. if ( t === 0 ) { return this; }
  1948. if ( t === 1 ) { return this.copy( qb ); }
  1949. var x = this._x, y = this._y, z = this._z, w = this._w;
  1950. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1951. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1952. if ( cosHalfTheta < 0 ) {
  1953. this._w = - qb._w;
  1954. this._x = - qb._x;
  1955. this._y = - qb._y;
  1956. this._z = - qb._z;
  1957. cosHalfTheta = - cosHalfTheta;
  1958. } else {
  1959. this.copy( qb );
  1960. }
  1961. if ( cosHalfTheta >= 1.0 ) {
  1962. this._w = w;
  1963. this._x = x;
  1964. this._y = y;
  1965. this._z = z;
  1966. return this;
  1967. }
  1968. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1969. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1970. var s = 1 - t;
  1971. this._w = s * w + t * this._w;
  1972. this._x = s * x + t * this._x;
  1973. this._y = s * y + t * this._y;
  1974. this._z = s * z + t * this._z;
  1975. this.normalize();
  1976. this._onChangeCallback();
  1977. return this;
  1978. }
  1979. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1980. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1981. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1982. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1983. this._w = ( w * ratioA + this._w * ratioB );
  1984. this._x = ( x * ratioA + this._x * ratioB );
  1985. this._y = ( y * ratioA + this._y * ratioB );
  1986. this._z = ( z * ratioA + this._z * ratioB );
  1987. this._onChangeCallback();
  1988. return this;
  1989. },
  1990. equals: function ( quaternion ) {
  1991. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1992. },
  1993. fromArray: function ( array, offset ) {
  1994. if ( offset === undefined ) { offset = 0; }
  1995. this._x = array[ offset ];
  1996. this._y = array[ offset + 1 ];
  1997. this._z = array[ offset + 2 ];
  1998. this._w = array[ offset + 3 ];
  1999. this._onChangeCallback();
  2000. return this;
  2001. },
  2002. toArray: function ( array, offset ) {
  2003. if ( array === undefined ) { array = []; }
  2004. if ( offset === undefined ) { offset = 0; }
  2005. array[ offset ] = this._x;
  2006. array[ offset + 1 ] = this._y;
  2007. array[ offset + 2 ] = this._z;
  2008. array[ offset + 3 ] = this._w;
  2009. return array;
  2010. },
  2011. fromBufferAttribute: function ( attribute, index ) {
  2012. this._x = attribute.getX( index );
  2013. this._y = attribute.getY( index );
  2014. this._z = attribute.getZ( index );
  2015. this._w = attribute.getW( index );
  2016. return this;
  2017. },
  2018. _onChange: function ( callback ) {
  2019. this._onChangeCallback = callback;
  2020. return this;
  2021. },
  2022. _onChangeCallback: function () {}
  2023. } );
  2024. /**
  2025. * @author mrdoob / http://mrdoob.com/
  2026. * @author kile / http://kile.stravaganza.org/
  2027. * @author philogb / http://blog.thejit.org/
  2028. * @author mikael emtinger / http://gomo.se/
  2029. * @author egraether / http://egraether.com/
  2030. * @author WestLangley / http://github.com/WestLangley
  2031. */
  2032. var _vector = new Vector3();
  2033. var _quaternion = new Quaternion();
  2034. function Vector3( x, y, z ) {
  2035. if ( x === void 0 ) x = 0;
  2036. if ( y === void 0 ) y = 0;
  2037. if ( z === void 0 ) z = 0;
  2038. this.x = x;
  2039. this.y = y;
  2040. this.z = z;
  2041. }
  2042. Object.assign( Vector3.prototype, {
  2043. isVector3: true,
  2044. set: function ( x, y, z ) {
  2045. this.x = x;
  2046. this.y = y;
  2047. this.z = z;
  2048. return this;
  2049. },
  2050. setScalar: function ( scalar ) {
  2051. this.x = scalar;
  2052. this.y = scalar;
  2053. this.z = scalar;
  2054. return this;
  2055. },
  2056. setX: function ( x ) {
  2057. this.x = x;
  2058. return this;
  2059. },
  2060. setY: function ( y ) {
  2061. this.y = y;
  2062. return this;
  2063. },
  2064. setZ: function ( z ) {
  2065. this.z = z;
  2066. return this;
  2067. },
  2068. setComponent: function ( index, value ) {
  2069. switch ( index ) {
  2070. case 0: this.x = value; break;
  2071. case 1: this.y = value; break;
  2072. case 2: this.z = value; break;
  2073. default: throw new Error( 'index is out of range: ' + index );
  2074. }
  2075. return this;
  2076. },
  2077. getComponent: function ( index ) {
  2078. switch ( index ) {
  2079. case 0: return this.x;
  2080. case 1: return this.y;
  2081. case 2: return this.z;
  2082. default: throw new Error( 'index is out of range: ' + index );
  2083. }
  2084. },
  2085. clone: function () {
  2086. return new this.constructor( this.x, this.y, this.z );
  2087. },
  2088. copy: function ( v ) {
  2089. this.x = v.x;
  2090. this.y = v.y;
  2091. this.z = v.z;
  2092. return this;
  2093. },
  2094. add: function ( v, w ) {
  2095. if ( w !== undefined ) {
  2096. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2097. return this.addVectors( v, w );
  2098. }
  2099. this.x += v.x;
  2100. this.y += v.y;
  2101. this.z += v.z;
  2102. return this;
  2103. },
  2104. addScalar: function ( s ) {
  2105. this.x += s;
  2106. this.y += s;
  2107. this.z += s;
  2108. return this;
  2109. },
  2110. addVectors: function ( a, b ) {
  2111. this.x = a.x + b.x;
  2112. this.y = a.y + b.y;
  2113. this.z = a.z + b.z;
  2114. return this;
  2115. },
  2116. addScaledVector: function ( v, s ) {
  2117. this.x += v.x * s;
  2118. this.y += v.y * s;
  2119. this.z += v.z * s;
  2120. return this;
  2121. },
  2122. sub: function ( v, w ) {
  2123. if ( w !== undefined ) {
  2124. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2125. return this.subVectors( v, w );
  2126. }
  2127. this.x -= v.x;
  2128. this.y -= v.y;
  2129. this.z -= v.z;
  2130. return this;
  2131. },
  2132. subScalar: function ( s ) {
  2133. this.x -= s;
  2134. this.y -= s;
  2135. this.z -= s;
  2136. return this;
  2137. },
  2138. subVectors: function ( a, b ) {
  2139. this.x = a.x - b.x;
  2140. this.y = a.y - b.y;
  2141. this.z = a.z - b.z;
  2142. return this;
  2143. },
  2144. multiply: function ( v, w ) {
  2145. if ( w !== undefined ) {
  2146. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2147. return this.multiplyVectors( v, w );
  2148. }
  2149. this.x *= v.x;
  2150. this.y *= v.y;
  2151. this.z *= v.z;
  2152. return this;
  2153. },
  2154. multiplyScalar: function ( scalar ) {
  2155. this.x *= scalar;
  2156. this.y *= scalar;
  2157. this.z *= scalar;
  2158. return this;
  2159. },
  2160. multiplyVectors: function ( a, b ) {
  2161. this.x = a.x * b.x;
  2162. this.y = a.y * b.y;
  2163. this.z = a.z * b.z;
  2164. return this;
  2165. },
  2166. applyEuler: function ( euler ) {
  2167. if ( ! ( euler && euler.isEuler ) ) {
  2168. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2169. }
  2170. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2171. },
  2172. applyAxisAngle: function ( axis, angle ) {
  2173. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2174. },
  2175. applyMatrix3: function ( m ) {
  2176. var x = this.x, y = this.y, z = this.z;
  2177. var e = m.elements;
  2178. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2179. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2180. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2181. return this;
  2182. },
  2183. applyNormalMatrix: function ( m ) {
  2184. return this.applyMatrix3( m ).normalize();
  2185. },
  2186. applyMatrix4: function ( m ) {
  2187. var x = this.x, y = this.y, z = this.z;
  2188. var e = m.elements;
  2189. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2190. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2191. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2192. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2193. return this;
  2194. },
  2195. applyQuaternion: function ( q ) {
  2196. var x = this.x, y = this.y, z = this.z;
  2197. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2198. // calculate quat * vector
  2199. var ix = qw * x + qy * z - qz * y;
  2200. var iy = qw * y + qz * x - qx * z;
  2201. var iz = qw * z + qx * y - qy * x;
  2202. var iw = - qx * x - qy * y - qz * z;
  2203. // calculate result * inverse quat
  2204. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2205. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2206. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2207. return this;
  2208. },
  2209. project: function ( camera ) {
  2210. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2211. },
  2212. unproject: function ( camera ) {
  2213. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2214. },
  2215. transformDirection: function ( m ) {
  2216. // input: THREE.Matrix4 affine matrix
  2217. // vector interpreted as a direction
  2218. var x = this.x, y = this.y, z = this.z;
  2219. var e = m.elements;
  2220. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2221. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2222. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2223. return this.normalize();
  2224. },
  2225. divide: function ( v ) {
  2226. this.x /= v.x;
  2227. this.y /= v.y;
  2228. this.z /= v.z;
  2229. return this;
  2230. },
  2231. divideScalar: function ( scalar ) {
  2232. return this.multiplyScalar( 1 / scalar );
  2233. },
  2234. min: function ( v ) {
  2235. this.x = Math.min( this.x, v.x );
  2236. this.y = Math.min( this.y, v.y );
  2237. this.z = Math.min( this.z, v.z );
  2238. return this;
  2239. },
  2240. max: function ( v ) {
  2241. this.x = Math.max( this.x, v.x );
  2242. this.y = Math.max( this.y, v.y );
  2243. this.z = Math.max( this.z, v.z );
  2244. return this;
  2245. },
  2246. clamp: function ( min, max ) {
  2247. // assumes min < max, componentwise
  2248. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2249. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2250. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2251. return this;
  2252. },
  2253. clampScalar: function ( minVal, maxVal ) {
  2254. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2255. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2256. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2257. return this;
  2258. },
  2259. clampLength: function ( min, max ) {
  2260. var length = this.length();
  2261. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2262. },
  2263. floor: function () {
  2264. this.x = Math.floor( this.x );
  2265. this.y = Math.floor( this.y );
  2266. this.z = Math.floor( this.z );
  2267. return this;
  2268. },
  2269. ceil: function () {
  2270. this.x = Math.ceil( this.x );
  2271. this.y = Math.ceil( this.y );
  2272. this.z = Math.ceil( this.z );
  2273. return this;
  2274. },
  2275. round: function () {
  2276. this.x = Math.round( this.x );
  2277. this.y = Math.round( this.y );
  2278. this.z = Math.round( this.z );
  2279. return this;
  2280. },
  2281. roundToZero: function () {
  2282. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2283. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2284. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2285. return this;
  2286. },
  2287. negate: function () {
  2288. this.x = - this.x;
  2289. this.y = - this.y;
  2290. this.z = - this.z;
  2291. return this;
  2292. },
  2293. dot: function ( v ) {
  2294. return this.x * v.x + this.y * v.y + this.z * v.z;
  2295. },
  2296. // TODO lengthSquared?
  2297. lengthSq: function () {
  2298. return this.x * this.x + this.y * this.y + this.z * this.z;
  2299. },
  2300. length: function () {
  2301. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2302. },
  2303. manhattanLength: function () {
  2304. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2305. },
  2306. normalize: function () {
  2307. return this.divideScalar( this.length() || 1 );
  2308. },
  2309. setLength: function ( length ) {
  2310. return this.normalize().multiplyScalar( length );
  2311. },
  2312. lerp: function ( v, alpha ) {
  2313. this.x += ( v.x - this.x ) * alpha;
  2314. this.y += ( v.y - this.y ) * alpha;
  2315. this.z += ( v.z - this.z ) * alpha;
  2316. return this;
  2317. },
  2318. lerpVectors: function ( v1, v2, alpha ) {
  2319. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2320. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2321. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2322. return this;
  2323. },
  2324. cross: function ( v, w ) {
  2325. if ( w !== undefined ) {
  2326. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2327. return this.crossVectors( v, w );
  2328. }
  2329. return this.crossVectors( this, v );
  2330. },
  2331. crossVectors: function ( a, b ) {
  2332. var ax = a.x, ay = a.y, az = a.z;
  2333. var bx = b.x, by = b.y, bz = b.z;
  2334. this.x = ay * bz - az * by;
  2335. this.y = az * bx - ax * bz;
  2336. this.z = ax * by - ay * bx;
  2337. return this;
  2338. },
  2339. projectOnVector: function ( v ) {
  2340. var denominator = v.lengthSq();
  2341. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2342. var scalar = v.dot( this ) / denominator;
  2343. return this.copy( v ).multiplyScalar( scalar );
  2344. },
  2345. projectOnPlane: function ( planeNormal ) {
  2346. _vector.copy( this ).projectOnVector( planeNormal );
  2347. return this.sub( _vector );
  2348. },
  2349. reflect: function ( normal ) {
  2350. // reflect incident vector off plane orthogonal to normal
  2351. // normal is assumed to have unit length
  2352. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2353. },
  2354. angleTo: function ( v ) {
  2355. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2356. if ( denominator === 0 ) { return Math.PI / 2; }
  2357. var theta = this.dot( v ) / denominator;
  2358. // clamp, to handle numerical problems
  2359. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2360. },
  2361. distanceTo: function ( v ) {
  2362. return Math.sqrt( this.distanceToSquared( v ) );
  2363. },
  2364. distanceToSquared: function ( v ) {
  2365. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2366. return dx * dx + dy * dy + dz * dz;
  2367. },
  2368. manhattanDistanceTo: function ( v ) {
  2369. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2370. },
  2371. setFromSpherical: function ( s ) {
  2372. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2373. },
  2374. setFromSphericalCoords: function ( radius, phi, theta ) {
  2375. var sinPhiRadius = Math.sin( phi ) * radius;
  2376. this.x = sinPhiRadius * Math.sin( theta );
  2377. this.y = Math.cos( phi ) * radius;
  2378. this.z = sinPhiRadius * Math.cos( theta );
  2379. return this;
  2380. },
  2381. setFromCylindrical: function ( c ) {
  2382. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2383. },
  2384. setFromCylindricalCoords: function ( radius, theta, y ) {
  2385. this.x = radius * Math.sin( theta );
  2386. this.y = y;
  2387. this.z = radius * Math.cos( theta );
  2388. return this;
  2389. },
  2390. setFromMatrixPosition: function ( m ) {
  2391. var e = m.elements;
  2392. this.x = e[ 12 ];
  2393. this.y = e[ 13 ];
  2394. this.z = e[ 14 ];
  2395. return this;
  2396. },
  2397. setFromMatrixScale: function ( m ) {
  2398. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2399. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2400. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2401. this.x = sx;
  2402. this.y = sy;
  2403. this.z = sz;
  2404. return this;
  2405. },
  2406. setFromMatrixColumn: function ( m, index ) {
  2407. return this.fromArray( m.elements, index * 4 );
  2408. },
  2409. setFromMatrix3Column: function ( m, index ) {
  2410. return this.fromArray( m.elements, index * 3 );
  2411. },
  2412. equals: function ( v ) {
  2413. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2414. },
  2415. fromArray: function ( array, offset ) {
  2416. if ( offset === undefined ) { offset = 0; }
  2417. this.x = array[ offset ];
  2418. this.y = array[ offset + 1 ];
  2419. this.z = array[ offset + 2 ];
  2420. return this;
  2421. },
  2422. toArray: function ( array, offset ) {
  2423. if ( array === undefined ) { array = []; }
  2424. if ( offset === undefined ) { offset = 0; }
  2425. array[ offset ] = this.x;
  2426. array[ offset + 1 ] = this.y;
  2427. array[ offset + 2 ] = this.z;
  2428. return array;
  2429. },
  2430. fromBufferAttribute: function ( attribute, index, offset ) {
  2431. if ( offset !== undefined ) {
  2432. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2433. }
  2434. this.x = attribute.getX( index );
  2435. this.y = attribute.getY( index );
  2436. this.z = attribute.getZ( index );
  2437. return this;
  2438. },
  2439. random: function () {
  2440. this.x = Math.random();
  2441. this.y = Math.random();
  2442. this.z = Math.random();
  2443. return this;
  2444. }
  2445. } );
  2446. var _v1 = new Vector3();
  2447. var _m1 = new Matrix4();
  2448. var _zero = new Vector3( 0, 0, 0 );
  2449. var _one = new Vector3( 1, 1, 1 );
  2450. var _x = new Vector3();
  2451. var _y = new Vector3();
  2452. var _z = new Vector3();
  2453. /**
  2454. * @author mrdoob / http://mrdoob.com/
  2455. * @author supereggbert / http://www.paulbrunt.co.uk/
  2456. * @author philogb / http://blog.thejit.org/
  2457. * @author jordi_ros / http://plattsoft.com
  2458. * @author D1plo1d / http://github.com/D1plo1d
  2459. * @author alteredq / http://alteredqualia.com/
  2460. * @author mikael emtinger / http://gomo.se/
  2461. * @author timknip / http://www.floorplanner.com/
  2462. * @author bhouston / http://clara.io
  2463. * @author WestLangley / http://github.com/WestLangley
  2464. */
  2465. function Matrix4() {
  2466. this.elements = [
  2467. 1, 0, 0, 0,
  2468. 0, 1, 0, 0,
  2469. 0, 0, 1, 0,
  2470. 0, 0, 0, 1
  2471. ];
  2472. if ( arguments.length > 0 ) {
  2473. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2474. }
  2475. }
  2476. Object.assign( Matrix4.prototype, {
  2477. isMatrix4: true,
  2478. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2479. var te = this.elements;
  2480. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2481. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2482. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2483. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2484. return this;
  2485. },
  2486. identity: function () {
  2487. this.set(
  2488. 1, 0, 0, 0,
  2489. 0, 1, 0, 0,
  2490. 0, 0, 1, 0,
  2491. 0, 0, 0, 1
  2492. );
  2493. return this;
  2494. },
  2495. clone: function () {
  2496. return new Matrix4().fromArray( this.elements );
  2497. },
  2498. copy: function ( m ) {
  2499. var te = this.elements;
  2500. var me = m.elements;
  2501. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2502. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2503. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2504. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2505. return this;
  2506. },
  2507. copyPosition: function ( m ) {
  2508. var te = this.elements, me = m.elements;
  2509. te[ 12 ] = me[ 12 ];
  2510. te[ 13 ] = me[ 13 ];
  2511. te[ 14 ] = me[ 14 ];
  2512. return this;
  2513. },
  2514. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2515. xAxis.setFromMatrixColumn( this, 0 );
  2516. yAxis.setFromMatrixColumn( this, 1 );
  2517. zAxis.setFromMatrixColumn( this, 2 );
  2518. return this;
  2519. },
  2520. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2521. this.set(
  2522. xAxis.x, yAxis.x, zAxis.x, 0,
  2523. xAxis.y, yAxis.y, zAxis.y, 0,
  2524. xAxis.z, yAxis.z, zAxis.z, 0,
  2525. 0, 0, 0, 1
  2526. );
  2527. return this;
  2528. },
  2529. extractRotation: function ( m ) {
  2530. // this method does not support reflection matrices
  2531. var te = this.elements;
  2532. var me = m.elements;
  2533. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2534. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2535. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2536. te[ 0 ] = me[ 0 ] * scaleX;
  2537. te[ 1 ] = me[ 1 ] * scaleX;
  2538. te[ 2 ] = me[ 2 ] * scaleX;
  2539. te[ 3 ] = 0;
  2540. te[ 4 ] = me[ 4 ] * scaleY;
  2541. te[ 5 ] = me[ 5 ] * scaleY;
  2542. te[ 6 ] = me[ 6 ] * scaleY;
  2543. te[ 7 ] = 0;
  2544. te[ 8 ] = me[ 8 ] * scaleZ;
  2545. te[ 9 ] = me[ 9 ] * scaleZ;
  2546. te[ 10 ] = me[ 10 ] * scaleZ;
  2547. te[ 11 ] = 0;
  2548. te[ 12 ] = 0;
  2549. te[ 13 ] = 0;
  2550. te[ 14 ] = 0;
  2551. te[ 15 ] = 1;
  2552. return this;
  2553. },
  2554. makeRotationFromEuler: function ( euler ) {
  2555. if ( ! ( euler && euler.isEuler ) ) {
  2556. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2557. }
  2558. var te = this.elements;
  2559. var x = euler.x, y = euler.y, z = euler.z;
  2560. var a = Math.cos( x ), b = Math.sin( x );
  2561. var c = Math.cos( y ), d = Math.sin( y );
  2562. var e = Math.cos( z ), f = Math.sin( z );
  2563. if ( euler.order === 'XYZ' ) {
  2564. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2565. te[ 0 ] = c * e;
  2566. te[ 4 ] = - c * f;
  2567. te[ 8 ] = d;
  2568. te[ 1 ] = af + be * d;
  2569. te[ 5 ] = ae - bf * d;
  2570. te[ 9 ] = - b * c;
  2571. te[ 2 ] = bf - ae * d;
  2572. te[ 6 ] = be + af * d;
  2573. te[ 10 ] = a * c;
  2574. } else if ( euler.order === 'YXZ' ) {
  2575. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2576. te[ 0 ] = ce + df * b;
  2577. te[ 4 ] = de * b - cf;
  2578. te[ 8 ] = a * d;
  2579. te[ 1 ] = a * f;
  2580. te[ 5 ] = a * e;
  2581. te[ 9 ] = - b;
  2582. te[ 2 ] = cf * b - de;
  2583. te[ 6 ] = df + ce * b;
  2584. te[ 10 ] = a * c;
  2585. } else if ( euler.order === 'ZXY' ) {
  2586. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2587. te[ 0 ] = ce$1 - df$1 * b;
  2588. te[ 4 ] = - a * f;
  2589. te[ 8 ] = de$1 + cf$1 * b;
  2590. te[ 1 ] = cf$1 + de$1 * b;
  2591. te[ 5 ] = a * e;
  2592. te[ 9 ] = df$1 - ce$1 * b;
  2593. te[ 2 ] = - a * d;
  2594. te[ 6 ] = b;
  2595. te[ 10 ] = a * c;
  2596. } else if ( euler.order === 'ZYX' ) {
  2597. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2598. te[ 0 ] = c * e;
  2599. te[ 4 ] = be$1 * d - af$1;
  2600. te[ 8 ] = ae$1 * d + bf$1;
  2601. te[ 1 ] = c * f;
  2602. te[ 5 ] = bf$1 * d + ae$1;
  2603. te[ 9 ] = af$1 * d - be$1;
  2604. te[ 2 ] = - d;
  2605. te[ 6 ] = b * c;
  2606. te[ 10 ] = a * c;
  2607. } else if ( euler.order === 'YZX' ) {
  2608. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2609. te[ 0 ] = c * e;
  2610. te[ 4 ] = bd - ac * f;
  2611. te[ 8 ] = bc * f + ad;
  2612. te[ 1 ] = f;
  2613. te[ 5 ] = a * e;
  2614. te[ 9 ] = - b * e;
  2615. te[ 2 ] = - d * e;
  2616. te[ 6 ] = ad * f + bc;
  2617. te[ 10 ] = ac - bd * f;
  2618. } else if ( euler.order === 'XZY' ) {
  2619. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2620. te[ 0 ] = c * e;
  2621. te[ 4 ] = - f;
  2622. te[ 8 ] = d * e;
  2623. te[ 1 ] = ac$1 * f + bd$1;
  2624. te[ 5 ] = a * e;
  2625. te[ 9 ] = ad$1 * f - bc$1;
  2626. te[ 2 ] = bc$1 * f - ad$1;
  2627. te[ 6 ] = b * e;
  2628. te[ 10 ] = bd$1 * f + ac$1;
  2629. }
  2630. // bottom row
  2631. te[ 3 ] = 0;
  2632. te[ 7 ] = 0;
  2633. te[ 11 ] = 0;
  2634. // last column
  2635. te[ 12 ] = 0;
  2636. te[ 13 ] = 0;
  2637. te[ 14 ] = 0;
  2638. te[ 15 ] = 1;
  2639. return this;
  2640. },
  2641. makeRotationFromQuaternion: function ( q ) {
  2642. return this.compose( _zero, q, _one );
  2643. },
  2644. lookAt: function ( eye, target, up ) {
  2645. var te = this.elements;
  2646. _z.subVectors( eye, target );
  2647. if ( _z.lengthSq() === 0 ) {
  2648. // eye and target are in the same position
  2649. _z.z = 1;
  2650. }
  2651. _z.normalize();
  2652. _x.crossVectors( up, _z );
  2653. if ( _x.lengthSq() === 0 ) {
  2654. // up and z are parallel
  2655. if ( Math.abs( up.z ) === 1 ) {
  2656. _z.x += 0.0001;
  2657. } else {
  2658. _z.z += 0.0001;
  2659. }
  2660. _z.normalize();
  2661. _x.crossVectors( up, _z );
  2662. }
  2663. _x.normalize();
  2664. _y.crossVectors( _z, _x );
  2665. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2666. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2667. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2668. return this;
  2669. },
  2670. multiply: function ( m, n ) {
  2671. if ( n !== undefined ) {
  2672. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2673. return this.multiplyMatrices( m, n );
  2674. }
  2675. return this.multiplyMatrices( this, m );
  2676. },
  2677. premultiply: function ( m ) {
  2678. return this.multiplyMatrices( m, this );
  2679. },
  2680. multiplyMatrices: function ( a, b ) {
  2681. var ae = a.elements;
  2682. var be = b.elements;
  2683. var te = this.elements;
  2684. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2685. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2686. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2687. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2688. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2689. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2690. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2691. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2692. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2693. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2694. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2695. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2696. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2697. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2698. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2699. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2700. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2701. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2702. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2703. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2704. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2705. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2706. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2707. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2708. return this;
  2709. },
  2710. multiplyScalar: function ( s ) {
  2711. var te = this.elements;
  2712. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2713. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2714. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2715. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2716. return this;
  2717. },
  2718. determinant: function () {
  2719. var te = this.elements;
  2720. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2721. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2722. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2723. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2724. //TODO: make this more efficient
  2725. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2726. return (
  2727. n41 * (
  2728. + n14 * n23 * n32
  2729. - n13 * n24 * n32
  2730. - n14 * n22 * n33
  2731. + n12 * n24 * n33
  2732. + n13 * n22 * n34
  2733. - n12 * n23 * n34
  2734. ) +
  2735. n42 * (
  2736. + n11 * n23 * n34
  2737. - n11 * n24 * n33
  2738. + n14 * n21 * n33
  2739. - n13 * n21 * n34
  2740. + n13 * n24 * n31
  2741. - n14 * n23 * n31
  2742. ) +
  2743. n43 * (
  2744. + n11 * n24 * n32
  2745. - n11 * n22 * n34
  2746. - n14 * n21 * n32
  2747. + n12 * n21 * n34
  2748. + n14 * n22 * n31
  2749. - n12 * n24 * n31
  2750. ) +
  2751. n44 * (
  2752. - n13 * n22 * n31
  2753. - n11 * n23 * n32
  2754. + n11 * n22 * n33
  2755. + n13 * n21 * n32
  2756. - n12 * n21 * n33
  2757. + n12 * n23 * n31
  2758. )
  2759. );
  2760. },
  2761. transpose: function () {
  2762. var te = this.elements;
  2763. var tmp;
  2764. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2765. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2766. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2767. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2768. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2769. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2770. return this;
  2771. },
  2772. setPosition: function ( x, y, z ) {
  2773. var te = this.elements;
  2774. if ( x.isVector3 ) {
  2775. te[ 12 ] = x.x;
  2776. te[ 13 ] = x.y;
  2777. te[ 14 ] = x.z;
  2778. } else {
  2779. te[ 12 ] = x;
  2780. te[ 13 ] = y;
  2781. te[ 14 ] = z;
  2782. }
  2783. return this;
  2784. },
  2785. getInverse: function ( m, throwOnDegenerate ) {
  2786. if ( throwOnDegenerate !== undefined ) {
  2787. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2788. }
  2789. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2790. var te = this.elements,
  2791. me = m.elements,
  2792. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2793. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2794. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2795. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2796. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2797. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2798. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2799. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2800. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2801. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2802. var detInv = 1 / det;
  2803. te[ 0 ] = t11 * detInv;
  2804. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2805. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2806. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2807. te[ 4 ] = t12 * detInv;
  2808. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2809. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2810. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2811. te[ 8 ] = t13 * detInv;
  2812. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2813. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2814. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2815. te[ 12 ] = t14 * detInv;
  2816. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2817. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2818. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2819. return this;
  2820. },
  2821. scale: function ( v ) {
  2822. var te = this.elements;
  2823. var x = v.x, y = v.y, z = v.z;
  2824. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2825. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2826. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2827. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2828. return this;
  2829. },
  2830. getMaxScaleOnAxis: function () {
  2831. var te = this.elements;
  2832. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2833. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2834. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2835. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2836. },
  2837. makeTranslation: function ( x, y, z ) {
  2838. this.set(
  2839. 1, 0, 0, x,
  2840. 0, 1, 0, y,
  2841. 0, 0, 1, z,
  2842. 0, 0, 0, 1
  2843. );
  2844. return this;
  2845. },
  2846. makeRotationX: function ( theta ) {
  2847. var c = Math.cos( theta ), s = Math.sin( theta );
  2848. this.set(
  2849. 1, 0, 0, 0,
  2850. 0, c, - s, 0,
  2851. 0, s, c, 0,
  2852. 0, 0, 0, 1
  2853. );
  2854. return this;
  2855. },
  2856. makeRotationY: function ( theta ) {
  2857. var c = Math.cos( theta ), s = Math.sin( theta );
  2858. this.set(
  2859. c, 0, s, 0,
  2860. 0, 1, 0, 0,
  2861. - s, 0, c, 0,
  2862. 0, 0, 0, 1
  2863. );
  2864. return this;
  2865. },
  2866. makeRotationZ: function ( theta ) {
  2867. var c = Math.cos( theta ), s = Math.sin( theta );
  2868. this.set(
  2869. c, - s, 0, 0,
  2870. s, c, 0, 0,
  2871. 0, 0, 1, 0,
  2872. 0, 0, 0, 1
  2873. );
  2874. return this;
  2875. },
  2876. makeRotationAxis: function ( axis, angle ) {
  2877. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2878. var c = Math.cos( angle );
  2879. var s = Math.sin( angle );
  2880. var t = 1 - c;
  2881. var x = axis.x, y = axis.y, z = axis.z;
  2882. var tx = t * x, ty = t * y;
  2883. this.set(
  2884. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2885. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2886. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2887. 0, 0, 0, 1
  2888. );
  2889. return this;
  2890. },
  2891. makeScale: function ( x, y, z ) {
  2892. this.set(
  2893. x, 0, 0, 0,
  2894. 0, y, 0, 0,
  2895. 0, 0, z, 0,
  2896. 0, 0, 0, 1
  2897. );
  2898. return this;
  2899. },
  2900. makeShear: function ( x, y, z ) {
  2901. this.set(
  2902. 1, y, z, 0,
  2903. x, 1, z, 0,
  2904. x, y, 1, 0,
  2905. 0, 0, 0, 1
  2906. );
  2907. return this;
  2908. },
  2909. compose: function ( position, quaternion, scale ) {
  2910. var te = this.elements;
  2911. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2912. var x2 = x + x, y2 = y + y, z2 = z + z;
  2913. var xx = x * x2, xy = x * y2, xz = x * z2;
  2914. var yy = y * y2, yz = y * z2, zz = z * z2;
  2915. var wx = w * x2, wy = w * y2, wz = w * z2;
  2916. var sx = scale.x, sy = scale.y, sz = scale.z;
  2917. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2918. te[ 1 ] = ( xy + wz ) * sx;
  2919. te[ 2 ] = ( xz - wy ) * sx;
  2920. te[ 3 ] = 0;
  2921. te[ 4 ] = ( xy - wz ) * sy;
  2922. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2923. te[ 6 ] = ( yz + wx ) * sy;
  2924. te[ 7 ] = 0;
  2925. te[ 8 ] = ( xz + wy ) * sz;
  2926. te[ 9 ] = ( yz - wx ) * sz;
  2927. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2928. te[ 11 ] = 0;
  2929. te[ 12 ] = position.x;
  2930. te[ 13 ] = position.y;
  2931. te[ 14 ] = position.z;
  2932. te[ 15 ] = 1;
  2933. return this;
  2934. },
  2935. decompose: function ( position, quaternion, scale ) {
  2936. var te = this.elements;
  2937. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2938. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2939. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2940. // if determine is negative, we need to invert one scale
  2941. var det = this.determinant();
  2942. if ( det < 0 ) { sx = - sx; }
  2943. position.x = te[ 12 ];
  2944. position.y = te[ 13 ];
  2945. position.z = te[ 14 ];
  2946. // scale the rotation part
  2947. _m1.copy( this );
  2948. var invSX = 1 / sx;
  2949. var invSY = 1 / sy;
  2950. var invSZ = 1 / sz;
  2951. _m1.elements[ 0 ] *= invSX;
  2952. _m1.elements[ 1 ] *= invSX;
  2953. _m1.elements[ 2 ] *= invSX;
  2954. _m1.elements[ 4 ] *= invSY;
  2955. _m1.elements[ 5 ] *= invSY;
  2956. _m1.elements[ 6 ] *= invSY;
  2957. _m1.elements[ 8 ] *= invSZ;
  2958. _m1.elements[ 9 ] *= invSZ;
  2959. _m1.elements[ 10 ] *= invSZ;
  2960. quaternion.setFromRotationMatrix( _m1 );
  2961. scale.x = sx;
  2962. scale.y = sy;
  2963. scale.z = sz;
  2964. return this;
  2965. },
  2966. makePerspective: function ( left, right, top, bottom, near, far ) {
  2967. if ( far === undefined ) {
  2968. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2969. }
  2970. var te = this.elements;
  2971. var x = 2 * near / ( right - left );
  2972. var y = 2 * near / ( top - bottom );
  2973. var a = ( right + left ) / ( right - left );
  2974. var b = ( top + bottom ) / ( top - bottom );
  2975. var c = - ( far + near ) / ( far - near );
  2976. var d = - 2 * far * near / ( far - near );
  2977. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2978. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2979. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2980. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2981. return this;
  2982. },
  2983. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2984. var te = this.elements;
  2985. var w = 1.0 / ( right - left );
  2986. var h = 1.0 / ( top - bottom );
  2987. var p = 1.0 / ( far - near );
  2988. var x = ( right + left ) * w;
  2989. var y = ( top + bottom ) * h;
  2990. var z = ( far + near ) * p;
  2991. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2992. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2993. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2994. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2995. return this;
  2996. },
  2997. equals: function ( matrix ) {
  2998. var te = this.elements;
  2999. var me = matrix.elements;
  3000. for ( var i = 0; i < 16; i ++ ) {
  3001. if ( te[ i ] !== me[ i ] ) { return false; }
  3002. }
  3003. return true;
  3004. },
  3005. fromArray: function ( array, offset ) {
  3006. if ( offset === undefined ) { offset = 0; }
  3007. for ( var i = 0; i < 16; i ++ ) {
  3008. this.elements[ i ] = array[ i + offset ];
  3009. }
  3010. return this;
  3011. },
  3012. toArray: function ( array, offset ) {
  3013. if ( array === undefined ) { array = []; }
  3014. if ( offset === undefined ) { offset = 0; }
  3015. var te = this.elements;
  3016. array[ offset ] = te[ 0 ];
  3017. array[ offset + 1 ] = te[ 1 ];
  3018. array[ offset + 2 ] = te[ 2 ];
  3019. array[ offset + 3 ] = te[ 3 ];
  3020. array[ offset + 4 ] = te[ 4 ];
  3021. array[ offset + 5 ] = te[ 5 ];
  3022. array[ offset + 6 ] = te[ 6 ];
  3023. array[ offset + 7 ] = te[ 7 ];
  3024. array[ offset + 8 ] = te[ 8 ];
  3025. array[ offset + 9 ] = te[ 9 ];
  3026. array[ offset + 10 ] = te[ 10 ];
  3027. array[ offset + 11 ] = te[ 11 ];
  3028. array[ offset + 12 ] = te[ 12 ];
  3029. array[ offset + 13 ] = te[ 13 ];
  3030. array[ offset + 14 ] = te[ 14 ];
  3031. array[ offset + 15 ] = te[ 15 ];
  3032. return array;
  3033. }
  3034. } );
  3035. /**
  3036. * @author mrdoob / http://mrdoob.com/
  3037. * @author WestLangley / http://github.com/WestLangley
  3038. * @author bhouston / http://clara.io
  3039. */
  3040. var _matrix = new Matrix4();
  3041. var _quaternion$1 = new Quaternion();
  3042. function Euler( x, y, z, order ) {
  3043. if ( x === void 0 ) x = 0;
  3044. if ( y === void 0 ) y = 0;
  3045. if ( z === void 0 ) z = 0;
  3046. if ( order === void 0 ) order = Euler.DefaultOrder;
  3047. this._x = x;
  3048. this._y = y;
  3049. this._z = z;
  3050. this._order = order;
  3051. }
  3052. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3053. Euler.DefaultOrder = 'XYZ';
  3054. Object.defineProperties( Euler.prototype, {
  3055. x: {
  3056. get: function () {
  3057. return this._x;
  3058. },
  3059. set: function ( value ) {
  3060. this._x = value;
  3061. this._onChangeCallback();
  3062. }
  3063. },
  3064. y: {
  3065. get: function () {
  3066. return this._y;
  3067. },
  3068. set: function ( value ) {
  3069. this._y = value;
  3070. this._onChangeCallback();
  3071. }
  3072. },
  3073. z: {
  3074. get: function () {
  3075. return this._z;
  3076. },
  3077. set: function ( value ) {
  3078. this._z = value;
  3079. this._onChangeCallback();
  3080. }
  3081. },
  3082. order: {
  3083. get: function () {
  3084. return this._order;
  3085. },
  3086. set: function ( value ) {
  3087. this._order = value;
  3088. this._onChangeCallback();
  3089. }
  3090. }
  3091. } );
  3092. Object.assign( Euler.prototype, {
  3093. isEuler: true,
  3094. set: function ( x, y, z, order ) {
  3095. this._x = x;
  3096. this._y = y;
  3097. this._z = z;
  3098. this._order = order || this._order;
  3099. this._onChangeCallback();
  3100. return this;
  3101. },
  3102. clone: function () {
  3103. return new this.constructor( this._x, this._y, this._z, this._order );
  3104. },
  3105. copy: function ( euler ) {
  3106. this._x = euler._x;
  3107. this._y = euler._y;
  3108. this._z = euler._z;
  3109. this._order = euler._order;
  3110. this._onChangeCallback();
  3111. return this;
  3112. },
  3113. setFromRotationMatrix: function ( m, order, update ) {
  3114. var clamp = MathUtils.clamp;
  3115. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3116. var te = m.elements;
  3117. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3118. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3119. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3120. order = order || this._order;
  3121. switch ( order ) {
  3122. case 'XYZ':
  3123. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3124. if ( Math.abs( m13 ) < 0.9999999 ) {
  3125. this._x = Math.atan2( - m23, m33 );
  3126. this._z = Math.atan2( - m12, m11 );
  3127. } else {
  3128. this._x = Math.atan2( m32, m22 );
  3129. this._z = 0;
  3130. }
  3131. break;
  3132. case 'YXZ':
  3133. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3134. if ( Math.abs( m23 ) < 0.9999999 ) {
  3135. this._y = Math.atan2( m13, m33 );
  3136. this._z = Math.atan2( m21, m22 );
  3137. } else {
  3138. this._y = Math.atan2( - m31, m11 );
  3139. this._z = 0;
  3140. }
  3141. break;
  3142. case 'ZXY':
  3143. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3144. if ( Math.abs( m32 ) < 0.9999999 ) {
  3145. this._y = Math.atan2( - m31, m33 );
  3146. this._z = Math.atan2( - m12, m22 );
  3147. } else {
  3148. this._y = 0;
  3149. this._z = Math.atan2( m21, m11 );
  3150. }
  3151. break;
  3152. case 'ZYX':
  3153. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3154. if ( Math.abs( m31 ) < 0.9999999 ) {
  3155. this._x = Math.atan2( m32, m33 );
  3156. this._z = Math.atan2( m21, m11 );
  3157. } else {
  3158. this._x = 0;
  3159. this._z = Math.atan2( - m12, m22 );
  3160. }
  3161. break;
  3162. case 'YZX':
  3163. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3164. if ( Math.abs( m21 ) < 0.9999999 ) {
  3165. this._x = Math.atan2( - m23, m22 );
  3166. this._y = Math.atan2( - m31, m11 );
  3167. } else {
  3168. this._x = 0;
  3169. this._y = Math.atan2( m13, m33 );
  3170. }
  3171. break;
  3172. case 'XZY':
  3173. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3174. if ( Math.abs( m12 ) < 0.9999999 ) {
  3175. this._x = Math.atan2( m32, m22 );
  3176. this._y = Math.atan2( m13, m11 );
  3177. } else {
  3178. this._x = Math.atan2( - m23, m33 );
  3179. this._y = 0;
  3180. }
  3181. break;
  3182. default:
  3183. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3184. }
  3185. this._order = order;
  3186. if ( update !== false ) { this._onChangeCallback(); }
  3187. return this;
  3188. },
  3189. setFromQuaternion: function ( q, order, update ) {
  3190. _matrix.makeRotationFromQuaternion( q );
  3191. return this.setFromRotationMatrix( _matrix, order, update );
  3192. },
  3193. setFromVector3: function ( v, order ) {
  3194. return this.set( v.x, v.y, v.z, order || this._order );
  3195. },
  3196. reorder: function ( newOrder ) {
  3197. // WARNING: this discards revolution information -bhouston
  3198. _quaternion$1.setFromEuler( this );
  3199. return this.setFromQuaternion( _quaternion$1, newOrder );
  3200. },
  3201. equals: function ( euler ) {
  3202. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3203. },
  3204. fromArray: function ( array ) {
  3205. this._x = array[ 0 ];
  3206. this._y = array[ 1 ];
  3207. this._z = array[ 2 ];
  3208. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3209. this._onChangeCallback();
  3210. return this;
  3211. },
  3212. toArray: function ( array, offset ) {
  3213. if ( array === undefined ) { array = []; }
  3214. if ( offset === undefined ) { offset = 0; }
  3215. array[ offset ] = this._x;
  3216. array[ offset + 1 ] = this._y;
  3217. array[ offset + 2 ] = this._z;
  3218. array[ offset + 3 ] = this._order;
  3219. return array;
  3220. },
  3221. toVector3: function ( optionalResult ) {
  3222. if ( optionalResult ) {
  3223. return optionalResult.set( this._x, this._y, this._z );
  3224. } else {
  3225. return new Vector3( this._x, this._y, this._z );
  3226. }
  3227. },
  3228. _onChange: function ( callback ) {
  3229. this._onChangeCallback = callback;
  3230. return this;
  3231. },
  3232. _onChangeCallback: function () {}
  3233. } );
  3234. /**
  3235. * @author mrdoob / http://mrdoob.com/
  3236. */
  3237. function Layers() {
  3238. this.mask = 1 | 0;
  3239. }
  3240. Object.assign( Layers.prototype, {
  3241. set: function ( channel ) {
  3242. this.mask = 1 << channel | 0;
  3243. },
  3244. enable: function ( channel ) {
  3245. this.mask |= 1 << channel | 0;
  3246. },
  3247. enableAll: function () {
  3248. this.mask = 0xffffffff | 0;
  3249. },
  3250. toggle: function ( channel ) {
  3251. this.mask ^= 1 << channel | 0;
  3252. },
  3253. disable: function ( channel ) {
  3254. this.mask &= ~ ( 1 << channel | 0 );
  3255. },
  3256. disableAll: function () {
  3257. this.mask = 0;
  3258. },
  3259. test: function ( layers ) {
  3260. return ( this.mask & layers.mask ) !== 0;
  3261. }
  3262. } );
  3263. var _object3DId = 0;
  3264. var _v1$1 = new Vector3();
  3265. var _q1 = new Quaternion();
  3266. var _m1$1 = new Matrix4();
  3267. var _target = new Vector3();
  3268. var _position = new Vector3();
  3269. var _scale = new Vector3();
  3270. var _quaternion$2 = new Quaternion();
  3271. var _xAxis = new Vector3( 1, 0, 0 );
  3272. var _yAxis = new Vector3( 0, 1, 0 );
  3273. var _zAxis = new Vector3( 0, 0, 1 );
  3274. var _addedEvent = { type: 'added' };
  3275. var _removedEvent = { type: 'removed' };
  3276. /**
  3277. * @author mrdoob / http://mrdoob.com/
  3278. * @author mikael emtinger / http://gomo.se/
  3279. * @author alteredq / http://alteredqualia.com/
  3280. * @author WestLangley / http://github.com/WestLangley
  3281. * @author elephantatwork / www.elephantatwork.ch
  3282. */
  3283. function Object3D() {
  3284. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3285. this.uuid = MathUtils.generateUUID();
  3286. this.name = '';
  3287. this.type = 'Object3D';
  3288. this.parent = null;
  3289. this.children = [];
  3290. this.up = Object3D.DefaultUp.clone();
  3291. var position = new Vector3();
  3292. var rotation = new Euler();
  3293. var quaternion = new Quaternion();
  3294. var scale = new Vector3( 1, 1, 1 );
  3295. function onRotationChange() {
  3296. quaternion.setFromEuler( rotation, false );
  3297. }
  3298. function onQuaternionChange() {
  3299. rotation.setFromQuaternion( quaternion, undefined, false );
  3300. }
  3301. rotation._onChange( onRotationChange );
  3302. quaternion._onChange( onQuaternionChange );
  3303. Object.defineProperties( this, {
  3304. position: {
  3305. configurable: true,
  3306. enumerable: true,
  3307. value: position
  3308. },
  3309. rotation: {
  3310. configurable: true,
  3311. enumerable: true,
  3312. value: rotation
  3313. },
  3314. quaternion: {
  3315. configurable: true,
  3316. enumerable: true,
  3317. value: quaternion
  3318. },
  3319. scale: {
  3320. configurable: true,
  3321. enumerable: true,
  3322. value: scale
  3323. },
  3324. modelViewMatrix: {
  3325. value: new Matrix4()
  3326. },
  3327. normalMatrix: {
  3328. value: new Matrix3()
  3329. }
  3330. } );
  3331. this.matrix = new Matrix4();
  3332. this.matrixWorld = new Matrix4();
  3333. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3334. this.matrixWorldNeedsUpdate = false;
  3335. this.layers = new Layers();
  3336. this.visible = true;
  3337. this.castShadow = false;
  3338. this.receiveShadow = false;
  3339. this.frustumCulled = true;
  3340. this.renderOrder = 0;
  3341. this.userData = {};
  3342. }
  3343. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3344. Object3D.DefaultMatrixAutoUpdate = true;
  3345. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3346. constructor: Object3D,
  3347. isObject3D: true,
  3348. onBeforeRender: function () {},
  3349. onAfterRender: function () {},
  3350. applyMatrix4: function ( matrix ) {
  3351. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3352. this.matrix.premultiply( matrix );
  3353. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3354. },
  3355. applyQuaternion: function ( q ) {
  3356. this.quaternion.premultiply( q );
  3357. return this;
  3358. },
  3359. setRotationFromAxisAngle: function ( axis, angle ) {
  3360. // assumes axis is normalized
  3361. this.quaternion.setFromAxisAngle( axis, angle );
  3362. },
  3363. setRotationFromEuler: function ( euler ) {
  3364. this.quaternion.setFromEuler( euler, true );
  3365. },
  3366. setRotationFromMatrix: function ( m ) {
  3367. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3368. this.quaternion.setFromRotationMatrix( m );
  3369. },
  3370. setRotationFromQuaternion: function ( q ) {
  3371. // assumes q is normalized
  3372. this.quaternion.copy( q );
  3373. },
  3374. rotateOnAxis: function ( axis, angle ) {
  3375. // rotate object on axis in object space
  3376. // axis is assumed to be normalized
  3377. _q1.setFromAxisAngle( axis, angle );
  3378. this.quaternion.multiply( _q1 );
  3379. return this;
  3380. },
  3381. rotateOnWorldAxis: function ( axis, angle ) {
  3382. // rotate object on axis in world space
  3383. // axis is assumed to be normalized
  3384. // method assumes no rotated parent
  3385. _q1.setFromAxisAngle( axis, angle );
  3386. this.quaternion.premultiply( _q1 );
  3387. return this;
  3388. },
  3389. rotateX: function ( angle ) {
  3390. return this.rotateOnAxis( _xAxis, angle );
  3391. },
  3392. rotateY: function ( angle ) {
  3393. return this.rotateOnAxis( _yAxis, angle );
  3394. },
  3395. rotateZ: function ( angle ) {
  3396. return this.rotateOnAxis( _zAxis, angle );
  3397. },
  3398. translateOnAxis: function ( axis, distance ) {
  3399. // translate object by distance along axis in object space
  3400. // axis is assumed to be normalized
  3401. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3402. this.position.add( _v1$1.multiplyScalar( distance ) );
  3403. return this;
  3404. },
  3405. translateX: function ( distance ) {
  3406. return this.translateOnAxis( _xAxis, distance );
  3407. },
  3408. translateY: function ( distance ) {
  3409. return this.translateOnAxis( _yAxis, distance );
  3410. },
  3411. translateZ: function ( distance ) {
  3412. return this.translateOnAxis( _zAxis, distance );
  3413. },
  3414. localToWorld: function ( vector ) {
  3415. return vector.applyMatrix4( this.matrixWorld );
  3416. },
  3417. worldToLocal: function ( vector ) {
  3418. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3419. },
  3420. lookAt: function ( x, y, z ) {
  3421. // This method does not support objects having non-uniformly-scaled parent(s)
  3422. if ( x.isVector3 ) {
  3423. _target.copy( x );
  3424. } else {
  3425. _target.set( x, y, z );
  3426. }
  3427. var parent = this.parent;
  3428. this.updateWorldMatrix( true, false );
  3429. _position.setFromMatrixPosition( this.matrixWorld );
  3430. if ( this.isCamera || this.isLight ) {
  3431. _m1$1.lookAt( _position, _target, this.up );
  3432. } else {
  3433. _m1$1.lookAt( _target, _position, this.up );
  3434. }
  3435. this.quaternion.setFromRotationMatrix( _m1$1 );
  3436. if ( parent ) {
  3437. _m1$1.extractRotation( parent.matrixWorld );
  3438. _q1.setFromRotationMatrix( _m1$1 );
  3439. this.quaternion.premultiply( _q1.inverse() );
  3440. }
  3441. },
  3442. add: function ( object ) {
  3443. if ( arguments.length > 1 ) {
  3444. for ( var i = 0; i < arguments.length; i ++ ) {
  3445. this.add( arguments[ i ] );
  3446. }
  3447. return this;
  3448. }
  3449. if ( object === this ) {
  3450. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3451. return this;
  3452. }
  3453. if ( ( object && object.isObject3D ) ) {
  3454. if ( object.parent !== null ) {
  3455. object.parent.remove( object );
  3456. }
  3457. object.parent = this;
  3458. this.children.push( object );
  3459. object.dispatchEvent( _addedEvent );
  3460. } else {
  3461. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3462. }
  3463. return this;
  3464. },
  3465. remove: function ( object ) {
  3466. if ( arguments.length > 1 ) {
  3467. for ( var i = 0; i < arguments.length; i ++ ) {
  3468. this.remove( arguments[ i ] );
  3469. }
  3470. return this;
  3471. }
  3472. var index = this.children.indexOf( object );
  3473. if ( index !== - 1 ) {
  3474. object.parent = null;
  3475. this.children.splice( index, 1 );
  3476. object.dispatchEvent( _removedEvent );
  3477. }
  3478. return this;
  3479. },
  3480. attach: function ( object ) {
  3481. // adds object as a child of this, while maintaining the object's world transform
  3482. this.updateWorldMatrix( true, false );
  3483. _m1$1.getInverse( this.matrixWorld );
  3484. if ( object.parent !== null ) {
  3485. object.parent.updateWorldMatrix( true, false );
  3486. _m1$1.multiply( object.parent.matrixWorld );
  3487. }
  3488. object.applyMatrix4( _m1$1 );
  3489. object.updateWorldMatrix( false, false );
  3490. this.add( object );
  3491. return this;
  3492. },
  3493. getObjectById: function ( id ) {
  3494. return this.getObjectByProperty( 'id', id );
  3495. },
  3496. getObjectByName: function ( name ) {
  3497. return this.getObjectByProperty( 'name', name );
  3498. },
  3499. getObjectByProperty: function ( name, value ) {
  3500. if ( this[ name ] === value ) { return this; }
  3501. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3502. var child = this.children[ i ];
  3503. var object = child.getObjectByProperty( name, value );
  3504. if ( object !== undefined ) {
  3505. return object;
  3506. }
  3507. }
  3508. return undefined;
  3509. },
  3510. getWorldPosition: function ( target ) {
  3511. if ( target === undefined ) {
  3512. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3513. target = new Vector3();
  3514. }
  3515. this.updateMatrixWorld( true );
  3516. return target.setFromMatrixPosition( this.matrixWorld );
  3517. },
  3518. getWorldQuaternion: function ( target ) {
  3519. if ( target === undefined ) {
  3520. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3521. target = new Quaternion();
  3522. }
  3523. this.updateMatrixWorld( true );
  3524. this.matrixWorld.decompose( _position, target, _scale );
  3525. return target;
  3526. },
  3527. getWorldScale: function ( target ) {
  3528. if ( target === undefined ) {
  3529. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3530. target = new Vector3();
  3531. }
  3532. this.updateMatrixWorld( true );
  3533. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3534. return target;
  3535. },
  3536. getWorldDirection: function ( target ) {
  3537. if ( target === undefined ) {
  3538. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3539. target = new Vector3();
  3540. }
  3541. this.updateMatrixWorld( true );
  3542. var e = this.matrixWorld.elements;
  3543. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3544. },
  3545. raycast: function () {},
  3546. traverse: function ( callback ) {
  3547. callback( this );
  3548. var children = this.children;
  3549. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3550. children[ i ].traverse( callback );
  3551. }
  3552. },
  3553. traverseVisible: function ( callback ) {
  3554. if ( this.visible === false ) { return; }
  3555. callback( this );
  3556. var children = this.children;
  3557. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3558. children[ i ].traverseVisible( callback );
  3559. }
  3560. },
  3561. traverseAncestors: function ( callback ) {
  3562. var parent = this.parent;
  3563. if ( parent !== null ) {
  3564. callback( parent );
  3565. parent.traverseAncestors( callback );
  3566. }
  3567. },
  3568. updateMatrix: function () {
  3569. this.matrix.compose( this.position, this.quaternion, this.scale );
  3570. this.matrixWorldNeedsUpdate = true;
  3571. },
  3572. updateMatrixWorld: function ( force ) {
  3573. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3574. if ( this.matrixWorldNeedsUpdate || force ) {
  3575. if ( this.parent === null ) {
  3576. this.matrixWorld.copy( this.matrix );
  3577. } else {
  3578. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3579. }
  3580. this.matrixWorldNeedsUpdate = false;
  3581. force = true;
  3582. }
  3583. // update children
  3584. var children = this.children;
  3585. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3586. children[ i ].updateMatrixWorld( force );
  3587. }
  3588. },
  3589. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3590. var parent = this.parent;
  3591. if ( updateParents === true && parent !== null ) {
  3592. parent.updateWorldMatrix( true, false );
  3593. }
  3594. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3595. if ( this.parent === null ) {
  3596. this.matrixWorld.copy( this.matrix );
  3597. } else {
  3598. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3599. }
  3600. // update children
  3601. if ( updateChildren === true ) {
  3602. var children = this.children;
  3603. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3604. children[ i ].updateWorldMatrix( false, true );
  3605. }
  3606. }
  3607. },
  3608. toJSON: function ( meta ) {
  3609. // meta is a string when called from JSON.stringify
  3610. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3611. var output = {};
  3612. // meta is a hash used to collect geometries, materials.
  3613. // not providing it implies that this is the root object
  3614. // being serialized.
  3615. if ( isRootObject ) {
  3616. // initialize meta obj
  3617. meta = {
  3618. geometries: {},
  3619. materials: {},
  3620. textures: {},
  3621. images: {},
  3622. shapes: {}
  3623. };
  3624. output.metadata = {
  3625. version: 4.5,
  3626. type: 'Object',
  3627. generator: 'Object3D.toJSON'
  3628. };
  3629. }
  3630. // standard Object3D serialization
  3631. var object = {};
  3632. object.uuid = this.uuid;
  3633. object.type = this.type;
  3634. if ( this.name !== '' ) { object.name = this.name; }
  3635. if ( this.castShadow === true ) { object.castShadow = true; }
  3636. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3637. if ( this.visible === false ) { object.visible = false; }
  3638. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3639. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3640. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3641. object.layers = this.layers.mask;
  3642. object.matrix = this.matrix.toArray();
  3643. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3644. // object specific properties
  3645. if ( this.isInstancedMesh ) {
  3646. object.type = 'InstancedMesh';
  3647. object.count = this.count;
  3648. object.instanceMatrix = this.instanceMatrix.toJSON();
  3649. }
  3650. //
  3651. function serialize( library, element ) {
  3652. if ( library[ element.uuid ] === undefined ) {
  3653. library[ element.uuid ] = element.toJSON( meta );
  3654. }
  3655. return element.uuid;
  3656. }
  3657. if ( this.isMesh || this.isLine || this.isPoints ) {
  3658. object.geometry = serialize( meta.geometries, this.geometry );
  3659. var parameters = this.geometry.parameters;
  3660. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3661. var shapes = parameters.shapes;
  3662. if ( Array.isArray( shapes ) ) {
  3663. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3664. var shape = shapes[ i ];
  3665. serialize( meta.shapes, shape );
  3666. }
  3667. } else {
  3668. serialize( meta.shapes, shapes );
  3669. }
  3670. }
  3671. }
  3672. if ( this.material !== undefined ) {
  3673. if ( Array.isArray( this.material ) ) {
  3674. var uuids = [];
  3675. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3676. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3677. }
  3678. object.material = uuids;
  3679. } else {
  3680. object.material = serialize( meta.materials, this.material );
  3681. }
  3682. }
  3683. //
  3684. if ( this.children.length > 0 ) {
  3685. object.children = [];
  3686. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3687. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3688. }
  3689. }
  3690. if ( isRootObject ) {
  3691. var geometries = extractFromCache( meta.geometries );
  3692. var materials = extractFromCache( meta.materials );
  3693. var textures = extractFromCache( meta.textures );
  3694. var images = extractFromCache( meta.images );
  3695. var shapes$1 = extractFromCache( meta.shapes );
  3696. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3697. if ( materials.length > 0 ) { output.materials = materials; }
  3698. if ( textures.length > 0 ) { output.textures = textures; }
  3699. if ( images.length > 0 ) { output.images = images; }
  3700. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3701. }
  3702. output.object = object;
  3703. return output;
  3704. // extract data from the cache hash
  3705. // remove metadata on each item
  3706. // and return as array
  3707. function extractFromCache( cache ) {
  3708. var values = [];
  3709. for ( var key in cache ) {
  3710. var data = cache[ key ];
  3711. delete data.metadata;
  3712. values.push( data );
  3713. }
  3714. return values;
  3715. }
  3716. },
  3717. clone: function ( recursive ) {
  3718. return new this.constructor().copy( this, recursive );
  3719. },
  3720. copy: function ( source, recursive ) {
  3721. if ( recursive === undefined ) { recursive = true; }
  3722. this.name = source.name;
  3723. this.up.copy( source.up );
  3724. this.position.copy( source.position );
  3725. this.quaternion.copy( source.quaternion );
  3726. this.scale.copy( source.scale );
  3727. this.matrix.copy( source.matrix );
  3728. this.matrixWorld.copy( source.matrixWorld );
  3729. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3730. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3731. this.layers.mask = source.layers.mask;
  3732. this.visible = source.visible;
  3733. this.castShadow = source.castShadow;
  3734. this.receiveShadow = source.receiveShadow;
  3735. this.frustumCulled = source.frustumCulled;
  3736. this.renderOrder = source.renderOrder;
  3737. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3738. if ( recursive === true ) {
  3739. for ( var i = 0; i < source.children.length; i ++ ) {
  3740. var child = source.children[ i ];
  3741. this.add( child.clone() );
  3742. }
  3743. }
  3744. return this;
  3745. }
  3746. } );
  3747. /**
  3748. * @author mrdoob / http://mrdoob.com/
  3749. */
  3750. function Scene() {
  3751. Object3D.call( this );
  3752. this.type = 'Scene';
  3753. this.background = null;
  3754. this.environment = null;
  3755. this.fog = null;
  3756. this.overrideMaterial = null;
  3757. this.autoUpdate = true; // checked by the renderer
  3758. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3759. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3760. }
  3761. }
  3762. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3763. constructor: Scene,
  3764. isScene: true,
  3765. copy: function ( source, recursive ) {
  3766. Object3D.prototype.copy.call( this, source, recursive );
  3767. if ( source.background !== null ) { this.background = source.background.clone(); }
  3768. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3769. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3770. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3771. this.autoUpdate = source.autoUpdate;
  3772. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3773. return this;
  3774. },
  3775. toJSON: function ( meta ) {
  3776. var data = Object3D.prototype.toJSON.call( this, meta );
  3777. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3778. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3779. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3780. return data;
  3781. },
  3782. dispose: function () {
  3783. this.dispatchEvent( { type: 'dispose' } );
  3784. }
  3785. } );
  3786. var _points = [
  3787. new Vector3(),
  3788. new Vector3(),
  3789. new Vector3(),
  3790. new Vector3(),
  3791. new Vector3(),
  3792. new Vector3(),
  3793. new Vector3(),
  3794. new Vector3()
  3795. ];
  3796. var _vector$1 = new Vector3();
  3797. var _box = new Box3();
  3798. // triangle centered vertices
  3799. var _v0 = new Vector3();
  3800. var _v1$2 = new Vector3();
  3801. var _v2 = new Vector3();
  3802. // triangle edge vectors
  3803. var _f0 = new Vector3();
  3804. var _f1 = new Vector3();
  3805. var _f2 = new Vector3();
  3806. var _center = new Vector3();
  3807. var _extents = new Vector3();
  3808. var _triangleNormal = new Vector3();
  3809. var _testAxis = new Vector3();
  3810. /**
  3811. * @author bhouston / http://clara.io
  3812. * @author WestLangley / http://github.com/WestLangley
  3813. */
  3814. function Box3( min, max ) {
  3815. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3816. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3817. }
  3818. Object.assign( Box3.prototype, {
  3819. isBox3: true,
  3820. set: function ( min, max ) {
  3821. this.min.copy( min );
  3822. this.max.copy( max );
  3823. return this;
  3824. },
  3825. setFromArray: function ( array ) {
  3826. var minX = + Infinity;
  3827. var minY = + Infinity;
  3828. var minZ = + Infinity;
  3829. var maxX = - Infinity;
  3830. var maxY = - Infinity;
  3831. var maxZ = - Infinity;
  3832. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3833. var x = array[ i ];
  3834. var y = array[ i + 1 ];
  3835. var z = array[ i + 2 ];
  3836. if ( x < minX ) { minX = x; }
  3837. if ( y < minY ) { minY = y; }
  3838. if ( z < minZ ) { minZ = z; }
  3839. if ( x > maxX ) { maxX = x; }
  3840. if ( y > maxY ) { maxY = y; }
  3841. if ( z > maxZ ) { maxZ = z; }
  3842. }
  3843. this.min.set( minX, minY, minZ );
  3844. this.max.set( maxX, maxY, maxZ );
  3845. return this;
  3846. },
  3847. setFromBufferAttribute: function ( attribute ) {
  3848. var minX = + Infinity;
  3849. var minY = + Infinity;
  3850. var minZ = + Infinity;
  3851. var maxX = - Infinity;
  3852. var maxY = - Infinity;
  3853. var maxZ = - Infinity;
  3854. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3855. var x = attribute.getX( i );
  3856. var y = attribute.getY( i );
  3857. var z = attribute.getZ( i );
  3858. if ( x < minX ) { minX = x; }
  3859. if ( y < minY ) { minY = y; }
  3860. if ( z < minZ ) { minZ = z; }
  3861. if ( x > maxX ) { maxX = x; }
  3862. if ( y > maxY ) { maxY = y; }
  3863. if ( z > maxZ ) { maxZ = z; }
  3864. }
  3865. this.min.set( minX, minY, minZ );
  3866. this.max.set( maxX, maxY, maxZ );
  3867. return this;
  3868. },
  3869. setFromPoints: function ( points ) {
  3870. this.makeEmpty();
  3871. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3872. this.expandByPoint( points[ i ] );
  3873. }
  3874. return this;
  3875. },
  3876. setFromCenterAndSize: function ( center, size ) {
  3877. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3878. this.min.copy( center ).sub( halfSize );
  3879. this.max.copy( center ).add( halfSize );
  3880. return this;
  3881. },
  3882. setFromObject: function ( object ) {
  3883. this.makeEmpty();
  3884. return this.expandByObject( object );
  3885. },
  3886. clone: function () {
  3887. return new this.constructor().copy( this );
  3888. },
  3889. copy: function ( box ) {
  3890. this.min.copy( box.min );
  3891. this.max.copy( box.max );
  3892. return this;
  3893. },
  3894. makeEmpty: function () {
  3895. this.min.x = this.min.y = this.min.z = + Infinity;
  3896. this.max.x = this.max.y = this.max.z = - Infinity;
  3897. return this;
  3898. },
  3899. isEmpty: function () {
  3900. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3901. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3902. },
  3903. getCenter: function ( target ) {
  3904. if ( target === undefined ) {
  3905. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3906. target = new Vector3();
  3907. }
  3908. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3909. },
  3910. getSize: function ( target ) {
  3911. if ( target === undefined ) {
  3912. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3913. target = new Vector3();
  3914. }
  3915. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3916. },
  3917. expandByPoint: function ( point ) {
  3918. this.min.min( point );
  3919. this.max.max( point );
  3920. return this;
  3921. },
  3922. expandByVector: function ( vector ) {
  3923. this.min.sub( vector );
  3924. this.max.add( vector );
  3925. return this;
  3926. },
  3927. expandByScalar: function ( scalar ) {
  3928. this.min.addScalar( - scalar );
  3929. this.max.addScalar( scalar );
  3930. return this;
  3931. },
  3932. expandByObject: function ( object ) {
  3933. // Computes the world-axis-aligned bounding box of an object (including its children),
  3934. // accounting for both the object's, and children's, world transforms
  3935. object.updateWorldMatrix( false, false );
  3936. var geometry = object.geometry;
  3937. if ( geometry !== undefined ) {
  3938. if ( geometry.boundingBox === null ) {
  3939. geometry.computeBoundingBox();
  3940. }
  3941. _box.copy( geometry.boundingBox );
  3942. _box.applyMatrix4( object.matrixWorld );
  3943. this.union( _box );
  3944. }
  3945. var children = object.children;
  3946. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3947. this.expandByObject( children[ i ] );
  3948. }
  3949. return this;
  3950. },
  3951. containsPoint: function ( point ) {
  3952. return point.x < this.min.x || point.x > this.max.x ||
  3953. point.y < this.min.y || point.y > this.max.y ||
  3954. point.z < this.min.z || point.z > this.max.z ? false : true;
  3955. },
  3956. containsBox: function ( box ) {
  3957. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3958. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3959. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3960. },
  3961. getParameter: function ( point, target ) {
  3962. // This can potentially have a divide by zero if the box
  3963. // has a size dimension of 0.
  3964. if ( target === undefined ) {
  3965. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3966. target = new Vector3();
  3967. }
  3968. return target.set(
  3969. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3970. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3971. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3972. );
  3973. },
  3974. intersectsBox: function ( box ) {
  3975. // using 6 splitting planes to rule out intersections.
  3976. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3977. box.max.y < this.min.y || box.min.y > this.max.y ||
  3978. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3979. },
  3980. intersectsSphere: function ( sphere ) {
  3981. // Find the point on the AABB closest to the sphere center.
  3982. this.clampPoint( sphere.center, _vector$1 );
  3983. // If that point is inside the sphere, the AABB and sphere intersect.
  3984. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3985. },
  3986. intersectsPlane: function ( plane ) {
  3987. // We compute the minimum and maximum dot product values. If those values
  3988. // are on the same side (back or front) of the plane, then there is no intersection.
  3989. var min, max;
  3990. if ( plane.normal.x > 0 ) {
  3991. min = plane.normal.x * this.min.x;
  3992. max = plane.normal.x * this.max.x;
  3993. } else {
  3994. min = plane.normal.x * this.max.x;
  3995. max = plane.normal.x * this.min.x;
  3996. }
  3997. if ( plane.normal.y > 0 ) {
  3998. min += plane.normal.y * this.min.y;
  3999. max += plane.normal.y * this.max.y;
  4000. } else {
  4001. min += plane.normal.y * this.max.y;
  4002. max += plane.normal.y * this.min.y;
  4003. }
  4004. if ( plane.normal.z > 0 ) {
  4005. min += plane.normal.z * this.min.z;
  4006. max += plane.normal.z * this.max.z;
  4007. } else {
  4008. min += plane.normal.z * this.max.z;
  4009. max += plane.normal.z * this.min.z;
  4010. }
  4011. return ( min <= - plane.constant && max >= - plane.constant );
  4012. },
  4013. intersectsTriangle: function ( triangle ) {
  4014. if ( this.isEmpty() ) {
  4015. return false;
  4016. }
  4017. // compute box center and extents
  4018. this.getCenter( _center );
  4019. _extents.subVectors( this.max, _center );
  4020. // translate triangle to aabb origin
  4021. _v0.subVectors( triangle.a, _center );
  4022. _v1$2.subVectors( triangle.b, _center );
  4023. _v2.subVectors( triangle.c, _center );
  4024. // compute edge vectors for triangle
  4025. _f0.subVectors( _v1$2, _v0 );
  4026. _f1.subVectors( _v2, _v1$2 );
  4027. _f2.subVectors( _v0, _v2 );
  4028. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4029. // 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
  4030. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4031. var axes = [
  4032. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4033. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4034. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4035. ];
  4036. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4037. return false;
  4038. }
  4039. // test 3 face normals from the aabb
  4040. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4041. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4042. return false;
  4043. }
  4044. // finally testing the face normal of the triangle
  4045. // use already existing triangle edge vectors here
  4046. _triangleNormal.crossVectors( _f0, _f1 );
  4047. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4048. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4049. },
  4050. clampPoint: function ( point, target ) {
  4051. if ( target === undefined ) {
  4052. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4053. target = new Vector3();
  4054. }
  4055. return target.copy( point ).clamp( this.min, this.max );
  4056. },
  4057. distanceToPoint: function ( point ) {
  4058. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4059. return clampedPoint.sub( point ).length();
  4060. },
  4061. getBoundingSphere: function ( target ) {
  4062. if ( target === undefined ) {
  4063. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4064. //target = new Sphere(); // removed to avoid cyclic dependency
  4065. }
  4066. this.getCenter( target.center );
  4067. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4068. return target;
  4069. },
  4070. intersect: function ( box ) {
  4071. this.min.max( box.min );
  4072. this.max.min( box.max );
  4073. // 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.
  4074. if ( this.isEmpty() ) { this.makeEmpty(); }
  4075. return this;
  4076. },
  4077. union: function ( box ) {
  4078. this.min.min( box.min );
  4079. this.max.max( box.max );
  4080. return this;
  4081. },
  4082. applyMatrix4: function ( matrix ) {
  4083. // transform of empty box is an empty box.
  4084. if ( this.isEmpty() ) { return this; }
  4085. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4086. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4087. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4088. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4089. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4090. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4091. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4092. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4093. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4094. this.setFromPoints( _points );
  4095. return this;
  4096. },
  4097. translate: function ( offset ) {
  4098. this.min.add( offset );
  4099. this.max.add( offset );
  4100. return this;
  4101. },
  4102. equals: function ( box ) {
  4103. return box.min.equals( this.min ) && box.max.equals( this.max );
  4104. }
  4105. } );
  4106. function satForAxes( axes, v0, v1, v2, extents ) {
  4107. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4108. _testAxis.fromArray( axes, i );
  4109. // project the aabb onto the seperating axis
  4110. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4111. // project all 3 vertices of the triangle onto the seperating axis
  4112. var p0 = v0.dot( _testAxis );
  4113. var p1 = v1.dot( _testAxis );
  4114. var p2 = v2.dot( _testAxis );
  4115. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4116. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4117. // points of the projected triangle are outside the projected half-length of the aabb
  4118. // the axis is seperating and we can exit
  4119. return false;
  4120. }
  4121. }
  4122. return true;
  4123. }
  4124. var _box$1 = new Box3();
  4125. /**
  4126. * @author bhouston / http://clara.io
  4127. * @author mrdoob / http://mrdoob.com/
  4128. */
  4129. function Sphere( center, radius ) {
  4130. this.center = ( center !== undefined ) ? center : new Vector3();
  4131. this.radius = ( radius !== undefined ) ? radius : - 1;
  4132. }
  4133. Object.assign( Sphere.prototype, {
  4134. set: function ( center, radius ) {
  4135. this.center.copy( center );
  4136. this.radius = radius;
  4137. return this;
  4138. },
  4139. setFromPoints: function ( points, optionalCenter ) {
  4140. var center = this.center;
  4141. if ( optionalCenter !== undefined ) {
  4142. center.copy( optionalCenter );
  4143. } else {
  4144. _box$1.setFromPoints( points ).getCenter( center );
  4145. }
  4146. var maxRadiusSq = 0;
  4147. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4148. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4149. }
  4150. this.radius = Math.sqrt( maxRadiusSq );
  4151. return this;
  4152. },
  4153. clone: function () {
  4154. return new this.constructor().copy( this );
  4155. },
  4156. copy: function ( sphere ) {
  4157. this.center.copy( sphere.center );
  4158. this.radius = sphere.radius;
  4159. return this;
  4160. },
  4161. isEmpty: function () {
  4162. return ( this.radius < 0 );
  4163. },
  4164. makeEmpty: function () {
  4165. this.center.set( 0, 0, 0 );
  4166. this.radius = - 1;
  4167. return this;
  4168. },
  4169. containsPoint: function ( point ) {
  4170. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4171. },
  4172. distanceToPoint: function ( point ) {
  4173. return ( point.distanceTo( this.center ) - this.radius );
  4174. },
  4175. intersectsSphere: function ( sphere ) {
  4176. var radiusSum = this.radius + sphere.radius;
  4177. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4178. },
  4179. intersectsBox: function ( box ) {
  4180. return box.intersectsSphere( this );
  4181. },
  4182. intersectsPlane: function ( plane ) {
  4183. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4184. },
  4185. clampPoint: function ( point, target ) {
  4186. var deltaLengthSq = this.center.distanceToSquared( point );
  4187. if ( target === undefined ) {
  4188. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4189. target = new Vector3();
  4190. }
  4191. target.copy( point );
  4192. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4193. target.sub( this.center ).normalize();
  4194. target.multiplyScalar( this.radius ).add( this.center );
  4195. }
  4196. return target;
  4197. },
  4198. getBoundingBox: function ( target ) {
  4199. if ( target === undefined ) {
  4200. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4201. target = new Box3();
  4202. }
  4203. if ( this.isEmpty() ) {
  4204. // Empty sphere produces empty bounding box
  4205. target.makeEmpty();
  4206. return target;
  4207. }
  4208. target.set( this.center, this.center );
  4209. target.expandByScalar( this.radius );
  4210. return target;
  4211. },
  4212. applyMatrix4: function ( matrix ) {
  4213. this.center.applyMatrix4( matrix );
  4214. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4215. return this;
  4216. },
  4217. translate: function ( offset ) {
  4218. this.center.add( offset );
  4219. return this;
  4220. },
  4221. equals: function ( sphere ) {
  4222. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4223. }
  4224. } );
  4225. var _vector$2 = new Vector3();
  4226. var _segCenter = new Vector3();
  4227. var _segDir = new Vector3();
  4228. var _diff = new Vector3();
  4229. var _edge1 = new Vector3();
  4230. var _edge2 = new Vector3();
  4231. var _normal = new Vector3();
  4232. /**
  4233. * @author bhouston / http://clara.io
  4234. */
  4235. function Ray( origin, direction ) {
  4236. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4237. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4238. }
  4239. Object.assign( Ray.prototype, {
  4240. set: function ( origin, direction ) {
  4241. this.origin.copy( origin );
  4242. this.direction.copy( direction );
  4243. return this;
  4244. },
  4245. clone: function () {
  4246. return new this.constructor().copy( this );
  4247. },
  4248. copy: function ( ray ) {
  4249. this.origin.copy( ray.origin );
  4250. this.direction.copy( ray.direction );
  4251. return this;
  4252. },
  4253. at: function ( t, target ) {
  4254. if ( target === undefined ) {
  4255. console.warn( 'THREE.Ray: .at() target is now required' );
  4256. target = new Vector3();
  4257. }
  4258. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4259. },
  4260. lookAt: function ( v ) {
  4261. this.direction.copy( v ).sub( this.origin ).normalize();
  4262. return this;
  4263. },
  4264. recast: function ( t ) {
  4265. this.origin.copy( this.at( t, _vector$2 ) );
  4266. return this;
  4267. },
  4268. closestPointToPoint: function ( point, target ) {
  4269. if ( target === undefined ) {
  4270. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4271. target = new Vector3();
  4272. }
  4273. target.subVectors( point, this.origin );
  4274. var directionDistance = target.dot( this.direction );
  4275. if ( directionDistance < 0 ) {
  4276. return target.copy( this.origin );
  4277. }
  4278. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4279. },
  4280. distanceToPoint: function ( point ) {
  4281. return Math.sqrt( this.distanceSqToPoint( point ) );
  4282. },
  4283. distanceSqToPoint: function ( point ) {
  4284. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4285. // point behind the ray
  4286. if ( directionDistance < 0 ) {
  4287. return this.origin.distanceToSquared( point );
  4288. }
  4289. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4290. return _vector$2.distanceToSquared( point );
  4291. },
  4292. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4293. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4294. // It returns the min distance between the ray and the segment
  4295. // defined by v0 and v1
  4296. // It can also set two optional targets :
  4297. // - The closest point on the ray
  4298. // - The closest point on the segment
  4299. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4300. _segDir.copy( v1 ).sub( v0 ).normalize();
  4301. _diff.copy( this.origin ).sub( _segCenter );
  4302. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4303. var a01 = - this.direction.dot( _segDir );
  4304. var b0 = _diff.dot( this.direction );
  4305. var b1 = - _diff.dot( _segDir );
  4306. var c = _diff.lengthSq();
  4307. var det = Math.abs( 1 - a01 * a01 );
  4308. var s0, s1, sqrDist, extDet;
  4309. if ( det > 0 ) {
  4310. // The ray and segment are not parallel.
  4311. s0 = a01 * b1 - b0;
  4312. s1 = a01 * b0 - b1;
  4313. extDet = segExtent * det;
  4314. if ( s0 >= 0 ) {
  4315. if ( s1 >= - extDet ) {
  4316. if ( s1 <= extDet ) {
  4317. // region 0
  4318. // Minimum at interior points of ray and segment.
  4319. var invDet = 1 / det;
  4320. s0 *= invDet;
  4321. s1 *= invDet;
  4322. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4323. } else {
  4324. // region 1
  4325. s1 = segExtent;
  4326. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4327. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4328. }
  4329. } else {
  4330. // region 5
  4331. s1 = - segExtent;
  4332. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4333. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4334. }
  4335. } else {
  4336. if ( s1 <= - extDet ) {
  4337. // region 4
  4338. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4339. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4340. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4341. } else if ( s1 <= extDet ) {
  4342. // region 3
  4343. s0 = 0;
  4344. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4345. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4346. } else {
  4347. // region 2
  4348. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4349. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4350. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4351. }
  4352. }
  4353. } else {
  4354. // Ray and segment are parallel.
  4355. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4356. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4357. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4358. }
  4359. if ( optionalPointOnRay ) {
  4360. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4361. }
  4362. if ( optionalPointOnSegment ) {
  4363. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4364. }
  4365. return sqrDist;
  4366. },
  4367. intersectSphere: function ( sphere, target ) {
  4368. _vector$2.subVectors( sphere.center, this.origin );
  4369. var tca = _vector$2.dot( this.direction );
  4370. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4371. var radius2 = sphere.radius * sphere.radius;
  4372. if ( d2 > radius2 ) { return null; }
  4373. var thc = Math.sqrt( radius2 - d2 );
  4374. // t0 = first intersect point - entrance on front of sphere
  4375. var t0 = tca - thc;
  4376. // t1 = second intersect point - exit point on back of sphere
  4377. var t1 = tca + thc;
  4378. // test to see if both t0 and t1 are behind the ray - if so, return null
  4379. if ( t0 < 0 && t1 < 0 ) { return null; }
  4380. // test to see if t0 is behind the ray:
  4381. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4382. // in order to always return an intersect point that is in front of the ray.
  4383. if ( t0 < 0 ) { return this.at( t1, target ); }
  4384. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4385. return this.at( t0, target );
  4386. },
  4387. intersectsSphere: function ( sphere ) {
  4388. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4389. },
  4390. distanceToPlane: function ( plane ) {
  4391. var denominator = plane.normal.dot( this.direction );
  4392. if ( denominator === 0 ) {
  4393. // line is coplanar, return origin
  4394. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4395. return 0;
  4396. }
  4397. // Null is preferable to undefined since undefined means.... it is undefined
  4398. return null;
  4399. }
  4400. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4401. // Return if the ray never intersects the plane
  4402. return t >= 0 ? t : null;
  4403. },
  4404. intersectPlane: function ( plane, target ) {
  4405. var t = this.distanceToPlane( plane );
  4406. if ( t === null ) {
  4407. return null;
  4408. }
  4409. return this.at( t, target );
  4410. },
  4411. intersectsPlane: function ( plane ) {
  4412. // check if the ray lies on the plane first
  4413. var distToPoint = plane.distanceToPoint( this.origin );
  4414. if ( distToPoint === 0 ) {
  4415. return true;
  4416. }
  4417. var denominator = plane.normal.dot( this.direction );
  4418. if ( denominator * distToPoint < 0 ) {
  4419. return true;
  4420. }
  4421. // ray origin is behind the plane (and is pointing behind it)
  4422. return false;
  4423. },
  4424. intersectBox: function ( box, target ) {
  4425. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4426. var invdirx = 1 / this.direction.x,
  4427. invdiry = 1 / this.direction.y,
  4428. invdirz = 1 / this.direction.z;
  4429. var origin = this.origin;
  4430. if ( invdirx >= 0 ) {
  4431. tmin = ( box.min.x - origin.x ) * invdirx;
  4432. tmax = ( box.max.x - origin.x ) * invdirx;
  4433. } else {
  4434. tmin = ( box.max.x - origin.x ) * invdirx;
  4435. tmax = ( box.min.x - origin.x ) * invdirx;
  4436. }
  4437. if ( invdiry >= 0 ) {
  4438. tymin = ( box.min.y - origin.y ) * invdiry;
  4439. tymax = ( box.max.y - origin.y ) * invdiry;
  4440. } else {
  4441. tymin = ( box.max.y - origin.y ) * invdiry;
  4442. tymax = ( box.min.y - origin.y ) * invdiry;
  4443. }
  4444. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4445. // These lines also handle the case where tmin or tmax is NaN
  4446. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4447. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4448. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4449. if ( invdirz >= 0 ) {
  4450. tzmin = ( box.min.z - origin.z ) * invdirz;
  4451. tzmax = ( box.max.z - origin.z ) * invdirz;
  4452. } else {
  4453. tzmin = ( box.max.z - origin.z ) * invdirz;
  4454. tzmax = ( box.min.z - origin.z ) * invdirz;
  4455. }
  4456. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4457. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4458. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4459. //return point closest to the ray (positive side)
  4460. if ( tmax < 0 ) { return null; }
  4461. return this.at( tmin >= 0 ? tmin : tmax, target );
  4462. },
  4463. intersectsBox: function ( box ) {
  4464. return this.intersectBox( box, _vector$2 ) !== null;
  4465. },
  4466. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4467. // Compute the offset origin, edges, and normal.
  4468. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4469. _edge1.subVectors( b, a );
  4470. _edge2.subVectors( c, a );
  4471. _normal.crossVectors( _edge1, _edge2 );
  4472. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4473. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4474. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4475. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4476. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4477. var DdN = this.direction.dot( _normal );
  4478. var sign;
  4479. if ( DdN > 0 ) {
  4480. if ( backfaceCulling ) { return null; }
  4481. sign = 1;
  4482. } else if ( DdN < 0 ) {
  4483. sign = - 1;
  4484. DdN = - DdN;
  4485. } else {
  4486. return null;
  4487. }
  4488. _diff.subVectors( this.origin, a );
  4489. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4490. // b1 < 0, no intersection
  4491. if ( DdQxE2 < 0 ) {
  4492. return null;
  4493. }
  4494. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4495. // b2 < 0, no intersection
  4496. if ( DdE1xQ < 0 ) {
  4497. return null;
  4498. }
  4499. // b1+b2 > 1, no intersection
  4500. if ( DdQxE2 + DdE1xQ > DdN ) {
  4501. return null;
  4502. }
  4503. // Line intersects triangle, check if ray does.
  4504. var QdN = - sign * _diff.dot( _normal );
  4505. // t < 0, no intersection
  4506. if ( QdN < 0 ) {
  4507. return null;
  4508. }
  4509. // Ray intersects triangle.
  4510. return this.at( QdN / DdN, target );
  4511. },
  4512. applyMatrix4: function ( matrix4 ) {
  4513. this.origin.applyMatrix4( matrix4 );
  4514. this.direction.transformDirection( matrix4 );
  4515. return this;
  4516. },
  4517. equals: function ( ray ) {
  4518. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4519. }
  4520. } );
  4521. /**
  4522. * @author bhouston / http://clara.io
  4523. */
  4524. var _vector1 = new Vector3();
  4525. var _vector2 = new Vector3();
  4526. var _normalMatrix = new Matrix3();
  4527. function Plane( normal, constant ) {
  4528. // normal is assumed to be normalized
  4529. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4530. this.constant = ( constant !== undefined ) ? constant : 0;
  4531. }
  4532. Object.assign( Plane.prototype, {
  4533. isPlane: true,
  4534. set: function ( normal, constant ) {
  4535. this.normal.copy( normal );
  4536. this.constant = constant;
  4537. return this;
  4538. },
  4539. setComponents: function ( x, y, z, w ) {
  4540. this.normal.set( x, y, z );
  4541. this.constant = w;
  4542. return this;
  4543. },
  4544. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4545. this.normal.copy( normal );
  4546. this.constant = - point.dot( this.normal );
  4547. return this;
  4548. },
  4549. setFromCoplanarPoints: function ( a, b, c ) {
  4550. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4551. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4552. this.setFromNormalAndCoplanarPoint( normal, a );
  4553. return this;
  4554. },
  4555. clone: function () {
  4556. return new this.constructor().copy( this );
  4557. },
  4558. copy: function ( plane ) {
  4559. this.normal.copy( plane.normal );
  4560. this.constant = plane.constant;
  4561. return this;
  4562. },
  4563. normalize: function () {
  4564. // Note: will lead to a divide by zero if the plane is invalid.
  4565. var inverseNormalLength = 1.0 / this.normal.length();
  4566. this.normal.multiplyScalar( inverseNormalLength );
  4567. this.constant *= inverseNormalLength;
  4568. return this;
  4569. },
  4570. negate: function () {
  4571. this.constant *= - 1;
  4572. this.normal.negate();
  4573. return this;
  4574. },
  4575. distanceToPoint: function ( point ) {
  4576. return this.normal.dot( point ) + this.constant;
  4577. },
  4578. distanceToSphere: function ( sphere ) {
  4579. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4580. },
  4581. projectPoint: function ( point, target ) {
  4582. if ( target === undefined ) {
  4583. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4584. target = new Vector3();
  4585. }
  4586. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4587. },
  4588. intersectLine: function ( line, target ) {
  4589. if ( target === undefined ) {
  4590. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4591. target = new Vector3();
  4592. }
  4593. var direction = line.delta( _vector1 );
  4594. var denominator = this.normal.dot( direction );
  4595. if ( denominator === 0 ) {
  4596. // line is coplanar, return origin
  4597. if ( this.distanceToPoint( line.start ) === 0 ) {
  4598. return target.copy( line.start );
  4599. }
  4600. // Unsure if this is the correct method to handle this case.
  4601. return undefined;
  4602. }
  4603. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4604. if ( t < 0 || t > 1 ) {
  4605. return undefined;
  4606. }
  4607. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4608. },
  4609. intersectsLine: function ( line ) {
  4610. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4611. var startSign = this.distanceToPoint( line.start );
  4612. var endSign = this.distanceToPoint( line.end );
  4613. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4614. },
  4615. intersectsBox: function ( box ) {
  4616. return box.intersectsPlane( this );
  4617. },
  4618. intersectsSphere: function ( sphere ) {
  4619. return sphere.intersectsPlane( this );
  4620. },
  4621. coplanarPoint: function ( target ) {
  4622. if ( target === undefined ) {
  4623. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4624. target = new Vector3();
  4625. }
  4626. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4627. },
  4628. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4629. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4630. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4631. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4632. this.constant = - referencePoint.dot( normal );
  4633. return this;
  4634. },
  4635. translate: function ( offset ) {
  4636. this.constant -= offset.dot( this.normal );
  4637. return this;
  4638. },
  4639. equals: function ( plane ) {
  4640. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4641. }
  4642. } );
  4643. /**
  4644. * @author bhouston / http://clara.io
  4645. * @author mrdoob / http://mrdoob.com/
  4646. */
  4647. var _v0$1 = new Vector3();
  4648. var _v1$3 = new Vector3();
  4649. var _v2$1 = new Vector3();
  4650. var _v3 = new Vector3();
  4651. var _vab = new Vector3();
  4652. var _vac = new Vector3();
  4653. var _vbc = new Vector3();
  4654. var _vap = new Vector3();
  4655. var _vbp = new Vector3();
  4656. var _vcp = new Vector3();
  4657. function Triangle( a, b, c ) {
  4658. this.a = ( a !== undefined ) ? a : new Vector3();
  4659. this.b = ( b !== undefined ) ? b : new Vector3();
  4660. this.c = ( c !== undefined ) ? c : new Vector3();
  4661. }
  4662. Object.assign( Triangle, {
  4663. getNormal: function ( a, b, c, target ) {
  4664. if ( target === undefined ) {
  4665. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4666. target = new Vector3();
  4667. }
  4668. target.subVectors( c, b );
  4669. _v0$1.subVectors( a, b );
  4670. target.cross( _v0$1 );
  4671. var targetLengthSq = target.lengthSq();
  4672. if ( targetLengthSq > 0 ) {
  4673. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4674. }
  4675. return target.set( 0, 0, 0 );
  4676. },
  4677. // static/instance method to calculate barycentric coordinates
  4678. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4679. getBarycoord: function ( point, a, b, c, target ) {
  4680. _v0$1.subVectors( c, a );
  4681. _v1$3.subVectors( b, a );
  4682. _v2$1.subVectors( point, a );
  4683. var dot00 = _v0$1.dot( _v0$1 );
  4684. var dot01 = _v0$1.dot( _v1$3 );
  4685. var dot02 = _v0$1.dot( _v2$1 );
  4686. var dot11 = _v1$3.dot( _v1$3 );
  4687. var dot12 = _v1$3.dot( _v2$1 );
  4688. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4689. if ( target === undefined ) {
  4690. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4691. target = new Vector3();
  4692. }
  4693. // collinear or singular triangle
  4694. if ( denom === 0 ) {
  4695. // arbitrary location outside of triangle?
  4696. // not sure if this is the best idea, maybe should be returning undefined
  4697. return target.set( - 2, - 1, - 1 );
  4698. }
  4699. var invDenom = 1 / denom;
  4700. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4701. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4702. // barycentric coordinates must always sum to 1
  4703. return target.set( 1 - u - v, v, u );
  4704. },
  4705. containsPoint: function ( point, a, b, c ) {
  4706. Triangle.getBarycoord( point, a, b, c, _v3 );
  4707. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4708. },
  4709. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4710. this.getBarycoord( point, p1, p2, p3, _v3 );
  4711. target.set( 0, 0 );
  4712. target.addScaledVector( uv1, _v3.x );
  4713. target.addScaledVector( uv2, _v3.y );
  4714. target.addScaledVector( uv3, _v3.z );
  4715. return target;
  4716. },
  4717. isFrontFacing: function ( a, b, c, direction ) {
  4718. _v0$1.subVectors( c, b );
  4719. _v1$3.subVectors( a, b );
  4720. // strictly front facing
  4721. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4722. }
  4723. } );
  4724. Object.assign( Triangle.prototype, {
  4725. set: function ( a, b, c ) {
  4726. this.a.copy( a );
  4727. this.b.copy( b );
  4728. this.c.copy( c );
  4729. return this;
  4730. },
  4731. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4732. this.a.copy( points[ i0 ] );
  4733. this.b.copy( points[ i1 ] );
  4734. this.c.copy( points[ i2 ] );
  4735. return this;
  4736. },
  4737. clone: function () {
  4738. return new this.constructor().copy( this );
  4739. },
  4740. copy: function ( triangle ) {
  4741. this.a.copy( triangle.a );
  4742. this.b.copy( triangle.b );
  4743. this.c.copy( triangle.c );
  4744. return this;
  4745. },
  4746. getArea: function () {
  4747. _v0$1.subVectors( this.c, this.b );
  4748. _v1$3.subVectors( this.a, this.b );
  4749. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4750. },
  4751. getMidpoint: function ( target ) {
  4752. if ( target === undefined ) {
  4753. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4754. target = new Vector3();
  4755. }
  4756. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4757. },
  4758. getNormal: function ( target ) {
  4759. return Triangle.getNormal( this.a, this.b, this.c, target );
  4760. },
  4761. getPlane: function ( target ) {
  4762. if ( target === undefined ) {
  4763. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4764. target = new Plane();
  4765. }
  4766. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4767. },
  4768. getBarycoord: function ( point, target ) {
  4769. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4770. },
  4771. getUV: function ( point, uv1, uv2, uv3, target ) {
  4772. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4773. },
  4774. containsPoint: function ( point ) {
  4775. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4776. },
  4777. isFrontFacing: function ( direction ) {
  4778. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4779. },
  4780. intersectsBox: function ( box ) {
  4781. return box.intersectsTriangle( this );
  4782. },
  4783. closestPointToPoint: function ( p, target ) {
  4784. if ( target === undefined ) {
  4785. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4786. target = new Vector3();
  4787. }
  4788. var a = this.a, b = this.b, c = this.c;
  4789. var v, w;
  4790. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4791. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4792. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4793. // basically, we're distinguishing which of the voronoi regions of the triangle
  4794. // the point lies in with the minimum amount of redundant computation.
  4795. _vab.subVectors( b, a );
  4796. _vac.subVectors( c, a );
  4797. _vap.subVectors( p, a );
  4798. var d1 = _vab.dot( _vap );
  4799. var d2 = _vac.dot( _vap );
  4800. if ( d1 <= 0 && d2 <= 0 ) {
  4801. // vertex region of A; barycentric coords (1, 0, 0)
  4802. return target.copy( a );
  4803. }
  4804. _vbp.subVectors( p, b );
  4805. var d3 = _vab.dot( _vbp );
  4806. var d4 = _vac.dot( _vbp );
  4807. if ( d3 >= 0 && d4 <= d3 ) {
  4808. // vertex region of B; barycentric coords (0, 1, 0)
  4809. return target.copy( b );
  4810. }
  4811. var vc = d1 * d4 - d3 * d2;
  4812. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4813. v = d1 / ( d1 - d3 );
  4814. // edge region of AB; barycentric coords (1-v, v, 0)
  4815. return target.copy( a ).addScaledVector( _vab, v );
  4816. }
  4817. _vcp.subVectors( p, c );
  4818. var d5 = _vab.dot( _vcp );
  4819. var d6 = _vac.dot( _vcp );
  4820. if ( d6 >= 0 && d5 <= d6 ) {
  4821. // vertex region of C; barycentric coords (0, 0, 1)
  4822. return target.copy( c );
  4823. }
  4824. var vb = d5 * d2 - d1 * d6;
  4825. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4826. w = d2 / ( d2 - d6 );
  4827. // edge region of AC; barycentric coords (1-w, 0, w)
  4828. return target.copy( a ).addScaledVector( _vac, w );
  4829. }
  4830. var va = d3 * d6 - d5 * d4;
  4831. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4832. _vbc.subVectors( c, b );
  4833. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4834. // edge region of BC; barycentric coords (0, 1-w, w)
  4835. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4836. }
  4837. // face region
  4838. var denom = 1 / ( va + vb + vc );
  4839. // u = va * denom
  4840. v = vb * denom;
  4841. w = vc * denom;
  4842. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4843. },
  4844. equals: function ( triangle ) {
  4845. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4846. }
  4847. } );
  4848. /**
  4849. * @author mrdoob / http://mrdoob.com/
  4850. */
  4851. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4852. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4853. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4854. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4855. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4856. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4857. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4858. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4859. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4860. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4861. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4862. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4863. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4864. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4865. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4866. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4867. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4868. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4869. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4870. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4871. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4872. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4873. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4874. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4875. var _hslA = { h: 0, s: 0, l: 0 };
  4876. var _hslB = { h: 0, s: 0, l: 0 };
  4877. function Color( r, g, b ) {
  4878. if ( g === undefined && b === undefined ) {
  4879. // r is THREE.Color, hex or string
  4880. return this.set( r );
  4881. }
  4882. return this.setRGB( r, g, b );
  4883. }
  4884. function hue2rgb( p, q, t ) {
  4885. if ( t < 0 ) { t += 1; }
  4886. if ( t > 1 ) { t -= 1; }
  4887. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4888. if ( t < 1 / 2 ) { return q; }
  4889. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4890. return p;
  4891. }
  4892. function SRGBToLinear( c ) {
  4893. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4894. }
  4895. function LinearToSRGB( c ) {
  4896. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4897. }
  4898. Object.assign( Color.prototype, {
  4899. isColor: true,
  4900. r: 1, g: 1, b: 1,
  4901. set: function ( value ) {
  4902. if ( value && value.isColor ) {
  4903. this.copy( value );
  4904. } else if ( typeof value === 'number' ) {
  4905. this.setHex( value );
  4906. } else if ( typeof value === 'string' ) {
  4907. this.setStyle( value );
  4908. }
  4909. return this;
  4910. },
  4911. setScalar: function ( scalar ) {
  4912. this.r = scalar;
  4913. this.g = scalar;
  4914. this.b = scalar;
  4915. return this;
  4916. },
  4917. setHex: function ( hex ) {
  4918. hex = Math.floor( hex );
  4919. this.r = ( hex >> 16 & 255 ) / 255;
  4920. this.g = ( hex >> 8 & 255 ) / 255;
  4921. this.b = ( hex & 255 ) / 255;
  4922. return this;
  4923. },
  4924. setRGB: function ( r, g, b ) {
  4925. this.r = r;
  4926. this.g = g;
  4927. this.b = b;
  4928. return this;
  4929. },
  4930. setHSL: function ( h, s, l ) {
  4931. // h,s,l ranges are in 0.0 - 1.0
  4932. h = MathUtils.euclideanModulo( h, 1 );
  4933. s = MathUtils.clamp( s, 0, 1 );
  4934. l = MathUtils.clamp( l, 0, 1 );
  4935. if ( s === 0 ) {
  4936. this.r = this.g = this.b = l;
  4937. } else {
  4938. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4939. var q = ( 2 * l ) - p;
  4940. this.r = hue2rgb( q, p, h + 1 / 3 );
  4941. this.g = hue2rgb( q, p, h );
  4942. this.b = hue2rgb( q, p, h - 1 / 3 );
  4943. }
  4944. return this;
  4945. },
  4946. setStyle: function ( style ) {
  4947. function handleAlpha( string ) {
  4948. if ( string === undefined ) { return; }
  4949. if ( parseFloat( string ) < 1 ) {
  4950. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4951. }
  4952. }
  4953. var m;
  4954. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4955. // rgb / hsl
  4956. var color;
  4957. var name = m[ 1 ];
  4958. var components = m[ 2 ];
  4959. switch ( name ) {
  4960. case 'rgb':
  4961. case 'rgba':
  4962. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4963. // rgb(255,0,0) rgba(255,0,0,0.5)
  4964. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4965. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4966. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4967. handleAlpha( color[ 5 ] );
  4968. return this;
  4969. }
  4970. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4971. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4972. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4973. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4974. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4975. handleAlpha( color[ 5 ] );
  4976. return this;
  4977. }
  4978. break;
  4979. case 'hsl':
  4980. case 'hsla':
  4981. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4982. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4983. var h = parseFloat( color[ 1 ] ) / 360;
  4984. var s = parseInt( color[ 2 ], 10 ) / 100;
  4985. var l = parseInt( color[ 3 ], 10 ) / 100;
  4986. handleAlpha( color[ 5 ] );
  4987. return this.setHSL( h, s, l );
  4988. }
  4989. break;
  4990. }
  4991. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4992. // hex color
  4993. var hex = m[ 1 ];
  4994. var size = hex.length;
  4995. if ( size === 3 ) {
  4996. // #ff0
  4997. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4998. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4999. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  5000. return this;
  5001. } else if ( size === 6 ) {
  5002. // #ff0000
  5003. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5004. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5005. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5006. return this;
  5007. }
  5008. }
  5009. if ( style && style.length > 0 ) {
  5010. return this.setColorName( style );
  5011. }
  5012. return this;
  5013. },
  5014. setColorName: function ( style ) {
  5015. // color keywords
  5016. var hex = _colorKeywords[ style ];
  5017. if ( hex !== undefined ) {
  5018. // red
  5019. this.setHex( hex );
  5020. } else {
  5021. // unknown color
  5022. console.warn( 'THREE.Color: Unknown color ' + style );
  5023. }
  5024. return this;
  5025. },
  5026. clone: function () {
  5027. return new this.constructor( this.r, this.g, this.b );
  5028. },
  5029. copy: function ( color ) {
  5030. this.r = color.r;
  5031. this.g = color.g;
  5032. this.b = color.b;
  5033. return this;
  5034. },
  5035. copyGammaToLinear: function ( color, gammaFactor ) {
  5036. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5037. this.r = Math.pow( color.r, gammaFactor );
  5038. this.g = Math.pow( color.g, gammaFactor );
  5039. this.b = Math.pow( color.b, gammaFactor );
  5040. return this;
  5041. },
  5042. copyLinearToGamma: function ( color, gammaFactor ) {
  5043. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5044. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5045. this.r = Math.pow( color.r, safeInverse );
  5046. this.g = Math.pow( color.g, safeInverse );
  5047. this.b = Math.pow( color.b, safeInverse );
  5048. return this;
  5049. },
  5050. convertGammaToLinear: function ( gammaFactor ) {
  5051. this.copyGammaToLinear( this, gammaFactor );
  5052. return this;
  5053. },
  5054. convertLinearToGamma: function ( gammaFactor ) {
  5055. this.copyLinearToGamma( this, gammaFactor );
  5056. return this;
  5057. },
  5058. copySRGBToLinear: function ( color ) {
  5059. this.r = SRGBToLinear( color.r );
  5060. this.g = SRGBToLinear( color.g );
  5061. this.b = SRGBToLinear( color.b );
  5062. return this;
  5063. },
  5064. copyLinearToSRGB: function ( color ) {
  5065. this.r = LinearToSRGB( color.r );
  5066. this.g = LinearToSRGB( color.g );
  5067. this.b = LinearToSRGB( color.b );
  5068. return this;
  5069. },
  5070. convertSRGBToLinear: function () {
  5071. this.copySRGBToLinear( this );
  5072. return this;
  5073. },
  5074. convertLinearToSRGB: function () {
  5075. this.copyLinearToSRGB( this );
  5076. return this;
  5077. },
  5078. getHex: function () {
  5079. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5080. },
  5081. getHexString: function () {
  5082. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5083. },
  5084. getHSL: function ( target ) {
  5085. // h,s,l ranges are in 0.0 - 1.0
  5086. if ( target === undefined ) {
  5087. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5088. target = { h: 0, s: 0, l: 0 };
  5089. }
  5090. var r = this.r, g = this.g, b = this.b;
  5091. var max = Math.max( r, g, b );
  5092. var min = Math.min( r, g, b );
  5093. var hue, saturation;
  5094. var lightness = ( min + max ) / 2.0;
  5095. if ( min === max ) {
  5096. hue = 0;
  5097. saturation = 0;
  5098. } else {
  5099. var delta = max - min;
  5100. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5101. switch ( max ) {
  5102. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5103. case g: hue = ( b - r ) / delta + 2; break;
  5104. case b: hue = ( r - g ) / delta + 4; break;
  5105. }
  5106. hue /= 6;
  5107. }
  5108. target.h = hue;
  5109. target.s = saturation;
  5110. target.l = lightness;
  5111. return target;
  5112. },
  5113. getStyle: function () {
  5114. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5115. },
  5116. offsetHSL: function ( h, s, l ) {
  5117. this.getHSL( _hslA );
  5118. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5119. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5120. return this;
  5121. },
  5122. add: function ( color ) {
  5123. this.r += color.r;
  5124. this.g += color.g;
  5125. this.b += color.b;
  5126. return this;
  5127. },
  5128. addColors: function ( color1, color2 ) {
  5129. this.r = color1.r + color2.r;
  5130. this.g = color1.g + color2.g;
  5131. this.b = color1.b + color2.b;
  5132. return this;
  5133. },
  5134. addScalar: function ( s ) {
  5135. this.r += s;
  5136. this.g += s;
  5137. this.b += s;
  5138. return this;
  5139. },
  5140. sub: function ( color ) {
  5141. this.r = Math.max( 0, this.r - color.r );
  5142. this.g = Math.max( 0, this.g - color.g );
  5143. this.b = Math.max( 0, this.b - color.b );
  5144. return this;
  5145. },
  5146. multiply: function ( color ) {
  5147. this.r *= color.r;
  5148. this.g *= color.g;
  5149. this.b *= color.b;
  5150. return this;
  5151. },
  5152. multiplyScalar: function ( s ) {
  5153. this.r *= s;
  5154. this.g *= s;
  5155. this.b *= s;
  5156. return this;
  5157. },
  5158. lerp: function ( color, alpha ) {
  5159. this.r += ( color.r - this.r ) * alpha;
  5160. this.g += ( color.g - this.g ) * alpha;
  5161. this.b += ( color.b - this.b ) * alpha;
  5162. return this;
  5163. },
  5164. lerpHSL: function ( color, alpha ) {
  5165. this.getHSL( _hslA );
  5166. color.getHSL( _hslB );
  5167. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5168. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5169. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5170. this.setHSL( h, s, l );
  5171. return this;
  5172. },
  5173. equals: function ( c ) {
  5174. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5175. },
  5176. fromArray: function ( array, offset ) {
  5177. if ( offset === undefined ) { offset = 0; }
  5178. this.r = array[ offset ];
  5179. this.g = array[ offset + 1 ];
  5180. this.b = array[ offset + 2 ];
  5181. return this;
  5182. },
  5183. toArray: function ( array, offset ) {
  5184. if ( array === undefined ) { array = []; }
  5185. if ( offset === undefined ) { offset = 0; }
  5186. array[ offset ] = this.r;
  5187. array[ offset + 1 ] = this.g;
  5188. array[ offset + 2 ] = this.b;
  5189. return array;
  5190. },
  5191. fromBufferAttribute: function ( attribute, index ) {
  5192. this.r = attribute.getX( index );
  5193. this.g = attribute.getY( index );
  5194. this.b = attribute.getZ( index );
  5195. if ( attribute.normalized === true ) {
  5196. // assuming Uint8Array
  5197. this.r /= 255;
  5198. this.g /= 255;
  5199. this.b /= 255;
  5200. }
  5201. return this;
  5202. },
  5203. toJSON: function () {
  5204. return this.getHex();
  5205. }
  5206. } );
  5207. Color.NAMES = _colorKeywords;
  5208. /**
  5209. * @author mrdoob / http://mrdoob.com/
  5210. * @author alteredq / http://alteredqualia.com/
  5211. */
  5212. function Face3( a, b, c, normal, color, materialIndex ) {
  5213. this.a = a;
  5214. this.b = b;
  5215. this.c = c;
  5216. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5217. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5218. this.color = ( color && color.isColor ) ? color : new Color();
  5219. this.vertexColors = Array.isArray( color ) ? color : [];
  5220. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5221. }
  5222. Object.assign( Face3.prototype, {
  5223. clone: function () {
  5224. return new this.constructor().copy( this );
  5225. },
  5226. copy: function ( source ) {
  5227. this.a = source.a;
  5228. this.b = source.b;
  5229. this.c = source.c;
  5230. this.normal.copy( source.normal );
  5231. this.color.copy( source.color );
  5232. this.materialIndex = source.materialIndex;
  5233. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5234. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5235. }
  5236. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5237. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5238. }
  5239. return this;
  5240. }
  5241. } );
  5242. /**
  5243. * @author mrdoob / http://mrdoob.com/
  5244. * @author alteredq / http://alteredqualia.com/
  5245. */
  5246. var materialId = 0;
  5247. function Material() {
  5248. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5249. this.uuid = MathUtils.generateUUID();
  5250. this.name = '';
  5251. this.type = 'Material';
  5252. this.fog = true;
  5253. this.blending = NormalBlending;
  5254. this.side = FrontSide;
  5255. this.flatShading = false;
  5256. this.vertexColors = false;
  5257. this.opacity = 1;
  5258. this.transparent = false;
  5259. this.blendSrc = SrcAlphaFactor;
  5260. this.blendDst = OneMinusSrcAlphaFactor;
  5261. this.blendEquation = AddEquation;
  5262. this.blendSrcAlpha = null;
  5263. this.blendDstAlpha = null;
  5264. this.blendEquationAlpha = null;
  5265. this.depthFunc = LessEqualDepth;
  5266. this.depthTest = true;
  5267. this.depthWrite = true;
  5268. this.stencilWriteMask = 0xff;
  5269. this.stencilFunc = AlwaysStencilFunc;
  5270. this.stencilRef = 0;
  5271. this.stencilFuncMask = 0xff;
  5272. this.stencilFail = KeepStencilOp;
  5273. this.stencilZFail = KeepStencilOp;
  5274. this.stencilZPass = KeepStencilOp;
  5275. this.stencilWrite = false;
  5276. this.clippingPlanes = null;
  5277. this.clipIntersection = false;
  5278. this.clipShadows = false;
  5279. this.shadowSide = null;
  5280. this.colorWrite = true;
  5281. this.precision = null; // override the renderer's default precision for this material
  5282. this.polygonOffset = false;
  5283. this.polygonOffsetFactor = 0;
  5284. this.polygonOffsetUnits = 0;
  5285. this.dithering = false;
  5286. this.alphaTest = 0;
  5287. this.premultipliedAlpha = false;
  5288. this.visible = true;
  5289. this.toneMapped = true;
  5290. this.userData = {};
  5291. this.version = 0;
  5292. }
  5293. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5294. constructor: Material,
  5295. isMaterial: true,
  5296. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5297. customProgramCacheKey: function () {
  5298. return this.onBeforeCompile.toString();
  5299. },
  5300. setValues: function ( values ) {
  5301. if ( values === undefined ) { return; }
  5302. for ( var key in values ) {
  5303. var newValue = values[ key ];
  5304. if ( newValue === undefined ) {
  5305. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5306. continue;
  5307. }
  5308. // for backward compatability if shading is set in the constructor
  5309. if ( key === 'shading' ) {
  5310. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5311. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5312. continue;
  5313. }
  5314. var currentValue = this[ key ];
  5315. if ( currentValue === undefined ) {
  5316. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5317. continue;
  5318. }
  5319. if ( currentValue && currentValue.isColor ) {
  5320. currentValue.set( newValue );
  5321. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5322. currentValue.copy( newValue );
  5323. } else {
  5324. this[ key ] = newValue;
  5325. }
  5326. }
  5327. },
  5328. toJSON: function ( meta ) {
  5329. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5330. if ( isRoot ) {
  5331. meta = {
  5332. textures: {},
  5333. images: {}
  5334. };
  5335. }
  5336. var data = {
  5337. metadata: {
  5338. version: 4.5,
  5339. type: 'Material',
  5340. generator: 'Material.toJSON'
  5341. }
  5342. };
  5343. // standard Material serialization
  5344. data.uuid = this.uuid;
  5345. data.type = this.type;
  5346. if ( this.name !== '' ) { data.name = this.name; }
  5347. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5348. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5349. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5350. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5351. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5352. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5353. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5354. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5355. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5356. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5357. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5358. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5359. }
  5360. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5361. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5362. }
  5363. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5364. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5365. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5366. }
  5367. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5368. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5369. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5370. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5371. if ( this.aoMap && this.aoMap.isTexture ) {
  5372. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5373. data.aoMapIntensity = this.aoMapIntensity;
  5374. }
  5375. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5376. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5377. data.bumpScale = this.bumpScale;
  5378. }
  5379. if ( this.normalMap && this.normalMap.isTexture ) {
  5380. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5381. data.normalMapType = this.normalMapType;
  5382. data.normalScale = this.normalScale.toArray();
  5383. }
  5384. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5385. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5386. data.displacementScale = this.displacementScale;
  5387. data.displacementBias = this.displacementBias;
  5388. }
  5389. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5390. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5391. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5392. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5393. if ( this.envMap && this.envMap.isTexture ) {
  5394. data.envMap = this.envMap.toJSON( meta ).uuid;
  5395. data.reflectivity = this.reflectivity; // Scale behind envMap
  5396. data.refractionRatio = this.refractionRatio;
  5397. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5398. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5399. }
  5400. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5401. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5402. }
  5403. if ( this.size !== undefined ) { data.size = this.size; }
  5404. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5405. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5406. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5407. if ( this.side !== FrontSide ) { data.side = this.side; }
  5408. if ( this.vertexColors ) { data.vertexColors = true; }
  5409. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5410. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5411. data.depthFunc = this.depthFunc;
  5412. data.depthTest = this.depthTest;
  5413. data.depthWrite = this.depthWrite;
  5414. data.stencilWrite = this.stencilWrite;
  5415. data.stencilWriteMask = this.stencilWriteMask;
  5416. data.stencilFunc = this.stencilFunc;
  5417. data.stencilRef = this.stencilRef;
  5418. data.stencilFuncMask = this.stencilFuncMask;
  5419. data.stencilFail = this.stencilFail;
  5420. data.stencilZFail = this.stencilZFail;
  5421. data.stencilZPass = this.stencilZPass;
  5422. // rotation (SpriteMaterial)
  5423. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5424. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5425. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5426. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5427. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5428. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5429. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5430. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5431. if ( this.dithering === true ) { data.dithering = true; }
  5432. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5433. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5434. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5435. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5436. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5437. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5438. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5439. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5440. if ( this.skinning === true ) { data.skinning = true; }
  5441. if ( this.visible === false ) { data.visible = false; }
  5442. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5443. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5444. // TODO: Copied from Object3D.toJSON
  5445. function extractFromCache( cache ) {
  5446. var values = [];
  5447. for ( var key in cache ) {
  5448. var data = cache[ key ];
  5449. delete data.metadata;
  5450. values.push( data );
  5451. }
  5452. return values;
  5453. }
  5454. if ( isRoot ) {
  5455. var textures = extractFromCache( meta.textures );
  5456. var images = extractFromCache( meta.images );
  5457. if ( textures.length > 0 ) { data.textures = textures; }
  5458. if ( images.length > 0 ) { data.images = images; }
  5459. }
  5460. return data;
  5461. },
  5462. clone: function () {
  5463. return new this.constructor().copy( this );
  5464. },
  5465. copy: function ( source ) {
  5466. this.name = source.name;
  5467. this.fog = source.fog;
  5468. this.blending = source.blending;
  5469. this.side = source.side;
  5470. this.flatShading = source.flatShading;
  5471. this.vertexColors = source.vertexColors;
  5472. this.opacity = source.opacity;
  5473. this.transparent = source.transparent;
  5474. this.blendSrc = source.blendSrc;
  5475. this.blendDst = source.blendDst;
  5476. this.blendEquation = source.blendEquation;
  5477. this.blendSrcAlpha = source.blendSrcAlpha;
  5478. this.blendDstAlpha = source.blendDstAlpha;
  5479. this.blendEquationAlpha = source.blendEquationAlpha;
  5480. this.depthFunc = source.depthFunc;
  5481. this.depthTest = source.depthTest;
  5482. this.depthWrite = source.depthWrite;
  5483. this.stencilWriteMask = source.stencilWriteMask;
  5484. this.stencilFunc = source.stencilFunc;
  5485. this.stencilRef = source.stencilRef;
  5486. this.stencilFuncMask = source.stencilFuncMask;
  5487. this.stencilFail = source.stencilFail;
  5488. this.stencilZFail = source.stencilZFail;
  5489. this.stencilZPass = source.stencilZPass;
  5490. this.stencilWrite = source.stencilWrite;
  5491. var srcPlanes = source.clippingPlanes;
  5492. var dstPlanes = null;
  5493. if ( srcPlanes !== null ) {
  5494. var n = srcPlanes.length;
  5495. dstPlanes = new Array( n );
  5496. for ( var i = 0; i !== n; ++ i ) {
  5497. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5498. }
  5499. }
  5500. this.clippingPlanes = dstPlanes;
  5501. this.clipIntersection = source.clipIntersection;
  5502. this.clipShadows = source.clipShadows;
  5503. this.shadowSide = source.shadowSide;
  5504. this.colorWrite = source.colorWrite;
  5505. this.precision = source.precision;
  5506. this.polygonOffset = source.polygonOffset;
  5507. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5508. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5509. this.dithering = source.dithering;
  5510. this.alphaTest = source.alphaTest;
  5511. this.premultipliedAlpha = source.premultipliedAlpha;
  5512. this.visible = source.visible;
  5513. this.toneMapped = source.toneMapped;
  5514. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5515. return this;
  5516. },
  5517. dispose: function () {
  5518. this.dispatchEvent( { type: 'dispose' } );
  5519. }
  5520. } );
  5521. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5522. set: function ( value ) {
  5523. if ( value === true ) { this.version ++; }
  5524. }
  5525. } );
  5526. /**
  5527. * @author mrdoob / http://mrdoob.com/
  5528. * @author alteredq / http://alteredqualia.com/
  5529. *
  5530. * parameters = {
  5531. * color: <hex>,
  5532. * opacity: <float>,
  5533. * map: new THREE.Texture( <Image> ),
  5534. *
  5535. * lightMap: new THREE.Texture( <Image> ),
  5536. * lightMapIntensity: <float>
  5537. *
  5538. * aoMap: new THREE.Texture( <Image> ),
  5539. * aoMapIntensity: <float>
  5540. *
  5541. * specularMap: new THREE.Texture( <Image> ),
  5542. *
  5543. * alphaMap: new THREE.Texture( <Image> ),
  5544. *
  5545. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5546. * combine: THREE.Multiply,
  5547. * reflectivity: <float>,
  5548. * refractionRatio: <float>,
  5549. *
  5550. * depthTest: <bool>,
  5551. * depthWrite: <bool>,
  5552. *
  5553. * wireframe: <boolean>,
  5554. * wireframeLinewidth: <float>,
  5555. *
  5556. * skinning: <bool>,
  5557. * morphTargets: <bool>
  5558. * }
  5559. */
  5560. function MeshBasicMaterial( parameters ) {
  5561. Material.call( this );
  5562. this.type = 'MeshBasicMaterial';
  5563. this.color = new Color( 0xffffff ); // emissive
  5564. this.map = null;
  5565. this.lightMap = null;
  5566. this.lightMapIntensity = 1.0;
  5567. this.aoMap = null;
  5568. this.aoMapIntensity = 1.0;
  5569. this.specularMap = null;
  5570. this.alphaMap = null;
  5571. this.envMap = null;
  5572. this.combine = MultiplyOperation;
  5573. this.reflectivity = 1;
  5574. this.refractionRatio = 0.98;
  5575. this.wireframe = false;
  5576. this.wireframeLinewidth = 1;
  5577. this.wireframeLinecap = 'round';
  5578. this.wireframeLinejoin = 'round';
  5579. this.skinning = false;
  5580. this.morphTargets = false;
  5581. this.setValues( parameters );
  5582. }
  5583. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5584. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5585. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5586. MeshBasicMaterial.prototype.copy = function ( source ) {
  5587. Material.prototype.copy.call( this, source );
  5588. this.color.copy( source.color );
  5589. this.map = source.map;
  5590. this.lightMap = source.lightMap;
  5591. this.lightMapIntensity = source.lightMapIntensity;
  5592. this.aoMap = source.aoMap;
  5593. this.aoMapIntensity = source.aoMapIntensity;
  5594. this.specularMap = source.specularMap;
  5595. this.alphaMap = source.alphaMap;
  5596. this.envMap = source.envMap;
  5597. this.combine = source.combine;
  5598. this.reflectivity = source.reflectivity;
  5599. this.refractionRatio = source.refractionRatio;
  5600. this.wireframe = source.wireframe;
  5601. this.wireframeLinewidth = source.wireframeLinewidth;
  5602. this.wireframeLinecap = source.wireframeLinecap;
  5603. this.wireframeLinejoin = source.wireframeLinejoin;
  5604. this.skinning = source.skinning;
  5605. this.morphTargets = source.morphTargets;
  5606. return this;
  5607. };
  5608. /**
  5609. * @author mrdoob / http://mrdoob.com/
  5610. */
  5611. var _vector$3 = new Vector3();
  5612. var _vector2$1 = new Vector2();
  5613. function BufferAttribute( array, itemSize, normalized ) {
  5614. if ( Array.isArray( array ) ) {
  5615. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5616. }
  5617. this.name = '';
  5618. this.array = array;
  5619. this.itemSize = itemSize;
  5620. this.count = array !== undefined ? array.length / itemSize : 0;
  5621. this.normalized = normalized === true;
  5622. this.usage = StaticDrawUsage;
  5623. this.updateRange = { offset: 0, count: - 1 };
  5624. this.version = 0;
  5625. }
  5626. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5627. set: function ( value ) {
  5628. if ( value === true ) { this.version ++; }
  5629. }
  5630. } );
  5631. Object.assign( BufferAttribute.prototype, {
  5632. isBufferAttribute: true,
  5633. onUploadCallback: function () {},
  5634. setUsage: function ( value ) {
  5635. this.usage = value;
  5636. return this;
  5637. },
  5638. copy: function ( source ) {
  5639. this.name = source.name;
  5640. this.array = new source.array.constructor( source.array );
  5641. this.itemSize = source.itemSize;
  5642. this.count = source.count;
  5643. this.normalized = source.normalized;
  5644. this.usage = source.usage;
  5645. return this;
  5646. },
  5647. copyAt: function ( index1, attribute, index2 ) {
  5648. index1 *= this.itemSize;
  5649. index2 *= attribute.itemSize;
  5650. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5651. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5652. }
  5653. return this;
  5654. },
  5655. copyArray: function ( array ) {
  5656. this.array.set( array );
  5657. return this;
  5658. },
  5659. copyColorsArray: function ( colors ) {
  5660. var array = this.array;
  5661. var offset = 0;
  5662. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5663. var color = colors[ i ];
  5664. if ( color === undefined ) {
  5665. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5666. color = new Color();
  5667. }
  5668. array[ offset ++ ] = color.r;
  5669. array[ offset ++ ] = color.g;
  5670. array[ offset ++ ] = color.b;
  5671. }
  5672. return this;
  5673. },
  5674. copyVector2sArray: function ( vectors ) {
  5675. var array = this.array;
  5676. var offset = 0;
  5677. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5678. var vector = vectors[ i ];
  5679. if ( vector === undefined ) {
  5680. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5681. vector = new Vector2();
  5682. }
  5683. array[ offset ++ ] = vector.x;
  5684. array[ offset ++ ] = vector.y;
  5685. }
  5686. return this;
  5687. },
  5688. copyVector3sArray: function ( vectors ) {
  5689. var array = this.array;
  5690. var offset = 0;
  5691. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5692. var vector = vectors[ i ];
  5693. if ( vector === undefined ) {
  5694. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5695. vector = new Vector3();
  5696. }
  5697. array[ offset ++ ] = vector.x;
  5698. array[ offset ++ ] = vector.y;
  5699. array[ offset ++ ] = vector.z;
  5700. }
  5701. return this;
  5702. },
  5703. copyVector4sArray: function ( vectors ) {
  5704. var array = this.array;
  5705. var offset = 0;
  5706. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5707. var vector = vectors[ i ];
  5708. if ( vector === undefined ) {
  5709. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5710. vector = new Vector4();
  5711. }
  5712. array[ offset ++ ] = vector.x;
  5713. array[ offset ++ ] = vector.y;
  5714. array[ offset ++ ] = vector.z;
  5715. array[ offset ++ ] = vector.w;
  5716. }
  5717. return this;
  5718. },
  5719. applyMatrix3: function ( m ) {
  5720. if ( this.itemSize === 2 ) {
  5721. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5722. _vector2$1.fromBufferAttribute( this, i );
  5723. _vector2$1.applyMatrix3( m );
  5724. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5725. }
  5726. } else if ( this.itemSize === 3 ) {
  5727. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5728. _vector$3.fromBufferAttribute( this, i$1 );
  5729. _vector$3.applyMatrix3( m );
  5730. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5731. }
  5732. }
  5733. return this;
  5734. },
  5735. applyMatrix4: function ( m ) {
  5736. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5737. _vector$3.x = this.getX( i );
  5738. _vector$3.y = this.getY( i );
  5739. _vector$3.z = this.getZ( i );
  5740. _vector$3.applyMatrix4( m );
  5741. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5742. }
  5743. return this;
  5744. },
  5745. applyNormalMatrix: function ( m ) {
  5746. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5747. _vector$3.x = this.getX( i );
  5748. _vector$3.y = this.getY( i );
  5749. _vector$3.z = this.getZ( i );
  5750. _vector$3.applyNormalMatrix( m );
  5751. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5752. }
  5753. return this;
  5754. },
  5755. transformDirection: function ( m ) {
  5756. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5757. _vector$3.x = this.getX( i );
  5758. _vector$3.y = this.getY( i );
  5759. _vector$3.z = this.getZ( i );
  5760. _vector$3.transformDirection( m );
  5761. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5762. }
  5763. return this;
  5764. },
  5765. set: function ( value, offset ) {
  5766. if ( offset === undefined ) { offset = 0; }
  5767. this.array.set( value, offset );
  5768. return this;
  5769. },
  5770. getX: function ( index ) {
  5771. return this.array[ index * this.itemSize ];
  5772. },
  5773. setX: function ( index, x ) {
  5774. this.array[ index * this.itemSize ] = x;
  5775. return this;
  5776. },
  5777. getY: function ( index ) {
  5778. return this.array[ index * this.itemSize + 1 ];
  5779. },
  5780. setY: function ( index, y ) {
  5781. this.array[ index * this.itemSize + 1 ] = y;
  5782. return this;
  5783. },
  5784. getZ: function ( index ) {
  5785. return this.array[ index * this.itemSize + 2 ];
  5786. },
  5787. setZ: function ( index, z ) {
  5788. this.array[ index * this.itemSize + 2 ] = z;
  5789. return this;
  5790. },
  5791. getW: function ( index ) {
  5792. return this.array[ index * this.itemSize + 3 ];
  5793. },
  5794. setW: function ( index, w ) {
  5795. this.array[ index * this.itemSize + 3 ] = w;
  5796. return this;
  5797. },
  5798. setXY: function ( index, x, y ) {
  5799. index *= this.itemSize;
  5800. this.array[ index + 0 ] = x;
  5801. this.array[ index + 1 ] = y;
  5802. return this;
  5803. },
  5804. setXYZ: function ( index, x, y, z ) {
  5805. index *= this.itemSize;
  5806. this.array[ index + 0 ] = x;
  5807. this.array[ index + 1 ] = y;
  5808. this.array[ index + 2 ] = z;
  5809. return this;
  5810. },
  5811. setXYZW: function ( index, x, y, z, w ) {
  5812. index *= this.itemSize;
  5813. this.array[ index + 0 ] = x;
  5814. this.array[ index + 1 ] = y;
  5815. this.array[ index + 2 ] = z;
  5816. this.array[ index + 3 ] = w;
  5817. return this;
  5818. },
  5819. onUpload: function ( callback ) {
  5820. this.onUploadCallback = callback;
  5821. return this;
  5822. },
  5823. clone: function () {
  5824. return new this.constructor( this.array, this.itemSize ).copy( this );
  5825. },
  5826. toJSON: function () {
  5827. return {
  5828. itemSize: this.itemSize,
  5829. type: this.array.constructor.name,
  5830. array: Array.prototype.slice.call( this.array ),
  5831. normalized: this.normalized
  5832. };
  5833. }
  5834. } );
  5835. //
  5836. function Int8BufferAttribute( array, itemSize, normalized ) {
  5837. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5838. }
  5839. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5840. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5841. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5842. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5843. }
  5844. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5845. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5846. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5847. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5848. }
  5849. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5850. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5851. function Int16BufferAttribute( array, itemSize, normalized ) {
  5852. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5853. }
  5854. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5855. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5856. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5857. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5858. }
  5859. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5860. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5861. function Int32BufferAttribute( array, itemSize, normalized ) {
  5862. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5863. }
  5864. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5865. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5866. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5867. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5868. }
  5869. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5870. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5871. function Float32BufferAttribute( array, itemSize, normalized ) {
  5872. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5873. }
  5874. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5875. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5876. function Float64BufferAttribute( array, itemSize, normalized ) {
  5877. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5878. }
  5879. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5880. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5881. /**
  5882. * @author mrdoob / http://mrdoob.com/
  5883. */
  5884. function DirectGeometry() {
  5885. this.vertices = [];
  5886. this.normals = [];
  5887. this.colors = [];
  5888. this.uvs = [];
  5889. this.uvs2 = [];
  5890. this.groups = [];
  5891. this.morphTargets = {};
  5892. this.skinWeights = [];
  5893. this.skinIndices = [];
  5894. // this.lineDistances = [];
  5895. this.boundingBox = null;
  5896. this.boundingSphere = null;
  5897. // update flags
  5898. this.verticesNeedUpdate = false;
  5899. this.normalsNeedUpdate = false;
  5900. this.colorsNeedUpdate = false;
  5901. this.uvsNeedUpdate = false;
  5902. this.groupsNeedUpdate = false;
  5903. }
  5904. Object.assign( DirectGeometry.prototype, {
  5905. computeGroups: function ( geometry ) {
  5906. var groups = [];
  5907. var group, i;
  5908. var materialIndex = undefined;
  5909. var faces = geometry.faces;
  5910. for ( i = 0; i < faces.length; i ++ ) {
  5911. var face = faces[ i ];
  5912. // materials
  5913. if ( face.materialIndex !== materialIndex ) {
  5914. materialIndex = face.materialIndex;
  5915. if ( group !== undefined ) {
  5916. group.count = ( i * 3 ) - group.start;
  5917. groups.push( group );
  5918. }
  5919. group = {
  5920. start: i * 3,
  5921. materialIndex: materialIndex
  5922. };
  5923. }
  5924. }
  5925. if ( group !== undefined ) {
  5926. group.count = ( i * 3 ) - group.start;
  5927. groups.push( group );
  5928. }
  5929. this.groups = groups;
  5930. },
  5931. fromGeometry: function ( geometry ) {
  5932. var faces = geometry.faces;
  5933. var vertices = geometry.vertices;
  5934. var faceVertexUvs = geometry.faceVertexUvs;
  5935. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5936. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5937. // morphs
  5938. var morphTargets = geometry.morphTargets;
  5939. var morphTargetsLength = morphTargets.length;
  5940. var morphTargetsPosition;
  5941. if ( morphTargetsLength > 0 ) {
  5942. morphTargetsPosition = [];
  5943. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5944. morphTargetsPosition[ i ] = {
  5945. name: morphTargets[ i ].name,
  5946. data: []
  5947. };
  5948. }
  5949. this.morphTargets.position = morphTargetsPosition;
  5950. }
  5951. var morphNormals = geometry.morphNormals;
  5952. var morphNormalsLength = morphNormals.length;
  5953. var morphTargetsNormal;
  5954. if ( morphNormalsLength > 0 ) {
  5955. morphTargetsNormal = [];
  5956. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5957. morphTargetsNormal[ i$1 ] = {
  5958. name: morphNormals[ i$1 ].name,
  5959. data: []
  5960. };
  5961. }
  5962. this.morphTargets.normal = morphTargetsNormal;
  5963. }
  5964. // skins
  5965. var skinIndices = geometry.skinIndices;
  5966. var skinWeights = geometry.skinWeights;
  5967. var hasSkinIndices = skinIndices.length === vertices.length;
  5968. var hasSkinWeights = skinWeights.length === vertices.length;
  5969. //
  5970. if ( vertices.length > 0 && faces.length === 0 ) {
  5971. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5972. }
  5973. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5974. var face = faces[ i$2 ];
  5975. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5976. var vertexNormals = face.vertexNormals;
  5977. if ( vertexNormals.length === 3 ) {
  5978. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5979. } else {
  5980. var normal = face.normal;
  5981. this.normals.push( normal, normal, normal );
  5982. }
  5983. var vertexColors = face.vertexColors;
  5984. if ( vertexColors.length === 3 ) {
  5985. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5986. } else {
  5987. var color = face.color;
  5988. this.colors.push( color, color, color );
  5989. }
  5990. if ( hasFaceVertexUv === true ) {
  5991. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5992. if ( vertexUvs !== undefined ) {
  5993. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5994. } else {
  5995. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5996. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5997. }
  5998. }
  5999. if ( hasFaceVertexUv2 === true ) {
  6000. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6001. if ( vertexUvs$1 !== undefined ) {
  6002. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6003. } else {
  6004. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6005. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6006. }
  6007. }
  6008. // morphs
  6009. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6010. var morphTarget = morphTargets[ j ].vertices;
  6011. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6012. }
  6013. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6014. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6015. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6016. }
  6017. // skins
  6018. if ( hasSkinIndices ) {
  6019. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6020. }
  6021. if ( hasSkinWeights ) {
  6022. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6023. }
  6024. }
  6025. this.computeGroups( geometry );
  6026. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6027. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6028. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6029. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6030. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6031. if ( geometry.boundingSphere !== null ) {
  6032. this.boundingSphere = geometry.boundingSphere.clone();
  6033. }
  6034. if ( geometry.boundingBox !== null ) {
  6035. this.boundingBox = geometry.boundingBox.clone();
  6036. }
  6037. return this;
  6038. }
  6039. } );
  6040. /**
  6041. * @author mrdoob / http://mrdoob.com/
  6042. */
  6043. function arrayMax( array ) {
  6044. if ( array.length === 0 ) { return - Infinity; }
  6045. var max = array[ 0 ];
  6046. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6047. if ( array[ i ] > max ) { max = array[ i ]; }
  6048. }
  6049. return max;
  6050. }
  6051. /**
  6052. * @author alteredq / http://alteredqualia.com/
  6053. * @author mrdoob / http://mrdoob.com/
  6054. */
  6055. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6056. var _m1$2 = new Matrix4();
  6057. var _obj = new Object3D();
  6058. var _offset = new Vector3();
  6059. var _box$2 = new Box3();
  6060. var _boxMorphTargets = new Box3();
  6061. var _vector$4 = new Vector3();
  6062. function BufferGeometry() {
  6063. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6064. this.uuid = MathUtils.generateUUID();
  6065. this.name = '';
  6066. this.type = 'BufferGeometry';
  6067. this.index = null;
  6068. this.attributes = {};
  6069. this.morphAttributes = {};
  6070. this.morphTargetsRelative = false;
  6071. this.groups = [];
  6072. this.boundingBox = null;
  6073. this.boundingSphere = null;
  6074. this.drawRange = { start: 0, count: Infinity };
  6075. this.userData = {};
  6076. }
  6077. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6078. constructor: BufferGeometry,
  6079. isBufferGeometry: true,
  6080. getIndex: function () {
  6081. return this.index;
  6082. },
  6083. setIndex: function ( index ) {
  6084. if ( Array.isArray( index ) ) {
  6085. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6086. } else {
  6087. this.index = index;
  6088. }
  6089. },
  6090. getAttribute: function ( name ) {
  6091. return this.attributes[ name ];
  6092. },
  6093. setAttribute: function ( name, attribute ) {
  6094. this.attributes[ name ] = attribute;
  6095. return this;
  6096. },
  6097. deleteAttribute: function ( name ) {
  6098. delete this.attributes[ name ];
  6099. return this;
  6100. },
  6101. addGroup: function ( start, count, materialIndex ) {
  6102. this.groups.push( {
  6103. start: start,
  6104. count: count,
  6105. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6106. } );
  6107. },
  6108. clearGroups: function () {
  6109. this.groups = [];
  6110. },
  6111. setDrawRange: function ( start, count ) {
  6112. this.drawRange.start = start;
  6113. this.drawRange.count = count;
  6114. },
  6115. applyMatrix4: function ( matrix ) {
  6116. var position = this.attributes.position;
  6117. if ( position !== undefined ) {
  6118. position.applyMatrix4( matrix );
  6119. position.needsUpdate = true;
  6120. }
  6121. var normal = this.attributes.normal;
  6122. if ( normal !== undefined ) {
  6123. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6124. normal.applyNormalMatrix( normalMatrix );
  6125. normal.needsUpdate = true;
  6126. }
  6127. var tangent = this.attributes.tangent;
  6128. if ( tangent !== undefined ) {
  6129. tangent.transformDirection( matrix );
  6130. tangent.needsUpdate = true;
  6131. }
  6132. if ( this.boundingBox !== null ) {
  6133. this.computeBoundingBox();
  6134. }
  6135. if ( this.boundingSphere !== null ) {
  6136. this.computeBoundingSphere();
  6137. }
  6138. return this;
  6139. },
  6140. rotateX: function ( angle ) {
  6141. // rotate geometry around world x-axis
  6142. _m1$2.makeRotationX( angle );
  6143. this.applyMatrix4( _m1$2 );
  6144. return this;
  6145. },
  6146. rotateY: function ( angle ) {
  6147. // rotate geometry around world y-axis
  6148. _m1$2.makeRotationY( angle );
  6149. this.applyMatrix4( _m1$2 );
  6150. return this;
  6151. },
  6152. rotateZ: function ( angle ) {
  6153. // rotate geometry around world z-axis
  6154. _m1$2.makeRotationZ( angle );
  6155. this.applyMatrix4( _m1$2 );
  6156. return this;
  6157. },
  6158. translate: function ( x, y, z ) {
  6159. // translate geometry
  6160. _m1$2.makeTranslation( x, y, z );
  6161. this.applyMatrix4( _m1$2 );
  6162. return this;
  6163. },
  6164. scale: function ( x, y, z ) {
  6165. // scale geometry
  6166. _m1$2.makeScale( x, y, z );
  6167. this.applyMatrix4( _m1$2 );
  6168. return this;
  6169. },
  6170. lookAt: function ( vector ) {
  6171. _obj.lookAt( vector );
  6172. _obj.updateMatrix();
  6173. this.applyMatrix4( _obj.matrix );
  6174. return this;
  6175. },
  6176. center: function () {
  6177. this.computeBoundingBox();
  6178. this.boundingBox.getCenter( _offset ).negate();
  6179. this.translate( _offset.x, _offset.y, _offset.z );
  6180. return this;
  6181. },
  6182. setFromObject: function ( object ) {
  6183. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6184. var geometry = object.geometry;
  6185. if ( object.isPoints || object.isLine ) {
  6186. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6187. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6188. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6189. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6190. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6191. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6192. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6193. }
  6194. if ( geometry.boundingSphere !== null ) {
  6195. this.boundingSphere = geometry.boundingSphere.clone();
  6196. }
  6197. if ( geometry.boundingBox !== null ) {
  6198. this.boundingBox = geometry.boundingBox.clone();
  6199. }
  6200. } else if ( object.isMesh ) {
  6201. if ( geometry && geometry.isGeometry ) {
  6202. this.fromGeometry( geometry );
  6203. }
  6204. }
  6205. return this;
  6206. },
  6207. setFromPoints: function ( points ) {
  6208. var position = [];
  6209. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6210. var point = points[ i ];
  6211. position.push( point.x, point.y, point.z || 0 );
  6212. }
  6213. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6214. return this;
  6215. },
  6216. updateFromObject: function ( object ) {
  6217. var geometry = object.geometry;
  6218. if ( object.isMesh ) {
  6219. var direct = geometry.__directGeometry;
  6220. if ( geometry.elementsNeedUpdate === true ) {
  6221. direct = undefined;
  6222. geometry.elementsNeedUpdate = false;
  6223. }
  6224. if ( direct === undefined ) {
  6225. return this.fromGeometry( geometry );
  6226. }
  6227. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6228. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6229. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6230. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6231. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6232. geometry.verticesNeedUpdate = false;
  6233. geometry.normalsNeedUpdate = false;
  6234. geometry.colorsNeedUpdate = false;
  6235. geometry.uvsNeedUpdate = false;
  6236. geometry.groupsNeedUpdate = false;
  6237. geometry = direct;
  6238. }
  6239. if ( geometry.verticesNeedUpdate === true ) {
  6240. var attribute = this.attributes.position;
  6241. if ( attribute !== undefined ) {
  6242. attribute.copyVector3sArray( geometry.vertices );
  6243. attribute.needsUpdate = true;
  6244. }
  6245. geometry.verticesNeedUpdate = false;
  6246. }
  6247. if ( geometry.normalsNeedUpdate === true ) {
  6248. var attribute$1 = this.attributes.normal;
  6249. if ( attribute$1 !== undefined ) {
  6250. attribute$1.copyVector3sArray( geometry.normals );
  6251. attribute$1.needsUpdate = true;
  6252. }
  6253. geometry.normalsNeedUpdate = false;
  6254. }
  6255. if ( geometry.colorsNeedUpdate === true ) {
  6256. var attribute$2 = this.attributes.color;
  6257. if ( attribute$2 !== undefined ) {
  6258. attribute$2.copyColorsArray( geometry.colors );
  6259. attribute$2.needsUpdate = true;
  6260. }
  6261. geometry.colorsNeedUpdate = false;
  6262. }
  6263. if ( geometry.uvsNeedUpdate ) {
  6264. var attribute$3 = this.attributes.uv;
  6265. if ( attribute$3 !== undefined ) {
  6266. attribute$3.copyVector2sArray( geometry.uvs );
  6267. attribute$3.needsUpdate = true;
  6268. }
  6269. geometry.uvsNeedUpdate = false;
  6270. }
  6271. if ( geometry.lineDistancesNeedUpdate ) {
  6272. var attribute$4 = this.attributes.lineDistance;
  6273. if ( attribute$4 !== undefined ) {
  6274. attribute$4.copyArray( geometry.lineDistances );
  6275. attribute$4.needsUpdate = true;
  6276. }
  6277. geometry.lineDistancesNeedUpdate = false;
  6278. }
  6279. if ( geometry.groupsNeedUpdate ) {
  6280. geometry.computeGroups( object.geometry );
  6281. this.groups = geometry.groups;
  6282. geometry.groupsNeedUpdate = false;
  6283. }
  6284. return this;
  6285. },
  6286. fromGeometry: function ( geometry ) {
  6287. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6288. return this.fromDirectGeometry( geometry.__directGeometry );
  6289. },
  6290. fromDirectGeometry: function ( geometry ) {
  6291. var positions = new Float32Array( geometry.vertices.length * 3 );
  6292. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6293. if ( geometry.normals.length > 0 ) {
  6294. var normals = new Float32Array( geometry.normals.length * 3 );
  6295. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6296. }
  6297. if ( geometry.colors.length > 0 ) {
  6298. var colors = new Float32Array( geometry.colors.length * 3 );
  6299. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6300. }
  6301. if ( geometry.uvs.length > 0 ) {
  6302. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6303. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6304. }
  6305. if ( geometry.uvs2.length > 0 ) {
  6306. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6307. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6308. }
  6309. // groups
  6310. this.groups = geometry.groups;
  6311. // morphs
  6312. for ( var name in geometry.morphTargets ) {
  6313. var array = [];
  6314. var morphTargets = geometry.morphTargets[ name ];
  6315. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6316. var morphTarget = morphTargets[ i ];
  6317. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6318. attribute.name = morphTarget.name;
  6319. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6320. }
  6321. this.morphAttributes[ name ] = array;
  6322. }
  6323. // skinning
  6324. if ( geometry.skinIndices.length > 0 ) {
  6325. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6326. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6327. }
  6328. if ( geometry.skinWeights.length > 0 ) {
  6329. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6330. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6331. }
  6332. //
  6333. if ( geometry.boundingSphere !== null ) {
  6334. this.boundingSphere = geometry.boundingSphere.clone();
  6335. }
  6336. if ( geometry.boundingBox !== null ) {
  6337. this.boundingBox = geometry.boundingBox.clone();
  6338. }
  6339. return this;
  6340. },
  6341. computeBoundingBox: function () {
  6342. if ( this.boundingBox === null ) {
  6343. this.boundingBox = new Box3();
  6344. }
  6345. var position = this.attributes.position;
  6346. var morphAttributesPosition = this.morphAttributes.position;
  6347. if ( position !== undefined ) {
  6348. this.boundingBox.setFromBufferAttribute( position );
  6349. // process morph attributes if present
  6350. if ( morphAttributesPosition ) {
  6351. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6352. var morphAttribute = morphAttributesPosition[ i ];
  6353. _box$2.setFromBufferAttribute( morphAttribute );
  6354. if ( this.morphTargetsRelative ) {
  6355. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6356. this.boundingBox.expandByPoint( _vector$4 );
  6357. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6358. this.boundingBox.expandByPoint( _vector$4 );
  6359. } else {
  6360. this.boundingBox.expandByPoint( _box$2.min );
  6361. this.boundingBox.expandByPoint( _box$2.max );
  6362. }
  6363. }
  6364. }
  6365. } else {
  6366. this.boundingBox.makeEmpty();
  6367. }
  6368. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6369. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6370. }
  6371. },
  6372. computeBoundingSphere: function () {
  6373. if ( this.boundingSphere === null ) {
  6374. this.boundingSphere = new Sphere();
  6375. }
  6376. var position = this.attributes.position;
  6377. var morphAttributesPosition = this.morphAttributes.position;
  6378. if ( position ) {
  6379. // first, find the center of the bounding sphere
  6380. var center = this.boundingSphere.center;
  6381. _box$2.setFromBufferAttribute( position );
  6382. // process morph attributes if present
  6383. if ( morphAttributesPosition ) {
  6384. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6385. var morphAttribute = morphAttributesPosition[ i ];
  6386. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6387. if ( this.morphTargetsRelative ) {
  6388. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6389. _box$2.expandByPoint( _vector$4 );
  6390. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6391. _box$2.expandByPoint( _vector$4 );
  6392. } else {
  6393. _box$2.expandByPoint( _boxMorphTargets.min );
  6394. _box$2.expandByPoint( _boxMorphTargets.max );
  6395. }
  6396. }
  6397. }
  6398. _box$2.getCenter( center );
  6399. // second, try to find a boundingSphere with a radius smaller than the
  6400. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6401. var maxRadiusSq = 0;
  6402. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6403. _vector$4.fromBufferAttribute( position, i$1 );
  6404. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6405. }
  6406. // process morph attributes if present
  6407. if ( morphAttributesPosition ) {
  6408. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6409. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6410. var morphTargetsRelative = this.morphTargetsRelative;
  6411. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6412. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6413. if ( morphTargetsRelative ) {
  6414. _offset.fromBufferAttribute( position, j );
  6415. _vector$4.add( _offset );
  6416. }
  6417. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6418. }
  6419. }
  6420. }
  6421. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6422. if ( isNaN( this.boundingSphere.radius ) ) {
  6423. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6424. }
  6425. }
  6426. },
  6427. computeFaceNormals: function () {
  6428. // backwards compatibility
  6429. },
  6430. computeVertexNormals: function () {
  6431. var index = this.index;
  6432. var positionAttribute = this.getAttribute( 'position' );
  6433. if ( positionAttribute !== undefined ) {
  6434. var normalAttribute = this.getAttribute( 'normal' );
  6435. if ( normalAttribute === undefined ) {
  6436. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6437. this.setAttribute( 'normal', normalAttribute );
  6438. } else {
  6439. // reset existing normals to zero
  6440. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6441. normalAttribute.setXYZ( i, 0, 0, 0 );
  6442. }
  6443. }
  6444. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6445. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6446. var cb = new Vector3(), ab = new Vector3();
  6447. // indexed elements
  6448. if ( index ) {
  6449. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6450. var vA = index.getX( i$1 + 0 );
  6451. var vB = index.getX( i$1 + 1 );
  6452. var vC = index.getX( i$1 + 2 );
  6453. pA.fromBufferAttribute( positionAttribute, vA );
  6454. pB.fromBufferAttribute( positionAttribute, vB );
  6455. pC.fromBufferAttribute( positionAttribute, vC );
  6456. cb.subVectors( pC, pB );
  6457. ab.subVectors( pA, pB );
  6458. cb.cross( ab );
  6459. nA.fromBufferAttribute( normalAttribute, vA );
  6460. nB.fromBufferAttribute( normalAttribute, vB );
  6461. nC.fromBufferAttribute( normalAttribute, vC );
  6462. nA.add( cb );
  6463. nB.add( cb );
  6464. nC.add( cb );
  6465. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6466. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6467. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6468. }
  6469. } else {
  6470. // non-indexed elements (unconnected triangle soup)
  6471. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6472. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6473. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6474. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6475. cb.subVectors( pC, pB );
  6476. ab.subVectors( pA, pB );
  6477. cb.cross( ab );
  6478. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6479. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6480. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6481. }
  6482. }
  6483. this.normalizeNormals();
  6484. normalAttribute.needsUpdate = true;
  6485. }
  6486. },
  6487. merge: function ( geometry, offset ) {
  6488. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6489. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6490. return;
  6491. }
  6492. if ( offset === undefined ) {
  6493. offset = 0;
  6494. console.warn(
  6495. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6496. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6497. );
  6498. }
  6499. var attributes = this.attributes;
  6500. for ( var key in attributes ) {
  6501. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6502. var attribute1 = attributes[ key ];
  6503. var attributeArray1 = attribute1.array;
  6504. var attribute2 = geometry.attributes[ key ];
  6505. var attributeArray2 = attribute2.array;
  6506. var attributeOffset = attribute2.itemSize * offset;
  6507. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6508. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6509. attributeArray1[ j ] = attributeArray2[ i ];
  6510. }
  6511. }
  6512. return this;
  6513. },
  6514. normalizeNormals: function () {
  6515. var normals = this.attributes.normal;
  6516. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6517. _vector$4.fromBufferAttribute( normals, i );
  6518. _vector$4.normalize();
  6519. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6520. }
  6521. },
  6522. toNonIndexed: function () {
  6523. function convertBufferAttribute( attribute, indices ) {
  6524. var array = attribute.array;
  6525. var itemSize = attribute.itemSize;
  6526. var normalized = attribute.normalized;
  6527. var array2 = new array.constructor( indices.length * itemSize );
  6528. var index = 0, index2 = 0;
  6529. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6530. index = indices[ i ] * itemSize;
  6531. for ( var j = 0; j < itemSize; j ++ ) {
  6532. array2[ index2 ++ ] = array[ index ++ ];
  6533. }
  6534. }
  6535. return new BufferAttribute( array2, itemSize, normalized );
  6536. }
  6537. //
  6538. if ( this.index === null ) {
  6539. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6540. return this;
  6541. }
  6542. var geometry2 = new BufferGeometry();
  6543. var indices = this.index.array;
  6544. var attributes = this.attributes;
  6545. // attributes
  6546. for ( var name in attributes ) {
  6547. var attribute = attributes[ name ];
  6548. var newAttribute = convertBufferAttribute( attribute, indices );
  6549. geometry2.setAttribute( name, newAttribute );
  6550. }
  6551. // morph attributes
  6552. var morphAttributes = this.morphAttributes;
  6553. for ( var name$1 in morphAttributes ) {
  6554. var morphArray = [];
  6555. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6556. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6557. var attribute$1 = morphAttribute[ i ];
  6558. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6559. morphArray.push( newAttribute$1 );
  6560. }
  6561. geometry2.morphAttributes[ name$1 ] = morphArray;
  6562. }
  6563. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6564. // groups
  6565. var groups = this.groups;
  6566. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6567. var group = groups[ i$1 ];
  6568. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6569. }
  6570. return geometry2;
  6571. },
  6572. toJSON: function () {
  6573. var data = {
  6574. metadata: {
  6575. version: 4.5,
  6576. type: 'BufferGeometry',
  6577. generator: 'BufferGeometry.toJSON'
  6578. }
  6579. };
  6580. // standard BufferGeometry serialization
  6581. data.uuid = this.uuid;
  6582. data.type = this.type;
  6583. if ( this.name !== '' ) { data.name = this.name; }
  6584. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6585. if ( this.parameters !== undefined ) {
  6586. var parameters = this.parameters;
  6587. for ( var key in parameters ) {
  6588. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6589. }
  6590. return data;
  6591. }
  6592. data.data = { attributes: {} };
  6593. var index = this.index;
  6594. if ( index !== null ) {
  6595. data.data.index = {
  6596. type: index.array.constructor.name,
  6597. array: Array.prototype.slice.call( index.array )
  6598. };
  6599. }
  6600. var attributes = this.attributes;
  6601. for ( var key$1 in attributes ) {
  6602. var attribute = attributes[ key$1 ];
  6603. var attributeData = attribute.toJSON( data.data );
  6604. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6605. data.data.attributes[ key$1 ] = attributeData;
  6606. }
  6607. var morphAttributes = {};
  6608. var hasMorphAttributes = false;
  6609. for ( var key$2 in this.morphAttributes ) {
  6610. var attributeArray = this.morphAttributes[ key$2 ];
  6611. var array = [];
  6612. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6613. var attribute$1 = attributeArray[ i ];
  6614. var attributeData$1 = attribute$1.toJSON( data.data );
  6615. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6616. array.push( attributeData$1 );
  6617. }
  6618. if ( array.length > 0 ) {
  6619. morphAttributes[ key$2 ] = array;
  6620. hasMorphAttributes = true;
  6621. }
  6622. }
  6623. if ( hasMorphAttributes ) {
  6624. data.data.morphAttributes = morphAttributes;
  6625. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6626. }
  6627. var groups = this.groups;
  6628. if ( groups.length > 0 ) {
  6629. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6630. }
  6631. var boundingSphere = this.boundingSphere;
  6632. if ( boundingSphere !== null ) {
  6633. data.data.boundingSphere = {
  6634. center: boundingSphere.center.toArray(),
  6635. radius: boundingSphere.radius
  6636. };
  6637. }
  6638. return data;
  6639. },
  6640. clone: function () {
  6641. /*
  6642. // Handle primitives
  6643. const parameters = this.parameters;
  6644. if ( parameters !== undefined ) {
  6645. const values = [];
  6646. for ( const key in parameters ) {
  6647. values.push( parameters[ key ] );
  6648. }
  6649. const geometry = Object.create( this.constructor.prototype );
  6650. this.constructor.apply( geometry, values );
  6651. return geometry;
  6652. }
  6653. return new this.constructor().copy( this );
  6654. */
  6655. return new BufferGeometry().copy( this );
  6656. },
  6657. copy: function ( source ) {
  6658. // reset
  6659. this.index = null;
  6660. this.attributes = {};
  6661. this.morphAttributes = {};
  6662. this.groups = [];
  6663. this.boundingBox = null;
  6664. this.boundingSphere = null;
  6665. // used for storing cloned, shared data
  6666. var data = {};
  6667. // name
  6668. this.name = source.name;
  6669. // index
  6670. var index = source.index;
  6671. if ( index !== null ) {
  6672. this.setIndex( index.clone( data ) );
  6673. }
  6674. // attributes
  6675. var attributes = source.attributes;
  6676. for ( var name in attributes ) {
  6677. var attribute = attributes[ name ];
  6678. this.setAttribute( name, attribute.clone( data ) );
  6679. }
  6680. // morph attributes
  6681. var morphAttributes = source.morphAttributes;
  6682. for ( var name$1 in morphAttributes ) {
  6683. var array = [];
  6684. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6685. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6686. array.push( morphAttribute[ i ].clone( data ) );
  6687. }
  6688. this.morphAttributes[ name$1 ] = array;
  6689. }
  6690. this.morphTargetsRelative = source.morphTargetsRelative;
  6691. // groups
  6692. var groups = source.groups;
  6693. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6694. var group = groups[ i$1 ];
  6695. this.addGroup( group.start, group.count, group.materialIndex );
  6696. }
  6697. // bounding box
  6698. var boundingBox = source.boundingBox;
  6699. if ( boundingBox !== null ) {
  6700. this.boundingBox = boundingBox.clone();
  6701. }
  6702. // bounding sphere
  6703. var boundingSphere = source.boundingSphere;
  6704. if ( boundingSphere !== null ) {
  6705. this.boundingSphere = boundingSphere.clone();
  6706. }
  6707. // draw range
  6708. this.drawRange.start = source.drawRange.start;
  6709. this.drawRange.count = source.drawRange.count;
  6710. // user data
  6711. this.userData = source.userData;
  6712. return this;
  6713. },
  6714. dispose: function () {
  6715. this.dispatchEvent( { type: 'dispose' } );
  6716. }
  6717. } );
  6718. /**
  6719. * @author mrdoob / http://mrdoob.com/
  6720. * @author alteredq / http://alteredqualia.com/
  6721. * @author mikael emtinger / http://gomo.se/
  6722. * @author jonobr1 / http://jonobr1.com/
  6723. */
  6724. var _inverseMatrix = new Matrix4();
  6725. var _ray = new Ray();
  6726. var _sphere = new Sphere();
  6727. var _vA = new Vector3();
  6728. var _vB = new Vector3();
  6729. var _vC = new Vector3();
  6730. var _tempA = new Vector3();
  6731. var _tempB = new Vector3();
  6732. var _tempC = new Vector3();
  6733. var _morphA = new Vector3();
  6734. var _morphB = new Vector3();
  6735. var _morphC = new Vector3();
  6736. var _uvA = new Vector2();
  6737. var _uvB = new Vector2();
  6738. var _uvC = new Vector2();
  6739. var _intersectionPoint = new Vector3();
  6740. var _intersectionPointWorld = new Vector3();
  6741. function Mesh( geometry, material ) {
  6742. Object3D.call( this );
  6743. this.type = 'Mesh';
  6744. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6745. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6746. this.updateMorphTargets();
  6747. }
  6748. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6749. constructor: Mesh,
  6750. isMesh: true,
  6751. copy: function ( source ) {
  6752. Object3D.prototype.copy.call( this, source );
  6753. if ( source.morphTargetInfluences !== undefined ) {
  6754. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6755. }
  6756. if ( source.morphTargetDictionary !== undefined ) {
  6757. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6758. }
  6759. this.material = source.material;
  6760. this.geometry = source.geometry;
  6761. return this;
  6762. },
  6763. updateMorphTargets: function () {
  6764. var geometry = this.geometry;
  6765. if ( geometry.isBufferGeometry ) {
  6766. var morphAttributes = geometry.morphAttributes;
  6767. var keys = Object.keys( morphAttributes );
  6768. if ( keys.length > 0 ) {
  6769. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6770. if ( morphAttribute !== undefined ) {
  6771. this.morphTargetInfluences = [];
  6772. this.morphTargetDictionary = {};
  6773. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6774. var name = morphAttribute[ m ].name || String( m );
  6775. this.morphTargetInfluences.push( 0 );
  6776. this.morphTargetDictionary[ name ] = m;
  6777. }
  6778. }
  6779. }
  6780. } else {
  6781. var morphTargets = geometry.morphTargets;
  6782. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6783. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6784. }
  6785. }
  6786. },
  6787. raycast: function ( raycaster, intersects ) {
  6788. var geometry = this.geometry;
  6789. var material = this.material;
  6790. var matrixWorld = this.matrixWorld;
  6791. if ( material === undefined ) { return; }
  6792. // Checking boundingSphere distance to ray
  6793. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6794. _sphere.copy( geometry.boundingSphere );
  6795. _sphere.applyMatrix4( matrixWorld );
  6796. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6797. //
  6798. _inverseMatrix.getInverse( matrixWorld );
  6799. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6800. // Check boundingBox before continuing
  6801. if ( geometry.boundingBox !== null ) {
  6802. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6803. }
  6804. var intersection;
  6805. if ( geometry.isBufferGeometry ) {
  6806. var index = geometry.index;
  6807. var position = geometry.attributes.position;
  6808. var morphPosition = geometry.morphAttributes.position;
  6809. var morphTargetsRelative = geometry.morphTargetsRelative;
  6810. var uv = geometry.attributes.uv;
  6811. var uv2 = geometry.attributes.uv2;
  6812. var groups = geometry.groups;
  6813. var drawRange = geometry.drawRange;
  6814. if ( index !== null ) {
  6815. // indexed buffer geometry
  6816. if ( Array.isArray( material ) ) {
  6817. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6818. var group = groups[ i ];
  6819. var groupMaterial = material[ group.materialIndex ];
  6820. var start = Math.max( group.start, drawRange.start );
  6821. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6822. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6823. var a = index.getX( j );
  6824. var b = index.getX( j + 1 );
  6825. var c = index.getX( j + 2 );
  6826. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6827. if ( intersection ) {
  6828. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6829. intersection.face.materialIndex = group.materialIndex;
  6830. intersects.push( intersection );
  6831. }
  6832. }
  6833. }
  6834. } else {
  6835. var start$1 = Math.max( 0, drawRange.start );
  6836. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6837. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6838. var a$1 = index.getX( i$1 );
  6839. var b$1 = index.getX( i$1 + 1 );
  6840. var c$1 = index.getX( i$1 + 2 );
  6841. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6842. if ( intersection ) {
  6843. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6844. intersects.push( intersection );
  6845. }
  6846. }
  6847. }
  6848. } else if ( position !== undefined ) {
  6849. // non-indexed buffer geometry
  6850. if ( Array.isArray( material ) ) {
  6851. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6852. var group$1 = groups[ i$2 ];
  6853. var groupMaterial$1 = material[ group$1.materialIndex ];
  6854. var start$2 = Math.max( group$1.start, drawRange.start );
  6855. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6856. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6857. var a$2 = j$1;
  6858. var b$2 = j$1 + 1;
  6859. var c$2 = j$1 + 2;
  6860. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6861. if ( intersection ) {
  6862. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6863. intersection.face.materialIndex = group$1.materialIndex;
  6864. intersects.push( intersection );
  6865. }
  6866. }
  6867. }
  6868. } else {
  6869. var start$3 = Math.max( 0, drawRange.start );
  6870. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6871. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6872. var a$3 = i$3;
  6873. var b$3 = i$3 + 1;
  6874. var c$3 = i$3 + 2;
  6875. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6876. if ( intersection ) {
  6877. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6878. intersects.push( intersection );
  6879. }
  6880. }
  6881. }
  6882. }
  6883. } else if ( geometry.isGeometry ) {
  6884. var isMultiMaterial = Array.isArray( material );
  6885. var vertices = geometry.vertices;
  6886. var faces = geometry.faces;
  6887. var uvs;
  6888. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6889. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6890. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6891. var face = faces[ f ];
  6892. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6893. if ( faceMaterial === undefined ) { continue; }
  6894. var fvA = vertices[ face.a ];
  6895. var fvB = vertices[ face.b ];
  6896. var fvC = vertices[ face.c ];
  6897. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6898. if ( intersection ) {
  6899. if ( uvs && uvs[ f ] ) {
  6900. var uvs_f = uvs[ f ];
  6901. _uvA.copy( uvs_f[ 0 ] );
  6902. _uvB.copy( uvs_f[ 1 ] );
  6903. _uvC.copy( uvs_f[ 2 ] );
  6904. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6905. }
  6906. intersection.face = face;
  6907. intersection.faceIndex = f;
  6908. intersects.push( intersection );
  6909. }
  6910. }
  6911. }
  6912. }
  6913. } );
  6914. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6915. var intersect;
  6916. if ( material.side === BackSide ) {
  6917. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6918. } else {
  6919. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6920. }
  6921. if ( intersect === null ) { return null; }
  6922. _intersectionPointWorld.copy( point );
  6923. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6924. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6925. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6926. return {
  6927. distance: distance,
  6928. point: _intersectionPointWorld.clone(),
  6929. object: object
  6930. };
  6931. }
  6932. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6933. _vA.fromBufferAttribute( position, a );
  6934. _vB.fromBufferAttribute( position, b );
  6935. _vC.fromBufferAttribute( position, c );
  6936. var morphInfluences = object.morphTargetInfluences;
  6937. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6938. _morphA.set( 0, 0, 0 );
  6939. _morphB.set( 0, 0, 0 );
  6940. _morphC.set( 0, 0, 0 );
  6941. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6942. var influence = morphInfluences[ i ];
  6943. var morphAttribute = morphPosition[ i ];
  6944. if ( influence === 0 ) { continue; }
  6945. _tempA.fromBufferAttribute( morphAttribute, a );
  6946. _tempB.fromBufferAttribute( morphAttribute, b );
  6947. _tempC.fromBufferAttribute( morphAttribute, c );
  6948. if ( morphTargetsRelative ) {
  6949. _morphA.addScaledVector( _tempA, influence );
  6950. _morphB.addScaledVector( _tempB, influence );
  6951. _morphC.addScaledVector( _tempC, influence );
  6952. } else {
  6953. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6954. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6955. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6956. }
  6957. }
  6958. _vA.add( _morphA );
  6959. _vB.add( _morphB );
  6960. _vC.add( _morphC );
  6961. }
  6962. if ( object.isSkinnedMesh ) {
  6963. object.boneTransform( a, _vA );
  6964. object.boneTransform( b, _vB );
  6965. object.boneTransform( c, _vC );
  6966. }
  6967. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6968. if ( intersection ) {
  6969. if ( uv ) {
  6970. _uvA.fromBufferAttribute( uv, a );
  6971. _uvB.fromBufferAttribute( uv, b );
  6972. _uvC.fromBufferAttribute( uv, c );
  6973. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6974. }
  6975. if ( uv2 ) {
  6976. _uvA.fromBufferAttribute( uv2, a );
  6977. _uvB.fromBufferAttribute( uv2, b );
  6978. _uvC.fromBufferAttribute( uv2, c );
  6979. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6980. }
  6981. var face = new Face3( a, b, c );
  6982. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6983. intersection.face = face;
  6984. }
  6985. return intersection;
  6986. }
  6987. /**
  6988. * @author mrdoob / http://mrdoob.com/
  6989. * @author kile / http://kile.stravaganza.org/
  6990. * @author alteredq / http://alteredqualia.com/
  6991. * @author mikael emtinger / http://gomo.se/
  6992. * @author zz85 / http://www.lab4games.net/zz85/blog
  6993. * @author bhouston / http://clara.io
  6994. */
  6995. var _geometryId = 0; // Geometry uses even numbers as Id
  6996. var _m1$3 = new Matrix4();
  6997. var _obj$1 = new Object3D();
  6998. var _offset$1 = new Vector3();
  6999. function Geometry() {
  7000. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7001. this.uuid = MathUtils.generateUUID();
  7002. this.name = '';
  7003. this.type = 'Geometry';
  7004. this.vertices = [];
  7005. this.colors = [];
  7006. this.faces = [];
  7007. this.faceVertexUvs = [[]];
  7008. this.morphTargets = [];
  7009. this.morphNormals = [];
  7010. this.skinWeights = [];
  7011. this.skinIndices = [];
  7012. this.lineDistances = [];
  7013. this.boundingBox = null;
  7014. this.boundingSphere = null;
  7015. // update flags
  7016. this.elementsNeedUpdate = false;
  7017. this.verticesNeedUpdate = false;
  7018. this.uvsNeedUpdate = false;
  7019. this.normalsNeedUpdate = false;
  7020. this.colorsNeedUpdate = false;
  7021. this.lineDistancesNeedUpdate = false;
  7022. this.groupsNeedUpdate = false;
  7023. }
  7024. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7025. constructor: Geometry,
  7026. isGeometry: true,
  7027. applyMatrix4: function ( matrix ) {
  7028. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7029. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7030. var vertex = this.vertices[ i ];
  7031. vertex.applyMatrix4( matrix );
  7032. }
  7033. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7034. var face = this.faces[ i$1 ];
  7035. face.normal.applyMatrix3( normalMatrix ).normalize();
  7036. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7037. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7038. }
  7039. }
  7040. if ( this.boundingBox !== null ) {
  7041. this.computeBoundingBox();
  7042. }
  7043. if ( this.boundingSphere !== null ) {
  7044. this.computeBoundingSphere();
  7045. }
  7046. this.verticesNeedUpdate = true;
  7047. this.normalsNeedUpdate = true;
  7048. return this;
  7049. },
  7050. rotateX: function ( angle ) {
  7051. // rotate geometry around world x-axis
  7052. _m1$3.makeRotationX( angle );
  7053. this.applyMatrix4( _m1$3 );
  7054. return this;
  7055. },
  7056. rotateY: function ( angle ) {
  7057. // rotate geometry around world y-axis
  7058. _m1$3.makeRotationY( angle );
  7059. this.applyMatrix4( _m1$3 );
  7060. return this;
  7061. },
  7062. rotateZ: function ( angle ) {
  7063. // rotate geometry around world z-axis
  7064. _m1$3.makeRotationZ( angle );
  7065. this.applyMatrix4( _m1$3 );
  7066. return this;
  7067. },
  7068. translate: function ( x, y, z ) {
  7069. // translate geometry
  7070. _m1$3.makeTranslation( x, y, z );
  7071. this.applyMatrix4( _m1$3 );
  7072. return this;
  7073. },
  7074. scale: function ( x, y, z ) {
  7075. // scale geometry
  7076. _m1$3.makeScale( x, y, z );
  7077. this.applyMatrix4( _m1$3 );
  7078. return this;
  7079. },
  7080. lookAt: function ( vector ) {
  7081. _obj$1.lookAt( vector );
  7082. _obj$1.updateMatrix();
  7083. this.applyMatrix4( _obj$1.matrix );
  7084. return this;
  7085. },
  7086. fromBufferGeometry: function ( geometry ) {
  7087. var scope = this;
  7088. var index = geometry.index !== null ? geometry.index : undefined;
  7089. var attributes = geometry.attributes;
  7090. if ( attributes.position === undefined ) {
  7091. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7092. return this;
  7093. }
  7094. var position = attributes.position;
  7095. var normal = attributes.normal;
  7096. var color = attributes.color;
  7097. var uv = attributes.uv;
  7098. var uv2 = attributes.uv2;
  7099. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7100. for ( var i = 0; i < position.count; i ++ ) {
  7101. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7102. if ( color !== undefined ) {
  7103. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7104. }
  7105. }
  7106. function addFace( a, b, c, materialIndex ) {
  7107. var vertexColors = ( color === undefined ) ? [] : [
  7108. scope.colors[ a ].clone(),
  7109. scope.colors[ b ].clone(),
  7110. scope.colors[ c ].clone()
  7111. ];
  7112. var vertexNormals = ( normal === undefined ) ? [] : [
  7113. new Vector3().fromBufferAttribute( normal, a ),
  7114. new Vector3().fromBufferAttribute( normal, b ),
  7115. new Vector3().fromBufferAttribute( normal, c )
  7116. ];
  7117. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7118. scope.faces.push( face );
  7119. if ( uv !== undefined ) {
  7120. scope.faceVertexUvs[ 0 ].push( [
  7121. new Vector2().fromBufferAttribute( uv, a ),
  7122. new Vector2().fromBufferAttribute( uv, b ),
  7123. new Vector2().fromBufferAttribute( uv, c )
  7124. ] );
  7125. }
  7126. if ( uv2 !== undefined ) {
  7127. scope.faceVertexUvs[ 1 ].push( [
  7128. new Vector2().fromBufferAttribute( uv2, a ),
  7129. new Vector2().fromBufferAttribute( uv2, b ),
  7130. new Vector2().fromBufferAttribute( uv2, c )
  7131. ] );
  7132. }
  7133. }
  7134. var groups = geometry.groups;
  7135. if ( groups.length > 0 ) {
  7136. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7137. var group = groups[ i$1 ];
  7138. var start = group.start;
  7139. var count = group.count;
  7140. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7141. if ( index !== undefined ) {
  7142. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7143. } else {
  7144. addFace( j, j + 1, j + 2, group.materialIndex );
  7145. }
  7146. }
  7147. }
  7148. } else {
  7149. if ( index !== undefined ) {
  7150. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7151. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7152. }
  7153. } else {
  7154. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7155. addFace( i$3, i$3 + 1, i$3 + 2 );
  7156. }
  7157. }
  7158. }
  7159. this.computeFaceNormals();
  7160. if ( geometry.boundingBox !== null ) {
  7161. this.boundingBox = geometry.boundingBox.clone();
  7162. }
  7163. if ( geometry.boundingSphere !== null ) {
  7164. this.boundingSphere = geometry.boundingSphere.clone();
  7165. }
  7166. return this;
  7167. },
  7168. center: function () {
  7169. this.computeBoundingBox();
  7170. this.boundingBox.getCenter( _offset$1 ).negate();
  7171. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7172. return this;
  7173. },
  7174. normalize: function () {
  7175. this.computeBoundingSphere();
  7176. var center = this.boundingSphere.center;
  7177. var radius = this.boundingSphere.radius;
  7178. var s = radius === 0 ? 1 : 1.0 / radius;
  7179. var matrix = new Matrix4();
  7180. matrix.set(
  7181. s, 0, 0, - s * center.x,
  7182. 0, s, 0, - s * center.y,
  7183. 0, 0, s, - s * center.z,
  7184. 0, 0, 0, 1
  7185. );
  7186. this.applyMatrix4( matrix );
  7187. return this;
  7188. },
  7189. computeFaceNormals: function () {
  7190. var cb = new Vector3(), ab = new Vector3();
  7191. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7192. var face = this.faces[ f ];
  7193. var vA = this.vertices[ face.a ];
  7194. var vB = this.vertices[ face.b ];
  7195. var vC = this.vertices[ face.c ];
  7196. cb.subVectors( vC, vB );
  7197. ab.subVectors( vA, vB );
  7198. cb.cross( ab );
  7199. cb.normalize();
  7200. face.normal.copy( cb );
  7201. }
  7202. },
  7203. computeVertexNormals: function ( areaWeighted ) {
  7204. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7205. var vertices = new Array( this.vertices.length );
  7206. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7207. vertices[ v ] = new Vector3();
  7208. }
  7209. if ( areaWeighted ) {
  7210. // vertex normals weighted by triangle areas
  7211. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7212. var cb = new Vector3(), ab = new Vector3();
  7213. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7214. var face = this.faces[ f ];
  7215. var vA = this.vertices[ face.a ];
  7216. var vB = this.vertices[ face.b ];
  7217. var vC = this.vertices[ face.c ];
  7218. cb.subVectors( vC, vB );
  7219. ab.subVectors( vA, vB );
  7220. cb.cross( ab );
  7221. vertices[ face.a ].add( cb );
  7222. vertices[ face.b ].add( cb );
  7223. vertices[ face.c ].add( cb );
  7224. }
  7225. } else {
  7226. this.computeFaceNormals();
  7227. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7228. var face$1 = this.faces[ f$1 ];
  7229. vertices[ face$1.a ].add( face$1.normal );
  7230. vertices[ face$1.b ].add( face$1.normal );
  7231. vertices[ face$1.c ].add( face$1.normal );
  7232. }
  7233. }
  7234. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7235. vertices[ v$1 ].normalize();
  7236. }
  7237. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7238. var face$2 = this.faces[ f$2 ];
  7239. var vertexNormals = face$2.vertexNormals;
  7240. if ( vertexNormals.length === 3 ) {
  7241. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7242. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7243. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7244. } else {
  7245. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7246. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7247. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7248. }
  7249. }
  7250. if ( this.faces.length > 0 ) {
  7251. this.normalsNeedUpdate = true;
  7252. }
  7253. },
  7254. computeFlatVertexNormals: function () {
  7255. this.computeFaceNormals();
  7256. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7257. var face = this.faces[ f ];
  7258. var vertexNormals = face.vertexNormals;
  7259. if ( vertexNormals.length === 3 ) {
  7260. vertexNormals[ 0 ].copy( face.normal );
  7261. vertexNormals[ 1 ].copy( face.normal );
  7262. vertexNormals[ 2 ].copy( face.normal );
  7263. } else {
  7264. vertexNormals[ 0 ] = face.normal.clone();
  7265. vertexNormals[ 1 ] = face.normal.clone();
  7266. vertexNormals[ 2 ] = face.normal.clone();
  7267. }
  7268. }
  7269. if ( this.faces.length > 0 ) {
  7270. this.normalsNeedUpdate = true;
  7271. }
  7272. },
  7273. computeMorphNormals: function () {
  7274. // save original normals
  7275. // - create temp variables on first access
  7276. // otherwise just copy (for faster repeated calls)
  7277. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7278. var face = this.faces[ f ];
  7279. if ( ! face.__originalFaceNormal ) {
  7280. face.__originalFaceNormal = face.normal.clone();
  7281. } else {
  7282. face.__originalFaceNormal.copy( face.normal );
  7283. }
  7284. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7285. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7286. if ( ! face.__originalVertexNormals[ i ] ) {
  7287. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7288. } else {
  7289. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7290. }
  7291. }
  7292. }
  7293. // use temp geometry to compute face and vertex normals for each morph
  7294. var tmpGeo = new Geometry();
  7295. tmpGeo.faces = this.faces;
  7296. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7297. // create on first access
  7298. if ( ! this.morphNormals[ i$1 ] ) {
  7299. this.morphNormals[ i$1 ] = {};
  7300. this.morphNormals[ i$1 ].faceNormals = [];
  7301. this.morphNormals[ i$1 ].vertexNormals = [];
  7302. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7303. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7304. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7305. var faceNormal = new Vector3();
  7306. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7307. dstNormalsFace.push( faceNormal );
  7308. dstNormalsVertex.push( vertexNormals );
  7309. }
  7310. }
  7311. var morphNormals = this.morphNormals[ i$1 ];
  7312. // set vertices to morph target
  7313. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7314. // compute morph normals
  7315. tmpGeo.computeFaceNormals();
  7316. tmpGeo.computeVertexNormals();
  7317. // store morph normals
  7318. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7319. var face$1 = this.faces[ f$2 ];
  7320. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7321. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7322. faceNormal$1.copy( face$1.normal );
  7323. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7324. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7325. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7326. }
  7327. }
  7328. // restore original normals
  7329. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7330. var face$2 = this.faces[ f$3 ];
  7331. face$2.normal = face$2.__originalFaceNormal;
  7332. face$2.vertexNormals = face$2.__originalVertexNormals;
  7333. }
  7334. },
  7335. computeBoundingBox: function () {
  7336. if ( this.boundingBox === null ) {
  7337. this.boundingBox = new Box3();
  7338. }
  7339. this.boundingBox.setFromPoints( this.vertices );
  7340. },
  7341. computeBoundingSphere: function () {
  7342. if ( this.boundingSphere === null ) {
  7343. this.boundingSphere = new Sphere();
  7344. }
  7345. this.boundingSphere.setFromPoints( this.vertices );
  7346. },
  7347. merge: function ( geometry, matrix, materialIndexOffset ) {
  7348. if ( ! ( geometry && geometry.isGeometry ) ) {
  7349. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7350. return;
  7351. }
  7352. var normalMatrix,
  7353. vertexOffset = this.vertices.length,
  7354. vertices1 = this.vertices,
  7355. vertices2 = geometry.vertices,
  7356. faces1 = this.faces,
  7357. faces2 = geometry.faces,
  7358. colors1 = this.colors,
  7359. colors2 = geometry.colors;
  7360. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7361. if ( matrix !== undefined ) {
  7362. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7363. }
  7364. // vertices
  7365. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7366. var vertex = vertices2[ i ];
  7367. var vertexCopy = vertex.clone();
  7368. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7369. vertices1.push( vertexCopy );
  7370. }
  7371. // colors
  7372. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7373. colors1.push( colors2[ i$1 ].clone() );
  7374. }
  7375. // faces
  7376. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7377. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7378. faceVertexNormals = face.vertexNormals,
  7379. faceVertexColors = face.vertexColors;
  7380. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7381. faceCopy.normal.copy( face.normal );
  7382. if ( normalMatrix !== undefined ) {
  7383. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7384. }
  7385. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7386. normal = faceVertexNormals[ j ].clone();
  7387. if ( normalMatrix !== undefined ) {
  7388. normal.applyMatrix3( normalMatrix ).normalize();
  7389. }
  7390. faceCopy.vertexNormals.push( normal );
  7391. }
  7392. faceCopy.color.copy( face.color );
  7393. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7394. color = faceVertexColors[ j$1 ];
  7395. faceCopy.vertexColors.push( color.clone() );
  7396. }
  7397. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7398. faces1.push( faceCopy );
  7399. }
  7400. // uvs
  7401. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7402. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7403. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7404. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7405. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7406. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7407. uvsCopy.push( uvs2[ k ].clone() );
  7408. }
  7409. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7410. }
  7411. }
  7412. },
  7413. mergeMesh: function ( mesh ) {
  7414. if ( ! ( mesh && mesh.isMesh ) ) {
  7415. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7416. return;
  7417. }
  7418. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7419. this.merge( mesh.geometry, mesh.matrix );
  7420. },
  7421. /*
  7422. * Checks for duplicate vertices with hashmap.
  7423. * Duplicated vertices are removed
  7424. * and faces' vertices are updated.
  7425. */
  7426. mergeVertices: function () {
  7427. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7428. var unique = [], changes = [];
  7429. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7430. var precision = Math.pow( 10, precisionPoints );
  7431. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7432. var v = this.vertices[ i ];
  7433. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7434. if ( verticesMap[ key ] === undefined ) {
  7435. verticesMap[ key ] = i;
  7436. unique.push( this.vertices[ i ] );
  7437. changes[ i ] = unique.length - 1;
  7438. } else {
  7439. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7440. changes[ i ] = changes[ verticesMap[ key ] ];
  7441. }
  7442. }
  7443. // if faces are completely degenerate after merging vertices, we
  7444. // have to remove them from the geometry.
  7445. var faceIndicesToRemove = [];
  7446. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7447. var face = this.faces[ i$1 ];
  7448. face.a = changes[ face.a ];
  7449. face.b = changes[ face.b ];
  7450. face.c = changes[ face.c ];
  7451. var indices = [ face.a, face.b, face.c ];
  7452. // if any duplicate vertices are found in a Face3
  7453. // we have to remove the face as nothing can be saved
  7454. for ( var n = 0; n < 3; n ++ ) {
  7455. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7456. faceIndicesToRemove.push( i$1 );
  7457. break;
  7458. }
  7459. }
  7460. }
  7461. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7462. var idx = faceIndicesToRemove[ i$2 ];
  7463. this.faces.splice( idx, 1 );
  7464. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7465. this.faceVertexUvs[ j ].splice( idx, 1 );
  7466. }
  7467. }
  7468. // Use unique set of vertices
  7469. var diff = this.vertices.length - unique.length;
  7470. this.vertices = unique;
  7471. return diff;
  7472. },
  7473. setFromPoints: function ( points ) {
  7474. this.vertices = [];
  7475. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7476. var point = points[ i ];
  7477. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7478. }
  7479. return this;
  7480. },
  7481. sortFacesByMaterialIndex: function () {
  7482. var faces = this.faces;
  7483. var length = faces.length;
  7484. // tag faces
  7485. for ( var i = 0; i < length; i ++ ) {
  7486. faces[ i ]._id = i;
  7487. }
  7488. // sort faces
  7489. function materialIndexSort( a, b ) {
  7490. return a.materialIndex - b.materialIndex;
  7491. }
  7492. faces.sort( materialIndexSort );
  7493. // sort uvs
  7494. var uvs1 = this.faceVertexUvs[ 0 ];
  7495. var uvs2 = this.faceVertexUvs[ 1 ];
  7496. var newUvs1, newUvs2;
  7497. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7498. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7499. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7500. var id = faces[ i$1 ]._id;
  7501. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7502. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7503. }
  7504. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7505. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7506. },
  7507. toJSON: function () {
  7508. var data = {
  7509. metadata: {
  7510. version: 4.5,
  7511. type: 'Geometry',
  7512. generator: 'Geometry.toJSON'
  7513. }
  7514. };
  7515. // standard Geometry serialization
  7516. data.uuid = this.uuid;
  7517. data.type = this.type;
  7518. if ( this.name !== '' ) { data.name = this.name; }
  7519. if ( this.parameters !== undefined ) {
  7520. var parameters = this.parameters;
  7521. for ( var key in parameters ) {
  7522. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7523. }
  7524. return data;
  7525. }
  7526. var vertices = [];
  7527. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7528. var vertex = this.vertices[ i ];
  7529. vertices.push( vertex.x, vertex.y, vertex.z );
  7530. }
  7531. var faces = [];
  7532. var normals = [];
  7533. var normalsHash = {};
  7534. var colors = [];
  7535. var colorsHash = {};
  7536. var uvs = [];
  7537. var uvsHash = {};
  7538. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7539. var face = this.faces[ i$1 ];
  7540. var hasMaterial = true;
  7541. var hasFaceUv = false; // deprecated
  7542. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7543. var hasFaceNormal = face.normal.length() > 0;
  7544. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7545. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7546. var hasFaceVertexColor = face.vertexColors.length > 0;
  7547. var faceType = 0;
  7548. faceType = setBit( faceType, 0, 0 ); // isQuad
  7549. faceType = setBit( faceType, 1, hasMaterial );
  7550. faceType = setBit( faceType, 2, hasFaceUv );
  7551. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7552. faceType = setBit( faceType, 4, hasFaceNormal );
  7553. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7554. faceType = setBit( faceType, 6, hasFaceColor );
  7555. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7556. faces.push( faceType );
  7557. faces.push( face.a, face.b, face.c );
  7558. faces.push( face.materialIndex );
  7559. if ( hasFaceVertexUv ) {
  7560. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7561. faces.push(
  7562. getUvIndex( faceVertexUvs[ 0 ] ),
  7563. getUvIndex( faceVertexUvs[ 1 ] ),
  7564. getUvIndex( faceVertexUvs[ 2 ] )
  7565. );
  7566. }
  7567. if ( hasFaceNormal ) {
  7568. faces.push( getNormalIndex( face.normal ) );
  7569. }
  7570. if ( hasFaceVertexNormal ) {
  7571. var vertexNormals = face.vertexNormals;
  7572. faces.push(
  7573. getNormalIndex( vertexNormals[ 0 ] ),
  7574. getNormalIndex( vertexNormals[ 1 ] ),
  7575. getNormalIndex( vertexNormals[ 2 ] )
  7576. );
  7577. }
  7578. if ( hasFaceColor ) {
  7579. faces.push( getColorIndex( face.color ) );
  7580. }
  7581. if ( hasFaceVertexColor ) {
  7582. var vertexColors = face.vertexColors;
  7583. faces.push(
  7584. getColorIndex( vertexColors[ 0 ] ),
  7585. getColorIndex( vertexColors[ 1 ] ),
  7586. getColorIndex( vertexColors[ 2 ] )
  7587. );
  7588. }
  7589. }
  7590. function setBit( value, position, enabled ) {
  7591. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7592. }
  7593. function getNormalIndex( normal ) {
  7594. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7595. if ( normalsHash[ hash ] !== undefined ) {
  7596. return normalsHash[ hash ];
  7597. }
  7598. normalsHash[ hash ] = normals.length / 3;
  7599. normals.push( normal.x, normal.y, normal.z );
  7600. return normalsHash[ hash ];
  7601. }
  7602. function getColorIndex( color ) {
  7603. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7604. if ( colorsHash[ hash ] !== undefined ) {
  7605. return colorsHash[ hash ];
  7606. }
  7607. colorsHash[ hash ] = colors.length;
  7608. colors.push( color.getHex() );
  7609. return colorsHash[ hash ];
  7610. }
  7611. function getUvIndex( uv ) {
  7612. var hash = uv.x.toString() + uv.y.toString();
  7613. if ( uvsHash[ hash ] !== undefined ) {
  7614. return uvsHash[ hash ];
  7615. }
  7616. uvsHash[ hash ] = uvs.length / 2;
  7617. uvs.push( uv.x, uv.y );
  7618. return uvsHash[ hash ];
  7619. }
  7620. data.data = {};
  7621. data.data.vertices = vertices;
  7622. data.data.normals = normals;
  7623. if ( colors.length > 0 ) { data.data.colors = colors; }
  7624. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7625. data.data.faces = faces;
  7626. return data;
  7627. },
  7628. clone: function () {
  7629. /*
  7630. // Handle primitives
  7631. const parameters = this.parameters;
  7632. if ( parameters !== undefined ) {
  7633. const values = [];
  7634. for ( const key in parameters ) {
  7635. values.push( parameters[ key ] );
  7636. }
  7637. const geometry = Object.create( this.constructor.prototype );
  7638. this.constructor.apply( geometry, values );
  7639. return geometry;
  7640. }
  7641. return new this.constructor().copy( this );
  7642. */
  7643. return new Geometry().copy( this );
  7644. },
  7645. copy: function ( source ) {
  7646. // reset
  7647. this.vertices = [];
  7648. this.colors = [];
  7649. this.faces = [];
  7650. this.faceVertexUvs = [[]];
  7651. this.morphTargets = [];
  7652. this.morphNormals = [];
  7653. this.skinWeights = [];
  7654. this.skinIndices = [];
  7655. this.lineDistances = [];
  7656. this.boundingBox = null;
  7657. this.boundingSphere = null;
  7658. // name
  7659. this.name = source.name;
  7660. // vertices
  7661. var vertices = source.vertices;
  7662. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7663. this.vertices.push( vertices[ i ].clone() );
  7664. }
  7665. // colors
  7666. var colors = source.colors;
  7667. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7668. this.colors.push( colors[ i$1 ].clone() );
  7669. }
  7670. // faces
  7671. var faces = source.faces;
  7672. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7673. this.faces.push( faces[ i$2 ].clone() );
  7674. }
  7675. // face vertex uvs
  7676. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7677. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7678. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7679. this.faceVertexUvs[ i$3 ] = [];
  7680. }
  7681. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7682. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7683. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7684. var uv = uvs[ k ];
  7685. uvsCopy.push( uv.clone() );
  7686. }
  7687. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7688. }
  7689. }
  7690. // morph targets
  7691. var morphTargets = source.morphTargets;
  7692. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7693. var morphTarget = {};
  7694. morphTarget.name = morphTargets[ i$4 ].name;
  7695. // vertices
  7696. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7697. morphTarget.vertices = [];
  7698. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7699. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7700. }
  7701. }
  7702. // normals
  7703. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7704. morphTarget.normals = [];
  7705. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7706. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7707. }
  7708. }
  7709. this.morphTargets.push( morphTarget );
  7710. }
  7711. // morph normals
  7712. var morphNormals = source.morphNormals;
  7713. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7714. var morphNormal = {};
  7715. // vertex normals
  7716. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7717. morphNormal.vertexNormals = [];
  7718. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7719. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7720. var destVertexNormal = {};
  7721. destVertexNormal.a = srcVertexNormal.a.clone();
  7722. destVertexNormal.b = srcVertexNormal.b.clone();
  7723. destVertexNormal.c = srcVertexNormal.c.clone();
  7724. morphNormal.vertexNormals.push( destVertexNormal );
  7725. }
  7726. }
  7727. // face normals
  7728. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7729. morphNormal.faceNormals = [];
  7730. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7731. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7732. }
  7733. }
  7734. this.morphNormals.push( morphNormal );
  7735. }
  7736. // skin weights
  7737. var skinWeights = source.skinWeights;
  7738. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7739. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7740. }
  7741. // skin indices
  7742. var skinIndices = source.skinIndices;
  7743. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7744. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7745. }
  7746. // line distances
  7747. var lineDistances = source.lineDistances;
  7748. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7749. this.lineDistances.push( lineDistances[ i$8 ] );
  7750. }
  7751. // bounding box
  7752. var boundingBox = source.boundingBox;
  7753. if ( boundingBox !== null ) {
  7754. this.boundingBox = boundingBox.clone();
  7755. }
  7756. // bounding sphere
  7757. var boundingSphere = source.boundingSphere;
  7758. if ( boundingSphere !== null ) {
  7759. this.boundingSphere = boundingSphere.clone();
  7760. }
  7761. // update flags
  7762. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7763. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7764. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7765. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7766. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7767. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7768. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7769. return this;
  7770. },
  7771. dispose: function () {
  7772. this.dispatchEvent( { type: 'dispose' } );
  7773. }
  7774. } );
  7775. /**
  7776. * @author mrdoob / http://mrdoob.com/
  7777. * @author Mugen87 / https://github.com/Mugen87
  7778. */
  7779. // BoxGeometry
  7780. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7781. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7782. Geometry.call(this);
  7783. this.type = 'BoxGeometry';
  7784. this.parameters = {
  7785. width: width,
  7786. height: height,
  7787. depth: depth,
  7788. widthSegments: widthSegments,
  7789. heightSegments: heightSegments,
  7790. depthSegments: depthSegments
  7791. };
  7792. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7793. this.mergeVertices();
  7794. }
  7795. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7796. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7797. BoxGeometry.prototype.constructor = BoxGeometry;
  7798. return BoxGeometry;
  7799. }(Geometry));
  7800. // BoxBufferGeometry
  7801. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7802. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7803. if ( width === void 0 ) width = 1;
  7804. if ( height === void 0 ) height = 1;
  7805. if ( depth === void 0 ) depth = 1;
  7806. if ( widthSegments === void 0 ) widthSegments = 1;
  7807. if ( heightSegments === void 0 ) heightSegments = 1;
  7808. if ( depthSegments === void 0 ) depthSegments = 1;
  7809. BufferGeometry.call(this);
  7810. this.type = 'BoxBufferGeometry';
  7811. this.parameters = {
  7812. width: width,
  7813. height: height,
  7814. depth: depth,
  7815. widthSegments: widthSegments,
  7816. heightSegments: heightSegments,
  7817. depthSegments: depthSegments
  7818. };
  7819. var scope = this;
  7820. // segments
  7821. widthSegments = Math.floor( widthSegments );
  7822. heightSegments = Math.floor( heightSegments );
  7823. depthSegments = Math.floor( depthSegments );
  7824. // buffers
  7825. var indices = [];
  7826. var vertices = [];
  7827. var normals = [];
  7828. var uvs = [];
  7829. // helper variables
  7830. var numberOfVertices = 0;
  7831. var groupStart = 0;
  7832. // build each side of the box geometry
  7833. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7834. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7835. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7836. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7837. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7838. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7839. // build geometry
  7840. this.setIndex( indices );
  7841. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7842. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7843. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7844. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7845. var segmentWidth = width / gridX;
  7846. var segmentHeight = height / gridY;
  7847. var widthHalf = width / 2;
  7848. var heightHalf = height / 2;
  7849. var depthHalf = depth / 2;
  7850. var gridX1 = gridX + 1;
  7851. var gridY1 = gridY + 1;
  7852. var vertexCounter = 0;
  7853. var groupCount = 0;
  7854. var vector = new Vector3();
  7855. // generate vertices, normals and uvs
  7856. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7857. var y = iy * segmentHeight - heightHalf;
  7858. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7859. var x = ix * segmentWidth - widthHalf;
  7860. // set values to correct vector component
  7861. vector[ u ] = x * udir;
  7862. vector[ v ] = y * vdir;
  7863. vector[ w ] = depthHalf;
  7864. // now apply vector to vertex buffer
  7865. vertices.push( vector.x, vector.y, vector.z );
  7866. // set values to correct vector component
  7867. vector[ u ] = 0;
  7868. vector[ v ] = 0;
  7869. vector[ w ] = depth > 0 ? 1 : - 1;
  7870. // now apply vector to normal buffer
  7871. normals.push( vector.x, vector.y, vector.z );
  7872. // uvs
  7873. uvs.push( ix / gridX );
  7874. uvs.push( 1 - ( iy / gridY ) );
  7875. // counters
  7876. vertexCounter += 1;
  7877. }
  7878. }
  7879. // indices
  7880. // 1. you need three indices to draw a single face
  7881. // 2. a single segment consists of two faces
  7882. // 3. so we need to generate six (2*3) indices per segment
  7883. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7884. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7885. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7886. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7887. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7888. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7889. // faces
  7890. indices.push( a, b, d );
  7891. indices.push( b, c, d );
  7892. // increase counter
  7893. groupCount += 6;
  7894. }
  7895. }
  7896. // add a group to the geometry. this will ensure multi material support
  7897. scope.addGroup( groupStart, groupCount, materialIndex );
  7898. // calculate new start value for groups
  7899. groupStart += groupCount;
  7900. // update total number of vertices
  7901. numberOfVertices += vertexCounter;
  7902. }
  7903. }
  7904. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7905. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7906. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7907. return BoxBufferGeometry;
  7908. }(BufferGeometry));
  7909. /**
  7910. * Uniform Utilities
  7911. */
  7912. function cloneUniforms( src ) {
  7913. var dst = {};
  7914. for ( var u in src ) {
  7915. dst[ u ] = {};
  7916. for ( var p in src[ u ] ) {
  7917. var property = src[ u ][ p ];
  7918. if ( property && ( property.isColor ||
  7919. property.isMatrix3 || property.isMatrix4 ||
  7920. property.isVector2 || property.isVector3 || property.isVector4 ||
  7921. property.isTexture ) ) {
  7922. dst[ u ][ p ] = property.clone();
  7923. } else if ( Array.isArray( property ) ) {
  7924. dst[ u ][ p ] = property.slice();
  7925. } else {
  7926. dst[ u ][ p ] = property;
  7927. }
  7928. }
  7929. }
  7930. return dst;
  7931. }
  7932. function mergeUniforms( uniforms ) {
  7933. var merged = {};
  7934. for ( var u = 0; u < uniforms.length; u ++ ) {
  7935. var tmp = cloneUniforms( uniforms[ u ] );
  7936. for ( var p in tmp ) {
  7937. merged[ p ] = tmp[ p ];
  7938. }
  7939. }
  7940. return merged;
  7941. }
  7942. // Legacy
  7943. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7944. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7945. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7946. /**
  7947. * @author alteredq / http://alteredqualia.com/
  7948. *
  7949. * parameters = {
  7950. * defines: { "label" : "value" },
  7951. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7952. *
  7953. * fragmentShader: <string>,
  7954. * vertexShader: <string>,
  7955. *
  7956. * wireframe: <boolean>,
  7957. * wireframeLinewidth: <float>,
  7958. *
  7959. * lights: <bool>,
  7960. *
  7961. * skinning: <bool>,
  7962. * morphTargets: <bool>,
  7963. * morphNormals: <bool>
  7964. * }
  7965. */
  7966. function ShaderMaterial( parameters ) {
  7967. Material.call( this );
  7968. this.type = 'ShaderMaterial';
  7969. this.defines = {};
  7970. this.uniforms = {};
  7971. this.vertexShader = default_vertex;
  7972. this.fragmentShader = default_fragment;
  7973. this.linewidth = 1;
  7974. this.wireframe = false;
  7975. this.wireframeLinewidth = 1;
  7976. this.fog = false; // set to use scene fog
  7977. this.lights = false; // set to use scene lights
  7978. this.clipping = false; // set to use user-defined clipping planes
  7979. this.skinning = false; // set to use skinning attribute streams
  7980. this.morphTargets = false; // set to use morph targets
  7981. this.morphNormals = false; // set to use morph normals
  7982. this.extensions = {
  7983. derivatives: false, // set to use derivatives
  7984. fragDepth: false, // set to use fragment depth values
  7985. drawBuffers: false, // set to use draw buffers
  7986. shaderTextureLOD: false // set to use shader texture LOD
  7987. };
  7988. // When rendered geometry doesn't include these attributes but the material does,
  7989. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7990. this.defaultAttributeValues = {
  7991. 'color': [ 1, 1, 1 ],
  7992. 'uv': [ 0, 0 ],
  7993. 'uv2': [ 0, 0 ]
  7994. };
  7995. this.index0AttributeName = undefined;
  7996. this.uniformsNeedUpdate = false;
  7997. if ( parameters !== undefined ) {
  7998. if ( parameters.attributes !== undefined ) {
  7999. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  8000. }
  8001. this.setValues( parameters );
  8002. }
  8003. }
  8004. ShaderMaterial.prototype = Object.create( Material.prototype );
  8005. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8006. ShaderMaterial.prototype.isShaderMaterial = true;
  8007. ShaderMaterial.prototype.copy = function ( source ) {
  8008. Material.prototype.copy.call( this, source );
  8009. this.fragmentShader = source.fragmentShader;
  8010. this.vertexShader = source.vertexShader;
  8011. this.uniforms = cloneUniforms( source.uniforms );
  8012. this.defines = Object.assign( {}, source.defines );
  8013. this.wireframe = source.wireframe;
  8014. this.wireframeLinewidth = source.wireframeLinewidth;
  8015. this.lights = source.lights;
  8016. this.clipping = source.clipping;
  8017. this.skinning = source.skinning;
  8018. this.morphTargets = source.morphTargets;
  8019. this.morphNormals = source.morphNormals;
  8020. this.extensions = Object.assign( {}, source.extensions );
  8021. return this;
  8022. };
  8023. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8024. var data = Material.prototype.toJSON.call( this, meta );
  8025. data.uniforms = {};
  8026. for ( var name in this.uniforms ) {
  8027. var uniform = this.uniforms[ name ];
  8028. var value = uniform.value;
  8029. if ( value && value.isTexture ) {
  8030. data.uniforms[ name ] = {
  8031. type: 't',
  8032. value: value.toJSON( meta ).uuid
  8033. };
  8034. } else if ( value && value.isColor ) {
  8035. data.uniforms[ name ] = {
  8036. type: 'c',
  8037. value: value.getHex()
  8038. };
  8039. } else if ( value && value.isVector2 ) {
  8040. data.uniforms[ name ] = {
  8041. type: 'v2',
  8042. value: value.toArray()
  8043. };
  8044. } else if ( value && value.isVector3 ) {
  8045. data.uniforms[ name ] = {
  8046. type: 'v3',
  8047. value: value.toArray()
  8048. };
  8049. } else if ( value && value.isVector4 ) {
  8050. data.uniforms[ name ] = {
  8051. type: 'v4',
  8052. value: value.toArray()
  8053. };
  8054. } else if ( value && value.isMatrix3 ) {
  8055. data.uniforms[ name ] = {
  8056. type: 'm3',
  8057. value: value.toArray()
  8058. };
  8059. } else if ( value && value.isMatrix4 ) {
  8060. data.uniforms[ name ] = {
  8061. type: 'm4',
  8062. value: value.toArray()
  8063. };
  8064. } else {
  8065. data.uniforms[ name ] = {
  8066. value: value
  8067. };
  8068. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8069. }
  8070. }
  8071. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8072. data.vertexShader = this.vertexShader;
  8073. data.fragmentShader = this.fragmentShader;
  8074. var extensions = {};
  8075. for ( var key in this.extensions ) {
  8076. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8077. }
  8078. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8079. return data;
  8080. };
  8081. /**
  8082. * @author mrdoob / http://mrdoob.com/
  8083. * @author mikael emtinger / http://gomo.se/
  8084. * @author WestLangley / http://github.com/WestLangley
  8085. */
  8086. function Camera() {
  8087. Object3D.call( this );
  8088. this.type = 'Camera';
  8089. this.matrixWorldInverse = new Matrix4();
  8090. this.projectionMatrix = new Matrix4();
  8091. this.projectionMatrixInverse = new Matrix4();
  8092. }
  8093. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8094. constructor: Camera,
  8095. isCamera: true,
  8096. copy: function ( source, recursive ) {
  8097. Object3D.prototype.copy.call( this, source, recursive );
  8098. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8099. this.projectionMatrix.copy( source.projectionMatrix );
  8100. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8101. return this;
  8102. },
  8103. getWorldDirection: function ( target ) {
  8104. if ( target === undefined ) {
  8105. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8106. target = new Vector3();
  8107. }
  8108. this.updateMatrixWorld( true );
  8109. var e = this.matrixWorld.elements;
  8110. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8111. },
  8112. updateMatrixWorld: function ( force ) {
  8113. Object3D.prototype.updateMatrixWorld.call( this, force );
  8114. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8115. },
  8116. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8117. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8118. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8119. },
  8120. clone: function () {
  8121. return new this.constructor().copy( this );
  8122. }
  8123. } );
  8124. /**
  8125. * @author mrdoob / http://mrdoob.com/
  8126. * @author greggman / http://games.greggman.com/
  8127. * @author zz85 / http://www.lab4games.net/zz85/blog
  8128. * @author tschw
  8129. */
  8130. function PerspectiveCamera( fov, aspect, near, far ) {
  8131. Camera.call( this );
  8132. this.type = 'PerspectiveCamera';
  8133. this.fov = fov !== undefined ? fov : 50;
  8134. this.zoom = 1;
  8135. this.near = near !== undefined ? near : 0.1;
  8136. this.far = far !== undefined ? far : 2000;
  8137. this.focus = 10;
  8138. this.aspect = aspect !== undefined ? aspect : 1;
  8139. this.view = null;
  8140. this.filmGauge = 35; // width of the film (default in millimeters)
  8141. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8142. this.updateProjectionMatrix();
  8143. }
  8144. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8145. constructor: PerspectiveCamera,
  8146. isPerspectiveCamera: true,
  8147. copy: function ( source, recursive ) {
  8148. Camera.prototype.copy.call( this, source, recursive );
  8149. this.fov = source.fov;
  8150. this.zoom = source.zoom;
  8151. this.near = source.near;
  8152. this.far = source.far;
  8153. this.focus = source.focus;
  8154. this.aspect = source.aspect;
  8155. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8156. this.filmGauge = source.filmGauge;
  8157. this.filmOffset = source.filmOffset;
  8158. return this;
  8159. },
  8160. /**
  8161. * Sets the FOV by focal length in respect to the current .filmGauge.
  8162. *
  8163. * The default film gauge is 35, so that the focal length can be specified for
  8164. * a 35mm (full frame) camera.
  8165. *
  8166. * Values for focal length and film gauge must have the same unit.
  8167. */
  8168. setFocalLength: function ( focalLength ) {
  8169. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8170. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8171. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8172. this.updateProjectionMatrix();
  8173. },
  8174. /**
  8175. * Calculates the focal length from the current .fov and .filmGauge.
  8176. */
  8177. getFocalLength: function () {
  8178. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8179. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8180. },
  8181. getEffectiveFOV: function () {
  8182. return MathUtils.RAD2DEG * 2 * Math.atan(
  8183. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8184. },
  8185. getFilmWidth: function () {
  8186. // film not completely covered in portrait format (aspect < 1)
  8187. return this.filmGauge * Math.min( this.aspect, 1 );
  8188. },
  8189. getFilmHeight: function () {
  8190. // film not completely covered in landscape format (aspect > 1)
  8191. return this.filmGauge / Math.max( this.aspect, 1 );
  8192. },
  8193. /**
  8194. * Sets an offset in a larger frustum. This is useful for multi-window or
  8195. * multi-monitor/multi-machine setups.
  8196. *
  8197. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8198. * the monitors are in grid like this
  8199. *
  8200. * +---+---+---+
  8201. * | A | B | C |
  8202. * +---+---+---+
  8203. * | D | E | F |
  8204. * +---+---+---+
  8205. *
  8206. * then for each monitor you would call it like this
  8207. *
  8208. * const w = 1920;
  8209. * const h = 1080;
  8210. * const fullWidth = w * 3;
  8211. * const fullHeight = h * 2;
  8212. *
  8213. * --A--
  8214. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8215. * --B--
  8216. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8217. * --C--
  8218. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8219. * --D--
  8220. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8221. * --E--
  8222. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8223. * --F--
  8224. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8225. *
  8226. * Note there is no reason monitors have to be the same size or in a grid.
  8227. */
  8228. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8229. this.aspect = fullWidth / fullHeight;
  8230. if ( this.view === null ) {
  8231. this.view = {
  8232. enabled: true,
  8233. fullWidth: 1,
  8234. fullHeight: 1,
  8235. offsetX: 0,
  8236. offsetY: 0,
  8237. width: 1,
  8238. height: 1
  8239. };
  8240. }
  8241. this.view.enabled = true;
  8242. this.view.fullWidth = fullWidth;
  8243. this.view.fullHeight = fullHeight;
  8244. this.view.offsetX = x;
  8245. this.view.offsetY = y;
  8246. this.view.width = width;
  8247. this.view.height = height;
  8248. this.updateProjectionMatrix();
  8249. },
  8250. clearViewOffset: function () {
  8251. if ( this.view !== null ) {
  8252. this.view.enabled = false;
  8253. }
  8254. this.updateProjectionMatrix();
  8255. },
  8256. updateProjectionMatrix: function () {
  8257. var near = this.near,
  8258. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8259. height = 2 * top,
  8260. width = this.aspect * height,
  8261. left = - 0.5 * width,
  8262. view = this.view;
  8263. if ( this.view !== null && this.view.enabled ) {
  8264. var fullWidth = view.fullWidth,
  8265. fullHeight = view.fullHeight;
  8266. left += view.offsetX * width / fullWidth;
  8267. top -= view.offsetY * height / fullHeight;
  8268. width *= view.width / fullWidth;
  8269. height *= view.height / fullHeight;
  8270. }
  8271. var skew = this.filmOffset;
  8272. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8273. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8274. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8275. },
  8276. toJSON: function ( meta ) {
  8277. var data = Object3D.prototype.toJSON.call( this, meta );
  8278. data.object.fov = this.fov;
  8279. data.object.zoom = this.zoom;
  8280. data.object.near = this.near;
  8281. data.object.far = this.far;
  8282. data.object.focus = this.focus;
  8283. data.object.aspect = this.aspect;
  8284. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8285. data.object.filmGauge = this.filmGauge;
  8286. data.object.filmOffset = this.filmOffset;
  8287. return data;
  8288. }
  8289. } );
  8290. /**
  8291. * Camera for rendering cube maps
  8292. * - renders scene into axis-aligned cube
  8293. *
  8294. * @author alteredq / http://alteredqualia.com/
  8295. */
  8296. var fov = 90, aspect = 1;
  8297. function CubeCamera( near, far, renderTarget ) {
  8298. Object3D.call( this );
  8299. this.type = 'CubeCamera';
  8300. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8301. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8302. return;
  8303. }
  8304. this.renderTarget = renderTarget;
  8305. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8306. cameraPX.layers = this.layers;
  8307. cameraPX.up.set( 0, - 1, 0 );
  8308. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8309. this.add( cameraPX );
  8310. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8311. cameraNX.layers = this.layers;
  8312. cameraNX.up.set( 0, - 1, 0 );
  8313. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8314. this.add( cameraNX );
  8315. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8316. cameraPY.layers = this.layers;
  8317. cameraPY.up.set( 0, 0, 1 );
  8318. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8319. this.add( cameraPY );
  8320. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8321. cameraNY.layers = this.layers;
  8322. cameraNY.up.set( 0, 0, - 1 );
  8323. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8324. this.add( cameraNY );
  8325. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8326. cameraPZ.layers = this.layers;
  8327. cameraPZ.up.set( 0, - 1, 0 );
  8328. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8329. this.add( cameraPZ );
  8330. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8331. cameraNZ.layers = this.layers;
  8332. cameraNZ.up.set( 0, - 1, 0 );
  8333. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8334. this.add( cameraNZ );
  8335. this.update = function ( renderer, scene ) {
  8336. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8337. var currentXrEnabled = renderer.xr.enabled;
  8338. var currentRenderTarget = renderer.getRenderTarget();
  8339. renderer.xr.enabled = false;
  8340. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8341. renderTarget.texture.generateMipmaps = false;
  8342. renderer.setRenderTarget( renderTarget, 0 );
  8343. renderer.render( scene, cameraPX );
  8344. renderer.setRenderTarget( renderTarget, 1 );
  8345. renderer.render( scene, cameraNX );
  8346. renderer.setRenderTarget( renderTarget, 2 );
  8347. renderer.render( scene, cameraPY );
  8348. renderer.setRenderTarget( renderTarget, 3 );
  8349. renderer.render( scene, cameraNY );
  8350. renderer.setRenderTarget( renderTarget, 4 );
  8351. renderer.render( scene, cameraPZ );
  8352. renderTarget.texture.generateMipmaps = generateMipmaps;
  8353. renderer.setRenderTarget( renderTarget, 5 );
  8354. renderer.render( scene, cameraNZ );
  8355. renderer.setRenderTarget( currentRenderTarget );
  8356. renderer.xr.enabled = currentXrEnabled;
  8357. };
  8358. this.clear = function ( renderer, color, depth, stencil ) {
  8359. var currentRenderTarget = renderer.getRenderTarget();
  8360. for ( var i = 0; i < 6; i ++ ) {
  8361. renderer.setRenderTarget( renderTarget, i );
  8362. renderer.clear( color, depth, stencil );
  8363. }
  8364. renderer.setRenderTarget( currentRenderTarget );
  8365. };
  8366. }
  8367. CubeCamera.prototype = Object.create( Object3D.prototype );
  8368. CubeCamera.prototype.constructor = CubeCamera;
  8369. /**
  8370. * @author alteredq / http://alteredqualia.com
  8371. * @author WestLangley / http://github.com/WestLangley
  8372. */
  8373. function WebGLCubeRenderTarget( size, options, dummy ) {
  8374. if ( Number.isInteger( options ) ) {
  8375. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8376. options = dummy;
  8377. }
  8378. WebGLRenderTarget.call( this, size, size, options );
  8379. }
  8380. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8381. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8382. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8383. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8384. this.texture.type = texture.type;
  8385. this.texture.format = texture.format;
  8386. this.texture.encoding = texture.encoding;
  8387. var scene = new Scene();
  8388. var shader = {
  8389. uniforms: {
  8390. tEquirect: { value: null },
  8391. },
  8392. vertexShader: /* glsl */"\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include <begin_vertex>\n\t\t\t\t#include <project_vertex>\n\n\t\t\t}\n\t\t",
  8393. fragmentShader: /* glsl */"\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t"
  8394. };
  8395. var material = new ShaderMaterial( {
  8396. name: 'CubemapFromEquirect',
  8397. uniforms: cloneUniforms( shader.uniforms ),
  8398. vertexShader: shader.vertexShader,
  8399. fragmentShader: shader.fragmentShader,
  8400. side: BackSide,
  8401. blending: NoBlending
  8402. } );
  8403. material.uniforms.tEquirect.value = texture;
  8404. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8405. scene.add( mesh );
  8406. var camera = new CubeCamera( 1, 10, this );
  8407. camera.update( renderer, scene );
  8408. mesh.geometry.dispose();
  8409. mesh.material.dispose();
  8410. return this;
  8411. };
  8412. /**
  8413. * @author alteredq / http://alteredqualia.com/
  8414. */
  8415. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8416. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8417. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8418. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8419. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8420. this.generateMipmaps = false;
  8421. this.flipY = false;
  8422. this.unpackAlignment = 1;
  8423. this.needsUpdate = true;
  8424. }
  8425. DataTexture.prototype = Object.create( Texture.prototype );
  8426. DataTexture.prototype.constructor = DataTexture;
  8427. DataTexture.prototype.isDataTexture = true;
  8428. /**
  8429. * @author mrdoob / http://mrdoob.com/
  8430. * @author alteredq / http://alteredqualia.com/
  8431. * @author bhouston / http://clara.io
  8432. */
  8433. var _sphere$1 = new Sphere();
  8434. var _vector$5 = new Vector3();
  8435. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8436. this.planes = [
  8437. ( p0 !== undefined ) ? p0 : new Plane(),
  8438. ( p1 !== undefined ) ? p1 : new Plane(),
  8439. ( p2 !== undefined ) ? p2 : new Plane(),
  8440. ( p3 !== undefined ) ? p3 : new Plane(),
  8441. ( p4 !== undefined ) ? p4 : new Plane(),
  8442. ( p5 !== undefined ) ? p5 : new Plane()
  8443. ];
  8444. }
  8445. Object.assign( Frustum.prototype, {
  8446. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8447. var planes = this.planes;
  8448. planes[ 0 ].copy( p0 );
  8449. planes[ 1 ].copy( p1 );
  8450. planes[ 2 ].copy( p2 );
  8451. planes[ 3 ].copy( p3 );
  8452. planes[ 4 ].copy( p4 );
  8453. planes[ 5 ].copy( p5 );
  8454. return this;
  8455. },
  8456. clone: function () {
  8457. return new this.constructor().copy( this );
  8458. },
  8459. copy: function ( frustum ) {
  8460. var planes = this.planes;
  8461. for ( var i = 0; i < 6; i ++ ) {
  8462. planes[ i ].copy( frustum.planes[ i ] );
  8463. }
  8464. return this;
  8465. },
  8466. setFromProjectionMatrix: function ( m ) {
  8467. var planes = this.planes;
  8468. var me = m.elements;
  8469. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8470. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8471. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8472. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8473. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8474. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8475. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8476. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8477. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8478. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8479. return this;
  8480. },
  8481. intersectsObject: function ( object ) {
  8482. var geometry = object.geometry;
  8483. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8484. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8485. return this.intersectsSphere( _sphere$1 );
  8486. },
  8487. intersectsSprite: function ( sprite ) {
  8488. _sphere$1.center.set( 0, 0, 0 );
  8489. _sphere$1.radius = 0.7071067811865476;
  8490. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8491. return this.intersectsSphere( _sphere$1 );
  8492. },
  8493. intersectsSphere: function ( sphere ) {
  8494. var planes = this.planes;
  8495. var center = sphere.center;
  8496. var negRadius = - sphere.radius;
  8497. for ( var i = 0; i < 6; i ++ ) {
  8498. var distance = planes[ i ].distanceToPoint( center );
  8499. if ( distance < negRadius ) {
  8500. return false;
  8501. }
  8502. }
  8503. return true;
  8504. },
  8505. intersectsBox: function ( box ) {
  8506. var planes = this.planes;
  8507. for ( var i = 0; i < 6; i ++ ) {
  8508. var plane = planes[ i ];
  8509. // corner at max distance
  8510. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8511. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8512. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8513. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8514. return false;
  8515. }
  8516. }
  8517. return true;
  8518. },
  8519. containsPoint: function ( point ) {
  8520. var planes = this.planes;
  8521. for ( var i = 0; i < 6; i ++ ) {
  8522. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8523. return false;
  8524. }
  8525. }
  8526. return true;
  8527. }
  8528. } );
  8529. /**
  8530. * Uniforms library for shared webgl shaders
  8531. */
  8532. var UniformsLib = {
  8533. common: {
  8534. diffuse: { value: new Color( 0xeeeeee ) },
  8535. opacity: { value: 1.0 },
  8536. map: { value: null },
  8537. uvTransform: { value: new Matrix3() },
  8538. uv2Transform: { value: new Matrix3() },
  8539. alphaMap: { value: null },
  8540. },
  8541. specularmap: {
  8542. specularMap: { value: null },
  8543. },
  8544. envmap: {
  8545. envMap: { value: null },
  8546. flipEnvMap: { value: - 1 },
  8547. reflectivity: { value: 1.0 },
  8548. refractionRatio: { value: 0.98 },
  8549. maxMipLevel: { value: 0 }
  8550. },
  8551. aomap: {
  8552. aoMap: { value: null },
  8553. aoMapIntensity: { value: 1 }
  8554. },
  8555. lightmap: {
  8556. lightMap: { value: null },
  8557. lightMapIntensity: { value: 1 }
  8558. },
  8559. emissivemap: {
  8560. emissiveMap: { value: null }
  8561. },
  8562. bumpmap: {
  8563. bumpMap: { value: null },
  8564. bumpScale: { value: 1 }
  8565. },
  8566. normalmap: {
  8567. normalMap: { value: null },
  8568. normalScale: { value: new Vector2( 1, 1 ) }
  8569. },
  8570. displacementmap: {
  8571. displacementMap: { value: null },
  8572. displacementScale: { value: 1 },
  8573. displacementBias: { value: 0 }
  8574. },
  8575. roughnessmap: {
  8576. roughnessMap: { value: null }
  8577. },
  8578. metalnessmap: {
  8579. metalnessMap: { value: null }
  8580. },
  8581. gradientmap: {
  8582. gradientMap: { value: null }
  8583. },
  8584. fog: {
  8585. fogDensity: { value: 0.00025 },
  8586. fogNear: { value: 1 },
  8587. fogFar: { value: 2000 },
  8588. fogColor: { value: new Color( 0xffffff ) }
  8589. },
  8590. lights: {
  8591. ambientLightColor: { value: [] },
  8592. lightProbe: { value: [] },
  8593. directionalLights: { value: [], properties: {
  8594. direction: {},
  8595. color: {}
  8596. } },
  8597. directionalLightShadows: { value: [], properties: {
  8598. shadowBias: {},
  8599. shadowNormalBias: {},
  8600. shadowRadius: {},
  8601. shadowMapSize: {}
  8602. } },
  8603. directionalShadowMap: { value: [] },
  8604. directionalShadowMatrix: { value: [] },
  8605. spotLights: { value: [], properties: {
  8606. color: {},
  8607. position: {},
  8608. direction: {},
  8609. distance: {},
  8610. coneCos: {},
  8611. penumbraCos: {},
  8612. decay: {}
  8613. } },
  8614. spotLightShadows: { value: [], properties: {
  8615. shadowBias: {},
  8616. shadowNormalBias: {},
  8617. shadowRadius: {},
  8618. shadowMapSize: {}
  8619. } },
  8620. spotShadowMap: { value: [] },
  8621. spotShadowMatrix: { value: [] },
  8622. pointLights: { value: [], properties: {
  8623. color: {},
  8624. position: {},
  8625. decay: {},
  8626. distance: {}
  8627. } },
  8628. pointLightShadows: { value: [], properties: {
  8629. shadowBias: {},
  8630. shadowNormalBias: {},
  8631. shadowRadius: {},
  8632. shadowMapSize: {},
  8633. shadowCameraNear: {},
  8634. shadowCameraFar: {}
  8635. } },
  8636. pointShadowMap: { value: [] },
  8637. pointShadowMatrix: { value: [] },
  8638. hemisphereLights: { value: [], properties: {
  8639. direction: {},
  8640. skyColor: {},
  8641. groundColor: {}
  8642. } },
  8643. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8644. rectAreaLights: { value: [], properties: {
  8645. color: {},
  8646. position: {},
  8647. width: {},
  8648. height: {}
  8649. } }
  8650. },
  8651. points: {
  8652. diffuse: { value: new Color( 0xeeeeee ) },
  8653. opacity: { value: 1.0 },
  8654. size: { value: 1.0 },
  8655. scale: { value: 1.0 },
  8656. map: { value: null },
  8657. alphaMap: { value: null },
  8658. uvTransform: { value: new Matrix3() }
  8659. },
  8660. sprite: {
  8661. diffuse: { value: new Color( 0xeeeeee ) },
  8662. opacity: { value: 1.0 },
  8663. center: { value: new Vector2( 0.5, 0.5 ) },
  8664. rotation: { value: 0.0 },
  8665. map: { value: null },
  8666. alphaMap: { value: null },
  8667. uvTransform: { value: new Matrix3() }
  8668. }
  8669. };
  8670. /**
  8671. * @author mrdoob / http://mrdoob.com/
  8672. */
  8673. function WebGLAnimation() {
  8674. var context = null;
  8675. var isAnimating = false;
  8676. var animationLoop = null;
  8677. var requestId = null;
  8678. function onAnimationFrame( time, frame ) {
  8679. animationLoop( time, frame );
  8680. requestId = context.requestAnimationFrame( onAnimationFrame );
  8681. }
  8682. return {
  8683. start: function () {
  8684. if ( isAnimating === true ) { return; }
  8685. if ( animationLoop === null ) { return; }
  8686. requestId = context.requestAnimationFrame( onAnimationFrame );
  8687. isAnimating = true;
  8688. },
  8689. stop: function () {
  8690. context.cancelAnimationFrame( requestId );
  8691. isAnimating = false;
  8692. },
  8693. setAnimationLoop: function ( callback ) {
  8694. animationLoop = callback;
  8695. },
  8696. setContext: function ( value ) {
  8697. context = value;
  8698. }
  8699. };
  8700. }
  8701. /**
  8702. * @author mrdoob / http://mrdoob.com/
  8703. */
  8704. function WebGLAttributes( gl, capabilities ) {
  8705. var isWebGL2 = capabilities.isWebGL2;
  8706. var buffers = new WeakMap();
  8707. function createBuffer( attribute, bufferType ) {
  8708. var array = attribute.array;
  8709. var usage = attribute.usage;
  8710. var buffer = gl.createBuffer();
  8711. gl.bindBuffer( bufferType, buffer );
  8712. gl.bufferData( bufferType, array, usage );
  8713. attribute.onUploadCallback();
  8714. var type = 5126;
  8715. if ( array instanceof Float32Array ) {
  8716. type = 5126;
  8717. } else if ( array instanceof Float64Array ) {
  8718. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8719. } else if ( array instanceof Uint16Array ) {
  8720. type = 5123;
  8721. } else if ( array instanceof Int16Array ) {
  8722. type = 5122;
  8723. } else if ( array instanceof Uint32Array ) {
  8724. type = 5125;
  8725. } else if ( array instanceof Int32Array ) {
  8726. type = 5124;
  8727. } else if ( array instanceof Int8Array ) {
  8728. type = 5120;
  8729. } else if ( array instanceof Uint8Array ) {
  8730. type = 5121;
  8731. }
  8732. return {
  8733. buffer: buffer,
  8734. type: type,
  8735. bytesPerElement: array.BYTES_PER_ELEMENT,
  8736. version: attribute.version
  8737. };
  8738. }
  8739. function updateBuffer( buffer, attribute, bufferType ) {
  8740. var array = attribute.array;
  8741. var updateRange = attribute.updateRange;
  8742. gl.bindBuffer( bufferType, buffer );
  8743. if ( updateRange.count === - 1 ) {
  8744. // Not using update ranges
  8745. gl.bufferSubData( bufferType, 0, array );
  8746. } else {
  8747. if ( isWebGL2 ) {
  8748. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8749. array, updateRange.offset, updateRange.count );
  8750. } else {
  8751. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8752. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8753. }
  8754. updateRange.count = - 1; // reset range
  8755. }
  8756. }
  8757. //
  8758. function get( attribute ) {
  8759. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8760. return buffers.get( attribute );
  8761. }
  8762. function remove( attribute ) {
  8763. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8764. var data = buffers.get( attribute );
  8765. if ( data ) {
  8766. gl.deleteBuffer( data.buffer );
  8767. buffers.delete( attribute );
  8768. }
  8769. }
  8770. function update( attribute, bufferType ) {
  8771. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8772. var data = buffers.get( attribute );
  8773. if ( data === undefined ) {
  8774. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8775. } else if ( data.version < attribute.version ) {
  8776. updateBuffer( data.buffer, attribute, bufferType );
  8777. data.version = attribute.version;
  8778. }
  8779. }
  8780. return {
  8781. get: get,
  8782. remove: remove,
  8783. update: update
  8784. };
  8785. }
  8786. /**
  8787. * @author mrdoob / http://mrdoob.com/
  8788. * @author Mugen87 / https://github.com/Mugen87
  8789. */
  8790. // PlaneGeometry
  8791. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8792. Geometry.call( this );
  8793. this.type = 'PlaneGeometry';
  8794. this.parameters = {
  8795. width: width,
  8796. height: height,
  8797. widthSegments: widthSegments,
  8798. heightSegments: heightSegments
  8799. };
  8800. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8801. this.mergeVertices();
  8802. }
  8803. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8804. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8805. // PlaneBufferGeometry
  8806. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8807. BufferGeometry.call( this );
  8808. this.type = 'PlaneBufferGeometry';
  8809. this.parameters = {
  8810. width: width,
  8811. height: height,
  8812. widthSegments: widthSegments,
  8813. heightSegments: heightSegments
  8814. };
  8815. width = width || 1;
  8816. height = height || 1;
  8817. var width_half = width / 2;
  8818. var height_half = height / 2;
  8819. var gridX = Math.floor( widthSegments ) || 1;
  8820. var gridY = Math.floor( heightSegments ) || 1;
  8821. var gridX1 = gridX + 1;
  8822. var gridY1 = gridY + 1;
  8823. var segment_width = width / gridX;
  8824. var segment_height = height / gridY;
  8825. // buffers
  8826. var indices = [];
  8827. var vertices = [];
  8828. var normals = [];
  8829. var uvs = [];
  8830. // generate vertices, normals and uvs
  8831. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8832. var y = iy * segment_height - height_half;
  8833. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8834. var x = ix * segment_width - width_half;
  8835. vertices.push( x, - y, 0 );
  8836. normals.push( 0, 0, 1 );
  8837. uvs.push( ix / gridX );
  8838. uvs.push( 1 - ( iy / gridY ) );
  8839. }
  8840. }
  8841. // indices
  8842. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8843. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8844. var a = ix$1 + gridX1 * iy$1;
  8845. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8846. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8847. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8848. // faces
  8849. indices.push( a, b, d );
  8850. indices.push( b, c, d );
  8851. }
  8852. }
  8853. // build geometry
  8854. this.setIndex( indices );
  8855. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8856. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8857. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8858. }
  8859. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8860. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8861. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8862. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8863. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8864. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8865. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8866. var begin_vertex = "vec3 transformed = vec3( position );";
  8867. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8868. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8869. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  8870. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8871. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8872. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8873. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8874. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8875. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8876. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8877. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8878. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8879. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8880. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8881. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8882. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8883. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8884. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8885. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8886. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8887. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8888. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8889. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8890. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8891. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8892. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8893. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8894. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8895. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  8896. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8897. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8898. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8899. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8900. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8901. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8902. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8903. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8904. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8905. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8906. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8907. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8908. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8909. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8910. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8911. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8912. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8913. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8914. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8915. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8916. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8917. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8918. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8919. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8920. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8921. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8922. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8923. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8924. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8925. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8926. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8927. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8928. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8929. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8930. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8931. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8932. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8933. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8934. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8935. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8936. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8937. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8938. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8939. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8940. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8941. var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  8942. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8943. var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
  8944. var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
  8945. var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
  8946. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8947. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8948. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8949. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8950. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8951. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8952. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8953. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8954. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8955. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8956. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8957. var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
  8958. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8959. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  8960. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8961. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8962. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  8963. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  8964. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8965. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  8966. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8967. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8968. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8969. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  8970. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8971. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8972. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8973. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8974. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8975. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8976. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8977. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8978. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8979. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8980. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8981. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8982. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8983. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8984. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8985. var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8986. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8987. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8988. var ShaderChunk = {
  8989. alphamap_fragment: alphamap_fragment,
  8990. alphamap_pars_fragment: alphamap_pars_fragment,
  8991. alphatest_fragment: alphatest_fragment,
  8992. aomap_fragment: aomap_fragment,
  8993. aomap_pars_fragment: aomap_pars_fragment,
  8994. begin_vertex: begin_vertex,
  8995. beginnormal_vertex: beginnormal_vertex,
  8996. bsdfs: bsdfs,
  8997. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8998. clipping_planes_fragment: clipping_planes_fragment,
  8999. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9000. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9001. clipping_planes_vertex: clipping_planes_vertex,
  9002. color_fragment: color_fragment,
  9003. color_pars_fragment: color_pars_fragment,
  9004. color_pars_vertex: color_pars_vertex,
  9005. color_vertex: color_vertex,
  9006. common: common,
  9007. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9008. defaultnormal_vertex: defaultnormal_vertex,
  9009. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9010. displacementmap_vertex: displacementmap_vertex,
  9011. emissivemap_fragment: emissivemap_fragment,
  9012. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9013. encodings_fragment: encodings_fragment,
  9014. encodings_pars_fragment: encodings_pars_fragment,
  9015. envmap_fragment: envmap_fragment,
  9016. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9017. envmap_pars_fragment: envmap_pars_fragment,
  9018. envmap_pars_vertex: envmap_pars_vertex,
  9019. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9020. envmap_vertex: envmap_vertex,
  9021. fog_vertex: fog_vertex,
  9022. fog_pars_vertex: fog_pars_vertex,
  9023. fog_fragment: fog_fragment,
  9024. fog_pars_fragment: fog_pars_fragment,
  9025. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9026. lightmap_fragment: lightmap_fragment,
  9027. lightmap_pars_fragment: lightmap_pars_fragment,
  9028. lights_lambert_vertex: lights_lambert_vertex,
  9029. lights_pars_begin: lights_pars_begin,
  9030. lights_toon_fragment: lights_toon_fragment,
  9031. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9032. lights_phong_fragment: lights_phong_fragment,
  9033. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9034. lights_physical_fragment: lights_physical_fragment,
  9035. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9036. lights_fragment_begin: lights_fragment_begin,
  9037. lights_fragment_maps: lights_fragment_maps,
  9038. lights_fragment_end: lights_fragment_end,
  9039. logdepthbuf_fragment: logdepthbuf_fragment,
  9040. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9041. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9042. logdepthbuf_vertex: logdepthbuf_vertex,
  9043. map_fragment: map_fragment,
  9044. map_pars_fragment: map_pars_fragment,
  9045. map_particle_fragment: map_particle_fragment,
  9046. map_particle_pars_fragment: map_particle_pars_fragment,
  9047. metalnessmap_fragment: metalnessmap_fragment,
  9048. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9049. morphnormal_vertex: morphnormal_vertex,
  9050. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9051. morphtarget_vertex: morphtarget_vertex,
  9052. normal_fragment_begin: normal_fragment_begin,
  9053. normal_fragment_maps: normal_fragment_maps,
  9054. normalmap_pars_fragment: normalmap_pars_fragment,
  9055. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9056. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9057. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9058. packing: packing,
  9059. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9060. project_vertex: project_vertex,
  9061. dithering_fragment: dithering_fragment,
  9062. dithering_pars_fragment: dithering_pars_fragment,
  9063. roughnessmap_fragment: roughnessmap_fragment,
  9064. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9065. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9066. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9067. shadowmap_vertex: shadowmap_vertex,
  9068. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9069. skinbase_vertex: skinbase_vertex,
  9070. skinning_pars_vertex: skinning_pars_vertex,
  9071. skinning_vertex: skinning_vertex,
  9072. skinnormal_vertex: skinnormal_vertex,
  9073. specularmap_fragment: specularmap_fragment,
  9074. specularmap_pars_fragment: specularmap_pars_fragment,
  9075. tonemapping_fragment: tonemapping_fragment,
  9076. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9077. uv_pars_fragment: uv_pars_fragment,
  9078. uv_pars_vertex: uv_pars_vertex,
  9079. uv_vertex: uv_vertex,
  9080. uv2_pars_fragment: uv2_pars_fragment,
  9081. uv2_pars_vertex: uv2_pars_vertex,
  9082. uv2_vertex: uv2_vertex,
  9083. worldpos_vertex: worldpos_vertex,
  9084. background_frag: background_frag,
  9085. background_vert: background_vert,
  9086. cube_frag: cube_frag,
  9087. cube_vert: cube_vert,
  9088. depth_frag: depth_frag,
  9089. depth_vert: depth_vert,
  9090. distanceRGBA_frag: distanceRGBA_frag,
  9091. distanceRGBA_vert: distanceRGBA_vert,
  9092. equirect_frag: equirect_frag,
  9093. equirect_vert: equirect_vert,
  9094. linedashed_frag: linedashed_frag,
  9095. linedashed_vert: linedashed_vert,
  9096. meshbasic_frag: meshbasic_frag,
  9097. meshbasic_vert: meshbasic_vert,
  9098. meshlambert_frag: meshlambert_frag,
  9099. meshlambert_vert: meshlambert_vert,
  9100. meshmatcap_frag: meshmatcap_frag,
  9101. meshmatcap_vert: meshmatcap_vert,
  9102. meshtoon_frag: meshtoon_frag,
  9103. meshtoon_vert: meshtoon_vert,
  9104. meshphong_frag: meshphong_frag,
  9105. meshphong_vert: meshphong_vert,
  9106. meshphysical_frag: meshphysical_frag,
  9107. meshphysical_vert: meshphysical_vert,
  9108. normal_frag: normal_frag,
  9109. normal_vert: normal_vert,
  9110. points_frag: points_frag,
  9111. points_vert: points_vert,
  9112. shadow_frag: shadow_frag,
  9113. shadow_vert: shadow_vert,
  9114. sprite_frag: sprite_frag,
  9115. sprite_vert: sprite_vert
  9116. };
  9117. /**
  9118. * @author alteredq / http://alteredqualia.com/
  9119. * @author mrdoob / http://mrdoob.com/
  9120. * @author mikael emtinger / http://gomo.se/
  9121. */
  9122. var ShaderLib = {
  9123. basic: {
  9124. uniforms: mergeUniforms( [
  9125. UniformsLib.common,
  9126. UniformsLib.specularmap,
  9127. UniformsLib.envmap,
  9128. UniformsLib.aomap,
  9129. UniformsLib.lightmap,
  9130. UniformsLib.fog
  9131. ] ),
  9132. vertexShader: ShaderChunk.meshbasic_vert,
  9133. fragmentShader: ShaderChunk.meshbasic_frag
  9134. },
  9135. lambert: {
  9136. uniforms: mergeUniforms( [
  9137. UniformsLib.common,
  9138. UniformsLib.specularmap,
  9139. UniformsLib.envmap,
  9140. UniformsLib.aomap,
  9141. UniformsLib.lightmap,
  9142. UniformsLib.emissivemap,
  9143. UniformsLib.fog,
  9144. UniformsLib.lights,
  9145. {
  9146. emissive: { value: new Color( 0x000000 ) }
  9147. }
  9148. ] ),
  9149. vertexShader: ShaderChunk.meshlambert_vert,
  9150. fragmentShader: ShaderChunk.meshlambert_frag
  9151. },
  9152. phong: {
  9153. uniforms: mergeUniforms( [
  9154. UniformsLib.common,
  9155. UniformsLib.specularmap,
  9156. UniformsLib.envmap,
  9157. UniformsLib.aomap,
  9158. UniformsLib.lightmap,
  9159. UniformsLib.emissivemap,
  9160. UniformsLib.bumpmap,
  9161. UniformsLib.normalmap,
  9162. UniformsLib.displacementmap,
  9163. UniformsLib.fog,
  9164. UniformsLib.lights,
  9165. {
  9166. emissive: { value: new Color( 0x000000 ) },
  9167. specular: { value: new Color( 0x111111 ) },
  9168. shininess: { value: 30 }
  9169. }
  9170. ] ),
  9171. vertexShader: ShaderChunk.meshphong_vert,
  9172. fragmentShader: ShaderChunk.meshphong_frag
  9173. },
  9174. standard: {
  9175. uniforms: mergeUniforms( [
  9176. UniformsLib.common,
  9177. UniformsLib.envmap,
  9178. UniformsLib.aomap,
  9179. UniformsLib.lightmap,
  9180. UniformsLib.emissivemap,
  9181. UniformsLib.bumpmap,
  9182. UniformsLib.normalmap,
  9183. UniformsLib.displacementmap,
  9184. UniformsLib.roughnessmap,
  9185. UniformsLib.metalnessmap,
  9186. UniformsLib.fog,
  9187. UniformsLib.lights,
  9188. {
  9189. emissive: { value: new Color( 0x000000 ) },
  9190. roughness: { value: 1.0 },
  9191. metalness: { value: 0.0 },
  9192. envMapIntensity: { value: 1 } // temporary
  9193. }
  9194. ] ),
  9195. vertexShader: ShaderChunk.meshphysical_vert,
  9196. fragmentShader: ShaderChunk.meshphysical_frag
  9197. },
  9198. toon: {
  9199. uniforms: mergeUniforms( [
  9200. UniformsLib.common,
  9201. UniformsLib.aomap,
  9202. UniformsLib.lightmap,
  9203. UniformsLib.emissivemap,
  9204. UniformsLib.bumpmap,
  9205. UniformsLib.normalmap,
  9206. UniformsLib.displacementmap,
  9207. UniformsLib.gradientmap,
  9208. UniformsLib.fog,
  9209. UniformsLib.lights,
  9210. {
  9211. emissive: { value: new Color( 0x000000 ) }
  9212. }
  9213. ] ),
  9214. vertexShader: ShaderChunk.meshtoon_vert,
  9215. fragmentShader: ShaderChunk.meshtoon_frag
  9216. },
  9217. matcap: {
  9218. uniforms: mergeUniforms( [
  9219. UniformsLib.common,
  9220. UniformsLib.bumpmap,
  9221. UniformsLib.normalmap,
  9222. UniformsLib.displacementmap,
  9223. UniformsLib.fog,
  9224. {
  9225. matcap: { value: null }
  9226. }
  9227. ] ),
  9228. vertexShader: ShaderChunk.meshmatcap_vert,
  9229. fragmentShader: ShaderChunk.meshmatcap_frag
  9230. },
  9231. points: {
  9232. uniforms: mergeUniforms( [
  9233. UniformsLib.points,
  9234. UniformsLib.fog
  9235. ] ),
  9236. vertexShader: ShaderChunk.points_vert,
  9237. fragmentShader: ShaderChunk.points_frag
  9238. },
  9239. dashed: {
  9240. uniforms: mergeUniforms( [
  9241. UniformsLib.common,
  9242. UniformsLib.fog,
  9243. {
  9244. scale: { value: 1 },
  9245. dashSize: { value: 1 },
  9246. totalSize: { value: 2 }
  9247. }
  9248. ] ),
  9249. vertexShader: ShaderChunk.linedashed_vert,
  9250. fragmentShader: ShaderChunk.linedashed_frag
  9251. },
  9252. depth: {
  9253. uniforms: mergeUniforms( [
  9254. UniformsLib.common,
  9255. UniformsLib.displacementmap
  9256. ] ),
  9257. vertexShader: ShaderChunk.depth_vert,
  9258. fragmentShader: ShaderChunk.depth_frag
  9259. },
  9260. normal: {
  9261. uniforms: mergeUniforms( [
  9262. UniformsLib.common,
  9263. UniformsLib.bumpmap,
  9264. UniformsLib.normalmap,
  9265. UniformsLib.displacementmap,
  9266. {
  9267. opacity: { value: 1.0 }
  9268. }
  9269. ] ),
  9270. vertexShader: ShaderChunk.normal_vert,
  9271. fragmentShader: ShaderChunk.normal_frag
  9272. },
  9273. sprite: {
  9274. uniforms: mergeUniforms( [
  9275. UniformsLib.sprite,
  9276. UniformsLib.fog
  9277. ] ),
  9278. vertexShader: ShaderChunk.sprite_vert,
  9279. fragmentShader: ShaderChunk.sprite_frag
  9280. },
  9281. background: {
  9282. uniforms: {
  9283. uvTransform: { value: new Matrix3() },
  9284. t2D: { value: null },
  9285. },
  9286. vertexShader: ShaderChunk.background_vert,
  9287. fragmentShader: ShaderChunk.background_frag
  9288. },
  9289. /* -------------------------------------------------------------------------
  9290. // Cube map shader
  9291. ------------------------------------------------------------------------- */
  9292. cube: {
  9293. uniforms: mergeUniforms( [
  9294. UniformsLib.envmap,
  9295. {
  9296. opacity: { value: 1.0 }
  9297. }
  9298. ] ),
  9299. vertexShader: ShaderChunk.cube_vert,
  9300. fragmentShader: ShaderChunk.cube_frag
  9301. },
  9302. equirect: {
  9303. uniforms: {
  9304. tEquirect: { value: null },
  9305. },
  9306. vertexShader: ShaderChunk.equirect_vert,
  9307. fragmentShader: ShaderChunk.equirect_frag
  9308. },
  9309. distanceRGBA: {
  9310. uniforms: mergeUniforms( [
  9311. UniformsLib.common,
  9312. UniformsLib.displacementmap,
  9313. {
  9314. referencePosition: { value: new Vector3() },
  9315. nearDistance: { value: 1 },
  9316. farDistance: { value: 1000 }
  9317. }
  9318. ] ),
  9319. vertexShader: ShaderChunk.distanceRGBA_vert,
  9320. fragmentShader: ShaderChunk.distanceRGBA_frag
  9321. },
  9322. shadow: {
  9323. uniforms: mergeUniforms( [
  9324. UniformsLib.lights,
  9325. UniformsLib.fog,
  9326. {
  9327. color: { value: new Color( 0x00000 ) },
  9328. opacity: { value: 1.0 }
  9329. } ] ),
  9330. vertexShader: ShaderChunk.shadow_vert,
  9331. fragmentShader: ShaderChunk.shadow_frag
  9332. }
  9333. };
  9334. ShaderLib.physical = {
  9335. uniforms: mergeUniforms( [
  9336. ShaderLib.standard.uniforms,
  9337. {
  9338. clearcoat: { value: 0 },
  9339. clearcoatMap: { value: null },
  9340. clearcoatRoughness: { value: 0 },
  9341. clearcoatRoughnessMap: { value: null },
  9342. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9343. clearcoatNormalMap: { value: null },
  9344. sheen: { value: new Color( 0x000000 ) },
  9345. transparency: { value: 0 },
  9346. }
  9347. ] ),
  9348. vertexShader: ShaderChunk.meshphysical_vert,
  9349. fragmentShader: ShaderChunk.meshphysical_frag
  9350. };
  9351. /**
  9352. * @author mrdoob / http://mrdoob.com/
  9353. */
  9354. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9355. var clearColor = new Color( 0x000000 );
  9356. var clearAlpha = 0;
  9357. var planeMesh;
  9358. var boxMesh;
  9359. var currentBackground = null;
  9360. var currentBackgroundVersion = 0;
  9361. var currentTonemapping = null;
  9362. function render( renderList, scene, camera, forceClear ) {
  9363. var background = scene.isScene === true ? scene.background : null;
  9364. // Ignore background in AR
  9365. // TODO: Reconsider this.
  9366. var xr = renderer.xr;
  9367. var session = xr.getSession && xr.getSession();
  9368. if ( session && session.environmentBlendMode === 'additive' ) {
  9369. background = null;
  9370. }
  9371. if ( background === null ) {
  9372. setClear( clearColor, clearAlpha );
  9373. } else if ( background && background.isColor ) {
  9374. setClear( background, 1 );
  9375. forceClear = true;
  9376. }
  9377. if ( renderer.autoClear || forceClear ) {
  9378. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9379. }
  9380. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9381. if ( boxMesh === undefined ) {
  9382. boxMesh = new Mesh(
  9383. new BoxBufferGeometry( 1, 1, 1 ),
  9384. new ShaderMaterial( {
  9385. name: 'BackgroundCubeMaterial',
  9386. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9387. vertexShader: ShaderLib.cube.vertexShader,
  9388. fragmentShader: ShaderLib.cube.fragmentShader,
  9389. side: BackSide,
  9390. depthTest: false,
  9391. depthWrite: false,
  9392. fog: false
  9393. } )
  9394. );
  9395. boxMesh.geometry.deleteAttribute( 'normal' );
  9396. boxMesh.geometry.deleteAttribute( 'uv' );
  9397. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9398. this.matrixWorld.copyPosition( camera.matrixWorld );
  9399. };
  9400. // enable code injection for non-built-in material
  9401. Object.defineProperty( boxMesh.material, 'envMap', {
  9402. get: function () {
  9403. return this.uniforms.envMap.value;
  9404. }
  9405. } );
  9406. objects.update( boxMesh );
  9407. }
  9408. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9409. boxMesh.material.uniforms.envMap.value = texture;
  9410. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9411. if ( currentBackground !== background ||
  9412. currentBackgroundVersion !== texture.version ||
  9413. currentTonemapping !== renderer.toneMapping ) {
  9414. boxMesh.material.needsUpdate = true;
  9415. currentBackground = background;
  9416. currentBackgroundVersion = texture.version;
  9417. currentTonemapping = renderer.toneMapping;
  9418. }
  9419. // push to the pre-sorted opaque render list
  9420. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9421. } else if ( background && background.isTexture ) {
  9422. if ( planeMesh === undefined ) {
  9423. planeMesh = new Mesh(
  9424. new PlaneBufferGeometry( 2, 2 ),
  9425. new ShaderMaterial( {
  9426. name: 'BackgroundMaterial',
  9427. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9428. vertexShader: ShaderLib.background.vertexShader,
  9429. fragmentShader: ShaderLib.background.fragmentShader,
  9430. side: FrontSide,
  9431. depthTest: false,
  9432. depthWrite: false,
  9433. fog: false
  9434. } )
  9435. );
  9436. planeMesh.geometry.deleteAttribute( 'normal' );
  9437. // enable code injection for non-built-in material
  9438. Object.defineProperty( planeMesh.material, 'map', {
  9439. get: function () {
  9440. return this.uniforms.t2D.value;
  9441. }
  9442. } );
  9443. objects.update( planeMesh );
  9444. }
  9445. planeMesh.material.uniforms.t2D.value = background;
  9446. if ( background.matrixAutoUpdate === true ) {
  9447. background.updateMatrix();
  9448. }
  9449. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9450. if ( currentBackground !== background ||
  9451. currentBackgroundVersion !== background.version ||
  9452. currentTonemapping !== renderer.toneMapping ) {
  9453. planeMesh.material.needsUpdate = true;
  9454. currentBackground = background;
  9455. currentBackgroundVersion = background.version;
  9456. currentTonemapping = renderer.toneMapping;
  9457. }
  9458. // push to the pre-sorted opaque render list
  9459. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9460. }
  9461. }
  9462. function setClear( color, alpha ) {
  9463. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9464. }
  9465. return {
  9466. getClearColor: function () {
  9467. return clearColor;
  9468. },
  9469. setClearColor: function ( color, alpha ) {
  9470. clearColor.set( color );
  9471. clearAlpha = alpha !== undefined ? alpha : 1;
  9472. setClear( clearColor, clearAlpha );
  9473. },
  9474. getClearAlpha: function () {
  9475. return clearAlpha;
  9476. },
  9477. setClearAlpha: function ( alpha ) {
  9478. clearAlpha = alpha;
  9479. setClear( clearColor, clearAlpha );
  9480. },
  9481. render: render
  9482. };
  9483. }
  9484. /**
  9485. * @author Mugen87 / https://github.com/Mugen87
  9486. * @author Takahiro / https://github.com/takahirox
  9487. */
  9488. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9489. var maxVertexAttributes = gl.getParameter( 34921 );
  9490. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9491. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9492. var bindingStates = {};
  9493. var defaultState = createBindingState( null );
  9494. var currentState = defaultState;
  9495. function setup( object, material, program, geometry, index ) {
  9496. var updateBuffers = false;
  9497. if ( vaoAvailable ) {
  9498. var state = getBindingState( geometry, program, material );
  9499. if ( currentState !== state ) {
  9500. currentState = state;
  9501. bindVertexArrayObject( currentState.object );
  9502. }
  9503. updateBuffers = needsUpdate( geometry );
  9504. if ( updateBuffers ) { saveCache( geometry ); }
  9505. } else {
  9506. var wireframe = ( material.wireframe === true );
  9507. if ( currentState.geometry !== geometry.id ||
  9508. currentState.program !== program.id ||
  9509. currentState.wireframe !== wireframe ) {
  9510. currentState.geometry = geometry.id;
  9511. currentState.program = program.id;
  9512. currentState.wireframe = wireframe;
  9513. updateBuffers = true;
  9514. }
  9515. }
  9516. if ( object.isInstancedMesh === true ) {
  9517. updateBuffers = true;
  9518. }
  9519. if ( index !== null ) {
  9520. attributes.update( index, 34963 );
  9521. }
  9522. if ( updateBuffers ) {
  9523. setupVertexAttributes( object, material, program, geometry );
  9524. if ( index !== null ) {
  9525. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9526. }
  9527. }
  9528. }
  9529. function createVertexArrayObject() {
  9530. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9531. return extension.createVertexArrayOES();
  9532. }
  9533. function bindVertexArrayObject( vao ) {
  9534. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9535. return extension.bindVertexArrayOES( vao );
  9536. }
  9537. function deleteVertexArrayObject( vao ) {
  9538. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9539. return extension.deleteVertexArrayOES( vao );
  9540. }
  9541. function getBindingState( geometry, program, material ) {
  9542. var wireframe = ( material.wireframe === true );
  9543. var programMap = bindingStates[ geometry.id ];
  9544. if ( programMap === undefined ) {
  9545. programMap = {};
  9546. bindingStates[ geometry.id ] = programMap;
  9547. }
  9548. var stateMap = programMap[ program.id ];
  9549. if ( stateMap === undefined ) {
  9550. stateMap = {};
  9551. programMap[ program.id ] = stateMap;
  9552. }
  9553. var state = stateMap[ wireframe ];
  9554. if ( state === undefined ) {
  9555. state = createBindingState( createVertexArrayObject() );
  9556. stateMap[ wireframe ] = state;
  9557. }
  9558. return state;
  9559. }
  9560. function createBindingState( vao ) {
  9561. var newAttributes = [];
  9562. var enabledAttributes = [];
  9563. var attributeDivisors = [];
  9564. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9565. newAttributes[ i ] = 0;
  9566. enabledAttributes[ i ] = 0;
  9567. attributeDivisors[ i ] = 0;
  9568. }
  9569. return {
  9570. // for backward compatibility on non-VAO support browser
  9571. geometry: null,
  9572. program: null,
  9573. wireframe: false,
  9574. newAttributes: newAttributes,
  9575. enabledAttributes: enabledAttributes,
  9576. attributeDivisors: attributeDivisors,
  9577. object: vao,
  9578. attributes: {}
  9579. };
  9580. }
  9581. function needsUpdate( geometry ) {
  9582. var cachedAttributes = currentState.attributes;
  9583. var geometryAttributes = geometry.attributes;
  9584. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9585. for ( var key in geometryAttributes ) {
  9586. var cachedAttribute = cachedAttributes[ key ];
  9587. var geometryAttribute = geometryAttributes[ key ];
  9588. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9589. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9590. }
  9591. return false;
  9592. }
  9593. function saveCache( geometry ) {
  9594. var cache = {};
  9595. var attributes = geometry.attributes;
  9596. for ( var key in attributes ) {
  9597. var attribute = attributes[ key ];
  9598. var data = {};
  9599. data.attribute = attribute;
  9600. if ( attribute.data ) {
  9601. data.data = attribute.data;
  9602. }
  9603. cache[ key ] = data;
  9604. }
  9605. currentState.attributes = cache;
  9606. }
  9607. function initAttributes() {
  9608. var newAttributes = currentState.newAttributes;
  9609. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9610. newAttributes[ i ] = 0;
  9611. }
  9612. }
  9613. function enableAttribute( attribute ) {
  9614. enableAttributeAndDivisor( attribute, 0 );
  9615. }
  9616. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9617. var newAttributes = currentState.newAttributes;
  9618. var enabledAttributes = currentState.enabledAttributes;
  9619. var attributeDivisors = currentState.attributeDivisors;
  9620. newAttributes[ attribute ] = 1;
  9621. if ( enabledAttributes[ attribute ] === 0 ) {
  9622. gl.enableVertexAttribArray( attribute );
  9623. enabledAttributes[ attribute ] = 1;
  9624. }
  9625. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9626. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9627. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9628. attributeDivisors[ attribute ] = meshPerAttribute;
  9629. }
  9630. }
  9631. function disableUnusedAttributes() {
  9632. var newAttributes = currentState.newAttributes;
  9633. var enabledAttributes = currentState.enabledAttributes;
  9634. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9635. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9636. gl.disableVertexAttribArray( i );
  9637. enabledAttributes[ i ] = 0;
  9638. }
  9639. }
  9640. }
  9641. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9642. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9643. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  9644. } else {
  9645. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9646. }
  9647. }
  9648. function setupVertexAttributes( object, material, program, geometry ) {
  9649. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9650. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9651. }
  9652. initAttributes();
  9653. var geometryAttributes = geometry.attributes;
  9654. var programAttributes = program.getAttributes();
  9655. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9656. for ( var name in programAttributes ) {
  9657. var programAttribute = programAttributes[ name ];
  9658. if ( programAttribute >= 0 ) {
  9659. var geometryAttribute = geometryAttributes[ name ];
  9660. if ( geometryAttribute !== undefined ) {
  9661. var normalized = geometryAttribute.normalized;
  9662. var size = geometryAttribute.itemSize;
  9663. var attribute = attributes.get( geometryAttribute );
  9664. // TODO Attribute may not be available on context restore
  9665. if ( attribute === undefined ) { continue; }
  9666. var buffer = attribute.buffer;
  9667. var type = attribute.type;
  9668. var bytesPerElement = attribute.bytesPerElement;
  9669. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9670. var data = geometryAttribute.data;
  9671. var stride = data.stride;
  9672. var offset = geometryAttribute.offset;
  9673. if ( data && data.isInstancedInterleavedBuffer ) {
  9674. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9675. if ( geometry._maxInstanceCount === undefined ) {
  9676. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9677. }
  9678. } else {
  9679. enableAttribute( programAttribute );
  9680. }
  9681. gl.bindBuffer( 34962, buffer );
  9682. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9683. } else {
  9684. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9685. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9686. if ( geometry._maxInstanceCount === undefined ) {
  9687. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9688. }
  9689. } else {
  9690. enableAttribute( programAttribute );
  9691. }
  9692. gl.bindBuffer( 34962, buffer );
  9693. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9694. }
  9695. } else if ( name === 'instanceMatrix' ) {
  9696. var attribute$1 = attributes.get( object.instanceMatrix );
  9697. // TODO Attribute may not be available on context restore
  9698. if ( attribute$1 === undefined ) { continue; }
  9699. var buffer$1 = attribute$1.buffer;
  9700. var type$1 = attribute$1.type;
  9701. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9702. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9703. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9704. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9705. gl.bindBuffer( 34962, buffer$1 );
  9706. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9707. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9708. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9709. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9710. } else if ( materialDefaultAttributeValues !== undefined ) {
  9711. var value = materialDefaultAttributeValues[ name ];
  9712. if ( value !== undefined ) {
  9713. switch ( value.length ) {
  9714. case 2:
  9715. gl.vertexAttrib2fv( programAttribute, value );
  9716. break;
  9717. case 3:
  9718. gl.vertexAttrib3fv( programAttribute, value );
  9719. break;
  9720. case 4:
  9721. gl.vertexAttrib4fv( programAttribute, value );
  9722. break;
  9723. default:
  9724. gl.vertexAttrib1fv( programAttribute, value );
  9725. }
  9726. }
  9727. }
  9728. }
  9729. }
  9730. disableUnusedAttributes();
  9731. }
  9732. function dispose() {
  9733. reset();
  9734. for ( var geometryId in bindingStates ) {
  9735. var programMap = bindingStates[ geometryId ];
  9736. for ( var programId in programMap ) {
  9737. var stateMap = programMap[ programId ];
  9738. for ( var wireframe in stateMap ) {
  9739. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9740. delete stateMap[ wireframe ];
  9741. }
  9742. delete programMap[ programId ];
  9743. }
  9744. delete bindingStates[ geometryId ];
  9745. }
  9746. }
  9747. function releaseStatesOfGeometry( geometry ) {
  9748. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9749. var programMap = bindingStates[ geometry.id ];
  9750. for ( var programId in programMap ) {
  9751. var stateMap = programMap[ programId ];
  9752. for ( var wireframe in stateMap ) {
  9753. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9754. delete stateMap[ wireframe ];
  9755. }
  9756. delete programMap[ programId ];
  9757. }
  9758. delete bindingStates[ geometry.id ];
  9759. }
  9760. function releaseStatesOfProgram( program ) {
  9761. for ( var geometryId in bindingStates ) {
  9762. var programMap = bindingStates[ geometryId ];
  9763. if ( programMap[ program.id ] === undefined ) { continue; }
  9764. var stateMap = programMap[ program.id ];
  9765. for ( var wireframe in stateMap ) {
  9766. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9767. delete stateMap[ wireframe ];
  9768. }
  9769. delete programMap[ program.id ];
  9770. }
  9771. }
  9772. function reset() {
  9773. resetDefaultState();
  9774. if ( currentState === defaultState ) { return; }
  9775. currentState = defaultState;
  9776. bindVertexArrayObject( currentState.object );
  9777. }
  9778. // for backward-compatilibity
  9779. function resetDefaultState() {
  9780. defaultState.geometry = null;
  9781. defaultState.program = null;
  9782. defaultState.wireframe = false;
  9783. }
  9784. return {
  9785. setup: setup,
  9786. reset: reset,
  9787. resetDefaultState: resetDefaultState,
  9788. dispose: dispose,
  9789. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9790. releaseStatesOfProgram: releaseStatesOfProgram,
  9791. initAttributes: initAttributes,
  9792. enableAttribute: enableAttribute,
  9793. disableUnusedAttributes: disableUnusedAttributes
  9794. };
  9795. }
  9796. /**
  9797. * @author mrdoob / http://mrdoob.com/
  9798. */
  9799. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9800. var isWebGL2 = capabilities.isWebGL2;
  9801. var mode;
  9802. function setMode( value ) {
  9803. mode = value;
  9804. }
  9805. function render( start, count ) {
  9806. gl.drawArrays( mode, start, count );
  9807. info.update( count, mode );
  9808. }
  9809. function renderInstances( geometry, start, count, primcount ) {
  9810. if ( primcount === 0 ) { return; }
  9811. var extension, methodName;
  9812. if ( isWebGL2 ) {
  9813. extension = gl;
  9814. methodName = 'drawArraysInstanced';
  9815. } else {
  9816. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9817. methodName = 'drawArraysInstancedANGLE';
  9818. if ( extension === null ) {
  9819. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9820. return;
  9821. }
  9822. }
  9823. extension[ methodName ]( mode, start, count, primcount );
  9824. info.update( count, mode, primcount );
  9825. }
  9826. //
  9827. this.setMode = setMode;
  9828. this.render = render;
  9829. this.renderInstances = renderInstances;
  9830. }
  9831. /**
  9832. * @author mrdoob / http://mrdoob.com/
  9833. */
  9834. function WebGLCapabilities( gl, extensions, parameters ) {
  9835. var maxAnisotropy;
  9836. function getMaxAnisotropy() {
  9837. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9838. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9839. if ( extension !== null ) {
  9840. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9841. } else {
  9842. maxAnisotropy = 0;
  9843. }
  9844. return maxAnisotropy;
  9845. }
  9846. function getMaxPrecision( precision ) {
  9847. if ( precision === 'highp' ) {
  9848. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9849. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9850. return 'highp';
  9851. }
  9852. precision = 'mediump';
  9853. }
  9854. if ( precision === 'mediump' ) {
  9855. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9856. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9857. return 'mediump';
  9858. }
  9859. }
  9860. return 'lowp';
  9861. }
  9862. /* eslint-disable no-undef */
  9863. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9864. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9865. /* eslint-enable no-undef */
  9866. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9867. var maxPrecision = getMaxPrecision( precision );
  9868. if ( maxPrecision !== precision ) {
  9869. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9870. precision = maxPrecision;
  9871. }
  9872. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9873. var maxTextures = gl.getParameter( 34930 );
  9874. var maxVertexTextures = gl.getParameter( 35660 );
  9875. var maxTextureSize = gl.getParameter( 3379 );
  9876. var maxCubemapSize = gl.getParameter( 34076 );
  9877. var maxAttributes = gl.getParameter( 34921 );
  9878. var maxVertexUniforms = gl.getParameter( 36347 );
  9879. var maxVaryings = gl.getParameter( 36348 );
  9880. var maxFragmentUniforms = gl.getParameter( 36349 );
  9881. var vertexTextures = maxVertexTextures > 0;
  9882. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9883. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9884. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9885. return {
  9886. isWebGL2: isWebGL2,
  9887. getMaxAnisotropy: getMaxAnisotropy,
  9888. getMaxPrecision: getMaxPrecision,
  9889. precision: precision,
  9890. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9891. maxTextures: maxTextures,
  9892. maxVertexTextures: maxVertexTextures,
  9893. maxTextureSize: maxTextureSize,
  9894. maxCubemapSize: maxCubemapSize,
  9895. maxAttributes: maxAttributes,
  9896. maxVertexUniforms: maxVertexUniforms,
  9897. maxVaryings: maxVaryings,
  9898. maxFragmentUniforms: maxFragmentUniforms,
  9899. vertexTextures: vertexTextures,
  9900. floatFragmentTextures: floatFragmentTextures,
  9901. floatVertexTextures: floatVertexTextures,
  9902. maxSamples: maxSamples
  9903. };
  9904. }
  9905. /**
  9906. * @author tschw
  9907. */
  9908. function WebGLClipping() {
  9909. var scope = this;
  9910. var globalState = null,
  9911. numGlobalPlanes = 0,
  9912. localClippingEnabled = false,
  9913. renderingShadows = false;
  9914. var plane = new Plane(),
  9915. viewNormalMatrix = new Matrix3(),
  9916. uniform = { value: null, needsUpdate: false };
  9917. this.uniform = uniform;
  9918. this.numPlanes = 0;
  9919. this.numIntersection = 0;
  9920. this.init = function ( planes, enableLocalClipping, camera ) {
  9921. var enabled =
  9922. planes.length !== 0 ||
  9923. enableLocalClipping ||
  9924. // enable state of previous frame - the clipping code has to
  9925. // run another frame in order to reset the state:
  9926. numGlobalPlanes !== 0 ||
  9927. localClippingEnabled;
  9928. localClippingEnabled = enableLocalClipping;
  9929. globalState = projectPlanes( planes, camera, 0 );
  9930. numGlobalPlanes = planes.length;
  9931. return enabled;
  9932. };
  9933. this.beginShadows = function () {
  9934. renderingShadows = true;
  9935. projectPlanes( null );
  9936. };
  9937. this.endShadows = function () {
  9938. renderingShadows = false;
  9939. resetGlobalState();
  9940. };
  9941. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9942. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9943. // there's no local clipping
  9944. if ( renderingShadows ) {
  9945. // there's no global clipping
  9946. projectPlanes( null );
  9947. } else {
  9948. resetGlobalState();
  9949. }
  9950. } else {
  9951. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9952. lGlobal = nGlobal * 4;
  9953. var dstArray = cache.clippingState || null;
  9954. uniform.value = dstArray; // ensure unique state
  9955. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9956. for ( var i = 0; i !== lGlobal; ++ i ) {
  9957. dstArray[ i ] = globalState[ i ];
  9958. }
  9959. cache.clippingState = dstArray;
  9960. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9961. this.numPlanes += nGlobal;
  9962. }
  9963. };
  9964. function resetGlobalState() {
  9965. if ( uniform.value !== globalState ) {
  9966. uniform.value = globalState;
  9967. uniform.needsUpdate = numGlobalPlanes > 0;
  9968. }
  9969. scope.numPlanes = numGlobalPlanes;
  9970. scope.numIntersection = 0;
  9971. }
  9972. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9973. var nPlanes = planes !== null ? planes.length : 0,
  9974. dstArray = null;
  9975. if ( nPlanes !== 0 ) {
  9976. dstArray = uniform.value;
  9977. if ( skipTransform !== true || dstArray === null ) {
  9978. var flatSize = dstOffset + nPlanes * 4,
  9979. viewMatrix = camera.matrixWorldInverse;
  9980. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9981. if ( dstArray === null || dstArray.length < flatSize ) {
  9982. dstArray = new Float32Array( flatSize );
  9983. }
  9984. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9985. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9986. plane.normal.toArray( dstArray, i4 );
  9987. dstArray[ i4 + 3 ] = plane.constant;
  9988. }
  9989. }
  9990. uniform.value = dstArray;
  9991. uniform.needsUpdate = true;
  9992. }
  9993. scope.numPlanes = nPlanes;
  9994. scope.numIntersection = 0;
  9995. return dstArray;
  9996. }
  9997. }
  9998. /**
  9999. * @author mrdoob / http://mrdoob.com/
  10000. */
  10001. function WebGLExtensions( gl ) {
  10002. var extensions = {};
  10003. return {
  10004. has: function ( name ) {
  10005. if ( extensions[ name ] !== undefined ) {
  10006. return extensions[ name ];
  10007. }
  10008. var extension;
  10009. switch ( name ) {
  10010. case 'WEBGL_depth_texture':
  10011. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  10012. break;
  10013. case 'EXT_texture_filter_anisotropic':
  10014. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  10015. break;
  10016. case 'WEBGL_compressed_texture_s3tc':
  10017. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  10018. break;
  10019. case 'WEBGL_compressed_texture_pvrtc':
  10020. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  10021. break;
  10022. default:
  10023. extension = gl.getExtension( name );
  10024. }
  10025. extensions[ name ] = extension;
  10026. return !! extension;
  10027. },
  10028. get: function ( name ) {
  10029. if ( ! this.has( name ) ) {
  10030. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  10031. }
  10032. return extensions[ name ];
  10033. }
  10034. };
  10035. }
  10036. /**
  10037. * @author mrdoob / http://mrdoob.com/
  10038. */
  10039. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  10040. var geometries = new WeakMap();
  10041. var wireframeAttributes = new WeakMap();
  10042. function onGeometryDispose( event ) {
  10043. var geometry = event.target;
  10044. var buffergeometry = geometries.get( geometry );
  10045. if ( buffergeometry.index !== null ) {
  10046. attributes.remove( buffergeometry.index );
  10047. }
  10048. for ( var name in buffergeometry.attributes ) {
  10049. attributes.remove( buffergeometry.attributes[ name ] );
  10050. }
  10051. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10052. geometries.delete( geometry );
  10053. var attribute = wireframeAttributes.get( buffergeometry );
  10054. if ( attribute ) {
  10055. attributes.remove( attribute );
  10056. wireframeAttributes.delete( buffergeometry );
  10057. }
  10058. bindingStates.releaseStatesOfGeometry( geometry );
  10059. if ( geometry.isInstancedBufferGeometry === true ) {
  10060. delete geometry._maxInstanceCount;
  10061. }
  10062. //
  10063. info.memory.geometries --;
  10064. }
  10065. function get( object, geometry ) {
  10066. var buffergeometry = geometries.get( geometry );
  10067. if ( buffergeometry ) { return buffergeometry; }
  10068. geometry.addEventListener( 'dispose', onGeometryDispose );
  10069. if ( geometry.isBufferGeometry ) {
  10070. buffergeometry = geometry;
  10071. } else if ( geometry.isGeometry ) {
  10072. if ( geometry._bufferGeometry === undefined ) {
  10073. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  10074. }
  10075. buffergeometry = geometry._bufferGeometry;
  10076. }
  10077. geometries.set( geometry, buffergeometry );
  10078. info.memory.geometries ++;
  10079. return buffergeometry;
  10080. }
  10081. function update( geometry ) {
  10082. var geometryAttributes = geometry.attributes;
  10083. // Updating index buffer in VAO now. See WebGLBindingStates.
  10084. for ( var name in geometryAttributes ) {
  10085. attributes.update( geometryAttributes[ name ], 34962 );
  10086. }
  10087. // morph targets
  10088. var morphAttributes = geometry.morphAttributes;
  10089. for ( var name$1 in morphAttributes ) {
  10090. var array = morphAttributes[ name$1 ];
  10091. for ( var i = 0, l = array.length; i < l; i ++ ) {
  10092. attributes.update( array[ i ], 34962 );
  10093. }
  10094. }
  10095. }
  10096. function updateWireframeAttribute( geometry ) {
  10097. var indices = [];
  10098. var geometryIndex = geometry.index;
  10099. var geometryPosition = geometry.attributes.position;
  10100. var version = 0;
  10101. if ( geometryIndex !== null ) {
  10102. var array = geometryIndex.array;
  10103. version = geometryIndex.version;
  10104. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  10105. var a = array[ i + 0 ];
  10106. var b = array[ i + 1 ];
  10107. var c = array[ i + 2 ];
  10108. indices.push( a, b, b, c, c, a );
  10109. }
  10110. } else {
  10111. var array$1 = geometryPosition.array;
  10112. version = geometryPosition.version;
  10113. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  10114. var a$1 = i$1 + 0;
  10115. var b$1 = i$1 + 1;
  10116. var c$1 = i$1 + 2;
  10117. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  10118. }
  10119. }
  10120. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  10121. attribute.version = version;
  10122. // Updating index buffer in VAO now. See WebGLBindingStates
  10123. //
  10124. var previousAttribute = wireframeAttributes.get( geometry );
  10125. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  10126. //
  10127. wireframeAttributes.set( geometry, attribute );
  10128. }
  10129. function getWireframeAttribute( geometry ) {
  10130. var currentAttribute = wireframeAttributes.get( geometry );
  10131. if ( currentAttribute ) {
  10132. var geometryIndex = geometry.index;
  10133. if ( geometryIndex !== null ) {
  10134. // if the attribute is obsolete, create a new one
  10135. if ( currentAttribute.version < geometryIndex.version ) {
  10136. updateWireframeAttribute( geometry );
  10137. }
  10138. }
  10139. } else {
  10140. updateWireframeAttribute( geometry );
  10141. }
  10142. return wireframeAttributes.get( geometry );
  10143. }
  10144. return {
  10145. get: get,
  10146. update: update,
  10147. getWireframeAttribute: getWireframeAttribute
  10148. };
  10149. }
  10150. /**
  10151. * @author mrdoob / http://mrdoob.com/
  10152. */
  10153. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  10154. var isWebGL2 = capabilities.isWebGL2;
  10155. var mode;
  10156. function setMode( value ) {
  10157. mode = value;
  10158. }
  10159. var type, bytesPerElement;
  10160. function setIndex( value ) {
  10161. type = value.type;
  10162. bytesPerElement = value.bytesPerElement;
  10163. }
  10164. function render( start, count ) {
  10165. gl.drawElements( mode, count, type, start * bytesPerElement );
  10166. info.update( count, mode );
  10167. }
  10168. function renderInstances( geometry, start, count, primcount ) {
  10169. if ( primcount === 0 ) { return; }
  10170. var extension, methodName;
  10171. if ( isWebGL2 ) {
  10172. extension = gl;
  10173. methodName = 'drawElementsInstanced';
  10174. } else {
  10175. extension = extensions.get( 'ANGLE_instanced_arrays' );
  10176. methodName = 'drawElementsInstancedANGLE';
  10177. if ( extension === null ) {
  10178. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  10179. return;
  10180. }
  10181. }
  10182. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  10183. info.update( count, mode, primcount );
  10184. }
  10185. //
  10186. this.setMode = setMode;
  10187. this.setIndex = setIndex;
  10188. this.render = render;
  10189. this.renderInstances = renderInstances;
  10190. }
  10191. /**
  10192. * @author Mugen87 / https://github.com/Mugen87
  10193. */
  10194. function WebGLInfo( gl ) {
  10195. var memory = {
  10196. geometries: 0,
  10197. textures: 0
  10198. };
  10199. var render = {
  10200. frame: 0,
  10201. calls: 0,
  10202. triangles: 0,
  10203. points: 0,
  10204. lines: 0
  10205. };
  10206. function update( count, mode, instanceCount ) {
  10207. instanceCount = instanceCount || 1;
  10208. render.calls ++;
  10209. switch ( mode ) {
  10210. case 4:
  10211. render.triangles += instanceCount * ( count / 3 );
  10212. break;
  10213. case 1:
  10214. render.lines += instanceCount * ( count / 2 );
  10215. break;
  10216. case 3:
  10217. render.lines += instanceCount * ( count - 1 );
  10218. break;
  10219. case 2:
  10220. render.lines += instanceCount * count;
  10221. break;
  10222. case 0:
  10223. render.points += instanceCount * count;
  10224. break;
  10225. default:
  10226. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10227. break;
  10228. }
  10229. }
  10230. function reset() {
  10231. render.frame ++;
  10232. render.calls = 0;
  10233. render.triangles = 0;
  10234. render.points = 0;
  10235. render.lines = 0;
  10236. }
  10237. return {
  10238. memory: memory,
  10239. render: render,
  10240. programs: null,
  10241. autoReset: true,
  10242. reset: reset,
  10243. update: update
  10244. };
  10245. }
  10246. /**
  10247. * @author mrdoob / http://mrdoob.com/
  10248. */
  10249. function numericalSort( a, b ) {
  10250. return a[ 0 ] - b[ 0 ];
  10251. }
  10252. function absNumericalSort( a, b ) {
  10253. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10254. }
  10255. function WebGLMorphtargets( gl ) {
  10256. var influencesList = {};
  10257. var morphInfluences = new Float32Array( 8 );
  10258. var workInfluences = [];
  10259. for ( var i = 0; i < 8; i ++ ) {
  10260. workInfluences[ i ] = [ i, 0 ];
  10261. }
  10262. function update( object, geometry, material, program ) {
  10263. var objectInfluences = object.morphTargetInfluences;
  10264. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10265. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10266. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10267. var influences = influencesList[ geometry.id ];
  10268. if ( influences === undefined ) {
  10269. // initialise list
  10270. influences = [];
  10271. for ( var i = 0; i < length; i ++ ) {
  10272. influences[ i ] = [ i, 0 ];
  10273. }
  10274. influencesList[ geometry.id ] = influences;
  10275. }
  10276. // Collect influences
  10277. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10278. var influence = influences[ i$1 ];
  10279. influence[ 0 ] = i$1;
  10280. influence[ 1 ] = objectInfluences[ i$1 ];
  10281. }
  10282. influences.sort( absNumericalSort );
  10283. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10284. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10285. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10286. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10287. } else {
  10288. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10289. workInfluences[ i$2 ][ 1 ] = 0;
  10290. }
  10291. }
  10292. workInfluences.sort( numericalSort );
  10293. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10294. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10295. var morphInfluencesSum = 0;
  10296. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10297. var influence$1 = workInfluences[ i$3 ];
  10298. var index = influence$1[ 0 ];
  10299. var value = influence$1[ 1 ];
  10300. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10301. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10302. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10303. }
  10304. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10305. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10306. }
  10307. morphInfluences[ i$3 ] = value;
  10308. morphInfluencesSum += value;
  10309. } else {
  10310. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10311. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10312. }
  10313. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10314. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10315. }
  10316. morphInfluences[ i$3 ] = 0;
  10317. }
  10318. }
  10319. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10320. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10321. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10322. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10323. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10324. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10325. }
  10326. return {
  10327. update: update
  10328. };
  10329. }
  10330. /**
  10331. * @author mrdoob / http://mrdoob.com/
  10332. */
  10333. function WebGLObjects( gl, geometries, attributes, info ) {
  10334. var updateMap = new WeakMap();
  10335. function update( object ) {
  10336. var frame = info.render.frame;
  10337. var geometry = object.geometry;
  10338. var buffergeometry = geometries.get( object, geometry );
  10339. // Update once per frame
  10340. if ( updateMap.get( buffergeometry ) !== frame ) {
  10341. if ( geometry.isGeometry ) {
  10342. buffergeometry.updateFromObject( object );
  10343. }
  10344. geometries.update( buffergeometry );
  10345. updateMap.set( buffergeometry, frame );
  10346. }
  10347. if ( object.isInstancedMesh ) {
  10348. attributes.update( object.instanceMatrix, 34962 );
  10349. }
  10350. return buffergeometry;
  10351. }
  10352. function dispose() {
  10353. updateMap = new WeakMap();
  10354. }
  10355. return {
  10356. update: update,
  10357. dispose: dispose
  10358. };
  10359. }
  10360. /**
  10361. * @author mrdoob / http://mrdoob.com/
  10362. */
  10363. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10364. images = images !== undefined ? images : [];
  10365. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10366. format = format !== undefined ? format : RGBFormat;
  10367. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10368. this.flipY = false;
  10369. }
  10370. CubeTexture.prototype = Object.create( Texture.prototype );
  10371. CubeTexture.prototype.constructor = CubeTexture;
  10372. CubeTexture.prototype.isCubeTexture = true;
  10373. Object.defineProperty( CubeTexture.prototype, 'images', {
  10374. get: function () {
  10375. return this.image;
  10376. },
  10377. set: function ( value ) {
  10378. this.image = value;
  10379. }
  10380. } );
  10381. /**
  10382. * @author Takahiro https://github.com/takahirox
  10383. */
  10384. function DataTexture2DArray( data, width, height, depth ) {
  10385. Texture.call( this, null );
  10386. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10387. this.magFilter = NearestFilter;
  10388. this.minFilter = NearestFilter;
  10389. this.wrapR = ClampToEdgeWrapping;
  10390. this.generateMipmaps = false;
  10391. this.flipY = false;
  10392. this.needsUpdate = true;
  10393. }
  10394. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10395. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10396. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10397. /**
  10398. * @author Artur Trzesiok
  10399. */
  10400. function DataTexture3D( data, width, height, depth ) {
  10401. // We're going to add .setXXX() methods for setting properties later.
  10402. // Users can still set in DataTexture3D directly.
  10403. //
  10404. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10405. // texture.anisotropy = 16;
  10406. //
  10407. // See #14839
  10408. Texture.call( this, null );
  10409. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10410. this.magFilter = NearestFilter;
  10411. this.minFilter = NearestFilter;
  10412. this.wrapR = ClampToEdgeWrapping;
  10413. this.generateMipmaps = false;
  10414. this.flipY = false;
  10415. this.needsUpdate = true;
  10416. }
  10417. DataTexture3D.prototype = Object.create( Texture.prototype );
  10418. DataTexture3D.prototype.constructor = DataTexture3D;
  10419. DataTexture3D.prototype.isDataTexture3D = true;
  10420. /**
  10421. * @author tschw
  10422. * @author Mugen87 / https://github.com/Mugen87
  10423. * @author mrdoob / http://mrdoob.com/
  10424. *
  10425. * Uniforms of a program.
  10426. * Those form a tree structure with a special top-level container for the root,
  10427. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10428. *
  10429. *
  10430. * Properties of inner nodes including the top-level container:
  10431. *
  10432. * .seq - array of nested uniforms
  10433. * .map - nested uniforms by name
  10434. *
  10435. *
  10436. * Methods of all nodes except the top-level container:
  10437. *
  10438. * .setValue( gl, value, [textures] )
  10439. *
  10440. * uploads a uniform value(s)
  10441. * the 'textures' parameter is needed for sampler uniforms
  10442. *
  10443. *
  10444. * Static methods of the top-level container (textures factorizations):
  10445. *
  10446. * .upload( gl, seq, values, textures )
  10447. *
  10448. * sets uniforms in 'seq' to 'values[id].value'
  10449. *
  10450. * .seqWithValue( seq, values ) : filteredSeq
  10451. *
  10452. * filters 'seq' entries with corresponding entry in values
  10453. *
  10454. *
  10455. * Methods of the top-level container (textures factorizations):
  10456. *
  10457. * .setValue( gl, name, value, textures )
  10458. *
  10459. * sets uniform with name 'name' to 'value'
  10460. *
  10461. * .setOptional( gl, obj, prop )
  10462. *
  10463. * like .set for an optional property of the object
  10464. *
  10465. */
  10466. var emptyTexture = new Texture();
  10467. var emptyTexture2dArray = new DataTexture2DArray();
  10468. var emptyTexture3d = new DataTexture3D();
  10469. var emptyCubeTexture = new CubeTexture();
  10470. // --- Utilities ---
  10471. // Array Caches (provide typed arrays for temporary by size)
  10472. var arrayCacheF32 = [];
  10473. var arrayCacheI32 = [];
  10474. // Float32Array caches used for uploading Matrix uniforms
  10475. var mat4array = new Float32Array( 16 );
  10476. var mat3array = new Float32Array( 9 );
  10477. var mat2array = new Float32Array( 4 );
  10478. // Flattening for arrays of vectors and matrices
  10479. function flatten( array, nBlocks, blockSize ) {
  10480. var firstElem = array[ 0 ];
  10481. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10482. // unoptimized: ! isNaN( firstElem )
  10483. // see http://jacksondunstan.com/articles/983
  10484. var n = nBlocks * blockSize,
  10485. r = arrayCacheF32[ n ];
  10486. if ( r === undefined ) {
  10487. r = new Float32Array( n );
  10488. arrayCacheF32[ n ] = r;
  10489. }
  10490. if ( nBlocks !== 0 ) {
  10491. firstElem.toArray( r, 0 );
  10492. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10493. offset += blockSize;
  10494. array[ i ].toArray( r, offset );
  10495. }
  10496. }
  10497. return r;
  10498. }
  10499. function arraysEqual( a, b ) {
  10500. if ( a.length !== b.length ) { return false; }
  10501. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10502. if ( a[ i ] !== b[ i ] ) { return false; }
  10503. }
  10504. return true;
  10505. }
  10506. function copyArray( a, b ) {
  10507. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10508. a[ i ] = b[ i ];
  10509. }
  10510. }
  10511. // Texture unit allocation
  10512. function allocTexUnits( textures, n ) {
  10513. var r = arrayCacheI32[ n ];
  10514. if ( r === undefined ) {
  10515. r = new Int32Array( n );
  10516. arrayCacheI32[ n ] = r;
  10517. }
  10518. for ( var i = 0; i !== n; ++ i ) {
  10519. r[ i ] = textures.allocateTextureUnit();
  10520. }
  10521. return r;
  10522. }
  10523. // --- Setters ---
  10524. // Note: Defining these methods externally, because they come in a bunch
  10525. // and this way their names minify.
  10526. // Single scalar
  10527. function setValueV1f( gl, v ) {
  10528. var cache = this.cache;
  10529. if ( cache[ 0 ] === v ) { return; }
  10530. gl.uniform1f( this.addr, v );
  10531. cache[ 0 ] = v;
  10532. }
  10533. // Single float vector (from flat array or THREE.VectorN)
  10534. function setValueV2f( gl, v ) {
  10535. var cache = this.cache;
  10536. if ( v.x !== undefined ) {
  10537. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10538. gl.uniform2f( this.addr, v.x, v.y );
  10539. cache[ 0 ] = v.x;
  10540. cache[ 1 ] = v.y;
  10541. }
  10542. } else {
  10543. if ( arraysEqual( cache, v ) ) { return; }
  10544. gl.uniform2fv( this.addr, v );
  10545. copyArray( cache, v );
  10546. }
  10547. }
  10548. function setValueV3f( gl, v ) {
  10549. var cache = this.cache;
  10550. if ( v.x !== undefined ) {
  10551. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10552. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10553. cache[ 0 ] = v.x;
  10554. cache[ 1 ] = v.y;
  10555. cache[ 2 ] = v.z;
  10556. }
  10557. } else if ( v.r !== undefined ) {
  10558. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10559. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10560. cache[ 0 ] = v.r;
  10561. cache[ 1 ] = v.g;
  10562. cache[ 2 ] = v.b;
  10563. }
  10564. } else {
  10565. if ( arraysEqual( cache, v ) ) { return; }
  10566. gl.uniform3fv( this.addr, v );
  10567. copyArray( cache, v );
  10568. }
  10569. }
  10570. function setValueV4f( gl, v ) {
  10571. var cache = this.cache;
  10572. if ( v.x !== undefined ) {
  10573. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10574. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10575. cache[ 0 ] = v.x;
  10576. cache[ 1 ] = v.y;
  10577. cache[ 2 ] = v.z;
  10578. cache[ 3 ] = v.w;
  10579. }
  10580. } else {
  10581. if ( arraysEqual( cache, v ) ) { return; }
  10582. gl.uniform4fv( this.addr, v );
  10583. copyArray( cache, v );
  10584. }
  10585. }
  10586. // Single matrix (from flat array or MatrixN)
  10587. function setValueM2( gl, v ) {
  10588. var cache = this.cache;
  10589. var elements = v.elements;
  10590. if ( elements === undefined ) {
  10591. if ( arraysEqual( cache, v ) ) { return; }
  10592. gl.uniformMatrix2fv( this.addr, false, v );
  10593. copyArray( cache, v );
  10594. } else {
  10595. if ( arraysEqual( cache, elements ) ) { return; }
  10596. mat2array.set( elements );
  10597. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10598. copyArray( cache, elements );
  10599. }
  10600. }
  10601. function setValueM3( gl, v ) {
  10602. var cache = this.cache;
  10603. var elements = v.elements;
  10604. if ( elements === undefined ) {
  10605. if ( arraysEqual( cache, v ) ) { return; }
  10606. gl.uniformMatrix3fv( this.addr, false, v );
  10607. copyArray( cache, v );
  10608. } else {
  10609. if ( arraysEqual( cache, elements ) ) { return; }
  10610. mat3array.set( elements );
  10611. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10612. copyArray( cache, elements );
  10613. }
  10614. }
  10615. function setValueM4( gl, v ) {
  10616. var cache = this.cache;
  10617. var elements = v.elements;
  10618. if ( elements === undefined ) {
  10619. if ( arraysEqual( cache, v ) ) { return; }
  10620. gl.uniformMatrix4fv( this.addr, false, v );
  10621. copyArray( cache, v );
  10622. } else {
  10623. if ( arraysEqual( cache, elements ) ) { return; }
  10624. mat4array.set( elements );
  10625. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10626. copyArray( cache, elements );
  10627. }
  10628. }
  10629. // Single texture (2D / Cube)
  10630. function setValueT1( gl, v, textures ) {
  10631. var cache = this.cache;
  10632. var unit = textures.allocateTextureUnit();
  10633. if ( cache[ 0 ] !== unit ) {
  10634. gl.uniform1i( this.addr, unit );
  10635. cache[ 0 ] = unit;
  10636. }
  10637. textures.safeSetTexture2D( v || emptyTexture, unit );
  10638. }
  10639. function setValueT2DArray1( gl, v, textures ) {
  10640. var cache = this.cache;
  10641. var unit = textures.allocateTextureUnit();
  10642. if ( cache[ 0 ] !== unit ) {
  10643. gl.uniform1i( this.addr, unit );
  10644. cache[ 0 ] = unit;
  10645. }
  10646. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10647. }
  10648. function setValueT3D1( gl, v, textures ) {
  10649. var cache = this.cache;
  10650. var unit = textures.allocateTextureUnit();
  10651. if ( cache[ 0 ] !== unit ) {
  10652. gl.uniform1i( this.addr, unit );
  10653. cache[ 0 ] = unit;
  10654. }
  10655. textures.setTexture3D( v || emptyTexture3d, unit );
  10656. }
  10657. function setValueT6( gl, v, textures ) {
  10658. var cache = this.cache;
  10659. var unit = textures.allocateTextureUnit();
  10660. if ( cache[ 0 ] !== unit ) {
  10661. gl.uniform1i( this.addr, unit );
  10662. cache[ 0 ] = unit;
  10663. }
  10664. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10665. }
  10666. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10667. function setValueV1i( gl, v ) {
  10668. var cache = this.cache;
  10669. if ( cache[ 0 ] === v ) { return; }
  10670. gl.uniform1i( this.addr, v );
  10671. cache[ 0 ] = v;
  10672. }
  10673. function setValueV2i( gl, v ) {
  10674. var cache = this.cache;
  10675. if ( arraysEqual( cache, v ) ) { return; }
  10676. gl.uniform2iv( this.addr, v );
  10677. copyArray( cache, v );
  10678. }
  10679. function setValueV3i( gl, v ) {
  10680. var cache = this.cache;
  10681. if ( arraysEqual( cache, v ) ) { return; }
  10682. gl.uniform3iv( this.addr, v );
  10683. copyArray( cache, v );
  10684. }
  10685. function setValueV4i( gl, v ) {
  10686. var cache = this.cache;
  10687. if ( arraysEqual( cache, v ) ) { return; }
  10688. gl.uniform4iv( this.addr, v );
  10689. copyArray( cache, v );
  10690. }
  10691. // uint
  10692. function setValueV1ui( gl, v ) {
  10693. var cache = this.cache;
  10694. if ( cache[ 0 ] === v ) { return; }
  10695. gl.uniform1ui( this.addr, v );
  10696. cache[ 0 ] = v;
  10697. }
  10698. // Helper to pick the right setter for the singular case
  10699. function getSingularSetter( type ) {
  10700. switch ( type ) {
  10701. case 0x1406: return setValueV1f; // FLOAT
  10702. case 0x8b50: return setValueV2f; // _VEC2
  10703. case 0x8b51: return setValueV3f; // _VEC3
  10704. case 0x8b52: return setValueV4f; // _VEC4
  10705. case 0x8b5a: return setValueM2; // _MAT2
  10706. case 0x8b5b: return setValueM3; // _MAT3
  10707. case 0x8b5c: return setValueM4; // _MAT4
  10708. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10709. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10710. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10711. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10712. case 0x1405: return setValueV1ui; // UINT
  10713. case 0x8b5e: // SAMPLER_2D
  10714. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10715. case 0x8dca: // INT_SAMPLER_2D
  10716. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10717. case 0x8b62: // SAMPLER_2D_SHADOW
  10718. return setValueT1;
  10719. case 0x8b5f: // SAMPLER_3D
  10720. case 0x8dcb: // INT_SAMPLER_3D
  10721. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10722. return setValueT3D1;
  10723. case 0x8b60: // SAMPLER_CUBE
  10724. case 0x8dcc: // INT_SAMPLER_CUBE
  10725. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10726. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10727. return setValueT6;
  10728. case 0x8dc1: // SAMPLER_2D_ARRAY
  10729. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10730. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10731. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10732. return setValueT2DArray1;
  10733. }
  10734. }
  10735. // Array of scalars
  10736. function setValueV1fArray( gl, v ) {
  10737. gl.uniform1fv( this.addr, v );
  10738. }
  10739. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10740. function setValueV1iArray( gl, v ) {
  10741. gl.uniform1iv( this.addr, v );
  10742. }
  10743. function setValueV2iArray( gl, v ) {
  10744. gl.uniform2iv( this.addr, v );
  10745. }
  10746. function setValueV3iArray( gl, v ) {
  10747. gl.uniform3iv( this.addr, v );
  10748. }
  10749. function setValueV4iArray( gl, v ) {
  10750. gl.uniform4iv( this.addr, v );
  10751. }
  10752. // Array of vectors (flat or from THREE classes)
  10753. function setValueV2fArray( gl, v ) {
  10754. var data = flatten( v, this.size, 2 );
  10755. gl.uniform2fv( this.addr, data );
  10756. }
  10757. function setValueV3fArray( gl, v ) {
  10758. var data = flatten( v, this.size, 3 );
  10759. gl.uniform3fv( this.addr, data );
  10760. }
  10761. function setValueV4fArray( gl, v ) {
  10762. var data = flatten( v, this.size, 4 );
  10763. gl.uniform4fv( this.addr, data );
  10764. }
  10765. // Array of matrices (flat or from THREE clases)
  10766. function setValueM2Array( gl, v ) {
  10767. var data = flatten( v, this.size, 4 );
  10768. gl.uniformMatrix2fv( this.addr, false, data );
  10769. }
  10770. function setValueM3Array( gl, v ) {
  10771. var data = flatten( v, this.size, 9 );
  10772. gl.uniformMatrix3fv( this.addr, false, data );
  10773. }
  10774. function setValueM4Array( gl, v ) {
  10775. var data = flatten( v, this.size, 16 );
  10776. gl.uniformMatrix4fv( this.addr, false, data );
  10777. }
  10778. // Array of textures (2D / Cube)
  10779. function setValueT1Array( gl, v, textures ) {
  10780. var n = v.length;
  10781. var units = allocTexUnits( textures, n );
  10782. gl.uniform1iv( this.addr, units );
  10783. for ( var i = 0; i !== n; ++ i ) {
  10784. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10785. }
  10786. }
  10787. function setValueT6Array( gl, v, textures ) {
  10788. var n = v.length;
  10789. var units = allocTexUnits( textures, n );
  10790. gl.uniform1iv( this.addr, units );
  10791. for ( var i = 0; i !== n; ++ i ) {
  10792. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10793. }
  10794. }
  10795. // Helper to pick the right setter for a pure (bottom-level) array
  10796. function getPureArraySetter( type ) {
  10797. switch ( type ) {
  10798. case 0x1406: return setValueV1fArray; // FLOAT
  10799. case 0x8b50: return setValueV2fArray; // _VEC2
  10800. case 0x8b51: return setValueV3fArray; // _VEC3
  10801. case 0x8b52: return setValueV4fArray; // _VEC4
  10802. case 0x8b5a: return setValueM2Array; // _MAT2
  10803. case 0x8b5b: return setValueM3Array; // _MAT3
  10804. case 0x8b5c: return setValueM4Array; // _MAT4
  10805. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10806. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10807. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10808. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10809. case 0x8b5e: // SAMPLER_2D
  10810. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10811. case 0x8dca: // INT_SAMPLER_2D
  10812. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10813. case 0x8b62: // SAMPLER_2D_SHADOW
  10814. return setValueT1Array;
  10815. case 0x8b60: // SAMPLER_CUBE
  10816. case 0x8dcc: // INT_SAMPLER_CUBE
  10817. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10818. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10819. return setValueT6Array;
  10820. }
  10821. }
  10822. // --- Uniform Classes ---
  10823. function SingleUniform( id, activeInfo, addr ) {
  10824. this.id = id;
  10825. this.addr = addr;
  10826. this.cache = [];
  10827. this.setValue = getSingularSetter( activeInfo.type );
  10828. // this.path = activeInfo.name; // DEBUG
  10829. }
  10830. function PureArrayUniform( id, activeInfo, addr ) {
  10831. this.id = id;
  10832. this.addr = addr;
  10833. this.cache = [];
  10834. this.size = activeInfo.size;
  10835. this.setValue = getPureArraySetter( activeInfo.type );
  10836. // this.path = activeInfo.name; // DEBUG
  10837. }
  10838. PureArrayUniform.prototype.updateCache = function ( data ) {
  10839. var cache = this.cache;
  10840. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10841. this.cache = new Float32Array( data.length );
  10842. }
  10843. copyArray( cache, data );
  10844. };
  10845. function StructuredUniform( id ) {
  10846. this.id = id;
  10847. this.seq = [];
  10848. this.map = {};
  10849. }
  10850. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10851. var seq = this.seq;
  10852. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10853. var u = seq[ i ];
  10854. u.setValue( gl, value[ u.id ], textures );
  10855. }
  10856. };
  10857. // --- Top-level ---
  10858. // Parser - builds up the property tree from the path strings
  10859. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10860. // extracts
  10861. // - the identifier (member name or array index)
  10862. // - followed by an optional right bracket (found when array index)
  10863. // - followed by an optional left bracket or dot (type of subscript)
  10864. //
  10865. // Note: These portions can be read in a non-overlapping fashion and
  10866. // allow straightforward parsing of the hierarchy that WebGL encodes
  10867. // in the uniform names.
  10868. function addUniform( container, uniformObject ) {
  10869. container.seq.push( uniformObject );
  10870. container.map[ uniformObject.id ] = uniformObject;
  10871. }
  10872. function parseUniform( activeInfo, addr, container ) {
  10873. var path = activeInfo.name,
  10874. pathLength = path.length;
  10875. // reset RegExp object, because of the early exit of a previous run
  10876. RePathPart.lastIndex = 0;
  10877. while ( true ) {
  10878. var match = RePathPart.exec( path ),
  10879. matchEnd = RePathPart.lastIndex;
  10880. var id = match[ 1 ],
  10881. idIsIndex = match[ 2 ] === ']',
  10882. subscript = match[ 3 ];
  10883. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10884. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10885. // bare name or "pure" bottom-level array "[0]" suffix
  10886. addUniform( container, subscript === undefined ?
  10887. new SingleUniform( id, activeInfo, addr ) :
  10888. new PureArrayUniform( id, activeInfo, addr ) );
  10889. break;
  10890. } else {
  10891. // step into inner node / create it in case it doesn't exist
  10892. var map = container.map;
  10893. var next = map[ id ];
  10894. if ( next === undefined ) {
  10895. next = new StructuredUniform( id );
  10896. addUniform( container, next );
  10897. }
  10898. container = next;
  10899. }
  10900. }
  10901. }
  10902. // Root Container
  10903. function WebGLUniforms( gl, program ) {
  10904. this.seq = [];
  10905. this.map = {};
  10906. var n = gl.getProgramParameter( program, 35718 );
  10907. for ( var i = 0; i < n; ++ i ) {
  10908. var info = gl.getActiveUniform( program, i ),
  10909. addr = gl.getUniformLocation( program, info.name );
  10910. parseUniform( info, addr, this );
  10911. }
  10912. }
  10913. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10914. var u = this.map[ name ];
  10915. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10916. };
  10917. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10918. var v = object[ name ];
  10919. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10920. };
  10921. // Static interface
  10922. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10923. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10924. var u = seq[ i ],
  10925. v = values[ u.id ];
  10926. if ( v.needsUpdate !== false ) {
  10927. // note: always updating when .needsUpdate is undefined
  10928. u.setValue( gl, v.value, textures );
  10929. }
  10930. }
  10931. };
  10932. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10933. var r = [];
  10934. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10935. var u = seq[ i ];
  10936. if ( u.id in values ) { r.push( u ); }
  10937. }
  10938. return r;
  10939. };
  10940. /**
  10941. * @author mrdoob / http://mrdoob.com/
  10942. */
  10943. function WebGLShader( gl, type, string ) {
  10944. var shader = gl.createShader( type );
  10945. gl.shaderSource( shader, string );
  10946. gl.compileShader( shader );
  10947. return shader;
  10948. }
  10949. /**
  10950. * @author mrdoob / http://mrdoob.com/
  10951. */
  10952. var programIdCount = 0;
  10953. function addLineNumbers( string ) {
  10954. var lines = string.split( '\n' );
  10955. for ( var i = 0; i < lines.length; i ++ ) {
  10956. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10957. }
  10958. return lines.join( '\n' );
  10959. }
  10960. function getEncodingComponents( encoding ) {
  10961. switch ( encoding ) {
  10962. case LinearEncoding:
  10963. return [ 'Linear', '( value )' ];
  10964. case sRGBEncoding:
  10965. return [ 'sRGB', '( value )' ];
  10966. case RGBEEncoding:
  10967. return [ 'RGBE', '( value )' ];
  10968. case RGBM7Encoding:
  10969. return [ 'RGBM', '( value, 7.0 )' ];
  10970. case RGBM16Encoding:
  10971. return [ 'RGBM', '( value, 16.0 )' ];
  10972. case RGBDEncoding:
  10973. return [ 'RGBD', '( value, 256.0 )' ];
  10974. case GammaEncoding:
  10975. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10976. case LogLuvEncoding:
  10977. return [ 'LogLuv', '( value )' ];
  10978. default:
  10979. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10980. return [ 'Linear', '( value )' ];
  10981. }
  10982. }
  10983. function getShaderErrors( gl, shader, type ) {
  10984. var status = gl.getShaderParameter( shader, 35713 );
  10985. var log = gl.getShaderInfoLog( shader ).trim();
  10986. if ( status && log === '' ) { return ''; }
  10987. // --enable-privileged-webgl-extension
  10988. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10989. var source = gl.getShaderSource( shader );
  10990. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10991. }
  10992. function getTexelDecodingFunction( functionName, encoding ) {
  10993. var components = getEncodingComponents( encoding );
  10994. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10995. }
  10996. function getTexelEncodingFunction( functionName, encoding ) {
  10997. var components = getEncodingComponents( encoding );
  10998. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10999. }
  11000. function getToneMappingFunction( functionName, toneMapping ) {
  11001. var toneMappingName;
  11002. switch ( toneMapping ) {
  11003. case LinearToneMapping:
  11004. toneMappingName = 'Linear';
  11005. break;
  11006. case ReinhardToneMapping:
  11007. toneMappingName = 'Reinhard';
  11008. break;
  11009. case CineonToneMapping:
  11010. toneMappingName = 'OptimizedCineon';
  11011. break;
  11012. case ACESFilmicToneMapping:
  11013. toneMappingName = 'ACESFilmic';
  11014. break;
  11015. case CustomToneMapping:
  11016. toneMappingName = 'Custom';
  11017. break;
  11018. default:
  11019. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  11020. toneMappingName = 'Linear';
  11021. }
  11022. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11023. }
  11024. function generateExtensions( parameters ) {
  11025. var chunks = [
  11026. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  11027. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  11028. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  11029. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  11030. ];
  11031. return chunks.filter( filterEmptyLine ).join( '\n' );
  11032. }
  11033. function generateDefines( defines ) {
  11034. var chunks = [];
  11035. for ( var name in defines ) {
  11036. var value = defines[ name ];
  11037. if ( value === false ) { continue; }
  11038. chunks.push( '#define ' + name + ' ' + value );
  11039. }
  11040. return chunks.join( '\n' );
  11041. }
  11042. function fetchAttributeLocations( gl, program ) {
  11043. var attributes = {};
  11044. var n = gl.getProgramParameter( program, 35721 );
  11045. for ( var i = 0; i < n; i ++ ) {
  11046. var info = gl.getActiveAttrib( program, i );
  11047. var name = info.name;
  11048. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11049. attributes[ name ] = gl.getAttribLocation( program, name );
  11050. }
  11051. return attributes;
  11052. }
  11053. function filterEmptyLine( string ) {
  11054. return string !== '';
  11055. }
  11056. function replaceLightNums( string, parameters ) {
  11057. return string
  11058. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  11059. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  11060. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  11061. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  11062. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  11063. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  11064. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  11065. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  11066. }
  11067. function replaceClippingPlaneNums( string, parameters ) {
  11068. return string
  11069. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  11070. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  11071. }
  11072. // Resolve Includes
  11073. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11074. function resolveIncludes( string ) {
  11075. return string.replace( includePattern, includeReplacer );
  11076. }
  11077. function includeReplacer( match, include ) {
  11078. var string = ShaderChunk[ include ];
  11079. if ( string === undefined ) {
  11080. throw new Error( 'Can not resolve #include <' + include + '>' );
  11081. }
  11082. return resolveIncludes( string );
  11083. }
  11084. // Unroll Loops
  11085. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11086. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  11087. function unrollLoops( string ) {
  11088. return string
  11089. .replace( unrollLoopPattern, loopReplacer )
  11090. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  11091. }
  11092. function deprecatedLoopReplacer( match, start, end, snippet ) {
  11093. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  11094. return loopReplacer( match, start, end, snippet );
  11095. }
  11096. function loopReplacer( match, start, end, snippet ) {
  11097. var string = '';
  11098. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  11099. string += snippet
  11100. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  11101. .replace( /UNROLLED_LOOP_INDEX/g, i );
  11102. }
  11103. return string;
  11104. }
  11105. //
  11106. function generatePrecision( parameters ) {
  11107. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  11108. if ( parameters.precision === "highp" ) {
  11109. precisionstring += "\n#define HIGH_PRECISION";
  11110. } else if ( parameters.precision === "mediump" ) {
  11111. precisionstring += "\n#define MEDIUM_PRECISION";
  11112. } else if ( parameters.precision === "lowp" ) {
  11113. precisionstring += "\n#define LOW_PRECISION";
  11114. }
  11115. return precisionstring;
  11116. }
  11117. function generateShadowMapTypeDefine( parameters ) {
  11118. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11119. if ( parameters.shadowMapType === PCFShadowMap ) {
  11120. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11121. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  11122. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11123. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  11124. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11125. }
  11126. return shadowMapTypeDefine;
  11127. }
  11128. function generateEnvMapTypeDefine( parameters ) {
  11129. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11130. if ( parameters.envMap ) {
  11131. switch ( parameters.envMapMode ) {
  11132. case CubeReflectionMapping:
  11133. case CubeRefractionMapping:
  11134. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11135. break;
  11136. case CubeUVReflectionMapping:
  11137. case CubeUVRefractionMapping:
  11138. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11139. break;
  11140. case EquirectangularReflectionMapping:
  11141. case EquirectangularRefractionMapping:
  11142. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  11143. break;
  11144. }
  11145. }
  11146. return envMapTypeDefine;
  11147. }
  11148. function generateEnvMapModeDefine( parameters ) {
  11149. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11150. if ( parameters.envMap ) {
  11151. switch ( parameters.envMapMode ) {
  11152. case CubeRefractionMapping:
  11153. case EquirectangularRefractionMapping:
  11154. case CubeUVRefractionMapping:
  11155. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11156. break;
  11157. }
  11158. }
  11159. return envMapModeDefine;
  11160. }
  11161. function generateEnvMapBlendingDefine( parameters ) {
  11162. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11163. if ( parameters.envMap ) {
  11164. switch ( parameters.combine ) {
  11165. case MultiplyOperation:
  11166. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11167. break;
  11168. case MixOperation:
  11169. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11170. break;
  11171. case AddOperation:
  11172. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11173. break;
  11174. }
  11175. }
  11176. return envMapBlendingDefine;
  11177. }
  11178. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  11179. var gl = renderer.getContext();
  11180. var defines = parameters.defines;
  11181. var vertexShader = parameters.vertexShader;
  11182. var fragmentShader = parameters.fragmentShader;
  11183. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  11184. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  11185. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  11186. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  11187. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  11188. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  11189. var customDefines = generateDefines( defines );
  11190. var program = gl.createProgram();
  11191. var prefixVertex, prefixFragment;
  11192. if ( parameters.isRawShaderMaterial ) {
  11193. prefixVertex = [
  11194. customDefines
  11195. ].filter( filterEmptyLine ).join( '\n' );
  11196. if ( prefixVertex.length > 0 ) {
  11197. prefixVertex += '\n';
  11198. }
  11199. prefixFragment = [
  11200. customExtensions,
  11201. customDefines
  11202. ].filter( filterEmptyLine ).join( '\n' );
  11203. if ( prefixFragment.length > 0 ) {
  11204. prefixFragment += '\n';
  11205. }
  11206. } else {
  11207. prefixVertex = [
  11208. generatePrecision( parameters ),
  11209. '#define SHADER_NAME ' + parameters.shaderName,
  11210. customDefines,
  11211. parameters.instancing ? '#define USE_INSTANCING' : '',
  11212. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  11213. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11214. '#define MAX_BONES ' + parameters.maxBones,
  11215. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11216. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11217. parameters.map ? '#define USE_MAP' : '',
  11218. parameters.envMap ? '#define USE_ENVMAP' : '',
  11219. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11220. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11221. parameters.aoMap ? '#define USE_AOMAP' : '',
  11222. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11223. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11224. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11225. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11226. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11227. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11228. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11229. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11230. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11231. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11232. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11233. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11234. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11235. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11236. parameters.vertexColors ? '#define USE_COLOR' : '',
  11237. parameters.vertexUvs ? '#define USE_UV' : '',
  11238. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11239. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11240. parameters.skinning ? '#define USE_SKINNING' : '',
  11241. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11242. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11243. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11244. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11245. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11246. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11247. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11248. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11249. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11250. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11251. 'uniform mat4 modelMatrix;',
  11252. 'uniform mat4 modelViewMatrix;',
  11253. 'uniform mat4 projectionMatrix;',
  11254. 'uniform mat4 viewMatrix;',
  11255. 'uniform mat3 normalMatrix;',
  11256. 'uniform vec3 cameraPosition;',
  11257. 'uniform bool isOrthographic;',
  11258. '#ifdef USE_INSTANCING',
  11259. ' attribute mat4 instanceMatrix;',
  11260. '#endif',
  11261. 'attribute vec3 position;',
  11262. 'attribute vec3 normal;',
  11263. 'attribute vec2 uv;',
  11264. '#ifdef USE_TANGENT',
  11265. ' attribute vec4 tangent;',
  11266. '#endif',
  11267. '#ifdef USE_COLOR',
  11268. ' attribute vec3 color;',
  11269. '#endif',
  11270. '#ifdef USE_MORPHTARGETS',
  11271. ' attribute vec3 morphTarget0;',
  11272. ' attribute vec3 morphTarget1;',
  11273. ' attribute vec3 morphTarget2;',
  11274. ' attribute vec3 morphTarget3;',
  11275. ' #ifdef USE_MORPHNORMALS',
  11276. ' attribute vec3 morphNormal0;',
  11277. ' attribute vec3 morphNormal1;',
  11278. ' attribute vec3 morphNormal2;',
  11279. ' attribute vec3 morphNormal3;',
  11280. ' #else',
  11281. ' attribute vec3 morphTarget4;',
  11282. ' attribute vec3 morphTarget5;',
  11283. ' attribute vec3 morphTarget6;',
  11284. ' attribute vec3 morphTarget7;',
  11285. ' #endif',
  11286. '#endif',
  11287. '#ifdef USE_SKINNING',
  11288. ' attribute vec4 skinIndex;',
  11289. ' attribute vec4 skinWeight;',
  11290. '#endif',
  11291. '\n'
  11292. ].filter( filterEmptyLine ).join( '\n' );
  11293. prefixFragment = [
  11294. customExtensions,
  11295. generatePrecision( parameters ),
  11296. '#define SHADER_NAME ' + parameters.shaderName,
  11297. customDefines,
  11298. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11299. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11300. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11301. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11302. parameters.map ? '#define USE_MAP' : '',
  11303. parameters.matcap ? '#define USE_MATCAP' : '',
  11304. parameters.envMap ? '#define USE_ENVMAP' : '',
  11305. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11306. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11307. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11308. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11309. parameters.aoMap ? '#define USE_AOMAP' : '',
  11310. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11311. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11312. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11313. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11314. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11315. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11316. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11317. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11318. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11319. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11320. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11321. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11322. parameters.sheen ? '#define USE_SHEEN' : '',
  11323. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11324. parameters.vertexColors ? '#define USE_COLOR' : '',
  11325. parameters.vertexUvs ? '#define USE_UV' : '',
  11326. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11327. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11328. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11329. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11330. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11331. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11332. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11333. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11334. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11335. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11336. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11337. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11338. 'uniform mat4 viewMatrix;',
  11339. 'uniform vec3 cameraPosition;',
  11340. 'uniform bool isOrthographic;',
  11341. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11342. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11343. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11344. parameters.dithering ? '#define DITHERING' : '',
  11345. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11346. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11347. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11348. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11349. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11350. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11351. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11352. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11353. '\n'
  11354. ].filter( filterEmptyLine ).join( '\n' );
  11355. }
  11356. vertexShader = resolveIncludes( vertexShader );
  11357. vertexShader = replaceLightNums( vertexShader, parameters );
  11358. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11359. fragmentShader = resolveIncludes( fragmentShader );
  11360. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11361. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11362. vertexShader = unrollLoops( vertexShader );
  11363. fragmentShader = unrollLoops( fragmentShader );
  11364. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11365. var isGLSL3ShaderMaterial = false;
  11366. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11367. if ( parameters.isShaderMaterial &&
  11368. vertexShader.match( versionRegex ) !== null &&
  11369. fragmentShader.match( versionRegex ) !== null ) {
  11370. isGLSL3ShaderMaterial = true;
  11371. vertexShader = vertexShader.replace( versionRegex, '' );
  11372. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11373. }
  11374. // GLSL 3.0 conversion
  11375. prefixVertex = [
  11376. '#version 300 es\n',
  11377. '#define attribute in',
  11378. '#define varying out',
  11379. '#define texture2D texture'
  11380. ].join( '\n' ) + '\n' + prefixVertex;
  11381. prefixFragment = [
  11382. '#version 300 es\n',
  11383. '#define varying in',
  11384. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11385. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11386. '#define gl_FragDepthEXT gl_FragDepth',
  11387. '#define texture2D texture',
  11388. '#define textureCube texture',
  11389. '#define texture2DProj textureProj',
  11390. '#define texture2DLodEXT textureLod',
  11391. '#define texture2DProjLodEXT textureProjLod',
  11392. '#define textureCubeLodEXT textureLod',
  11393. '#define texture2DGradEXT textureGrad',
  11394. '#define texture2DProjGradEXT textureProjGrad',
  11395. '#define textureCubeGradEXT textureGrad'
  11396. ].join( '\n' ) + '\n' + prefixFragment;
  11397. }
  11398. var vertexGlsl = prefixVertex + vertexShader;
  11399. var fragmentGlsl = prefixFragment + fragmentShader;
  11400. // console.log( '*VERTEX*', vertexGlsl );
  11401. // console.log( '*FRAGMENT*', fragmentGlsl );
  11402. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11403. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11404. gl.attachShader( program, glVertexShader );
  11405. gl.attachShader( program, glFragmentShader );
  11406. // Force a particular attribute to index 0.
  11407. if ( parameters.index0AttributeName !== undefined ) {
  11408. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11409. } else if ( parameters.morphTargets === true ) {
  11410. // programs with morphTargets displace position out of attribute 0
  11411. gl.bindAttribLocation( program, 0, 'position' );
  11412. }
  11413. gl.linkProgram( program );
  11414. // check for link errors
  11415. if ( renderer.debug.checkShaderErrors ) {
  11416. var programLog = gl.getProgramInfoLog( program ).trim();
  11417. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11418. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11419. var runnable = true;
  11420. var haveDiagnostics = true;
  11421. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11422. runnable = false;
  11423. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11424. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11425. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11426. } else if ( programLog !== '' ) {
  11427. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11428. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11429. haveDiagnostics = false;
  11430. }
  11431. if ( haveDiagnostics ) {
  11432. this.diagnostics = {
  11433. runnable: runnable,
  11434. programLog: programLog,
  11435. vertexShader: {
  11436. log: vertexLog,
  11437. prefix: prefixVertex
  11438. },
  11439. fragmentShader: {
  11440. log: fragmentLog,
  11441. prefix: prefixFragment
  11442. }
  11443. };
  11444. }
  11445. }
  11446. // Clean up
  11447. // Crashes in iOS9 and iOS10. #18402
  11448. // gl.detachShader( program, glVertexShader );
  11449. // gl.detachShader( program, glFragmentShader );
  11450. gl.deleteShader( glVertexShader );
  11451. gl.deleteShader( glFragmentShader );
  11452. // set up caching for uniform locations
  11453. var cachedUniforms;
  11454. this.getUniforms = function () {
  11455. if ( cachedUniforms === undefined ) {
  11456. cachedUniforms = new WebGLUniforms( gl, program );
  11457. }
  11458. return cachedUniforms;
  11459. };
  11460. // set up caching for attribute locations
  11461. var cachedAttributes;
  11462. this.getAttributes = function () {
  11463. if ( cachedAttributes === undefined ) {
  11464. cachedAttributes = fetchAttributeLocations( gl, program );
  11465. }
  11466. return cachedAttributes;
  11467. };
  11468. // free resource
  11469. this.destroy = function () {
  11470. bindingStates.releaseStatesOfProgram( this );
  11471. gl.deleteProgram( program );
  11472. this.program = undefined;
  11473. };
  11474. //
  11475. this.name = parameters.shaderName;
  11476. this.id = programIdCount ++;
  11477. this.cacheKey = cacheKey;
  11478. this.usedTimes = 1;
  11479. this.program = program;
  11480. this.vertexShader = glVertexShader;
  11481. this.fragmentShader = glFragmentShader;
  11482. return this;
  11483. }
  11484. /**
  11485. * @author mrdoob / http://mrdoob.com/
  11486. */
  11487. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11488. var programs = [];
  11489. var isWebGL2 = capabilities.isWebGL2;
  11490. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11491. var floatVertexTextures = capabilities.floatVertexTextures;
  11492. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11493. var vertexTextures = capabilities.vertexTextures;
  11494. var precision = capabilities.precision;
  11495. var shaderIDs = {
  11496. MeshDepthMaterial: 'depth',
  11497. MeshDistanceMaterial: 'distanceRGBA',
  11498. MeshNormalMaterial: 'normal',
  11499. MeshBasicMaterial: 'basic',
  11500. MeshLambertMaterial: 'lambert',
  11501. MeshPhongMaterial: 'phong',
  11502. MeshToonMaterial: 'toon',
  11503. MeshStandardMaterial: 'physical',
  11504. MeshPhysicalMaterial: 'physical',
  11505. MeshMatcapMaterial: 'matcap',
  11506. LineBasicMaterial: 'basic',
  11507. LineDashedMaterial: 'dashed',
  11508. PointsMaterial: 'points',
  11509. ShadowMaterial: 'shadow',
  11510. SpriteMaterial: 'sprite'
  11511. };
  11512. var parameterNames = [
  11513. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11514. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11515. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11516. "roughnessMap", "metalnessMap", "gradientMap",
  11517. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11518. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11519. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11520. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11521. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11522. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11523. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11524. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11525. "sheen"
  11526. ];
  11527. function getShaderObject( material, shaderID ) {
  11528. var shaderobject;
  11529. if ( shaderID ) {
  11530. var shader = ShaderLib[ shaderID ];
  11531. shaderobject = {
  11532. name: material.name || material.type,
  11533. uniforms: UniformsUtils.clone( shader.uniforms ),
  11534. vertexShader: shader.vertexShader,
  11535. fragmentShader: shader.fragmentShader
  11536. };
  11537. } else {
  11538. shaderobject = {
  11539. name: material.name || material.type,
  11540. uniforms: material.uniforms,
  11541. vertexShader: material.vertexShader,
  11542. fragmentShader: material.fragmentShader
  11543. };
  11544. }
  11545. return shaderobject;
  11546. }
  11547. function allocateBones( object ) {
  11548. var skeleton = object.skeleton;
  11549. var bones = skeleton.bones;
  11550. if ( floatVertexTextures ) {
  11551. return 1024;
  11552. } else {
  11553. // default for when object is not specified
  11554. // ( for example when prebuilding shader to be used with multiple objects )
  11555. //
  11556. // - leave some extra space for other uniforms
  11557. // - limit here is ANGLE's 254 max uniform vectors
  11558. // (up to 54 should be safe)
  11559. var nVertexUniforms = maxVertexUniforms;
  11560. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11561. var maxBones = Math.min( nVertexMatrices, bones.length );
  11562. if ( maxBones < bones.length ) {
  11563. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11564. return 0;
  11565. }
  11566. return maxBones;
  11567. }
  11568. }
  11569. function getTextureEncodingFromMap( map ) {
  11570. var encoding;
  11571. if ( ! map ) {
  11572. encoding = LinearEncoding;
  11573. } else if ( map.isTexture ) {
  11574. encoding = map.encoding;
  11575. } else if ( map.isWebGLRenderTarget ) {
  11576. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11577. encoding = map.texture.encoding;
  11578. }
  11579. return encoding;
  11580. }
  11581. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11582. var fog = scene.fog;
  11583. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11584. var envMap = material.envMap || environment;
  11585. var shaderID = shaderIDs[ material.type ];
  11586. // heuristics to create shader parameters according to lights in the scene
  11587. // (not to blow over maxLights budget)
  11588. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11589. if ( material.precision !== null ) {
  11590. precision = capabilities.getMaxPrecision( material.precision );
  11591. if ( precision !== material.precision ) {
  11592. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11593. }
  11594. }
  11595. var shaderobject = getShaderObject( material, shaderID );
  11596. material.onBeforeCompile( shaderobject, renderer );
  11597. var currentRenderTarget = renderer.getRenderTarget();
  11598. var parameters = {
  11599. isWebGL2: isWebGL2,
  11600. shaderID: shaderID,
  11601. shaderName: shaderobject.name,
  11602. uniforms: shaderobject.uniforms,
  11603. vertexShader: shaderobject.vertexShader,
  11604. fragmentShader: shaderobject.fragmentShader,
  11605. defines: material.defines,
  11606. isRawShaderMaterial: material.isRawShaderMaterial,
  11607. isShaderMaterial: material.isShaderMaterial,
  11608. precision: precision,
  11609. instancing: object.isInstancedMesh === true,
  11610. supportsVertexTextures: vertexTextures,
  11611. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11612. map: !! material.map,
  11613. mapEncoding: getTextureEncodingFromMap( material.map ),
  11614. matcap: !! material.matcap,
  11615. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11616. envMap: !! envMap,
  11617. envMapMode: envMap && envMap.mapping,
  11618. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11619. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11620. lightMap: !! material.lightMap,
  11621. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11622. aoMap: !! material.aoMap,
  11623. emissiveMap: !! material.emissiveMap,
  11624. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11625. bumpMap: !! material.bumpMap,
  11626. normalMap: !! material.normalMap,
  11627. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11628. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11629. clearcoatMap: !! material.clearcoatMap,
  11630. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11631. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11632. displacementMap: !! material.displacementMap,
  11633. roughnessMap: !! material.roughnessMap,
  11634. metalnessMap: !! material.metalnessMap,
  11635. specularMap: !! material.specularMap,
  11636. alphaMap: !! material.alphaMap,
  11637. gradientMap: !! material.gradientMap,
  11638. sheen: !! material.sheen,
  11639. combine: material.combine,
  11640. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11641. vertexColors: material.vertexColors,
  11642. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11643. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11644. fog: !! fog,
  11645. useFog: material.fog,
  11646. fogExp2: ( fog && fog.isFogExp2 ),
  11647. flatShading: material.flatShading,
  11648. sizeAttenuation: material.sizeAttenuation,
  11649. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11650. skinning: material.skinning && maxBones > 0,
  11651. maxBones: maxBones,
  11652. useVertexTexture: floatVertexTextures,
  11653. morphTargets: material.morphTargets,
  11654. morphNormals: material.morphNormals,
  11655. maxMorphTargets: renderer.maxMorphTargets,
  11656. maxMorphNormals: renderer.maxMorphNormals,
  11657. numDirLights: lights.directional.length,
  11658. numPointLights: lights.point.length,
  11659. numSpotLights: lights.spot.length,
  11660. numRectAreaLights: lights.rectArea.length,
  11661. numHemiLights: lights.hemi.length,
  11662. numDirLightShadows: lights.directionalShadowMap.length,
  11663. numPointLightShadows: lights.pointShadowMap.length,
  11664. numSpotLightShadows: lights.spotShadowMap.length,
  11665. numClippingPlanes: nClipPlanes,
  11666. numClipIntersection: nClipIntersection,
  11667. dithering: material.dithering,
  11668. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11669. shadowMapType: renderer.shadowMap.type,
  11670. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11671. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11672. premultipliedAlpha: material.premultipliedAlpha,
  11673. alphaTest: material.alphaTest,
  11674. doubleSided: material.side === DoubleSide,
  11675. flipSided: material.side === BackSide,
  11676. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11677. index0AttributeName: material.index0AttributeName,
  11678. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11679. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11680. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11681. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11682. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11683. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11684. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11685. customProgramCacheKey: material.customProgramCacheKey()
  11686. };
  11687. return parameters;
  11688. }
  11689. function getProgramCacheKey( parameters ) {
  11690. var array = [];
  11691. if ( parameters.shaderID ) {
  11692. array.push( parameters.shaderID );
  11693. } else {
  11694. array.push( parameters.fragmentShader );
  11695. array.push( parameters.vertexShader );
  11696. }
  11697. if ( parameters.defines !== undefined ) {
  11698. for ( var name in parameters.defines ) {
  11699. array.push( name );
  11700. array.push( parameters.defines[ name ] );
  11701. }
  11702. }
  11703. if ( parameters.isRawShaderMaterial === undefined ) {
  11704. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11705. array.push( parameters[ parameterNames[ i ] ] );
  11706. }
  11707. array.push( renderer.outputEncoding );
  11708. array.push( renderer.gammaFactor );
  11709. }
  11710. array.push( parameters.customProgramCacheKey );
  11711. return array.join();
  11712. }
  11713. function acquireProgram( parameters, cacheKey ) {
  11714. var program;
  11715. // Check if code has been already compiled
  11716. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11717. var preexistingProgram = programs[ p ];
  11718. if ( preexistingProgram.cacheKey === cacheKey ) {
  11719. program = preexistingProgram;
  11720. ++ program.usedTimes;
  11721. break;
  11722. }
  11723. }
  11724. if ( program === undefined ) {
  11725. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11726. programs.push( program );
  11727. }
  11728. return program;
  11729. }
  11730. function releaseProgram( program ) {
  11731. if ( -- program.usedTimes === 0 ) {
  11732. // Remove from unordered set
  11733. var i = programs.indexOf( program );
  11734. programs[ i ] = programs[ programs.length - 1 ];
  11735. programs.pop();
  11736. // Free WebGL resources
  11737. program.destroy();
  11738. }
  11739. }
  11740. return {
  11741. getParameters: getParameters,
  11742. getProgramCacheKey: getProgramCacheKey,
  11743. acquireProgram: acquireProgram,
  11744. releaseProgram: releaseProgram,
  11745. // Exposed for resource monitoring & error feedback via renderer.info:
  11746. programs: programs
  11747. };
  11748. }
  11749. /**
  11750. * @author fordacious / fordacious.github.io
  11751. */
  11752. function WebGLProperties() {
  11753. var properties = new WeakMap();
  11754. function get( object ) {
  11755. var map = properties.get( object );
  11756. if ( map === undefined ) {
  11757. map = {};
  11758. properties.set( object, map );
  11759. }
  11760. return map;
  11761. }
  11762. function remove( object ) {
  11763. properties.delete( object );
  11764. }
  11765. function update( object, key, value ) {
  11766. properties.get( object )[ key ] = value;
  11767. }
  11768. function dispose() {
  11769. properties = new WeakMap();
  11770. }
  11771. return {
  11772. get: get,
  11773. remove: remove,
  11774. update: update,
  11775. dispose: dispose
  11776. };
  11777. }
  11778. /**
  11779. * @author mrdoob / http://mrdoob.com/
  11780. */
  11781. function painterSortStable( a, b ) {
  11782. if ( a.groupOrder !== b.groupOrder ) {
  11783. return a.groupOrder - b.groupOrder;
  11784. } else if ( a.renderOrder !== b.renderOrder ) {
  11785. return a.renderOrder - b.renderOrder;
  11786. } else if ( a.program !== b.program ) {
  11787. return a.program.id - b.program.id;
  11788. } else if ( a.material.id !== b.material.id ) {
  11789. return a.material.id - b.material.id;
  11790. } else if ( a.z !== b.z ) {
  11791. return a.z - b.z;
  11792. } else {
  11793. return a.id - b.id;
  11794. }
  11795. }
  11796. function reversePainterSortStable( a, b ) {
  11797. if ( a.groupOrder !== b.groupOrder ) {
  11798. return a.groupOrder - b.groupOrder;
  11799. } else if ( a.renderOrder !== b.renderOrder ) {
  11800. return a.renderOrder - b.renderOrder;
  11801. } else if ( a.z !== b.z ) {
  11802. return b.z - a.z;
  11803. } else {
  11804. return a.id - b.id;
  11805. }
  11806. }
  11807. function WebGLRenderList() {
  11808. var renderItems = [];
  11809. var renderItemsIndex = 0;
  11810. var opaque = [];
  11811. var transparent = [];
  11812. var defaultProgram = { id: - 1 };
  11813. function init() {
  11814. renderItemsIndex = 0;
  11815. opaque.length = 0;
  11816. transparent.length = 0;
  11817. }
  11818. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11819. var renderItem = renderItems[ renderItemsIndex ];
  11820. if ( renderItem === undefined ) {
  11821. renderItem = {
  11822. id: object.id,
  11823. object: object,
  11824. geometry: geometry,
  11825. material: material,
  11826. program: material.program || defaultProgram,
  11827. groupOrder: groupOrder,
  11828. renderOrder: object.renderOrder,
  11829. z: z,
  11830. group: group
  11831. };
  11832. renderItems[ renderItemsIndex ] = renderItem;
  11833. } else {
  11834. renderItem.id = object.id;
  11835. renderItem.object = object;
  11836. renderItem.geometry = geometry;
  11837. renderItem.material = material;
  11838. renderItem.program = material.program || defaultProgram;
  11839. renderItem.groupOrder = groupOrder;
  11840. renderItem.renderOrder = object.renderOrder;
  11841. renderItem.z = z;
  11842. renderItem.group = group;
  11843. }
  11844. renderItemsIndex ++;
  11845. return renderItem;
  11846. }
  11847. function push( object, geometry, material, groupOrder, z, group ) {
  11848. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11849. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11850. }
  11851. function unshift( object, geometry, material, groupOrder, z, group ) {
  11852. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11853. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11854. }
  11855. function sort( customOpaqueSort, customTransparentSort ) {
  11856. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11857. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11858. }
  11859. function finish() {
  11860. // Clear references from inactive renderItems in the list
  11861. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11862. var renderItem = renderItems[ i ];
  11863. if ( renderItem.id === null ) { break; }
  11864. renderItem.id = null;
  11865. renderItem.object = null;
  11866. renderItem.geometry = null;
  11867. renderItem.material = null;
  11868. renderItem.program = null;
  11869. renderItem.group = null;
  11870. }
  11871. }
  11872. return {
  11873. opaque: opaque,
  11874. transparent: transparent,
  11875. init: init,
  11876. push: push,
  11877. unshift: unshift,
  11878. finish: finish,
  11879. sort: sort
  11880. };
  11881. }
  11882. function WebGLRenderLists() {
  11883. var lists = new WeakMap();
  11884. function onSceneDispose( event ) {
  11885. var scene = event.target;
  11886. scene.removeEventListener( 'dispose', onSceneDispose );
  11887. lists.delete( scene );
  11888. }
  11889. function get( scene, camera ) {
  11890. var cameras = lists.get( scene );
  11891. var list;
  11892. if ( cameras === undefined ) {
  11893. list = new WebGLRenderList();
  11894. lists.set( scene, new WeakMap() );
  11895. lists.get( scene ).set( camera, list );
  11896. scene.addEventListener( 'dispose', onSceneDispose );
  11897. } else {
  11898. list = cameras.get( camera );
  11899. if ( list === undefined ) {
  11900. list = new WebGLRenderList();
  11901. cameras.set( camera, list );
  11902. }
  11903. }
  11904. return list;
  11905. }
  11906. function dispose() {
  11907. lists = new WeakMap();
  11908. }
  11909. return {
  11910. get: get,
  11911. dispose: dispose
  11912. };
  11913. }
  11914. /**
  11915. * @author mrdoob / http://mrdoob.com/
  11916. */
  11917. function UniformsCache() {
  11918. var lights = {};
  11919. return {
  11920. get: function ( light ) {
  11921. if ( lights[ light.id ] !== undefined ) {
  11922. return lights[ light.id ];
  11923. }
  11924. var uniforms;
  11925. switch ( light.type ) {
  11926. case 'DirectionalLight':
  11927. uniforms = {
  11928. direction: new Vector3(),
  11929. color: new Color()
  11930. };
  11931. break;
  11932. case 'SpotLight':
  11933. uniforms = {
  11934. position: new Vector3(),
  11935. direction: new Vector3(),
  11936. color: new Color(),
  11937. distance: 0,
  11938. coneCos: 0,
  11939. penumbraCos: 0,
  11940. decay: 0
  11941. };
  11942. break;
  11943. case 'PointLight':
  11944. uniforms = {
  11945. position: new Vector3(),
  11946. color: new Color(),
  11947. distance: 0,
  11948. decay: 0
  11949. };
  11950. break;
  11951. case 'HemisphereLight':
  11952. uniforms = {
  11953. direction: new Vector3(),
  11954. skyColor: new Color(),
  11955. groundColor: new Color()
  11956. };
  11957. break;
  11958. case 'RectAreaLight':
  11959. uniforms = {
  11960. color: new Color(),
  11961. position: new Vector3(),
  11962. halfWidth: new Vector3(),
  11963. halfHeight: new Vector3()
  11964. };
  11965. break;
  11966. }
  11967. lights[ light.id ] = uniforms;
  11968. return uniforms;
  11969. }
  11970. };
  11971. }
  11972. function ShadowUniformsCache() {
  11973. var lights = {};
  11974. return {
  11975. get: function ( light ) {
  11976. if ( lights[ light.id ] !== undefined ) {
  11977. return lights[ light.id ];
  11978. }
  11979. var uniforms;
  11980. switch ( light.type ) {
  11981. case 'DirectionalLight':
  11982. uniforms = {
  11983. shadowBias: 0,
  11984. shadowNormalBias: 0,
  11985. shadowRadius: 1,
  11986. shadowMapSize: new Vector2()
  11987. };
  11988. break;
  11989. case 'SpotLight':
  11990. uniforms = {
  11991. shadowBias: 0,
  11992. shadowNormalBias: 0,
  11993. shadowRadius: 1,
  11994. shadowMapSize: new Vector2()
  11995. };
  11996. break;
  11997. case 'PointLight':
  11998. uniforms = {
  11999. shadowBias: 0,
  12000. shadowNormalBias: 0,
  12001. shadowRadius: 1,
  12002. shadowMapSize: new Vector2(),
  12003. shadowCameraNear: 1,
  12004. shadowCameraFar: 1000
  12005. };
  12006. break;
  12007. // TODO (abelnation): set RectAreaLight shadow uniforms
  12008. }
  12009. lights[ light.id ] = uniforms;
  12010. return uniforms;
  12011. }
  12012. };
  12013. }
  12014. var nextVersion = 0;
  12015. function shadowCastingLightsFirst( lightA, lightB ) {
  12016. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  12017. }
  12018. function WebGLLights() {
  12019. var cache = new UniformsCache();
  12020. var shadowCache = ShadowUniformsCache();
  12021. var state = {
  12022. version: 0,
  12023. hash: {
  12024. directionalLength: - 1,
  12025. pointLength: - 1,
  12026. spotLength: - 1,
  12027. rectAreaLength: - 1,
  12028. hemiLength: - 1,
  12029. numDirectionalShadows: - 1,
  12030. numPointShadows: - 1,
  12031. numSpotShadows: - 1
  12032. },
  12033. ambient: [ 0, 0, 0 ],
  12034. probe: [],
  12035. directional: [],
  12036. directionalShadow: [],
  12037. directionalShadowMap: [],
  12038. directionalShadowMatrix: [],
  12039. spot: [],
  12040. spotShadow: [],
  12041. spotShadowMap: [],
  12042. spotShadowMatrix: [],
  12043. rectArea: [],
  12044. point: [],
  12045. pointShadow: [],
  12046. pointShadowMap: [],
  12047. pointShadowMatrix: [],
  12048. hemi: []
  12049. };
  12050. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  12051. var vector3 = new Vector3();
  12052. var matrix4 = new Matrix4();
  12053. var matrix42 = new Matrix4();
  12054. function setup( lights, shadows, camera ) {
  12055. var r = 0, g = 0, b = 0;
  12056. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  12057. var directionalLength = 0;
  12058. var pointLength = 0;
  12059. var spotLength = 0;
  12060. var rectAreaLength = 0;
  12061. var hemiLength = 0;
  12062. var numDirectionalShadows = 0;
  12063. var numPointShadows = 0;
  12064. var numSpotShadows = 0;
  12065. var viewMatrix = camera.matrixWorldInverse;
  12066. lights.sort( shadowCastingLightsFirst );
  12067. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  12068. var light = lights[ i$1 ];
  12069. var color = light.color;
  12070. var intensity = light.intensity;
  12071. var distance = light.distance;
  12072. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  12073. if ( light.isAmbientLight ) {
  12074. r += color.r * intensity;
  12075. g += color.g * intensity;
  12076. b += color.b * intensity;
  12077. } else if ( light.isLightProbe ) {
  12078. for ( var j = 0; j < 9; j ++ ) {
  12079. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  12080. }
  12081. } else if ( light.isDirectionalLight ) {
  12082. var uniforms = cache.get( light );
  12083. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  12084. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  12085. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12086. uniforms.direction.sub( vector3 );
  12087. uniforms.direction.transformDirection( viewMatrix );
  12088. if ( light.castShadow ) {
  12089. var shadow = light.shadow;
  12090. var shadowUniforms = shadowCache.get( light );
  12091. shadowUniforms.shadowBias = shadow.bias;
  12092. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12093. shadowUniforms.shadowRadius = shadow.radius;
  12094. shadowUniforms.shadowMapSize = shadow.mapSize;
  12095. state.directionalShadow[ directionalLength ] = shadowUniforms;
  12096. state.directionalShadowMap[ directionalLength ] = shadowMap;
  12097. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  12098. numDirectionalShadows ++;
  12099. }
  12100. state.directional[ directionalLength ] = uniforms;
  12101. directionalLength ++;
  12102. } else if ( light.isSpotLight ) {
  12103. var uniforms$1 = cache.get( light );
  12104. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  12105. uniforms$1.position.applyMatrix4( viewMatrix );
  12106. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  12107. uniforms$1.distance = distance;
  12108. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  12109. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12110. uniforms$1.direction.sub( vector3 );
  12111. uniforms$1.direction.transformDirection( viewMatrix );
  12112. uniforms$1.coneCos = Math.cos( light.angle );
  12113. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  12114. uniforms$1.decay = light.decay;
  12115. if ( light.castShadow ) {
  12116. var shadow$1 = light.shadow;
  12117. var shadowUniforms$1 = shadowCache.get( light );
  12118. shadowUniforms$1.shadowBias = shadow$1.bias;
  12119. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  12120. shadowUniforms$1.shadowRadius = shadow$1.radius;
  12121. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  12122. state.spotShadow[ spotLength ] = shadowUniforms$1;
  12123. state.spotShadowMap[ spotLength ] = shadowMap;
  12124. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  12125. numSpotShadows ++;
  12126. }
  12127. state.spot[ spotLength ] = uniforms$1;
  12128. spotLength ++;
  12129. } else if ( light.isRectAreaLight ) {
  12130. var uniforms$2 = cache.get( light );
  12131. // (a) intensity is the total visible light emitted
  12132. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12133. // (b) intensity is the brightness of the light
  12134. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  12135. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  12136. uniforms$2.position.applyMatrix4( viewMatrix );
  12137. // extract local rotation of light to derive width/height half vectors
  12138. matrix42.identity();
  12139. matrix4.copy( light.matrixWorld );
  12140. matrix4.premultiply( viewMatrix );
  12141. matrix42.extractRotation( matrix4 );
  12142. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  12143. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  12144. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  12145. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  12146. // TODO (abelnation): RectAreaLight distance?
  12147. // uniforms.distance = distance;
  12148. state.rectArea[ rectAreaLength ] = uniforms$2;
  12149. rectAreaLength ++;
  12150. } else if ( light.isPointLight ) {
  12151. var uniforms$3 = cache.get( light );
  12152. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  12153. uniforms$3.position.applyMatrix4( viewMatrix );
  12154. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  12155. uniforms$3.distance = light.distance;
  12156. uniforms$3.decay = light.decay;
  12157. if ( light.castShadow ) {
  12158. var shadow$2 = light.shadow;
  12159. var shadowUniforms$2 = shadowCache.get( light );
  12160. shadowUniforms$2.shadowBias = shadow$2.bias;
  12161. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  12162. shadowUniforms$2.shadowRadius = shadow$2.radius;
  12163. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  12164. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  12165. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  12166. state.pointShadow[ pointLength ] = shadowUniforms$2;
  12167. state.pointShadowMap[ pointLength ] = shadowMap;
  12168. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  12169. numPointShadows ++;
  12170. }
  12171. state.point[ pointLength ] = uniforms$3;
  12172. pointLength ++;
  12173. } else if ( light.isHemisphereLight ) {
  12174. var uniforms$4 = cache.get( light );
  12175. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  12176. uniforms$4.direction.transformDirection( viewMatrix );
  12177. uniforms$4.direction.normalize();
  12178. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  12179. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  12180. state.hemi[ hemiLength ] = uniforms$4;
  12181. hemiLength ++;
  12182. }
  12183. }
  12184. state.ambient[ 0 ] = r;
  12185. state.ambient[ 1 ] = g;
  12186. state.ambient[ 2 ] = b;
  12187. var hash = state.hash;
  12188. if ( hash.directionalLength !== directionalLength ||
  12189. hash.pointLength !== pointLength ||
  12190. hash.spotLength !== spotLength ||
  12191. hash.rectAreaLength !== rectAreaLength ||
  12192. hash.hemiLength !== hemiLength ||
  12193. hash.numDirectionalShadows !== numDirectionalShadows ||
  12194. hash.numPointShadows !== numPointShadows ||
  12195. hash.numSpotShadows !== numSpotShadows ) {
  12196. state.directional.length = directionalLength;
  12197. state.spot.length = spotLength;
  12198. state.rectArea.length = rectAreaLength;
  12199. state.point.length = pointLength;
  12200. state.hemi.length = hemiLength;
  12201. state.directionalShadow.length = numDirectionalShadows;
  12202. state.directionalShadowMap.length = numDirectionalShadows;
  12203. state.pointShadow.length = numPointShadows;
  12204. state.pointShadowMap.length = numPointShadows;
  12205. state.spotShadow.length = numSpotShadows;
  12206. state.spotShadowMap.length = numSpotShadows;
  12207. state.directionalShadowMatrix.length = numDirectionalShadows;
  12208. state.pointShadowMatrix.length = numPointShadows;
  12209. state.spotShadowMatrix.length = numSpotShadows;
  12210. hash.directionalLength = directionalLength;
  12211. hash.pointLength = pointLength;
  12212. hash.spotLength = spotLength;
  12213. hash.rectAreaLength = rectAreaLength;
  12214. hash.hemiLength = hemiLength;
  12215. hash.numDirectionalShadows = numDirectionalShadows;
  12216. hash.numPointShadows = numPointShadows;
  12217. hash.numSpotShadows = numSpotShadows;
  12218. state.version = nextVersion ++;
  12219. }
  12220. }
  12221. return {
  12222. setup: setup,
  12223. state: state
  12224. };
  12225. }
  12226. /**
  12227. * @author Mugen87 / https://github.com/Mugen87
  12228. */
  12229. function WebGLRenderState() {
  12230. var lights = new WebGLLights();
  12231. var lightsArray = [];
  12232. var shadowsArray = [];
  12233. function init() {
  12234. lightsArray.length = 0;
  12235. shadowsArray.length = 0;
  12236. }
  12237. function pushLight( light ) {
  12238. lightsArray.push( light );
  12239. }
  12240. function pushShadow( shadowLight ) {
  12241. shadowsArray.push( shadowLight );
  12242. }
  12243. function setupLights( camera ) {
  12244. lights.setup( lightsArray, shadowsArray, camera );
  12245. }
  12246. var state = {
  12247. lightsArray: lightsArray,
  12248. shadowsArray: shadowsArray,
  12249. lights: lights
  12250. };
  12251. return {
  12252. init: init,
  12253. state: state,
  12254. setupLights: setupLights,
  12255. pushLight: pushLight,
  12256. pushShadow: pushShadow
  12257. };
  12258. }
  12259. function WebGLRenderStates() {
  12260. var renderStates = new WeakMap();
  12261. function onSceneDispose( event ) {
  12262. var scene = event.target;
  12263. scene.removeEventListener( 'dispose', onSceneDispose );
  12264. renderStates.delete( scene );
  12265. }
  12266. function get( scene, camera ) {
  12267. var renderState;
  12268. if ( renderStates.has( scene ) === false ) {
  12269. renderState = new WebGLRenderState();
  12270. renderStates.set( scene, new WeakMap() );
  12271. renderStates.get( scene ).set( camera, renderState );
  12272. scene.addEventListener( 'dispose', onSceneDispose );
  12273. } else {
  12274. if ( renderStates.get( scene ).has( camera ) === false ) {
  12275. renderState = new WebGLRenderState();
  12276. renderStates.get( scene ).set( camera, renderState );
  12277. } else {
  12278. renderState = renderStates.get( scene ).get( camera );
  12279. }
  12280. }
  12281. return renderState;
  12282. }
  12283. function dispose() {
  12284. renderStates = new WeakMap();
  12285. }
  12286. return {
  12287. get: get,
  12288. dispose: dispose
  12289. };
  12290. }
  12291. /**
  12292. * @author mrdoob / http://mrdoob.com/
  12293. * @author alteredq / http://alteredqualia.com/
  12294. * @author bhouston / https://clara.io
  12295. * @author WestLangley / http://github.com/WestLangley
  12296. *
  12297. * parameters = {
  12298. *
  12299. * opacity: <float>,
  12300. *
  12301. * map: new THREE.Texture( <Image> ),
  12302. *
  12303. * alphaMap: new THREE.Texture( <Image> ),
  12304. *
  12305. * displacementMap: new THREE.Texture( <Image> ),
  12306. * displacementScale: <float>,
  12307. * displacementBias: <float>,
  12308. *
  12309. * wireframe: <boolean>,
  12310. * wireframeLinewidth: <float>
  12311. * }
  12312. */
  12313. function MeshDepthMaterial( parameters ) {
  12314. Material.call( this );
  12315. this.type = 'MeshDepthMaterial';
  12316. this.depthPacking = BasicDepthPacking;
  12317. this.skinning = false;
  12318. this.morphTargets = false;
  12319. this.map = null;
  12320. this.alphaMap = null;
  12321. this.displacementMap = null;
  12322. this.displacementScale = 1;
  12323. this.displacementBias = 0;
  12324. this.wireframe = false;
  12325. this.wireframeLinewidth = 1;
  12326. this.fog = false;
  12327. this.setValues( parameters );
  12328. }
  12329. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12330. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12331. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12332. MeshDepthMaterial.prototype.copy = function ( source ) {
  12333. Material.prototype.copy.call( this, source );
  12334. this.depthPacking = source.depthPacking;
  12335. this.skinning = source.skinning;
  12336. this.morphTargets = source.morphTargets;
  12337. this.map = source.map;
  12338. this.alphaMap = source.alphaMap;
  12339. this.displacementMap = source.displacementMap;
  12340. this.displacementScale = source.displacementScale;
  12341. this.displacementBias = source.displacementBias;
  12342. this.wireframe = source.wireframe;
  12343. this.wireframeLinewidth = source.wireframeLinewidth;
  12344. return this;
  12345. };
  12346. /**
  12347. * @author WestLangley / http://github.com/WestLangley
  12348. *
  12349. * parameters = {
  12350. *
  12351. * referencePosition: <float>,
  12352. * nearDistance: <float>,
  12353. * farDistance: <float>,
  12354. *
  12355. * skinning: <bool>,
  12356. * morphTargets: <bool>,
  12357. *
  12358. * map: new THREE.Texture( <Image> ),
  12359. *
  12360. * alphaMap: new THREE.Texture( <Image> ),
  12361. *
  12362. * displacementMap: new THREE.Texture( <Image> ),
  12363. * displacementScale: <float>,
  12364. * displacementBias: <float>
  12365. *
  12366. * }
  12367. */
  12368. function MeshDistanceMaterial( parameters ) {
  12369. Material.call( this );
  12370. this.type = 'MeshDistanceMaterial';
  12371. this.referencePosition = new Vector3();
  12372. this.nearDistance = 1;
  12373. this.farDistance = 1000;
  12374. this.skinning = false;
  12375. this.morphTargets = false;
  12376. this.map = null;
  12377. this.alphaMap = null;
  12378. this.displacementMap = null;
  12379. this.displacementScale = 1;
  12380. this.displacementBias = 0;
  12381. this.fog = false;
  12382. this.setValues( parameters );
  12383. }
  12384. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12385. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12386. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12387. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12388. Material.prototype.copy.call( this, source );
  12389. this.referencePosition.copy( source.referencePosition );
  12390. this.nearDistance = source.nearDistance;
  12391. this.farDistance = source.farDistance;
  12392. this.skinning = source.skinning;
  12393. this.morphTargets = source.morphTargets;
  12394. this.map = source.map;
  12395. this.alphaMap = source.alphaMap;
  12396. this.displacementMap = source.displacementMap;
  12397. this.displacementScale = source.displacementScale;
  12398. this.displacementBias = source.displacementBias;
  12399. return this;
  12400. };
  12401. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12402. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12403. /**
  12404. * @author alteredq / http://alteredqualia.com/
  12405. * @author mrdoob / http://mrdoob.com/
  12406. */
  12407. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12408. var _frustum = new Frustum();
  12409. var _shadowMapSize = new Vector2(),
  12410. _viewportSize = new Vector2(),
  12411. _viewport = new Vector4(),
  12412. _depthMaterials = [],
  12413. _distanceMaterials = [],
  12414. _materialCache = {};
  12415. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12416. var shadowMaterialVertical = new ShaderMaterial( {
  12417. defines: {
  12418. SAMPLE_RATE: 2.0 / 8.0,
  12419. HALF_SAMPLE_RATE: 1.0 / 8.0
  12420. },
  12421. uniforms: {
  12422. shadow_pass: { value: null },
  12423. resolution: { value: new Vector2() },
  12424. radius: { value: 4.0 }
  12425. },
  12426. vertexShader: vsm_vert,
  12427. fragmentShader: vsm_frag
  12428. } );
  12429. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12430. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12431. var fullScreenTri = new BufferGeometry();
  12432. fullScreenTri.setAttribute(
  12433. "position",
  12434. new BufferAttribute(
  12435. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12436. 3
  12437. )
  12438. );
  12439. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12440. var scope = this;
  12441. this.enabled = false;
  12442. this.autoUpdate = true;
  12443. this.needsUpdate = false;
  12444. this.type = PCFShadowMap;
  12445. this.render = function ( lights, scene, camera ) {
  12446. if ( scope.enabled === false ) { return; }
  12447. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12448. if ( lights.length === 0 ) { return; }
  12449. var currentRenderTarget = _renderer.getRenderTarget();
  12450. var activeCubeFace = _renderer.getActiveCubeFace();
  12451. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12452. var _state = _renderer.state;
  12453. // Set GL state for depth map.
  12454. _state.setBlending( NoBlending );
  12455. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12456. _state.buffers.depth.setTest( true );
  12457. _state.setScissorTest( false );
  12458. // render depth map
  12459. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12460. var light = lights[ i ];
  12461. var shadow = light.shadow;
  12462. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12463. if ( shadow === undefined ) {
  12464. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12465. continue;
  12466. }
  12467. _shadowMapSize.copy( shadow.mapSize );
  12468. var shadowFrameExtents = shadow.getFrameExtents();
  12469. _shadowMapSize.multiply( shadowFrameExtents );
  12470. _viewportSize.copy( shadow.mapSize );
  12471. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12472. if ( _shadowMapSize.x > maxTextureSize ) {
  12473. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12474. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12475. shadow.mapSize.x = _viewportSize.x;
  12476. }
  12477. if ( _shadowMapSize.y > maxTextureSize ) {
  12478. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12479. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12480. shadow.mapSize.y = _viewportSize.y;
  12481. }
  12482. }
  12483. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12484. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12485. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12486. shadow.map.texture.name = light.name + ".shadowMap";
  12487. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12488. shadow.camera.updateProjectionMatrix();
  12489. }
  12490. if ( shadow.map === null ) {
  12491. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12492. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12493. shadow.map.texture.name = light.name + ".shadowMap";
  12494. shadow.camera.updateProjectionMatrix();
  12495. }
  12496. _renderer.setRenderTarget( shadow.map );
  12497. _renderer.clear();
  12498. var viewportCount = shadow.getViewportCount();
  12499. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12500. var viewport = shadow.getViewport( vp );
  12501. _viewport.set(
  12502. _viewportSize.x * viewport.x,
  12503. _viewportSize.y * viewport.y,
  12504. _viewportSize.x * viewport.z,
  12505. _viewportSize.y * viewport.w
  12506. );
  12507. _state.viewport( _viewport );
  12508. shadow.updateMatrices( light, vp );
  12509. _frustum = shadow.getFrustum();
  12510. renderObject( scene, camera, shadow.camera, light, this.type );
  12511. }
  12512. // do blur pass for VSM
  12513. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12514. VSMPass( shadow, camera );
  12515. }
  12516. shadow.needsUpdate = false;
  12517. }
  12518. scope.needsUpdate = false;
  12519. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12520. };
  12521. function VSMPass( shadow, camera ) {
  12522. var geometry = _objects.update( fullScreenMesh );
  12523. // vertical pass
  12524. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12525. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12526. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12527. _renderer.setRenderTarget( shadow.mapPass );
  12528. _renderer.clear();
  12529. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12530. // horizonal pass
  12531. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12532. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12533. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12534. _renderer.setRenderTarget( shadow.map );
  12535. _renderer.clear();
  12536. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12537. }
  12538. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12539. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12540. var material = _depthMaterials[ index ];
  12541. if ( material === undefined ) {
  12542. material = new MeshDepthMaterial( {
  12543. depthPacking: RGBADepthPacking,
  12544. morphTargets: useMorphing,
  12545. skinning: useSkinning
  12546. } );
  12547. _depthMaterials[ index ] = material;
  12548. }
  12549. return material;
  12550. }
  12551. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12552. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12553. var material = _distanceMaterials[ index ];
  12554. if ( material === undefined ) {
  12555. material = new MeshDistanceMaterial( {
  12556. morphTargets: useMorphing,
  12557. skinning: useSkinning
  12558. } );
  12559. _distanceMaterials[ index ] = material;
  12560. }
  12561. return material;
  12562. }
  12563. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12564. var result = null;
  12565. var getMaterialVariant = getDepthMaterialVariant;
  12566. var customMaterial = object.customDepthMaterial;
  12567. if ( light.isPointLight === true ) {
  12568. getMaterialVariant = getDistanceMaterialVariant;
  12569. customMaterial = object.customDistanceMaterial;
  12570. }
  12571. if ( customMaterial === undefined ) {
  12572. var useMorphing = false;
  12573. if ( material.morphTargets === true ) {
  12574. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12575. }
  12576. var useSkinning = false;
  12577. if ( object.isSkinnedMesh === true ) {
  12578. if ( material.skinning === true ) {
  12579. useSkinning = true;
  12580. } else {
  12581. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12582. }
  12583. }
  12584. var useInstancing = object.isInstancedMesh === true;
  12585. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12586. } else {
  12587. result = customMaterial;
  12588. }
  12589. if ( _renderer.localClippingEnabled &&
  12590. material.clipShadows === true &&
  12591. material.clippingPlanes.length !== 0 ) {
  12592. // in this case we need a unique material instance reflecting the
  12593. // appropriate state
  12594. var keyA = result.uuid, keyB = material.uuid;
  12595. var materialsForVariant = _materialCache[ keyA ];
  12596. if ( materialsForVariant === undefined ) {
  12597. materialsForVariant = {};
  12598. _materialCache[ keyA ] = materialsForVariant;
  12599. }
  12600. var cachedMaterial = materialsForVariant[ keyB ];
  12601. if ( cachedMaterial === undefined ) {
  12602. cachedMaterial = result.clone();
  12603. materialsForVariant[ keyB ] = cachedMaterial;
  12604. }
  12605. result = cachedMaterial;
  12606. }
  12607. result.visible = material.visible;
  12608. result.wireframe = material.wireframe;
  12609. if ( type === VSMShadowMap ) {
  12610. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12611. } else {
  12612. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12613. }
  12614. result.clipShadows = material.clipShadows;
  12615. result.clippingPlanes = material.clippingPlanes;
  12616. result.clipIntersection = material.clipIntersection;
  12617. result.wireframeLinewidth = material.wireframeLinewidth;
  12618. result.linewidth = material.linewidth;
  12619. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12620. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12621. result.nearDistance = shadowCameraNear;
  12622. result.farDistance = shadowCameraFar;
  12623. }
  12624. return result;
  12625. }
  12626. function renderObject( object, camera, shadowCamera, light, type ) {
  12627. if ( object.visible === false ) { return; }
  12628. var visible = object.layers.test( camera.layers );
  12629. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12630. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12631. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12632. var geometry = _objects.update( object );
  12633. var material = object.material;
  12634. if ( Array.isArray( material ) ) {
  12635. var groups = geometry.groups;
  12636. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12637. var group = groups[ k ];
  12638. var groupMaterial = material[ group.materialIndex ];
  12639. if ( groupMaterial && groupMaterial.visible ) {
  12640. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12641. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12642. }
  12643. }
  12644. } else if ( material.visible ) {
  12645. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12646. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12647. }
  12648. }
  12649. }
  12650. var children = object.children;
  12651. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12652. renderObject( children[ i ], camera, shadowCamera, light, type );
  12653. }
  12654. }
  12655. }
  12656. /**
  12657. * @author mrdoob / http://mrdoob.com/
  12658. */
  12659. function WebGLState( gl, extensions, capabilities ) {
  12660. var isWebGL2 = capabilities.isWebGL2;
  12661. function ColorBuffer() {
  12662. var locked = false;
  12663. var color = new Vector4();
  12664. var currentColorMask = null;
  12665. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12666. return {
  12667. setMask: function ( colorMask ) {
  12668. if ( currentColorMask !== colorMask && ! locked ) {
  12669. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12670. currentColorMask = colorMask;
  12671. }
  12672. },
  12673. setLocked: function ( lock ) {
  12674. locked = lock;
  12675. },
  12676. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12677. if ( premultipliedAlpha === true ) {
  12678. r *= a; g *= a; b *= a;
  12679. }
  12680. color.set( r, g, b, a );
  12681. if ( currentColorClear.equals( color ) === false ) {
  12682. gl.clearColor( r, g, b, a );
  12683. currentColorClear.copy( color );
  12684. }
  12685. },
  12686. reset: function () {
  12687. locked = false;
  12688. currentColorMask = null;
  12689. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12690. }
  12691. };
  12692. }
  12693. function DepthBuffer() {
  12694. var locked = false;
  12695. var currentDepthMask = null;
  12696. var currentDepthFunc = null;
  12697. var currentDepthClear = null;
  12698. return {
  12699. setTest: function ( depthTest ) {
  12700. if ( depthTest ) {
  12701. enable( 2929 );
  12702. } else {
  12703. disable( 2929 );
  12704. }
  12705. },
  12706. setMask: function ( depthMask ) {
  12707. if ( currentDepthMask !== depthMask && ! locked ) {
  12708. gl.depthMask( depthMask );
  12709. currentDepthMask = depthMask;
  12710. }
  12711. },
  12712. setFunc: function ( depthFunc ) {
  12713. if ( currentDepthFunc !== depthFunc ) {
  12714. if ( depthFunc ) {
  12715. switch ( depthFunc ) {
  12716. case NeverDepth:
  12717. gl.depthFunc( 512 );
  12718. break;
  12719. case AlwaysDepth:
  12720. gl.depthFunc( 519 );
  12721. break;
  12722. case LessDepth:
  12723. gl.depthFunc( 513 );
  12724. break;
  12725. case LessEqualDepth:
  12726. gl.depthFunc( 515 );
  12727. break;
  12728. case EqualDepth:
  12729. gl.depthFunc( 514 );
  12730. break;
  12731. case GreaterEqualDepth:
  12732. gl.depthFunc( 518 );
  12733. break;
  12734. case GreaterDepth:
  12735. gl.depthFunc( 516 );
  12736. break;
  12737. case NotEqualDepth:
  12738. gl.depthFunc( 517 );
  12739. break;
  12740. default:
  12741. gl.depthFunc( 515 );
  12742. }
  12743. } else {
  12744. gl.depthFunc( 515 );
  12745. }
  12746. currentDepthFunc = depthFunc;
  12747. }
  12748. },
  12749. setLocked: function ( lock ) {
  12750. locked = lock;
  12751. },
  12752. setClear: function ( depth ) {
  12753. if ( currentDepthClear !== depth ) {
  12754. gl.clearDepth( depth );
  12755. currentDepthClear = depth;
  12756. }
  12757. },
  12758. reset: function () {
  12759. locked = false;
  12760. currentDepthMask = null;
  12761. currentDepthFunc = null;
  12762. currentDepthClear = null;
  12763. }
  12764. };
  12765. }
  12766. function StencilBuffer() {
  12767. var locked = false;
  12768. var currentStencilMask = null;
  12769. var currentStencilFunc = null;
  12770. var currentStencilRef = null;
  12771. var currentStencilFuncMask = null;
  12772. var currentStencilFail = null;
  12773. var currentStencilZFail = null;
  12774. var currentStencilZPass = null;
  12775. var currentStencilClear = null;
  12776. return {
  12777. setTest: function ( stencilTest ) {
  12778. if ( ! locked ) {
  12779. if ( stencilTest ) {
  12780. enable( 2960 );
  12781. } else {
  12782. disable( 2960 );
  12783. }
  12784. }
  12785. },
  12786. setMask: function ( stencilMask ) {
  12787. if ( currentStencilMask !== stencilMask && ! locked ) {
  12788. gl.stencilMask( stencilMask );
  12789. currentStencilMask = stencilMask;
  12790. }
  12791. },
  12792. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12793. if ( currentStencilFunc !== stencilFunc ||
  12794. currentStencilRef !== stencilRef ||
  12795. currentStencilFuncMask !== stencilMask ) {
  12796. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12797. currentStencilFunc = stencilFunc;
  12798. currentStencilRef = stencilRef;
  12799. currentStencilFuncMask = stencilMask;
  12800. }
  12801. },
  12802. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12803. if ( currentStencilFail !== stencilFail ||
  12804. currentStencilZFail !== stencilZFail ||
  12805. currentStencilZPass !== stencilZPass ) {
  12806. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12807. currentStencilFail = stencilFail;
  12808. currentStencilZFail = stencilZFail;
  12809. currentStencilZPass = stencilZPass;
  12810. }
  12811. },
  12812. setLocked: function ( lock ) {
  12813. locked = lock;
  12814. },
  12815. setClear: function ( stencil ) {
  12816. if ( currentStencilClear !== stencil ) {
  12817. gl.clearStencil( stencil );
  12818. currentStencilClear = stencil;
  12819. }
  12820. },
  12821. reset: function () {
  12822. locked = false;
  12823. currentStencilMask = null;
  12824. currentStencilFunc = null;
  12825. currentStencilRef = null;
  12826. currentStencilFuncMask = null;
  12827. currentStencilFail = null;
  12828. currentStencilZFail = null;
  12829. currentStencilZPass = null;
  12830. currentStencilClear = null;
  12831. }
  12832. };
  12833. }
  12834. //
  12835. var colorBuffer = new ColorBuffer();
  12836. var depthBuffer = new DepthBuffer();
  12837. var stencilBuffer = new StencilBuffer();
  12838. var enabledCapabilities = {};
  12839. var currentProgram = null;
  12840. var currentBlendingEnabled = null;
  12841. var currentBlending = null;
  12842. var currentBlendEquation = null;
  12843. var currentBlendSrc = null;
  12844. var currentBlendDst = null;
  12845. var currentBlendEquationAlpha = null;
  12846. var currentBlendSrcAlpha = null;
  12847. var currentBlendDstAlpha = null;
  12848. var currentPremultipledAlpha = false;
  12849. var currentFlipSided = null;
  12850. var currentCullFace = null;
  12851. var currentLineWidth = null;
  12852. var currentPolygonOffsetFactor = null;
  12853. var currentPolygonOffsetUnits = null;
  12854. var maxTextures = gl.getParameter( 35661 );
  12855. var lineWidthAvailable = false;
  12856. var version = 0;
  12857. var glVersion = gl.getParameter( 7938 );
  12858. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12859. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12860. lineWidthAvailable = ( version >= 1.0 );
  12861. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12862. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12863. lineWidthAvailable = ( version >= 2.0 );
  12864. }
  12865. var currentTextureSlot = null;
  12866. var currentBoundTextures = {};
  12867. var currentScissor = new Vector4();
  12868. var currentViewport = new Vector4();
  12869. function createTexture( type, target, count ) {
  12870. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12871. var texture = gl.createTexture();
  12872. gl.bindTexture( type, texture );
  12873. gl.texParameteri( type, 10241, 9728 );
  12874. gl.texParameteri( type, 10240, 9728 );
  12875. for ( var i = 0; i < count; i ++ ) {
  12876. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12877. }
  12878. return texture;
  12879. }
  12880. var emptyTextures = {};
  12881. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12882. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12883. // init
  12884. colorBuffer.setClear( 0, 0, 0, 1 );
  12885. depthBuffer.setClear( 1 );
  12886. stencilBuffer.setClear( 0 );
  12887. enable( 2929 );
  12888. depthBuffer.setFunc( LessEqualDepth );
  12889. setFlipSided( false );
  12890. setCullFace( CullFaceBack );
  12891. enable( 2884 );
  12892. setBlending( NoBlending );
  12893. //
  12894. function enable( id ) {
  12895. if ( enabledCapabilities[ id ] !== true ) {
  12896. gl.enable( id );
  12897. enabledCapabilities[ id ] = true;
  12898. }
  12899. }
  12900. function disable( id ) {
  12901. if ( enabledCapabilities[ id ] !== false ) {
  12902. gl.disable( id );
  12903. enabledCapabilities[ id ] = false;
  12904. }
  12905. }
  12906. function useProgram( program ) {
  12907. if ( currentProgram !== program ) {
  12908. gl.useProgram( program );
  12909. currentProgram = program;
  12910. return true;
  12911. }
  12912. return false;
  12913. }
  12914. var equationToGL = {};
  12915. equationToGL[ AddEquation ] = 32774;
  12916. equationToGL[ SubtractEquation ] = 32778;
  12917. equationToGL[ ReverseSubtractEquation ] = 32779;
  12918. if ( isWebGL2 ) {
  12919. equationToGL[ MinEquation ] = 32775;
  12920. equationToGL[ MaxEquation ] = 32776;
  12921. } else {
  12922. var extension = extensions.get( 'EXT_blend_minmax' );
  12923. if ( extension !== null ) {
  12924. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12925. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12926. }
  12927. }
  12928. var factorToGL = {};
  12929. factorToGL[ ZeroFactor ] = 0;
  12930. factorToGL[ OneFactor ] = 1;
  12931. factorToGL[ SrcColorFactor ] = 768;
  12932. factorToGL[ SrcAlphaFactor ] = 770;
  12933. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12934. factorToGL[ DstColorFactor ] = 774;
  12935. factorToGL[ DstAlphaFactor ] = 772;
  12936. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12937. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12938. factorToGL[ OneMinusDstColorFactor ] = 775;
  12939. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12940. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12941. if ( blending === NoBlending ) {
  12942. if ( currentBlendingEnabled ) {
  12943. disable( 3042 );
  12944. currentBlendingEnabled = false;
  12945. }
  12946. return;
  12947. }
  12948. if ( ! currentBlendingEnabled ) {
  12949. enable( 3042 );
  12950. currentBlendingEnabled = true;
  12951. }
  12952. if ( blending !== CustomBlending ) {
  12953. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12954. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12955. gl.blendEquation( 32774 );
  12956. currentBlendEquation = AddEquation;
  12957. currentBlendEquationAlpha = AddEquation;
  12958. }
  12959. if ( premultipliedAlpha ) {
  12960. switch ( blending ) {
  12961. case NormalBlending:
  12962. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12963. break;
  12964. case AdditiveBlending:
  12965. gl.blendFunc( 1, 1 );
  12966. break;
  12967. case SubtractiveBlending:
  12968. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12969. break;
  12970. case MultiplyBlending:
  12971. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12972. break;
  12973. default:
  12974. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12975. break;
  12976. }
  12977. } else {
  12978. switch ( blending ) {
  12979. case NormalBlending:
  12980. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12981. break;
  12982. case AdditiveBlending:
  12983. gl.blendFunc( 770, 1 );
  12984. break;
  12985. case SubtractiveBlending:
  12986. gl.blendFunc( 0, 769 );
  12987. break;
  12988. case MultiplyBlending:
  12989. gl.blendFunc( 0, 768 );
  12990. break;
  12991. default:
  12992. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12993. break;
  12994. }
  12995. }
  12996. currentBlendSrc = null;
  12997. currentBlendDst = null;
  12998. currentBlendSrcAlpha = null;
  12999. currentBlendDstAlpha = null;
  13000. currentBlending = blending;
  13001. currentPremultipledAlpha = premultipliedAlpha;
  13002. }
  13003. return;
  13004. }
  13005. // custom blending
  13006. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13007. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13008. blendDstAlpha = blendDstAlpha || blendDst;
  13009. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  13010. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  13011. currentBlendEquation = blendEquation;
  13012. currentBlendEquationAlpha = blendEquationAlpha;
  13013. }
  13014. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  13015. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  13016. currentBlendSrc = blendSrc;
  13017. currentBlendDst = blendDst;
  13018. currentBlendSrcAlpha = blendSrcAlpha;
  13019. currentBlendDstAlpha = blendDstAlpha;
  13020. }
  13021. currentBlending = blending;
  13022. currentPremultipledAlpha = null;
  13023. }
  13024. function setMaterial( material, frontFaceCW ) {
  13025. material.side === DoubleSide
  13026. ? disable( 2884 )
  13027. : enable( 2884 );
  13028. var flipSided = ( material.side === BackSide );
  13029. if ( frontFaceCW ) { flipSided = ! flipSided; }
  13030. setFlipSided( flipSided );
  13031. ( material.blending === NormalBlending && material.transparent === false )
  13032. ? setBlending( NoBlending )
  13033. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  13034. depthBuffer.setFunc( material.depthFunc );
  13035. depthBuffer.setTest( material.depthTest );
  13036. depthBuffer.setMask( material.depthWrite );
  13037. colorBuffer.setMask( material.colorWrite );
  13038. var stencilWrite = material.stencilWrite;
  13039. stencilBuffer.setTest( stencilWrite );
  13040. if ( stencilWrite ) {
  13041. stencilBuffer.setMask( material.stencilWriteMask );
  13042. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  13043. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  13044. }
  13045. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13046. }
  13047. //
  13048. function setFlipSided( flipSided ) {
  13049. if ( currentFlipSided !== flipSided ) {
  13050. if ( flipSided ) {
  13051. gl.frontFace( 2304 );
  13052. } else {
  13053. gl.frontFace( 2305 );
  13054. }
  13055. currentFlipSided = flipSided;
  13056. }
  13057. }
  13058. function setCullFace( cullFace ) {
  13059. if ( cullFace !== CullFaceNone ) {
  13060. enable( 2884 );
  13061. if ( cullFace !== currentCullFace ) {
  13062. if ( cullFace === CullFaceBack ) {
  13063. gl.cullFace( 1029 );
  13064. } else if ( cullFace === CullFaceFront ) {
  13065. gl.cullFace( 1028 );
  13066. } else {
  13067. gl.cullFace( 1032 );
  13068. }
  13069. }
  13070. } else {
  13071. disable( 2884 );
  13072. }
  13073. currentCullFace = cullFace;
  13074. }
  13075. function setLineWidth( width ) {
  13076. if ( width !== currentLineWidth ) {
  13077. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  13078. currentLineWidth = width;
  13079. }
  13080. }
  13081. function setPolygonOffset( polygonOffset, factor, units ) {
  13082. if ( polygonOffset ) {
  13083. enable( 32823 );
  13084. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  13085. gl.polygonOffset( factor, units );
  13086. currentPolygonOffsetFactor = factor;
  13087. currentPolygonOffsetUnits = units;
  13088. }
  13089. } else {
  13090. disable( 32823 );
  13091. }
  13092. }
  13093. function setScissorTest( scissorTest ) {
  13094. if ( scissorTest ) {
  13095. enable( 3089 );
  13096. } else {
  13097. disable( 3089 );
  13098. }
  13099. }
  13100. // texture
  13101. function activeTexture( webglSlot ) {
  13102. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  13103. if ( currentTextureSlot !== webglSlot ) {
  13104. gl.activeTexture( webglSlot );
  13105. currentTextureSlot = webglSlot;
  13106. }
  13107. }
  13108. function bindTexture( webglType, webglTexture ) {
  13109. if ( currentTextureSlot === null ) {
  13110. activeTexture();
  13111. }
  13112. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13113. if ( boundTexture === undefined ) {
  13114. boundTexture = { type: undefined, texture: undefined };
  13115. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  13116. }
  13117. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  13118. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  13119. boundTexture.type = webglType;
  13120. boundTexture.texture = webglTexture;
  13121. }
  13122. }
  13123. function unbindTexture() {
  13124. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13125. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  13126. gl.bindTexture( boundTexture.type, null );
  13127. boundTexture.type = undefined;
  13128. boundTexture.texture = undefined;
  13129. }
  13130. }
  13131. function compressedTexImage2D() {
  13132. try {
  13133. gl.compressedTexImage2D.apply( gl, arguments );
  13134. } catch ( error ) {
  13135. console.error( 'THREE.WebGLState:', error );
  13136. }
  13137. }
  13138. function texImage2D() {
  13139. try {
  13140. gl.texImage2D.apply( gl, arguments );
  13141. } catch ( error ) {
  13142. console.error( 'THREE.WebGLState:', error );
  13143. }
  13144. }
  13145. function texImage3D() {
  13146. try {
  13147. gl.texImage3D.apply( gl, arguments );
  13148. } catch ( error ) {
  13149. console.error( 'THREE.WebGLState:', error );
  13150. }
  13151. }
  13152. //
  13153. function scissor( scissor ) {
  13154. if ( currentScissor.equals( scissor ) === false ) {
  13155. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  13156. currentScissor.copy( scissor );
  13157. }
  13158. }
  13159. function viewport( viewport ) {
  13160. if ( currentViewport.equals( viewport ) === false ) {
  13161. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  13162. currentViewport.copy( viewport );
  13163. }
  13164. }
  13165. //
  13166. function reset() {
  13167. enabledCapabilities = {};
  13168. currentTextureSlot = null;
  13169. currentBoundTextures = {};
  13170. currentProgram = null;
  13171. currentBlending = null;
  13172. currentFlipSided = null;
  13173. currentCullFace = null;
  13174. colorBuffer.reset();
  13175. depthBuffer.reset();
  13176. stencilBuffer.reset();
  13177. }
  13178. return {
  13179. buffers: {
  13180. color: colorBuffer,
  13181. depth: depthBuffer,
  13182. stencil: stencilBuffer
  13183. },
  13184. enable: enable,
  13185. disable: disable,
  13186. useProgram: useProgram,
  13187. setBlending: setBlending,
  13188. setMaterial: setMaterial,
  13189. setFlipSided: setFlipSided,
  13190. setCullFace: setCullFace,
  13191. setLineWidth: setLineWidth,
  13192. setPolygonOffset: setPolygonOffset,
  13193. setScissorTest: setScissorTest,
  13194. activeTexture: activeTexture,
  13195. bindTexture: bindTexture,
  13196. unbindTexture: unbindTexture,
  13197. compressedTexImage2D: compressedTexImage2D,
  13198. texImage2D: texImage2D,
  13199. texImage3D: texImage3D,
  13200. scissor: scissor,
  13201. viewport: viewport,
  13202. reset: reset
  13203. };
  13204. }
  13205. /**
  13206. * @author mrdoob / http://mrdoob.com/
  13207. */
  13208. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  13209. var isWebGL2 = capabilities.isWebGL2;
  13210. var maxTextures = capabilities.maxTextures;
  13211. var maxCubemapSize = capabilities.maxCubemapSize;
  13212. var maxTextureSize = capabilities.maxTextureSize;
  13213. var maxSamples = capabilities.maxSamples;
  13214. var _videoTextures = new WeakMap();
  13215. var _canvas;
  13216. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13217. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13218. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13219. var useOffscreenCanvas = false;
  13220. try {
  13221. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  13222. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  13223. } catch ( err ) {
  13224. // Ignore any errors
  13225. }
  13226. function createCanvas( width, height ) {
  13227. // Use OffscreenCanvas when available. Specially needed in web workers
  13228. return useOffscreenCanvas ?
  13229. new OffscreenCanvas( width, height ) :
  13230. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  13231. }
  13232. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  13233. var scale = 1;
  13234. // handle case if texture exceeds max size
  13235. if ( image.width > maxSize || image.height > maxSize ) {
  13236. scale = maxSize / Math.max( image.width, image.height );
  13237. }
  13238. // only perform resize if necessary
  13239. if ( scale < 1 || needsPowerOfTwo === true ) {
  13240. // only perform resize for certain image types
  13241. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  13242. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  13243. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  13244. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  13245. var width = floor( scale * image.width );
  13246. var height = floor( scale * image.height );
  13247. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  13248. // cube textures can't reuse the same canvas
  13249. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  13250. canvas.width = width;
  13251. canvas.height = height;
  13252. var context = canvas.getContext( '2d' );
  13253. context.drawImage( image, 0, 0, width, height );
  13254. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  13255. return canvas;
  13256. } else {
  13257. if ( 'data' in image ) {
  13258. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  13259. }
  13260. return image;
  13261. }
  13262. }
  13263. return image;
  13264. }
  13265. function isPowerOfTwo( image ) {
  13266. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  13267. }
  13268. function textureNeedsPowerOfTwo( texture ) {
  13269. if ( isWebGL2 ) { return false; }
  13270. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13271. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13272. }
  13273. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13274. return texture.generateMipmaps && supportsMips &&
  13275. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13276. }
  13277. function generateMipmap( target, texture, width, height ) {
  13278. _gl.generateMipmap( target );
  13279. var textureProperties = properties.get( texture );
  13280. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13281. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13282. }
  13283. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13284. if ( isWebGL2 === false ) { return glFormat; }
  13285. if ( internalFormatName !== null ) {
  13286. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13287. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13288. }
  13289. var internalFormat = glFormat;
  13290. if ( glFormat === 6403 ) {
  13291. if ( glType === 5126 ) { internalFormat = 33326; }
  13292. if ( glType === 5131 ) { internalFormat = 33325; }
  13293. if ( glType === 5121 ) { internalFormat = 33321; }
  13294. }
  13295. if ( glFormat === 6407 ) {
  13296. if ( glType === 5126 ) { internalFormat = 34837; }
  13297. if ( glType === 5131 ) { internalFormat = 34843; }
  13298. if ( glType === 5121 ) { internalFormat = 32849; }
  13299. }
  13300. if ( glFormat === 6408 ) {
  13301. if ( glType === 5126 ) { internalFormat = 34836; }
  13302. if ( glType === 5131 ) { internalFormat = 34842; }
  13303. if ( glType === 5121 ) { internalFormat = 32856; }
  13304. }
  13305. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13306. internalFormat === 34842 || internalFormat === 34836 ) {
  13307. extensions.get( 'EXT_color_buffer_float' );
  13308. }
  13309. return internalFormat;
  13310. }
  13311. // Fallback filters for non-power-of-2 textures
  13312. function filterFallback( f ) {
  13313. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13314. return 9728;
  13315. }
  13316. return 9729;
  13317. }
  13318. //
  13319. function onTextureDispose( event ) {
  13320. var texture = event.target;
  13321. texture.removeEventListener( 'dispose', onTextureDispose );
  13322. deallocateTexture( texture );
  13323. if ( texture.isVideoTexture ) {
  13324. _videoTextures.delete( texture );
  13325. }
  13326. info.memory.textures --;
  13327. }
  13328. function onRenderTargetDispose( event ) {
  13329. var renderTarget = event.target;
  13330. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13331. deallocateRenderTarget( renderTarget );
  13332. info.memory.textures --;
  13333. }
  13334. //
  13335. function deallocateTexture( texture ) {
  13336. var textureProperties = properties.get( texture );
  13337. if ( textureProperties.__webglInit === undefined ) { return; }
  13338. _gl.deleteTexture( textureProperties.__webglTexture );
  13339. properties.remove( texture );
  13340. }
  13341. function deallocateRenderTarget( renderTarget ) {
  13342. var renderTargetProperties = properties.get( renderTarget );
  13343. var textureProperties = properties.get( renderTarget.texture );
  13344. if ( ! renderTarget ) { return; }
  13345. if ( textureProperties.__webglTexture !== undefined ) {
  13346. _gl.deleteTexture( textureProperties.__webglTexture );
  13347. }
  13348. if ( renderTarget.depthTexture ) {
  13349. renderTarget.depthTexture.dispose();
  13350. }
  13351. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13352. for ( var i = 0; i < 6; i ++ ) {
  13353. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13354. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13355. }
  13356. } else {
  13357. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13358. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13359. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13360. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13361. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13362. }
  13363. properties.remove( renderTarget.texture );
  13364. properties.remove( renderTarget );
  13365. }
  13366. //
  13367. var textureUnits = 0;
  13368. function resetTextureUnits() {
  13369. textureUnits = 0;
  13370. }
  13371. function allocateTextureUnit() {
  13372. var textureUnit = textureUnits;
  13373. if ( textureUnit >= maxTextures ) {
  13374. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13375. }
  13376. textureUnits += 1;
  13377. return textureUnit;
  13378. }
  13379. //
  13380. function setTexture2D( texture, slot ) {
  13381. var textureProperties = properties.get( texture );
  13382. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13383. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13384. var image = texture.image;
  13385. if ( image === undefined ) {
  13386. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13387. } else if ( image.complete === false ) {
  13388. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13389. } else {
  13390. uploadTexture( textureProperties, texture, slot );
  13391. return;
  13392. }
  13393. }
  13394. state.activeTexture( 33984 + slot );
  13395. state.bindTexture( 3553, textureProperties.__webglTexture );
  13396. }
  13397. function setTexture2DArray( texture, slot ) {
  13398. var textureProperties = properties.get( texture );
  13399. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13400. uploadTexture( textureProperties, texture, slot );
  13401. return;
  13402. }
  13403. state.activeTexture( 33984 + slot );
  13404. state.bindTexture( 35866, textureProperties.__webglTexture );
  13405. }
  13406. function setTexture3D( texture, slot ) {
  13407. var textureProperties = properties.get( texture );
  13408. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13409. uploadTexture( textureProperties, texture, slot );
  13410. return;
  13411. }
  13412. state.activeTexture( 33984 + slot );
  13413. state.bindTexture( 32879, textureProperties.__webglTexture );
  13414. }
  13415. function setTextureCube( texture, slot ) {
  13416. if ( texture.image.length !== 6 ) { return; }
  13417. var textureProperties = properties.get( texture );
  13418. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13419. initTexture( textureProperties, texture );
  13420. state.activeTexture( 33984 + slot );
  13421. state.bindTexture( 34067, textureProperties.__webglTexture );
  13422. _gl.pixelStorei( 37440, texture.flipY );
  13423. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13424. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13425. var cubeImage = [];
  13426. for ( var i = 0; i < 6; i ++ ) {
  13427. if ( ! isCompressed && ! isDataTexture ) {
  13428. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13429. } else {
  13430. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13431. }
  13432. }
  13433. var image = cubeImage[ 0 ],
  13434. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13435. glFormat = utils.convert( texture.format ),
  13436. glType = utils.convert( texture.type ),
  13437. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13438. setTextureParameters( 34067, texture, supportsMips );
  13439. var mipmaps;
  13440. if ( isCompressed ) {
  13441. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13442. mipmaps = cubeImage[ i$1 ].mipmaps;
  13443. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13444. var mipmap = mipmaps[ j ];
  13445. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13446. if ( glFormat !== null ) {
  13447. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13448. } else {
  13449. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13450. }
  13451. } else {
  13452. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13453. }
  13454. }
  13455. }
  13456. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13457. } else {
  13458. mipmaps = texture.mipmaps;
  13459. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13460. if ( isDataTexture ) {
  13461. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13462. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13463. var mipmap$1 = mipmaps[ j$1 ];
  13464. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13465. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13466. }
  13467. } else {
  13468. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13469. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13470. var mipmap$2 = mipmaps[ j$2 ];
  13471. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13472. }
  13473. }
  13474. }
  13475. textureProperties.__maxMipLevel = mipmaps.length;
  13476. }
  13477. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13478. // We assume images for cube map have the same size.
  13479. generateMipmap( 34067, texture, image.width, image.height );
  13480. }
  13481. textureProperties.__version = texture.version;
  13482. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13483. } else {
  13484. state.activeTexture( 33984 + slot );
  13485. state.bindTexture( 34067, textureProperties.__webglTexture );
  13486. }
  13487. }
  13488. function setTextureCubeDynamic( texture, slot ) {
  13489. state.activeTexture( 33984 + slot );
  13490. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13491. }
  13492. var wrappingToGL = {};
  13493. wrappingToGL[ RepeatWrapping ] = 10497;
  13494. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13495. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13496. var filterToGL = {};
  13497. filterToGL[ NearestFilter ] = 9728;
  13498. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13499. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13500. filterToGL[ LinearFilter ] = 9729;
  13501. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13502. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13503. function setTextureParameters( textureType, texture, supportsMips ) {
  13504. if ( supportsMips ) {
  13505. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13506. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13507. if ( textureType === 32879 || textureType === 35866 ) {
  13508. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13509. }
  13510. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13511. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13512. } else {
  13513. _gl.texParameteri( textureType, 10242, 33071 );
  13514. _gl.texParameteri( textureType, 10243, 33071 );
  13515. if ( textureType === 32879 || textureType === 35866 ) {
  13516. _gl.texParameteri( textureType, 32882, 33071 );
  13517. }
  13518. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13519. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13520. }
  13521. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13522. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13523. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13524. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13525. }
  13526. }
  13527. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13528. if ( extension ) {
  13529. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13530. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13531. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13532. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13533. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13534. }
  13535. }
  13536. }
  13537. function initTexture( textureProperties, texture ) {
  13538. if ( textureProperties.__webglInit === undefined ) {
  13539. textureProperties.__webglInit = true;
  13540. texture.addEventListener( 'dispose', onTextureDispose );
  13541. textureProperties.__webglTexture = _gl.createTexture();
  13542. info.memory.textures ++;
  13543. }
  13544. }
  13545. function uploadTexture( textureProperties, texture, slot ) {
  13546. var textureType = 3553;
  13547. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13548. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13549. initTexture( textureProperties, texture );
  13550. state.activeTexture( 33984 + slot );
  13551. state.bindTexture( textureType, textureProperties.__webglTexture );
  13552. _gl.pixelStorei( 37440, texture.flipY );
  13553. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13554. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13555. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13556. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13557. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13558. glFormat = utils.convert( texture.format );
  13559. var glType = utils.convert( texture.type ),
  13560. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13561. setTextureParameters( textureType, texture, supportsMips );
  13562. var mipmap;
  13563. var mipmaps = texture.mipmaps;
  13564. if ( texture.isDepthTexture ) {
  13565. // populate depth texture with dummy data
  13566. glInternalFormat = 6402;
  13567. if ( isWebGL2 ) {
  13568. if ( texture.type === FloatType ) {
  13569. glInternalFormat = 36012;
  13570. } else if ( texture.type === UnsignedIntType ) {
  13571. glInternalFormat = 33190;
  13572. } else if ( texture.type === UnsignedInt248Type ) {
  13573. glInternalFormat = 35056;
  13574. } else {
  13575. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13576. }
  13577. } else {
  13578. if ( texture.type === FloatType ) {
  13579. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13580. }
  13581. }
  13582. // validation checks for WebGL 1
  13583. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13584. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13585. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13586. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13587. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13588. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13589. texture.type = UnsignedShortType;
  13590. glType = utils.convert( texture.type );
  13591. }
  13592. }
  13593. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13594. // Depth stencil textures need the DEPTH_STENCIL internal format
  13595. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13596. glInternalFormat = 34041;
  13597. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13598. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13599. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13600. if ( texture.type !== UnsignedInt248Type ) {
  13601. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13602. texture.type = UnsignedInt248Type;
  13603. glType = utils.convert( texture.type );
  13604. }
  13605. }
  13606. //
  13607. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13608. } else if ( texture.isDataTexture ) {
  13609. // use manually created mipmaps if available
  13610. // if there are no manual mipmaps
  13611. // set 0 level mipmap and then use GL to generate other mipmap levels
  13612. if ( mipmaps.length > 0 && supportsMips ) {
  13613. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13614. mipmap = mipmaps[ i ];
  13615. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13616. }
  13617. texture.generateMipmaps = false;
  13618. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13619. } else {
  13620. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13621. textureProperties.__maxMipLevel = 0;
  13622. }
  13623. } else if ( texture.isCompressedTexture ) {
  13624. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13625. mipmap = mipmaps[ i$1 ];
  13626. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13627. if ( glFormat !== null ) {
  13628. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13629. } else {
  13630. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13631. }
  13632. } else {
  13633. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13634. }
  13635. }
  13636. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13637. } else if ( texture.isDataTexture2DArray ) {
  13638. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13639. textureProperties.__maxMipLevel = 0;
  13640. } else if ( texture.isDataTexture3D ) {
  13641. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13642. textureProperties.__maxMipLevel = 0;
  13643. } else {
  13644. // regular Texture (image, video, canvas)
  13645. // use manually created mipmaps if available
  13646. // if there are no manual mipmaps
  13647. // set 0 level mipmap and then use GL to generate other mipmap levels
  13648. if ( mipmaps.length > 0 && supportsMips ) {
  13649. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13650. mipmap = mipmaps[ i$2 ];
  13651. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13652. }
  13653. texture.generateMipmaps = false;
  13654. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13655. } else {
  13656. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13657. textureProperties.__maxMipLevel = 0;
  13658. }
  13659. }
  13660. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13661. generateMipmap( textureType, texture, image.width, image.height );
  13662. }
  13663. textureProperties.__version = texture.version;
  13664. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13665. }
  13666. // Render targets
  13667. // Setup storage for target texture and bind it to correct framebuffer
  13668. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13669. var glFormat = utils.convert( renderTarget.texture.format );
  13670. var glType = utils.convert( renderTarget.texture.type );
  13671. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13672. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13673. _gl.bindFramebuffer( 36160, framebuffer );
  13674. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13675. _gl.bindFramebuffer( 36160, null );
  13676. }
  13677. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13678. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13679. _gl.bindRenderbuffer( 36161, renderbuffer );
  13680. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13681. var glInternalFormat = 33189;
  13682. if ( isMultisample ) {
  13683. var depthTexture = renderTarget.depthTexture;
  13684. if ( depthTexture && depthTexture.isDepthTexture ) {
  13685. if ( depthTexture.type === FloatType ) {
  13686. glInternalFormat = 36012;
  13687. } else if ( depthTexture.type === UnsignedIntType ) {
  13688. glInternalFormat = 33190;
  13689. }
  13690. }
  13691. var samples = getRenderTargetSamples( renderTarget );
  13692. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13693. } else {
  13694. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13695. }
  13696. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13697. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13698. if ( isMultisample ) {
  13699. var samples$1 = getRenderTargetSamples( renderTarget );
  13700. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13701. } else {
  13702. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13703. }
  13704. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13705. } else {
  13706. var glFormat = utils.convert( renderTarget.texture.format );
  13707. var glType = utils.convert( renderTarget.texture.type );
  13708. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13709. if ( isMultisample ) {
  13710. var samples$2 = getRenderTargetSamples( renderTarget );
  13711. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13712. } else {
  13713. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13714. }
  13715. }
  13716. _gl.bindRenderbuffer( 36161, null );
  13717. }
  13718. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13719. function setupDepthTexture( framebuffer, renderTarget ) {
  13720. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13721. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13722. _gl.bindFramebuffer( 36160, framebuffer );
  13723. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13724. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13725. }
  13726. // upload an empty depth texture with framebuffer size
  13727. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13728. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13729. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13730. renderTarget.depthTexture.image.width = renderTarget.width;
  13731. renderTarget.depthTexture.image.height = renderTarget.height;
  13732. renderTarget.depthTexture.needsUpdate = true;
  13733. }
  13734. setTexture2D( renderTarget.depthTexture, 0 );
  13735. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13736. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13737. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13738. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13739. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13740. } else {
  13741. throw new Error( 'Unknown depthTexture format' );
  13742. }
  13743. }
  13744. // Setup GL resources for a non-texture depth buffer
  13745. function setupDepthRenderbuffer( renderTarget ) {
  13746. var renderTargetProperties = properties.get( renderTarget );
  13747. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13748. if ( renderTarget.depthTexture ) {
  13749. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13750. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13751. } else {
  13752. if ( isCube ) {
  13753. renderTargetProperties.__webglDepthbuffer = [];
  13754. for ( var i = 0; i < 6; i ++ ) {
  13755. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13756. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13757. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13758. }
  13759. } else {
  13760. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13761. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13762. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13763. }
  13764. }
  13765. _gl.bindFramebuffer( 36160, null );
  13766. }
  13767. // Set up GL resources for the render target
  13768. function setupRenderTarget( renderTarget ) {
  13769. var renderTargetProperties = properties.get( renderTarget );
  13770. var textureProperties = properties.get( renderTarget.texture );
  13771. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13772. textureProperties.__webglTexture = _gl.createTexture();
  13773. info.memory.textures ++;
  13774. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13775. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13776. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13777. // Handles WebGL2 RGBFormat fallback - #18858
  13778. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13779. renderTarget.texture.format = RGBAFormat;
  13780. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13781. }
  13782. // Setup framebuffer
  13783. if ( isCube ) {
  13784. renderTargetProperties.__webglFramebuffer = [];
  13785. for ( var i = 0; i < 6; i ++ ) {
  13786. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13787. }
  13788. } else {
  13789. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13790. if ( isMultisample ) {
  13791. if ( isWebGL2 ) {
  13792. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13793. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13794. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13795. var glFormat = utils.convert( renderTarget.texture.format );
  13796. var glType = utils.convert( renderTarget.texture.type );
  13797. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13798. var samples = getRenderTargetSamples( renderTarget );
  13799. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13800. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13801. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13802. _gl.bindRenderbuffer( 36161, null );
  13803. if ( renderTarget.depthBuffer ) {
  13804. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13805. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13806. }
  13807. _gl.bindFramebuffer( 36160, null );
  13808. } else {
  13809. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13810. }
  13811. }
  13812. }
  13813. // Setup color buffer
  13814. if ( isCube ) {
  13815. state.bindTexture( 34067, textureProperties.__webglTexture );
  13816. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13817. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13818. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13819. }
  13820. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13821. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13822. }
  13823. state.bindTexture( 34067, null );
  13824. } else {
  13825. state.bindTexture( 3553, textureProperties.__webglTexture );
  13826. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13827. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13828. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13829. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13830. }
  13831. state.bindTexture( 3553, null );
  13832. }
  13833. // Setup depth and stencil buffers
  13834. if ( renderTarget.depthBuffer ) {
  13835. setupDepthRenderbuffer( renderTarget );
  13836. }
  13837. }
  13838. function updateRenderTargetMipmap( renderTarget ) {
  13839. var texture = renderTarget.texture;
  13840. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13841. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13842. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13843. var webglTexture = properties.get( texture ).__webglTexture;
  13844. state.bindTexture( target, webglTexture );
  13845. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13846. state.bindTexture( target, null );
  13847. }
  13848. }
  13849. function updateMultisampleRenderTarget( renderTarget ) {
  13850. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13851. if ( isWebGL2 ) {
  13852. var renderTargetProperties = properties.get( renderTarget );
  13853. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13854. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13855. var width = renderTarget.width;
  13856. var height = renderTarget.height;
  13857. var mask = 16384;
  13858. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13859. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13860. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13861. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13862. } else {
  13863. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13864. }
  13865. }
  13866. }
  13867. function getRenderTargetSamples( renderTarget ) {
  13868. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13869. Math.min( maxSamples, renderTarget.samples ) : 0;
  13870. }
  13871. function updateVideoTexture( texture ) {
  13872. var frame = info.render.frame;
  13873. // Check the last frame we updated the VideoTexture
  13874. if ( _videoTextures.get( texture ) !== frame ) {
  13875. _videoTextures.set( texture, frame );
  13876. texture.update();
  13877. }
  13878. }
  13879. // backwards compatibility
  13880. var warnedTexture2D = false;
  13881. var warnedTextureCube = false;
  13882. function safeSetTexture2D( texture, slot ) {
  13883. if ( texture && texture.isWebGLRenderTarget ) {
  13884. if ( warnedTexture2D === false ) {
  13885. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13886. warnedTexture2D = true;
  13887. }
  13888. texture = texture.texture;
  13889. }
  13890. setTexture2D( texture, slot );
  13891. }
  13892. function safeSetTextureCube( texture, slot ) {
  13893. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13894. if ( warnedTextureCube === false ) {
  13895. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13896. warnedTextureCube = true;
  13897. }
  13898. texture = texture.texture;
  13899. }
  13900. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13901. // TODO: unify these code paths
  13902. if ( ( texture && texture.isCubeTexture ) ||
  13903. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13904. // CompressedTexture can have Array in image :/
  13905. // this function alone should take care of cube textures
  13906. setTextureCube( texture, slot );
  13907. } else {
  13908. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13909. setTextureCubeDynamic( texture, slot );
  13910. }
  13911. }
  13912. //
  13913. this.allocateTextureUnit = allocateTextureUnit;
  13914. this.resetTextureUnits = resetTextureUnits;
  13915. this.setTexture2D = setTexture2D;
  13916. this.setTexture2DArray = setTexture2DArray;
  13917. this.setTexture3D = setTexture3D;
  13918. this.setTextureCube = setTextureCube;
  13919. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13920. this.setupRenderTarget = setupRenderTarget;
  13921. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13922. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13923. this.safeSetTexture2D = safeSetTexture2D;
  13924. this.safeSetTextureCube = safeSetTextureCube;
  13925. }
  13926. /**
  13927. * @author thespite / http://www.twitter.com/thespite
  13928. */
  13929. function WebGLUtils( gl, extensions, capabilities ) {
  13930. var isWebGL2 = capabilities.isWebGL2;
  13931. function convert( p ) {
  13932. var extension;
  13933. if ( p === UnsignedByteType ) { return 5121; }
  13934. if ( p === UnsignedShort4444Type ) { return 32819; }
  13935. if ( p === UnsignedShort5551Type ) { return 32820; }
  13936. if ( p === UnsignedShort565Type ) { return 33635; }
  13937. if ( p === ByteType ) { return 5120; }
  13938. if ( p === ShortType ) { return 5122; }
  13939. if ( p === UnsignedShortType ) { return 5123; }
  13940. if ( p === IntType ) { return 5124; }
  13941. if ( p === UnsignedIntType ) { return 5125; }
  13942. if ( p === FloatType ) { return 5126; }
  13943. if ( p === HalfFloatType ) {
  13944. if ( isWebGL2 ) { return 5131; }
  13945. extension = extensions.get( 'OES_texture_half_float' );
  13946. if ( extension !== null ) {
  13947. return extension.HALF_FLOAT_OES;
  13948. } else {
  13949. return null;
  13950. }
  13951. }
  13952. if ( p === AlphaFormat ) { return 6406; }
  13953. if ( p === RGBFormat ) { return 6407; }
  13954. if ( p === RGBAFormat ) { return 6408; }
  13955. if ( p === LuminanceFormat ) { return 6409; }
  13956. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13957. if ( p === DepthFormat ) { return 6402; }
  13958. if ( p === DepthStencilFormat ) { return 34041; }
  13959. if ( p === RedFormat ) { return 6403; }
  13960. // WebGL2 formats.
  13961. if ( p === RedIntegerFormat ) { return 36244; }
  13962. if ( p === RGFormat ) { return 33319; }
  13963. if ( p === RGIntegerFormat ) { return 33320; }
  13964. if ( p === RGBIntegerFormat ) { return 36248; }
  13965. if ( p === RGBAIntegerFormat ) { return 36249; }
  13966. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13967. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13968. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13969. if ( extension !== null ) {
  13970. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13971. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13972. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13973. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13974. } else {
  13975. return null;
  13976. }
  13977. }
  13978. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13979. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13980. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13981. if ( extension !== null ) {
  13982. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13983. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13984. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13985. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13986. } else {
  13987. return null;
  13988. }
  13989. }
  13990. if ( p === RGB_ETC1_Format ) {
  13991. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13992. if ( extension !== null ) {
  13993. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13994. } else {
  13995. return null;
  13996. }
  13997. }
  13998. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13999. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  14000. if ( extension !== null ) {
  14001. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  14002. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  14003. }
  14004. }
  14005. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  14006. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  14007. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  14008. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  14009. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  14010. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  14011. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  14012. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  14013. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  14014. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  14015. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  14016. if ( extension !== null ) {
  14017. // TODO Complete?
  14018. return p;
  14019. } else {
  14020. return null;
  14021. }
  14022. }
  14023. if ( p === RGBA_BPTC_Format ) {
  14024. extension = extensions.get( 'EXT_texture_compression_bptc' );
  14025. if ( extension !== null ) {
  14026. // TODO Complete?
  14027. return p;
  14028. } else {
  14029. return null;
  14030. }
  14031. }
  14032. if ( p === UnsignedInt248Type ) {
  14033. if ( isWebGL2 ) { return 34042; }
  14034. extension = extensions.get( 'WEBGL_depth_texture' );
  14035. if ( extension !== null ) {
  14036. return extension.UNSIGNED_INT_24_8_WEBGL;
  14037. } else {
  14038. return null;
  14039. }
  14040. }
  14041. }
  14042. return { convert: convert };
  14043. }
  14044. /**
  14045. * @author mrdoob / http://mrdoob.com/
  14046. */
  14047. function ArrayCamera( array ) {
  14048. PerspectiveCamera.call( this );
  14049. this.cameras = array || [];
  14050. }
  14051. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  14052. constructor: ArrayCamera,
  14053. isArrayCamera: true
  14054. } );
  14055. /**
  14056. * @author mrdoob / http://mrdoob.com/
  14057. */
  14058. function Group() {
  14059. Object3D.call( this );
  14060. this.type = 'Group';
  14061. }
  14062. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14063. constructor: Group,
  14064. isGroup: true
  14065. } );
  14066. /**
  14067. * @author Mugen87 / https://github.com/Mugen87
  14068. */
  14069. function WebXRController() {
  14070. this._targetRay = null;
  14071. this._grip = null;
  14072. }
  14073. Object.assign( WebXRController.prototype, {
  14074. constructor: WebXRController,
  14075. getTargetRaySpace: function () {
  14076. if ( this._targetRay === null ) {
  14077. this._targetRay = new Group();
  14078. this._targetRay.matrixAutoUpdate = false;
  14079. this._targetRay.visible = false;
  14080. }
  14081. return this._targetRay;
  14082. },
  14083. getGripSpace: function () {
  14084. if ( this._grip === null ) {
  14085. this._grip = new Group();
  14086. this._grip.matrixAutoUpdate = false;
  14087. this._grip.visible = false;
  14088. }
  14089. return this._grip;
  14090. },
  14091. dispatchEvent: function ( event ) {
  14092. if ( this._targetRay !== null ) {
  14093. this._targetRay.dispatchEvent( event );
  14094. }
  14095. if ( this._grip !== null ) {
  14096. this._grip.dispatchEvent( event );
  14097. }
  14098. return this;
  14099. },
  14100. disconnect: function ( inputSource ) {
  14101. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14102. if ( this._targetRay !== null ) {
  14103. this._targetRay.visible = false;
  14104. }
  14105. if ( this._grip !== null ) {
  14106. this._grip.visible = false;
  14107. }
  14108. return this;
  14109. },
  14110. update: function ( inputSource, frame, referenceSpace ) {
  14111. var inputPose = null;
  14112. var gripPose = null;
  14113. var targetRay = this._targetRay;
  14114. var grip = this._grip;
  14115. if ( inputSource ) {
  14116. if ( targetRay !== null ) {
  14117. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14118. if ( inputPose !== null ) {
  14119. targetRay.matrix.fromArray( inputPose.transform.matrix );
  14120. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  14121. }
  14122. }
  14123. if ( grip !== null && inputSource.gripSpace ) {
  14124. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14125. if ( gripPose !== null ) {
  14126. grip.matrix.fromArray( gripPose.transform.matrix );
  14127. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  14128. }
  14129. }
  14130. }
  14131. if ( targetRay !== null ) {
  14132. targetRay.visible = ( inputPose !== null );
  14133. }
  14134. if ( grip !== null ) {
  14135. grip.visible = ( gripPose !== null );
  14136. }
  14137. return this;
  14138. }
  14139. } );
  14140. /**
  14141. * @author mrdoob / http://mrdoob.com/
  14142. */
  14143. function WebXRManager( renderer, gl ) {
  14144. var scope = this;
  14145. var session = null;
  14146. var framebufferScaleFactor = 1.0;
  14147. var referenceSpace = null;
  14148. var referenceSpaceType = 'local-floor';
  14149. var pose = null;
  14150. var controllers = [];
  14151. var inputSourcesMap = new Map();
  14152. //
  14153. var cameraL = new PerspectiveCamera();
  14154. cameraL.layers.enable( 1 );
  14155. cameraL.viewport = new Vector4();
  14156. var cameraR = new PerspectiveCamera();
  14157. cameraR.layers.enable( 2 );
  14158. cameraR.viewport = new Vector4();
  14159. var cameras = [ cameraL, cameraR ];
  14160. var cameraVR = new ArrayCamera();
  14161. cameraVR.layers.enable( 1 );
  14162. cameraVR.layers.enable( 2 );
  14163. var _currentDepthNear = null;
  14164. var _currentDepthFar = null;
  14165. //
  14166. this.enabled = false;
  14167. this.isPresenting = false;
  14168. this.getController = function ( index ) {
  14169. var controller = controllers[ index ];
  14170. if ( controller === undefined ) {
  14171. controller = new WebXRController();
  14172. controllers[ index ] = controller;
  14173. }
  14174. return controller.getTargetRaySpace();
  14175. };
  14176. this.getControllerGrip = function ( index ) {
  14177. var controller = controllers[ index ];
  14178. if ( controller === undefined ) {
  14179. controller = new WebXRController();
  14180. controllers[ index ] = controller;
  14181. }
  14182. return controller.getGripSpace();
  14183. };
  14184. //
  14185. function onSessionEvent( event ) {
  14186. var controller = inputSourcesMap.get( event.inputSource );
  14187. if ( controller ) {
  14188. controller.dispatchEvent( { type: event.type } );
  14189. }
  14190. }
  14191. function onSessionEnd() {
  14192. inputSourcesMap.forEach( function ( controller, inputSource ) {
  14193. controller.disconnect( inputSource );
  14194. } );
  14195. inputSourcesMap.clear();
  14196. //
  14197. renderer.setFramebuffer( null );
  14198. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  14199. animation.stop();
  14200. scope.isPresenting = false;
  14201. scope.dispatchEvent( { type: 'sessionend' } );
  14202. }
  14203. function onRequestReferenceSpace( value ) {
  14204. referenceSpace = value;
  14205. animation.setContext( session );
  14206. animation.start();
  14207. scope.isPresenting = true;
  14208. scope.dispatchEvent( { type: 'sessionstart' } );
  14209. }
  14210. this.setFramebufferScaleFactor = function ( value ) {
  14211. framebufferScaleFactor = value;
  14212. if ( scope.isPresenting === true ) {
  14213. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14214. }
  14215. };
  14216. this.setReferenceSpaceType = function ( value ) {
  14217. referenceSpaceType = value;
  14218. if ( scope.isPresenting === true ) {
  14219. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14220. }
  14221. };
  14222. this.getReferenceSpace = function () {
  14223. return referenceSpace;
  14224. };
  14225. this.getSession = function () {
  14226. return session;
  14227. };
  14228. this.setSession = function ( value ) {
  14229. session = value;
  14230. if ( session !== null ) {
  14231. session.addEventListener( 'select', onSessionEvent );
  14232. session.addEventListener( 'selectstart', onSessionEvent );
  14233. session.addEventListener( 'selectend', onSessionEvent );
  14234. session.addEventListener( 'squeeze', onSessionEvent );
  14235. session.addEventListener( 'squeezestart', onSessionEvent );
  14236. session.addEventListener( 'squeezeend', onSessionEvent );
  14237. session.addEventListener( 'end', onSessionEnd );
  14238. var attributes = gl.getContextAttributes();
  14239. if ( attributes.xrCompatible !== true ) {
  14240. gl.makeXRCompatible();
  14241. }
  14242. var layerInit = {
  14243. antialias: attributes.antialias,
  14244. alpha: attributes.alpha,
  14245. depth: attributes.depth,
  14246. stencil: attributes.stencil,
  14247. framebufferScaleFactor: framebufferScaleFactor
  14248. };
  14249. // eslint-disable-next-line no-undef
  14250. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14251. session.updateRenderState( { baseLayer: baseLayer } );
  14252. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14253. //
  14254. session.addEventListener( 'inputsourceschange', updateInputSources );
  14255. }
  14256. };
  14257. function updateInputSources( event ) {
  14258. var inputSources = session.inputSources;
  14259. // Assign inputSources to available controllers
  14260. for ( var i = 0; i < controllers.length; i ++ ) {
  14261. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14262. }
  14263. // Notify disconnected
  14264. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14265. var inputSource = event.removed[ i$1 ];
  14266. var controller = inputSourcesMap.get( inputSource );
  14267. if ( controller ) {
  14268. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14269. inputSourcesMap.delete( inputSource );
  14270. }
  14271. }
  14272. // Notify connected
  14273. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14274. var inputSource$1 = event.added[ i$2 ];
  14275. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14276. if ( controller$1 ) {
  14277. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14278. }
  14279. }
  14280. }
  14281. //
  14282. var cameraLPos = new Vector3();
  14283. var cameraRPos = new Vector3();
  14284. /**
  14285. * @author jsantell / https://www.jsantell.com/
  14286. *
  14287. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14288. * the cameras' projection and world matrices have already been set.
  14289. * And that near and far planes are identical for both cameras.
  14290. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14291. */
  14292. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14293. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14294. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14295. var ipd = cameraLPos.distanceTo( cameraRPos );
  14296. var projL = cameraL.projectionMatrix.elements;
  14297. var projR = cameraR.projectionMatrix.elements;
  14298. // VR systems will have identical far and near planes, and
  14299. // most likely identical top and bottom frustum extents.
  14300. // Use the left camera for these values.
  14301. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14302. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14303. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14304. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14305. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14306. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14307. var left = near * leftFov;
  14308. var right = near * rightFov;
  14309. // Calculate the new camera's position offset from the
  14310. // left camera. xOffset should be roughly half `ipd`.
  14311. var zOffset = ipd / ( - leftFov + rightFov );
  14312. var xOffset = zOffset * - leftFov;
  14313. // TODO: Better way to apply this offset?
  14314. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14315. camera.translateX( xOffset );
  14316. camera.translateZ( zOffset );
  14317. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14318. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14319. // Find the union of the frustum values of the cameras and scale
  14320. // the values so that the near plane's position does not change in world space,
  14321. // although must now be relative to the new union camera.
  14322. var near2 = near + zOffset;
  14323. var far2 = far + zOffset;
  14324. var left2 = left - xOffset;
  14325. var right2 = right + ( ipd - xOffset );
  14326. var top2 = topFov * far / far2 * near2;
  14327. var bottom2 = bottomFov * far / far2 * near2;
  14328. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14329. }
  14330. function updateCamera( camera, parent ) {
  14331. if ( parent === null ) {
  14332. camera.matrixWorld.copy( camera.matrix );
  14333. } else {
  14334. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14335. }
  14336. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14337. }
  14338. this.getCamera = function ( camera ) {
  14339. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14340. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14341. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14342. // Note that the new renderState won't apply until the next frame. See #18320
  14343. session.updateRenderState( {
  14344. depthNear: cameraVR.near,
  14345. depthFar: cameraVR.far
  14346. } );
  14347. _currentDepthNear = cameraVR.near;
  14348. _currentDepthFar = cameraVR.far;
  14349. }
  14350. var parent = camera.parent;
  14351. var cameras = cameraVR.cameras;
  14352. updateCamera( cameraVR, parent );
  14353. for ( var i = 0; i < cameras.length; i ++ ) {
  14354. updateCamera( cameras[ i ], parent );
  14355. }
  14356. // update camera and its children
  14357. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14358. var children = camera.children;
  14359. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14360. children[ i$1 ].updateMatrixWorld( true );
  14361. }
  14362. // update projection matrix for proper view frustum culling
  14363. if ( cameras.length === 2 ) {
  14364. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14365. } else {
  14366. // assume single camera setup (AR)
  14367. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14368. }
  14369. return cameraVR;
  14370. };
  14371. // Animation Loop
  14372. var onAnimationFrameCallback = null;
  14373. function onAnimationFrame( time, frame ) {
  14374. pose = frame.getViewerPose( referenceSpace );
  14375. if ( pose !== null ) {
  14376. var views = pose.views;
  14377. var baseLayer = session.renderState.baseLayer;
  14378. renderer.setFramebuffer( baseLayer.framebuffer );
  14379. var cameraVRNeedsUpdate = false;
  14380. // check if it's necessary to rebuild cameraVR's camera list
  14381. if ( views.length !== cameraVR.cameras.length ) {
  14382. cameraVR.cameras.length = 0;
  14383. cameraVRNeedsUpdate = true;
  14384. }
  14385. for ( var i = 0; i < views.length; i ++ ) {
  14386. var view = views[ i ];
  14387. var viewport = baseLayer.getViewport( view );
  14388. var camera = cameras[ i ];
  14389. camera.matrix.fromArray( view.transform.matrix );
  14390. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14391. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14392. if ( i === 0 ) {
  14393. cameraVR.matrix.copy( camera.matrix );
  14394. }
  14395. if ( cameraVRNeedsUpdate === true ) {
  14396. cameraVR.cameras.push( camera );
  14397. }
  14398. }
  14399. }
  14400. //
  14401. var inputSources = session.inputSources;
  14402. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14403. var controller = controllers[ i$1 ];
  14404. var inputSource = inputSources[ i$1 ];
  14405. controller.update( inputSource, frame, referenceSpace );
  14406. }
  14407. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14408. }
  14409. var animation = new WebGLAnimation();
  14410. animation.setAnimationLoop( onAnimationFrame );
  14411. this.setAnimationLoop = function ( callback ) {
  14412. onAnimationFrameCallback = callback;
  14413. };
  14414. this.dispose = function () {};
  14415. }
  14416. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14417. /**
  14418. * @author mrdoob / http://mrdoob.com/
  14419. */
  14420. function WebGLMaterials( properties ) {
  14421. function refreshFogUniforms( uniforms, fog ) {
  14422. uniforms.fogColor.value.copy( fog.color );
  14423. if ( fog.isFog ) {
  14424. uniforms.fogNear.value = fog.near;
  14425. uniforms.fogFar.value = fog.far;
  14426. } else if ( fog.isFogExp2 ) {
  14427. uniforms.fogDensity.value = fog.density;
  14428. }
  14429. }
  14430. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14431. if ( material.isMeshBasicMaterial ) {
  14432. refreshUniformsCommon( uniforms, material );
  14433. } else if ( material.isMeshLambertMaterial ) {
  14434. refreshUniformsCommon( uniforms, material );
  14435. refreshUniformsLambert( uniforms, material );
  14436. } else if ( material.isMeshToonMaterial ) {
  14437. refreshUniformsCommon( uniforms, material );
  14438. refreshUniformsToon( uniforms, material );
  14439. } else if ( material.isMeshPhongMaterial ) {
  14440. refreshUniformsCommon( uniforms, material );
  14441. refreshUniformsPhong( uniforms, material );
  14442. } else if ( material.isMeshStandardMaterial ) {
  14443. refreshUniformsCommon( uniforms, material, environment );
  14444. if ( material.isMeshPhysicalMaterial ) {
  14445. refreshUniformsPhysical( uniforms, material, environment );
  14446. } else {
  14447. refreshUniformsStandard( uniforms, material, environment );
  14448. }
  14449. } else if ( material.isMeshMatcapMaterial ) {
  14450. refreshUniformsCommon( uniforms, material );
  14451. refreshUniformsMatcap( uniforms, material );
  14452. } else if ( material.isMeshDepthMaterial ) {
  14453. refreshUniformsCommon( uniforms, material );
  14454. refreshUniformsDepth( uniforms, material );
  14455. } else if ( material.isMeshDistanceMaterial ) {
  14456. refreshUniformsCommon( uniforms, material );
  14457. refreshUniformsDistance( uniforms, material );
  14458. } else if ( material.isMeshNormalMaterial ) {
  14459. refreshUniformsCommon( uniforms, material );
  14460. refreshUniformsNormal( uniforms, material );
  14461. } else if ( material.isLineBasicMaterial ) {
  14462. refreshUniformsLine( uniforms, material );
  14463. if ( material.isLineDashedMaterial ) {
  14464. refreshUniformsDash( uniforms, material );
  14465. }
  14466. } else if ( material.isPointsMaterial ) {
  14467. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14468. } else if ( material.isSpriteMaterial ) {
  14469. refreshUniformsSprites( uniforms, material );
  14470. } else if ( material.isShadowMaterial ) {
  14471. uniforms.color.value.copy( material.color );
  14472. uniforms.opacity.value = material.opacity;
  14473. } else if ( material.isShaderMaterial ) {
  14474. material.uniformsNeedUpdate = false; // #15581
  14475. }
  14476. }
  14477. function refreshUniformsCommon( uniforms, material, environment ) {
  14478. uniforms.opacity.value = material.opacity;
  14479. if ( material.color ) {
  14480. uniforms.diffuse.value.copy( material.color );
  14481. }
  14482. if ( material.emissive ) {
  14483. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14484. }
  14485. if ( material.map ) {
  14486. uniforms.map.value = material.map;
  14487. }
  14488. if ( material.alphaMap ) {
  14489. uniforms.alphaMap.value = material.alphaMap;
  14490. }
  14491. if ( material.specularMap ) {
  14492. uniforms.specularMap.value = material.specularMap;
  14493. }
  14494. var envMap = material.envMap || environment;
  14495. if ( envMap ) {
  14496. uniforms.envMap.value = envMap;
  14497. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14498. uniforms.reflectivity.value = material.reflectivity;
  14499. uniforms.refractionRatio.value = material.refractionRatio;
  14500. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14501. }
  14502. if ( material.lightMap ) {
  14503. uniforms.lightMap.value = material.lightMap;
  14504. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14505. }
  14506. if ( material.aoMap ) {
  14507. uniforms.aoMap.value = material.aoMap;
  14508. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14509. }
  14510. // uv repeat and offset setting priorities
  14511. // 1. color map
  14512. // 2. specular map
  14513. // 3. normal map
  14514. // 4. bump map
  14515. // 5. alpha map
  14516. // 6. emissive map
  14517. var uvScaleMap;
  14518. if ( material.map ) {
  14519. uvScaleMap = material.map;
  14520. } else if ( material.specularMap ) {
  14521. uvScaleMap = material.specularMap;
  14522. } else if ( material.displacementMap ) {
  14523. uvScaleMap = material.displacementMap;
  14524. } else if ( material.normalMap ) {
  14525. uvScaleMap = material.normalMap;
  14526. } else if ( material.bumpMap ) {
  14527. uvScaleMap = material.bumpMap;
  14528. } else if ( material.roughnessMap ) {
  14529. uvScaleMap = material.roughnessMap;
  14530. } else if ( material.metalnessMap ) {
  14531. uvScaleMap = material.metalnessMap;
  14532. } else if ( material.alphaMap ) {
  14533. uvScaleMap = material.alphaMap;
  14534. } else if ( material.emissiveMap ) {
  14535. uvScaleMap = material.emissiveMap;
  14536. }
  14537. if ( uvScaleMap !== undefined ) {
  14538. // backwards compatibility
  14539. if ( uvScaleMap.isWebGLRenderTarget ) {
  14540. uvScaleMap = uvScaleMap.texture;
  14541. }
  14542. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14543. uvScaleMap.updateMatrix();
  14544. }
  14545. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14546. }
  14547. // uv repeat and offset setting priorities for uv2
  14548. // 1. ao map
  14549. // 2. light map
  14550. var uv2ScaleMap;
  14551. if ( material.aoMap ) {
  14552. uv2ScaleMap = material.aoMap;
  14553. } else if ( material.lightMap ) {
  14554. uv2ScaleMap = material.lightMap;
  14555. }
  14556. if ( uv2ScaleMap !== undefined ) {
  14557. // backwards compatibility
  14558. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14559. uv2ScaleMap = uv2ScaleMap.texture;
  14560. }
  14561. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14562. uv2ScaleMap.updateMatrix();
  14563. }
  14564. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14565. }
  14566. }
  14567. function refreshUniformsLine( uniforms, material ) {
  14568. uniforms.diffuse.value.copy( material.color );
  14569. uniforms.opacity.value = material.opacity;
  14570. }
  14571. function refreshUniformsDash( uniforms, material ) {
  14572. uniforms.dashSize.value = material.dashSize;
  14573. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14574. uniforms.scale.value = material.scale;
  14575. }
  14576. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14577. uniforms.diffuse.value.copy( material.color );
  14578. uniforms.opacity.value = material.opacity;
  14579. uniforms.size.value = material.size * pixelRatio;
  14580. uniforms.scale.value = height * 0.5;
  14581. if ( material.map ) {
  14582. uniforms.map.value = material.map;
  14583. }
  14584. if ( material.alphaMap ) {
  14585. uniforms.alphaMap.value = material.alphaMap;
  14586. }
  14587. // uv repeat and offset setting priorities
  14588. // 1. color map
  14589. // 2. alpha map
  14590. var uvScaleMap;
  14591. if ( material.map ) {
  14592. uvScaleMap = material.map;
  14593. } else if ( material.alphaMap ) {
  14594. uvScaleMap = material.alphaMap;
  14595. }
  14596. if ( uvScaleMap !== undefined ) {
  14597. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14598. uvScaleMap.updateMatrix();
  14599. }
  14600. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14601. }
  14602. }
  14603. function refreshUniformsSprites( uniforms, material ) {
  14604. uniforms.diffuse.value.copy( material.color );
  14605. uniforms.opacity.value = material.opacity;
  14606. uniforms.rotation.value = material.rotation;
  14607. if ( material.map ) {
  14608. uniforms.map.value = material.map;
  14609. }
  14610. if ( material.alphaMap ) {
  14611. uniforms.alphaMap.value = material.alphaMap;
  14612. }
  14613. // uv repeat and offset setting priorities
  14614. // 1. color map
  14615. // 2. alpha map
  14616. var uvScaleMap;
  14617. if ( material.map ) {
  14618. uvScaleMap = material.map;
  14619. } else if ( material.alphaMap ) {
  14620. uvScaleMap = material.alphaMap;
  14621. }
  14622. if ( uvScaleMap !== undefined ) {
  14623. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14624. uvScaleMap.updateMatrix();
  14625. }
  14626. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14627. }
  14628. }
  14629. function refreshUniformsLambert( uniforms, material ) {
  14630. if ( material.emissiveMap ) {
  14631. uniforms.emissiveMap.value = material.emissiveMap;
  14632. }
  14633. }
  14634. function refreshUniformsPhong( uniforms, material ) {
  14635. uniforms.specular.value.copy( material.specular );
  14636. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14637. if ( material.emissiveMap ) {
  14638. uniforms.emissiveMap.value = material.emissiveMap;
  14639. }
  14640. if ( material.bumpMap ) {
  14641. uniforms.bumpMap.value = material.bumpMap;
  14642. uniforms.bumpScale.value = material.bumpScale;
  14643. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14644. }
  14645. if ( material.normalMap ) {
  14646. uniforms.normalMap.value = material.normalMap;
  14647. uniforms.normalScale.value.copy( material.normalScale );
  14648. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14649. }
  14650. if ( material.displacementMap ) {
  14651. uniforms.displacementMap.value = material.displacementMap;
  14652. uniforms.displacementScale.value = material.displacementScale;
  14653. uniforms.displacementBias.value = material.displacementBias;
  14654. }
  14655. }
  14656. function refreshUniformsToon( uniforms, material ) {
  14657. if ( material.gradientMap ) {
  14658. uniforms.gradientMap.value = material.gradientMap;
  14659. }
  14660. if ( material.emissiveMap ) {
  14661. uniforms.emissiveMap.value = material.emissiveMap;
  14662. }
  14663. if ( material.bumpMap ) {
  14664. uniforms.bumpMap.value = material.bumpMap;
  14665. uniforms.bumpScale.value = material.bumpScale;
  14666. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14667. }
  14668. if ( material.normalMap ) {
  14669. uniforms.normalMap.value = material.normalMap;
  14670. uniforms.normalScale.value.copy( material.normalScale );
  14671. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14672. }
  14673. if ( material.displacementMap ) {
  14674. uniforms.displacementMap.value = material.displacementMap;
  14675. uniforms.displacementScale.value = material.displacementScale;
  14676. uniforms.displacementBias.value = material.displacementBias;
  14677. }
  14678. }
  14679. function refreshUniformsStandard( uniforms, material, environment ) {
  14680. uniforms.roughness.value = material.roughness;
  14681. uniforms.metalness.value = material.metalness;
  14682. if ( material.roughnessMap ) {
  14683. uniforms.roughnessMap.value = material.roughnessMap;
  14684. }
  14685. if ( material.metalnessMap ) {
  14686. uniforms.metalnessMap.value = material.metalnessMap;
  14687. }
  14688. if ( material.emissiveMap ) {
  14689. uniforms.emissiveMap.value = material.emissiveMap;
  14690. }
  14691. if ( material.bumpMap ) {
  14692. uniforms.bumpMap.value = material.bumpMap;
  14693. uniforms.bumpScale.value = material.bumpScale;
  14694. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14695. }
  14696. if ( material.normalMap ) {
  14697. uniforms.normalMap.value = material.normalMap;
  14698. uniforms.normalScale.value.copy( material.normalScale );
  14699. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14700. }
  14701. if ( material.displacementMap ) {
  14702. uniforms.displacementMap.value = material.displacementMap;
  14703. uniforms.displacementScale.value = material.displacementScale;
  14704. uniforms.displacementBias.value = material.displacementBias;
  14705. }
  14706. if ( material.envMap || environment ) {
  14707. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14708. uniforms.envMapIntensity.value = material.envMapIntensity;
  14709. }
  14710. }
  14711. function refreshUniformsPhysical( uniforms, material, environment ) {
  14712. refreshUniformsStandard( uniforms, material, environment );
  14713. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14714. uniforms.clearcoat.value = material.clearcoat;
  14715. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14716. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14717. if ( material.clearcoatMap ) {
  14718. uniforms.clearcoatMap.value = material.clearcoatMap;
  14719. }
  14720. if ( material.clearcoatRoughnessMap ) {
  14721. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14722. }
  14723. if ( material.clearcoatNormalMap ) {
  14724. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14725. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14726. if ( material.side === BackSide ) {
  14727. uniforms.clearcoatNormalScale.value.negate();
  14728. }
  14729. }
  14730. uniforms.transparency.value = material.transparency;
  14731. }
  14732. function refreshUniformsMatcap( uniforms, material ) {
  14733. if ( material.matcap ) {
  14734. uniforms.matcap.value = material.matcap;
  14735. }
  14736. if ( material.bumpMap ) {
  14737. uniforms.bumpMap.value = material.bumpMap;
  14738. uniforms.bumpScale.value = material.bumpScale;
  14739. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14740. }
  14741. if ( material.normalMap ) {
  14742. uniforms.normalMap.value = material.normalMap;
  14743. uniforms.normalScale.value.copy( material.normalScale );
  14744. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14745. }
  14746. if ( material.displacementMap ) {
  14747. uniforms.displacementMap.value = material.displacementMap;
  14748. uniforms.displacementScale.value = material.displacementScale;
  14749. uniforms.displacementBias.value = material.displacementBias;
  14750. }
  14751. }
  14752. function refreshUniformsDepth( uniforms, material ) {
  14753. if ( material.displacementMap ) {
  14754. uniforms.displacementMap.value = material.displacementMap;
  14755. uniforms.displacementScale.value = material.displacementScale;
  14756. uniforms.displacementBias.value = material.displacementBias;
  14757. }
  14758. }
  14759. function refreshUniformsDistance( uniforms, material ) {
  14760. if ( material.displacementMap ) {
  14761. uniforms.displacementMap.value = material.displacementMap;
  14762. uniforms.displacementScale.value = material.displacementScale;
  14763. uniforms.displacementBias.value = material.displacementBias;
  14764. }
  14765. uniforms.referencePosition.value.copy( material.referencePosition );
  14766. uniforms.nearDistance.value = material.nearDistance;
  14767. uniforms.farDistance.value = material.farDistance;
  14768. }
  14769. function refreshUniformsNormal( uniforms, material ) {
  14770. if ( material.bumpMap ) {
  14771. uniforms.bumpMap.value = material.bumpMap;
  14772. uniforms.bumpScale.value = material.bumpScale;
  14773. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14774. }
  14775. if ( material.normalMap ) {
  14776. uniforms.normalMap.value = material.normalMap;
  14777. uniforms.normalScale.value.copy( material.normalScale );
  14778. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14779. }
  14780. if ( material.displacementMap ) {
  14781. uniforms.displacementMap.value = material.displacementMap;
  14782. uniforms.displacementScale.value = material.displacementScale;
  14783. uniforms.displacementBias.value = material.displacementBias;
  14784. }
  14785. }
  14786. return {
  14787. refreshFogUniforms: refreshFogUniforms,
  14788. refreshMaterialUniforms: refreshMaterialUniforms
  14789. };
  14790. }
  14791. /**
  14792. * @author supereggbert / http://www.paulbrunt.co.uk/
  14793. * @author mrdoob / http://mrdoob.com/
  14794. * @author alteredq / http://alteredqualia.com/
  14795. * @author szimek / https://github.com/szimek/
  14796. * @author tschw
  14797. */
  14798. function WebGLRenderer( parameters ) {
  14799. parameters = parameters || {};
  14800. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14801. _context = parameters.context !== undefined ? parameters.context : null,
  14802. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14803. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14804. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14805. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14806. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14807. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14808. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14809. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14810. var currentRenderList = null;
  14811. var currentRenderState = null;
  14812. // public properties
  14813. this.domElement = _canvas;
  14814. // Debug configuration container
  14815. this.debug = {
  14816. /**
  14817. * Enables error checking and reporting when shader programs are being compiled
  14818. * @type {boolean}
  14819. */
  14820. checkShaderErrors: true
  14821. };
  14822. // clearing
  14823. this.autoClear = true;
  14824. this.autoClearColor = true;
  14825. this.autoClearDepth = true;
  14826. this.autoClearStencil = true;
  14827. // scene graph
  14828. this.sortObjects = true;
  14829. // user-defined clipping
  14830. this.clippingPlanes = [];
  14831. this.localClippingEnabled = false;
  14832. // physically based shading
  14833. this.gammaFactor = 2.0; // for backwards compatibility
  14834. this.outputEncoding = LinearEncoding;
  14835. // physical lights
  14836. this.physicallyCorrectLights = false;
  14837. // tone mapping
  14838. this.toneMapping = NoToneMapping;
  14839. this.toneMappingExposure = 1.0;
  14840. // morphs
  14841. this.maxMorphTargets = 8;
  14842. this.maxMorphNormals = 4;
  14843. // internal properties
  14844. var _this = this;
  14845. var _isContextLost = false;
  14846. // internal state cache
  14847. var _framebuffer = null;
  14848. var _currentActiveCubeFace = 0;
  14849. var _currentActiveMipmapLevel = 0;
  14850. var _currentRenderTarget = null;
  14851. var _currentFramebuffer = null;
  14852. var _currentMaterialId = - 1;
  14853. var _currentCamera = null;
  14854. var _currentArrayCamera = null;
  14855. var _currentViewport = new Vector4();
  14856. var _currentScissor = new Vector4();
  14857. var _currentScissorTest = null;
  14858. //
  14859. var _width = _canvas.width;
  14860. var _height = _canvas.height;
  14861. var _pixelRatio = 1;
  14862. var _opaqueSort = null;
  14863. var _transparentSort = null;
  14864. var _viewport = new Vector4( 0, 0, _width, _height );
  14865. var _scissor = new Vector4( 0, 0, _width, _height );
  14866. var _scissorTest = false;
  14867. // frustum
  14868. var _frustum = new Frustum();
  14869. // clipping
  14870. var _clipping = new WebGLClipping();
  14871. var _clippingEnabled = false;
  14872. var _localClippingEnabled = false;
  14873. // camera matrices cache
  14874. var _projScreenMatrix = new Matrix4();
  14875. var _vector3 = new Vector3();
  14876. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14877. function getTargetPixelRatio() {
  14878. return _currentRenderTarget === null ? _pixelRatio : 1;
  14879. }
  14880. // initialize
  14881. var _gl = _context;
  14882. function getContext( contextNames, contextAttributes ) {
  14883. for ( var i = 0; i < contextNames.length; i ++ ) {
  14884. var contextName = contextNames[ i ];
  14885. var context = _canvas.getContext( contextName, contextAttributes );
  14886. if ( context !== null ) { return context; }
  14887. }
  14888. return null;
  14889. }
  14890. try {
  14891. var contextAttributes = {
  14892. alpha: _alpha,
  14893. depth: _depth,
  14894. stencil: _stencil,
  14895. antialias: _antialias,
  14896. premultipliedAlpha: _premultipliedAlpha,
  14897. preserveDrawingBuffer: _preserveDrawingBuffer,
  14898. powerPreference: _powerPreference,
  14899. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14900. };
  14901. // event listeners must be registered before WebGL context is created, see #12753
  14902. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14903. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14904. if ( _gl === null ) {
  14905. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14906. if ( _this.isWebGL1Renderer === true ) {
  14907. contextNames.shift();
  14908. }
  14909. _gl = getContext( contextNames, contextAttributes );
  14910. if ( _gl === null ) {
  14911. if ( getContext( contextNames ) ) {
  14912. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14913. } else {
  14914. throw new Error( 'Error creating WebGL context.' );
  14915. }
  14916. }
  14917. }
  14918. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14919. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14920. _gl.getShaderPrecisionFormat = function () {
  14921. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14922. };
  14923. }
  14924. } catch ( error ) {
  14925. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14926. throw error;
  14927. }
  14928. var extensions, capabilities, state, info;
  14929. var properties, textures, attributes, geometries, objects;
  14930. var programCache, materials, renderLists, renderStates;
  14931. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14932. var utils, bindingStates;
  14933. function initGLContext() {
  14934. extensions = new WebGLExtensions( _gl );
  14935. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14936. if ( capabilities.isWebGL2 === false ) {
  14937. extensions.get( 'WEBGL_depth_texture' );
  14938. extensions.get( 'OES_texture_float' );
  14939. extensions.get( 'OES_texture_half_float' );
  14940. extensions.get( 'OES_texture_half_float_linear' );
  14941. extensions.get( 'OES_standard_derivatives' );
  14942. extensions.get( 'OES_element_index_uint' );
  14943. extensions.get( 'OES_vertex_array_object' );
  14944. extensions.get( 'ANGLE_instanced_arrays' );
  14945. }
  14946. extensions.get( 'OES_texture_float_linear' );
  14947. utils = new WebGLUtils( _gl, extensions, capabilities );
  14948. state = new WebGLState( _gl, extensions, capabilities );
  14949. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14950. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14951. info = new WebGLInfo( _gl );
  14952. properties = new WebGLProperties();
  14953. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14954. attributes = new WebGLAttributes( _gl, capabilities );
  14955. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14956. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14957. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14958. morphtargets = new WebGLMorphtargets( _gl );
  14959. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  14960. materials = new WebGLMaterials( properties );
  14961. renderLists = new WebGLRenderLists();
  14962. renderStates = new WebGLRenderStates();
  14963. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14964. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14965. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14966. info.programs = programCache.programs;
  14967. _this.capabilities = capabilities;
  14968. _this.extensions = extensions;
  14969. _this.properties = properties;
  14970. _this.renderLists = renderLists;
  14971. _this.state = state;
  14972. _this.info = info;
  14973. }
  14974. initGLContext();
  14975. // xr
  14976. var xr = new WebXRManager( _this, _gl );
  14977. this.xr = xr;
  14978. // shadow map
  14979. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14980. this.shadowMap = shadowMap;
  14981. // API
  14982. this.getContext = function () {
  14983. return _gl;
  14984. };
  14985. this.getContextAttributes = function () {
  14986. return _gl.getContextAttributes();
  14987. };
  14988. this.forceContextLoss = function () {
  14989. var extension = extensions.get( 'WEBGL_lose_context' );
  14990. if ( extension ) { extension.loseContext(); }
  14991. };
  14992. this.forceContextRestore = function () {
  14993. var extension = extensions.get( 'WEBGL_lose_context' );
  14994. if ( extension ) { extension.restoreContext(); }
  14995. };
  14996. this.getPixelRatio = function () {
  14997. return _pixelRatio;
  14998. };
  14999. this.setPixelRatio = function ( value ) {
  15000. if ( value === undefined ) { return; }
  15001. _pixelRatio = value;
  15002. this.setSize( _width, _height, false );
  15003. };
  15004. this.getSize = function ( target ) {
  15005. if ( target === undefined ) {
  15006. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  15007. target = new Vector2();
  15008. }
  15009. return target.set( _width, _height );
  15010. };
  15011. this.setSize = function ( width, height, updateStyle ) {
  15012. if ( xr.isPresenting ) {
  15013. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  15014. return;
  15015. }
  15016. _width = width;
  15017. _height = height;
  15018. _canvas.width = Math.floor( width * _pixelRatio );
  15019. _canvas.height = Math.floor( height * _pixelRatio );
  15020. if ( updateStyle !== false ) {
  15021. _canvas.style.width = width + 'px';
  15022. _canvas.style.height = height + 'px';
  15023. }
  15024. this.setViewport( 0, 0, width, height );
  15025. };
  15026. this.getDrawingBufferSize = function ( target ) {
  15027. if ( target === undefined ) {
  15028. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  15029. target = new Vector2();
  15030. }
  15031. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  15032. };
  15033. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  15034. _width = width;
  15035. _height = height;
  15036. _pixelRatio = pixelRatio;
  15037. _canvas.width = Math.floor( width * pixelRatio );
  15038. _canvas.height = Math.floor( height * pixelRatio );
  15039. this.setViewport( 0, 0, width, height );
  15040. };
  15041. this.getCurrentViewport = function ( target ) {
  15042. if ( target === undefined ) {
  15043. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  15044. target = new Vector4();
  15045. }
  15046. return target.copy( _currentViewport );
  15047. };
  15048. this.getViewport = function ( target ) {
  15049. return target.copy( _viewport );
  15050. };
  15051. this.setViewport = function ( x, y, width, height ) {
  15052. if ( x.isVector4 ) {
  15053. _viewport.set( x.x, x.y, x.z, x.w );
  15054. } else {
  15055. _viewport.set( x, y, width, height );
  15056. }
  15057. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15058. };
  15059. this.getScissor = function ( target ) {
  15060. return target.copy( _scissor );
  15061. };
  15062. this.setScissor = function ( x, y, width, height ) {
  15063. if ( x.isVector4 ) {
  15064. _scissor.set( x.x, x.y, x.z, x.w );
  15065. } else {
  15066. _scissor.set( x, y, width, height );
  15067. }
  15068. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15069. };
  15070. this.getScissorTest = function () {
  15071. return _scissorTest;
  15072. };
  15073. this.setScissorTest = function ( boolean ) {
  15074. state.setScissorTest( _scissorTest = boolean );
  15075. };
  15076. this.setOpaqueSort = function ( method ) {
  15077. _opaqueSort = method;
  15078. };
  15079. this.setTransparentSort = function ( method ) {
  15080. _transparentSort = method;
  15081. };
  15082. // Clearing
  15083. this.getClearColor = function () {
  15084. return background.getClearColor();
  15085. };
  15086. this.setClearColor = function () {
  15087. background.setClearColor.apply( background, arguments );
  15088. };
  15089. this.getClearAlpha = function () {
  15090. return background.getClearAlpha();
  15091. };
  15092. this.setClearAlpha = function () {
  15093. background.setClearAlpha.apply( background, arguments );
  15094. };
  15095. this.clear = function ( color, depth, stencil ) {
  15096. var bits = 0;
  15097. if ( color === undefined || color ) { bits |= 16384; }
  15098. if ( depth === undefined || depth ) { bits |= 256; }
  15099. if ( stencil === undefined || stencil ) { bits |= 1024; }
  15100. _gl.clear( bits );
  15101. };
  15102. this.clearColor = function () {
  15103. this.clear( true, false, false );
  15104. };
  15105. this.clearDepth = function () {
  15106. this.clear( false, true, false );
  15107. };
  15108. this.clearStencil = function () {
  15109. this.clear( false, false, true );
  15110. };
  15111. //
  15112. this.dispose = function () {
  15113. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  15114. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  15115. renderLists.dispose();
  15116. renderStates.dispose();
  15117. properties.dispose();
  15118. objects.dispose();
  15119. bindingStates.dispose();
  15120. xr.dispose();
  15121. animation.stop();
  15122. };
  15123. // Events
  15124. function onContextLost( event ) {
  15125. event.preventDefault();
  15126. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  15127. _isContextLost = true;
  15128. }
  15129. function onContextRestore( /* event */ ) {
  15130. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  15131. _isContextLost = false;
  15132. initGLContext();
  15133. }
  15134. function onMaterialDispose( event ) {
  15135. var material = event.target;
  15136. material.removeEventListener( 'dispose', onMaterialDispose );
  15137. deallocateMaterial( material );
  15138. }
  15139. // Buffer deallocation
  15140. function deallocateMaterial( material ) {
  15141. releaseMaterialProgramReference( material );
  15142. properties.remove( material );
  15143. }
  15144. function releaseMaterialProgramReference( material ) {
  15145. var programInfo = properties.get( material ).program;
  15146. material.program = undefined;
  15147. if ( programInfo !== undefined ) {
  15148. programCache.releaseProgram( programInfo );
  15149. }
  15150. }
  15151. // Buffer rendering
  15152. function renderObjectImmediate( object, program ) {
  15153. object.render( function ( object ) {
  15154. _this.renderBufferImmediate( object, program );
  15155. } );
  15156. }
  15157. this.renderBufferImmediate = function ( object, program ) {
  15158. bindingStates.initAttributes();
  15159. var buffers = properties.get( object );
  15160. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  15161. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  15162. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  15163. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  15164. var programAttributes = program.getAttributes();
  15165. if ( object.hasPositions ) {
  15166. _gl.bindBuffer( 34962, buffers.position );
  15167. _gl.bufferData( 34962, object.positionArray, 35048 );
  15168. bindingStates.enableAttribute( programAttributes.position );
  15169. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  15170. }
  15171. if ( object.hasNormals ) {
  15172. _gl.bindBuffer( 34962, buffers.normal );
  15173. _gl.bufferData( 34962, object.normalArray, 35048 );
  15174. bindingStates.enableAttribute( programAttributes.normal );
  15175. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  15176. }
  15177. if ( object.hasUvs ) {
  15178. _gl.bindBuffer( 34962, buffers.uv );
  15179. _gl.bufferData( 34962, object.uvArray, 35048 );
  15180. bindingStates.enableAttribute( programAttributes.uv );
  15181. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  15182. }
  15183. if ( object.hasColors ) {
  15184. _gl.bindBuffer( 34962, buffers.color );
  15185. _gl.bufferData( 34962, object.colorArray, 35048 );
  15186. bindingStates.enableAttribute( programAttributes.color );
  15187. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  15188. }
  15189. bindingStates.disableUnusedAttributes();
  15190. _gl.drawArrays( 4, 0, object.count );
  15191. object.count = 0;
  15192. };
  15193. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  15194. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  15195. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  15196. var program = setProgram( camera, scene, material, object );
  15197. state.setMaterial( material, frontFaceCW );
  15198. //
  15199. var index = geometry.index;
  15200. var position = geometry.attributes.position;
  15201. //
  15202. if ( index === null ) {
  15203. if ( position === undefined || position.count === 0 ) { return; }
  15204. } else if ( index.count === 0 ) {
  15205. return;
  15206. }
  15207. //
  15208. var rangeFactor = 1;
  15209. if ( material.wireframe === true ) {
  15210. index = geometries.getWireframeAttribute( geometry );
  15211. rangeFactor = 2;
  15212. }
  15213. if ( material.morphTargets || material.morphNormals ) {
  15214. morphtargets.update( object, geometry, material, program );
  15215. }
  15216. bindingStates.setup( object, material, program, geometry, index );
  15217. var attribute;
  15218. var renderer = bufferRenderer;
  15219. if ( index !== null ) {
  15220. attribute = attributes.get( index );
  15221. renderer = indexedBufferRenderer;
  15222. renderer.setIndex( attribute );
  15223. }
  15224. //
  15225. var dataCount = ( index !== null ) ? index.count : position.count;
  15226. var rangeStart = geometry.drawRange.start * rangeFactor;
  15227. var rangeCount = geometry.drawRange.count * rangeFactor;
  15228. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15229. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15230. var drawStart = Math.max( rangeStart, groupStart );
  15231. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15232. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15233. if ( drawCount === 0 ) { return; }
  15234. //
  15235. if ( object.isMesh ) {
  15236. if ( material.wireframe === true ) {
  15237. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15238. renderer.setMode( 1 );
  15239. } else {
  15240. renderer.setMode( 4 );
  15241. }
  15242. } else if ( object.isLine ) {
  15243. var lineWidth = material.linewidth;
  15244. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15245. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15246. if ( object.isLineSegments ) {
  15247. renderer.setMode( 1 );
  15248. } else if ( object.isLineLoop ) {
  15249. renderer.setMode( 2 );
  15250. } else {
  15251. renderer.setMode( 3 );
  15252. }
  15253. } else if ( object.isPoints ) {
  15254. renderer.setMode( 0 );
  15255. } else if ( object.isSprite ) {
  15256. renderer.setMode( 4 );
  15257. }
  15258. if ( object.isInstancedMesh ) {
  15259. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  15260. } else if ( geometry.isInstancedBufferGeometry ) {
  15261. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15262. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  15263. } else {
  15264. renderer.render( drawStart, drawCount );
  15265. }
  15266. };
  15267. // Compile
  15268. this.compile = function ( scene, camera ) {
  15269. currentRenderState = renderStates.get( scene, camera );
  15270. currentRenderState.init();
  15271. scene.traverse( function ( object ) {
  15272. if ( object.isLight ) {
  15273. currentRenderState.pushLight( object );
  15274. if ( object.castShadow ) {
  15275. currentRenderState.pushShadow( object );
  15276. }
  15277. }
  15278. } );
  15279. currentRenderState.setupLights( camera );
  15280. var compiled = new WeakMap();
  15281. scene.traverse( function ( object ) {
  15282. var material = object.material;
  15283. if ( material ) {
  15284. if ( Array.isArray( material ) ) {
  15285. for ( var i = 0; i < material.length; i ++ ) {
  15286. var material2 = material[ i ];
  15287. if ( compiled.has( material2 ) === false ) {
  15288. initMaterial( material2, scene, object );
  15289. compiled.set( material2 );
  15290. }
  15291. }
  15292. } else if ( compiled.has( material ) === false ) {
  15293. initMaterial( material, scene, object );
  15294. compiled.set( material );
  15295. }
  15296. }
  15297. } );
  15298. };
  15299. // Animation Loop
  15300. var onAnimationFrameCallback = null;
  15301. function onAnimationFrame( time ) {
  15302. if ( xr.isPresenting ) { return; }
  15303. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15304. }
  15305. var animation = new WebGLAnimation();
  15306. animation.setAnimationLoop( onAnimationFrame );
  15307. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15308. this.setAnimationLoop = function ( callback ) {
  15309. onAnimationFrameCallback = callback;
  15310. xr.setAnimationLoop( callback );
  15311. ( callback === null ) ? animation.stop() : animation.start();
  15312. };
  15313. // Rendering
  15314. this.render = function ( scene, camera ) {
  15315. var renderTarget, forceClear;
  15316. if ( arguments[ 2 ] !== undefined ) {
  15317. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15318. renderTarget = arguments[ 2 ];
  15319. }
  15320. if ( arguments[ 3 ] !== undefined ) {
  15321. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15322. forceClear = arguments[ 3 ];
  15323. }
  15324. if ( camera !== undefined && camera.isCamera !== true ) {
  15325. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15326. return;
  15327. }
  15328. if ( _isContextLost === true ) { return; }
  15329. // reset caching for this frame
  15330. bindingStates.resetDefaultState();
  15331. _currentMaterialId = - 1;
  15332. _currentCamera = null;
  15333. // update scene graph
  15334. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15335. // update camera matrices and frustum
  15336. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15337. if ( xr.enabled === true && xr.isPresenting === true ) {
  15338. camera = xr.getCamera( camera );
  15339. }
  15340. //
  15341. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15342. currentRenderState = renderStates.get( scene, camera );
  15343. currentRenderState.init();
  15344. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15345. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15346. _localClippingEnabled = this.localClippingEnabled;
  15347. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15348. currentRenderList = renderLists.get( scene, camera );
  15349. currentRenderList.init();
  15350. projectObject( scene, camera, 0, _this.sortObjects );
  15351. currentRenderList.finish();
  15352. if ( _this.sortObjects === true ) {
  15353. currentRenderList.sort( _opaqueSort, _transparentSort );
  15354. }
  15355. //
  15356. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15357. var shadowsArray = currentRenderState.state.shadowsArray;
  15358. shadowMap.render( shadowsArray, scene, camera );
  15359. currentRenderState.setupLights( camera );
  15360. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15361. //
  15362. if ( this.info.autoReset === true ) { this.info.reset(); }
  15363. if ( renderTarget !== undefined ) {
  15364. this.setRenderTarget( renderTarget );
  15365. }
  15366. //
  15367. background.render( currentRenderList, scene, camera, forceClear );
  15368. // render scene
  15369. var opaqueObjects = currentRenderList.opaque;
  15370. var transparentObjects = currentRenderList.transparent;
  15371. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15372. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15373. //
  15374. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15375. //
  15376. if ( _currentRenderTarget !== null ) {
  15377. // Generate mipmap if we're using any kind of mipmap filtering
  15378. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15379. // resolve multisample renderbuffers to a single-sample texture if necessary
  15380. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15381. }
  15382. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15383. state.buffers.depth.setTest( true );
  15384. state.buffers.depth.setMask( true );
  15385. state.buffers.color.setMask( true );
  15386. state.setPolygonOffset( false );
  15387. // _gl.finish();
  15388. currentRenderList = null;
  15389. currentRenderState = null;
  15390. };
  15391. function projectObject( object, camera, groupOrder, sortObjects ) {
  15392. if ( object.visible === false ) { return; }
  15393. var visible = object.layers.test( camera.layers );
  15394. if ( visible ) {
  15395. if ( object.isGroup ) {
  15396. groupOrder = object.renderOrder;
  15397. } else if ( object.isLOD ) {
  15398. if ( object.autoUpdate === true ) { object.update( camera ); }
  15399. } else if ( object.isLight ) {
  15400. currentRenderState.pushLight( object );
  15401. if ( object.castShadow ) {
  15402. currentRenderState.pushShadow( object );
  15403. }
  15404. } else if ( object.isSprite ) {
  15405. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15406. if ( sortObjects ) {
  15407. _vector3.setFromMatrixPosition( object.matrixWorld )
  15408. .applyMatrix4( _projScreenMatrix );
  15409. }
  15410. var geometry = objects.update( object );
  15411. var material = object.material;
  15412. if ( material.visible ) {
  15413. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15414. }
  15415. }
  15416. } else if ( object.isImmediateRenderObject ) {
  15417. if ( sortObjects ) {
  15418. _vector3.setFromMatrixPosition( object.matrixWorld )
  15419. .applyMatrix4( _projScreenMatrix );
  15420. }
  15421. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15422. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15423. if ( object.isSkinnedMesh ) {
  15424. // update skeleton only once in a frame
  15425. if ( object.skeleton.frame !== info.render.frame ) {
  15426. object.skeleton.update();
  15427. object.skeleton.frame = info.render.frame;
  15428. }
  15429. }
  15430. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15431. if ( sortObjects ) {
  15432. _vector3.setFromMatrixPosition( object.matrixWorld )
  15433. .applyMatrix4( _projScreenMatrix );
  15434. }
  15435. var geometry$1 = objects.update( object );
  15436. var material$1 = object.material;
  15437. if ( Array.isArray( material$1 ) ) {
  15438. var groups = geometry$1.groups;
  15439. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15440. var group = groups[ i ];
  15441. var groupMaterial = material$1[ group.materialIndex ];
  15442. if ( groupMaterial && groupMaterial.visible ) {
  15443. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15444. }
  15445. }
  15446. } else if ( material$1.visible ) {
  15447. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15448. }
  15449. }
  15450. }
  15451. }
  15452. var children = object.children;
  15453. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15454. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15455. }
  15456. }
  15457. function renderObjects( renderList, scene, camera ) {
  15458. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15459. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15460. var renderItem = renderList[ i ];
  15461. var object = renderItem.object;
  15462. var geometry = renderItem.geometry;
  15463. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15464. var group = renderItem.group;
  15465. if ( camera.isArrayCamera ) {
  15466. _currentArrayCamera = camera;
  15467. var cameras = camera.cameras;
  15468. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15469. var camera2 = cameras[ j ];
  15470. if ( object.layers.test( camera2.layers ) ) {
  15471. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15472. currentRenderState.setupLights( camera2 );
  15473. renderObject( object, scene, camera2, geometry, material, group );
  15474. }
  15475. }
  15476. } else {
  15477. _currentArrayCamera = null;
  15478. renderObject( object, scene, camera, geometry, material, group );
  15479. }
  15480. }
  15481. }
  15482. function renderObject( object, scene, camera, geometry, material, group ) {
  15483. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15484. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15485. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15486. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15487. if ( object.isImmediateRenderObject ) {
  15488. var program = setProgram( camera, scene, material, object );
  15489. state.setMaterial( material );
  15490. bindingStates.reset();
  15491. renderObjectImmediate( object, program );
  15492. } else {
  15493. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15494. }
  15495. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15496. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15497. }
  15498. function initMaterial( material, scene, object ) {
  15499. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15500. var materialProperties = properties.get( material );
  15501. var lights = currentRenderState.state.lights;
  15502. var shadowsArray = currentRenderState.state.shadowsArray;
  15503. var lightsStateVersion = lights.state.version;
  15504. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15505. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15506. var program = materialProperties.program;
  15507. var programChange = true;
  15508. if ( program === undefined ) {
  15509. // new material
  15510. material.addEventListener( 'dispose', onMaterialDispose );
  15511. } else if ( program.cacheKey !== programCacheKey ) {
  15512. // changed glsl or parameters
  15513. releaseMaterialProgramReference( material );
  15514. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15515. materialProperties.lightsStateVersion = lightsStateVersion;
  15516. programChange = false;
  15517. } else if ( parameters.shaderID !== undefined ) {
  15518. // same glsl and uniform list
  15519. return;
  15520. } else {
  15521. // only rebuild uniform list
  15522. programChange = false;
  15523. }
  15524. if ( programChange ) {
  15525. program = programCache.acquireProgram( parameters, programCacheKey );
  15526. materialProperties.program = program;
  15527. materialProperties.uniforms = parameters.uniforms;
  15528. materialProperties.outputEncoding = parameters.outputEncoding;
  15529. material.program = program;
  15530. }
  15531. var programAttributes = program.getAttributes();
  15532. if ( material.morphTargets ) {
  15533. material.numSupportedMorphTargets = 0;
  15534. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15535. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15536. material.numSupportedMorphTargets ++;
  15537. }
  15538. }
  15539. }
  15540. if ( material.morphNormals ) {
  15541. material.numSupportedMorphNormals = 0;
  15542. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15543. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15544. material.numSupportedMorphNormals ++;
  15545. }
  15546. }
  15547. }
  15548. var uniforms = materialProperties.uniforms;
  15549. if ( ! material.isShaderMaterial &&
  15550. ! material.isRawShaderMaterial ||
  15551. material.clipping === true ) {
  15552. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15553. materialProperties.numIntersection = _clipping.numIntersection;
  15554. uniforms.clippingPlanes = _clipping.uniform;
  15555. }
  15556. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15557. materialProperties.fog = scene.fog;
  15558. // store the light setup it was created for
  15559. materialProperties.needsLights = materialNeedsLights( material );
  15560. materialProperties.lightsStateVersion = lightsStateVersion;
  15561. if ( materialProperties.needsLights ) {
  15562. // wire up the material to this renderer's lighting state
  15563. uniforms.ambientLightColor.value = lights.state.ambient;
  15564. uniforms.lightProbe.value = lights.state.probe;
  15565. uniforms.directionalLights.value = lights.state.directional;
  15566. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15567. uniforms.spotLights.value = lights.state.spot;
  15568. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15569. uniforms.rectAreaLights.value = lights.state.rectArea;
  15570. uniforms.pointLights.value = lights.state.point;
  15571. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15572. uniforms.hemisphereLights.value = lights.state.hemi;
  15573. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15574. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15575. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15576. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15577. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15578. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15579. // TODO (abelnation): add area lights shadow info to uniforms
  15580. }
  15581. var progUniforms = materialProperties.program.getUniforms(),
  15582. uniformsList =
  15583. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15584. materialProperties.uniformsList = uniformsList;
  15585. }
  15586. function setProgram( camera, scene, material, object ) {
  15587. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15588. textures.resetTextureUnits();
  15589. var fog = scene.fog;
  15590. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15591. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15592. var materialProperties = properties.get( material );
  15593. var lights = currentRenderState.state.lights;
  15594. if ( _clippingEnabled === true ) {
  15595. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15596. var useCache =
  15597. camera === _currentCamera &&
  15598. material.id === _currentMaterialId;
  15599. // we might want to call this function with some ClippingGroup
  15600. // object instead of the material, once it becomes feasible
  15601. // (#8465, #8379)
  15602. _clipping.setState(
  15603. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15604. camera, materialProperties, useCache );
  15605. }
  15606. }
  15607. if ( material.version === materialProperties.__version ) {
  15608. if ( materialProperties.program === undefined ) {
  15609. initMaterial( material, scene, object );
  15610. } else if ( material.fog && materialProperties.fog !== fog ) {
  15611. initMaterial( material, scene, object );
  15612. } else if ( materialProperties.environment !== environment ) {
  15613. initMaterial( material, scene, object );
  15614. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15615. initMaterial( material, scene, object );
  15616. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15617. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15618. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15619. initMaterial( material, scene, object );
  15620. } else if ( materialProperties.outputEncoding !== encoding ) {
  15621. initMaterial( material, scene, object );
  15622. }
  15623. } else {
  15624. initMaterial( material, scene, object );
  15625. materialProperties.__version = material.version;
  15626. }
  15627. var refreshProgram = false;
  15628. var refreshMaterial = false;
  15629. var refreshLights = false;
  15630. var program = materialProperties.program,
  15631. p_uniforms = program.getUniforms(),
  15632. m_uniforms = materialProperties.uniforms;
  15633. if ( state.useProgram( program.program ) ) {
  15634. refreshProgram = true;
  15635. refreshMaterial = true;
  15636. refreshLights = true;
  15637. }
  15638. if ( material.id !== _currentMaterialId ) {
  15639. _currentMaterialId = material.id;
  15640. refreshMaterial = true;
  15641. }
  15642. if ( refreshProgram || _currentCamera !== camera ) {
  15643. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15644. if ( capabilities.logarithmicDepthBuffer ) {
  15645. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15646. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15647. }
  15648. if ( _currentCamera !== camera ) {
  15649. _currentCamera = camera;
  15650. // lighting uniforms depend on the camera so enforce an update
  15651. // now, in case this material supports lights - or later, when
  15652. // the next material that does gets activated:
  15653. refreshMaterial = true; // set to true on material change
  15654. refreshLights = true; // remains set until update done
  15655. }
  15656. // load material specific uniforms
  15657. // (shader material also gets them for the sake of genericity)
  15658. if ( material.isShaderMaterial ||
  15659. material.isMeshPhongMaterial ||
  15660. material.isMeshToonMaterial ||
  15661. material.isMeshStandardMaterial ||
  15662. material.envMap ) {
  15663. var uCamPos = p_uniforms.map.cameraPosition;
  15664. if ( uCamPos !== undefined ) {
  15665. uCamPos.setValue( _gl,
  15666. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15667. }
  15668. }
  15669. if ( material.isMeshPhongMaterial ||
  15670. material.isMeshToonMaterial ||
  15671. material.isMeshLambertMaterial ||
  15672. material.isMeshBasicMaterial ||
  15673. material.isMeshStandardMaterial ||
  15674. material.isShaderMaterial ) {
  15675. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15676. }
  15677. if ( material.isMeshPhongMaterial ||
  15678. material.isMeshToonMaterial ||
  15679. material.isMeshLambertMaterial ||
  15680. material.isMeshBasicMaterial ||
  15681. material.isMeshStandardMaterial ||
  15682. material.isShaderMaterial ||
  15683. material.isShadowMaterial ||
  15684. material.skinning ) {
  15685. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15686. }
  15687. }
  15688. // skinning uniforms must be set even if material didn't change
  15689. // auto-setting of texture unit for bone texture must go before other textures
  15690. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15691. if ( material.skinning ) {
  15692. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15693. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15694. var skeleton = object.skeleton;
  15695. if ( skeleton ) {
  15696. var bones = skeleton.bones;
  15697. if ( capabilities.floatVertexTextures ) {
  15698. if ( skeleton.boneTexture === undefined ) {
  15699. // layout (1 matrix = 4 pixels)
  15700. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15701. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15702. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15703. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15704. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15705. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15706. size = MathUtils.ceilPowerOfTwo( size );
  15707. size = Math.max( size, 4 );
  15708. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15709. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15710. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15711. skeleton.boneMatrices = boneMatrices;
  15712. skeleton.boneTexture = boneTexture;
  15713. skeleton.boneTextureSize = size;
  15714. }
  15715. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15716. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15717. } else {
  15718. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15719. }
  15720. }
  15721. }
  15722. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15723. materialProperties.receiveShadow = object.receiveShadow;
  15724. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15725. }
  15726. if ( refreshMaterial ) {
  15727. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15728. if ( materialProperties.needsLights ) {
  15729. // the current material requires lighting info
  15730. // note: all lighting uniforms are always set correctly
  15731. // they simply reference the renderer's state for their
  15732. // values
  15733. //
  15734. // use the current material's .needsUpdate flags to set
  15735. // the GL state when required
  15736. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15737. }
  15738. // refresh uniforms common to several materials
  15739. if ( fog && material.fog ) {
  15740. materials.refreshFogUniforms( m_uniforms, fog );
  15741. }
  15742. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15743. // RectAreaLight Texture
  15744. // TODO (mrdoob): Find a nicer implementation
  15745. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15746. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15747. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15748. }
  15749. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15750. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15751. material.uniformsNeedUpdate = false;
  15752. }
  15753. if ( material.isSpriteMaterial ) {
  15754. p_uniforms.setValue( _gl, 'center', object.center );
  15755. }
  15756. // common matrices
  15757. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15758. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15759. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15760. return program;
  15761. }
  15762. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15763. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15764. uniforms.ambientLightColor.needsUpdate = value;
  15765. uniforms.lightProbe.needsUpdate = value;
  15766. uniforms.directionalLights.needsUpdate = value;
  15767. uniforms.directionalLightShadows.needsUpdate = value;
  15768. uniforms.pointLights.needsUpdate = value;
  15769. uniforms.pointLightShadows.needsUpdate = value;
  15770. uniforms.spotLights.needsUpdate = value;
  15771. uniforms.spotLightShadows.needsUpdate = value;
  15772. uniforms.rectAreaLights.needsUpdate = value;
  15773. uniforms.hemisphereLights.needsUpdate = value;
  15774. }
  15775. function materialNeedsLights( material ) {
  15776. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15777. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15778. ( material.isShaderMaterial && material.lights === true );
  15779. }
  15780. //
  15781. this.setFramebuffer = function ( value ) {
  15782. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15783. _framebuffer = value;
  15784. };
  15785. this.getActiveCubeFace = function () {
  15786. return _currentActiveCubeFace;
  15787. };
  15788. this.getActiveMipmapLevel = function () {
  15789. return _currentActiveMipmapLevel;
  15790. };
  15791. this.getRenderTarget = function () {
  15792. return _currentRenderTarget;
  15793. };
  15794. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15795. _currentRenderTarget = renderTarget;
  15796. _currentActiveCubeFace = activeCubeFace;
  15797. _currentActiveMipmapLevel = activeMipmapLevel;
  15798. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15799. textures.setupRenderTarget( renderTarget );
  15800. }
  15801. var framebuffer = _framebuffer;
  15802. var isCube = false;
  15803. if ( renderTarget ) {
  15804. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15805. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15806. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15807. isCube = true;
  15808. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15809. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15810. } else {
  15811. framebuffer = _webglFramebuffer;
  15812. }
  15813. _currentViewport.copy( renderTarget.viewport );
  15814. _currentScissor.copy( renderTarget.scissor );
  15815. _currentScissorTest = renderTarget.scissorTest;
  15816. } else {
  15817. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15818. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15819. _currentScissorTest = _scissorTest;
  15820. }
  15821. if ( _currentFramebuffer !== framebuffer ) {
  15822. _gl.bindFramebuffer( 36160, framebuffer );
  15823. _currentFramebuffer = framebuffer;
  15824. }
  15825. state.viewport( _currentViewport );
  15826. state.scissor( _currentScissor );
  15827. state.setScissorTest( _currentScissorTest );
  15828. if ( isCube ) {
  15829. var textureProperties = properties.get( renderTarget.texture );
  15830. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15831. }
  15832. };
  15833. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15834. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15835. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15836. return;
  15837. }
  15838. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15839. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15840. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15841. }
  15842. if ( framebuffer ) {
  15843. var restore = false;
  15844. if ( framebuffer !== _currentFramebuffer ) {
  15845. _gl.bindFramebuffer( 36160, framebuffer );
  15846. restore = true;
  15847. }
  15848. try {
  15849. var texture = renderTarget.texture;
  15850. var textureFormat = texture.format;
  15851. var textureType = texture.type;
  15852. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15853. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15854. return;
  15855. }
  15856. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15857. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15858. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15859. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15860. return;
  15861. }
  15862. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15863. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15864. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15865. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15866. }
  15867. } else {
  15868. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15869. }
  15870. } finally {
  15871. if ( restore ) {
  15872. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15873. }
  15874. }
  15875. }
  15876. };
  15877. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15878. if ( level === undefined ) { level = 0; }
  15879. var levelScale = Math.pow( 2, - level );
  15880. var width = Math.floor( texture.image.width * levelScale );
  15881. var height = Math.floor( texture.image.height * levelScale );
  15882. var glFormat = utils.convert( texture.format );
  15883. textures.setTexture2D( texture, 0 );
  15884. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15885. state.unbindTexture();
  15886. };
  15887. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15888. if ( level === undefined ) { level = 0; }
  15889. var width = srcTexture.image.width;
  15890. var height = srcTexture.image.height;
  15891. var glFormat = utils.convert( dstTexture.format );
  15892. var glType = utils.convert( dstTexture.type );
  15893. textures.setTexture2D( dstTexture, 0 );
  15894. // As another texture upload may have changed pixelStorei
  15895. // parameters, make sure they are correct for the dstTexture
  15896. _gl.pixelStorei( 37440, dstTexture.flipY );
  15897. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15898. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15899. if ( srcTexture.isDataTexture ) {
  15900. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15901. } else {
  15902. if ( srcTexture.isCompressedTexture ) {
  15903. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15904. } else {
  15905. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15906. }
  15907. }
  15908. // Generate mipmaps only when copying level 0
  15909. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15910. state.unbindTexture();
  15911. };
  15912. this.initTexture = function ( texture ) {
  15913. textures.setTexture2D( texture, 0 );
  15914. state.unbindTexture();
  15915. };
  15916. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15917. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15918. }
  15919. }
  15920. /**
  15921. * @author Mugen87 / https://github.com/Mugen87
  15922. */
  15923. function WebGL1Renderer( parameters ) {
  15924. WebGLRenderer.call( this, parameters );
  15925. }
  15926. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15927. constructor: WebGL1Renderer,
  15928. isWebGL1Renderer: true
  15929. } );
  15930. /**
  15931. * @author mrdoob / http://mrdoob.com/
  15932. * @author alteredq / http://alteredqualia.com/
  15933. */
  15934. function FogExp2( color, density ) {
  15935. this.name = '';
  15936. this.color = new Color( color );
  15937. this.density = ( density !== undefined ) ? density : 0.00025;
  15938. }
  15939. Object.assign( FogExp2.prototype, {
  15940. isFogExp2: true,
  15941. clone: function () {
  15942. return new FogExp2( this.color, this.density );
  15943. },
  15944. toJSON: function ( /* meta */ ) {
  15945. return {
  15946. type: 'FogExp2',
  15947. color: this.color.getHex(),
  15948. density: this.density
  15949. };
  15950. }
  15951. } );
  15952. /**
  15953. * @author mrdoob / http://mrdoob.com/
  15954. * @author alteredq / http://alteredqualia.com/
  15955. */
  15956. function Fog( color, near, far ) {
  15957. this.name = '';
  15958. this.color = new Color( color );
  15959. this.near = ( near !== undefined ) ? near : 1;
  15960. this.far = ( far !== undefined ) ? far : 1000;
  15961. }
  15962. Object.assign( Fog.prototype, {
  15963. isFog: true,
  15964. clone: function () {
  15965. return new Fog( this.color, this.near, this.far );
  15966. },
  15967. toJSON: function ( /* meta */ ) {
  15968. return {
  15969. type: 'Fog',
  15970. color: this.color.getHex(),
  15971. near: this.near,
  15972. far: this.far
  15973. };
  15974. }
  15975. } );
  15976. /**
  15977. * @author benaadams / https://twitter.com/ben_a_adams
  15978. */
  15979. function InterleavedBuffer( array, stride ) {
  15980. this.array = array;
  15981. this.stride = stride;
  15982. this.count = array !== undefined ? array.length / stride : 0;
  15983. this.usage = StaticDrawUsage;
  15984. this.updateRange = { offset: 0, count: - 1 };
  15985. this.version = 0;
  15986. this.uuid = MathUtils.generateUUID();
  15987. }
  15988. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15989. set: function ( value ) {
  15990. if ( value === true ) { this.version ++; }
  15991. }
  15992. } );
  15993. Object.assign( InterleavedBuffer.prototype, {
  15994. isInterleavedBuffer: true,
  15995. onUploadCallback: function () {},
  15996. setUsage: function ( value ) {
  15997. this.usage = value;
  15998. return this;
  15999. },
  16000. copy: function ( source ) {
  16001. this.array = new source.array.constructor( source.array );
  16002. this.count = source.count;
  16003. this.stride = source.stride;
  16004. this.usage = source.usage;
  16005. return this;
  16006. },
  16007. copyAt: function ( index1, attribute, index2 ) {
  16008. index1 *= this.stride;
  16009. index2 *= attribute.stride;
  16010. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  16011. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  16012. }
  16013. return this;
  16014. },
  16015. set: function ( value, offset ) {
  16016. if ( offset === undefined ) { offset = 0; }
  16017. this.array.set( value, offset );
  16018. return this;
  16019. },
  16020. clone: function ( data ) {
  16021. if ( data.arrayBuffers === undefined ) {
  16022. data.arrayBuffers = {};
  16023. }
  16024. if ( this.array.buffer._uuid === undefined ) {
  16025. this.array.buffer._uuid = MathUtils.generateUUID();
  16026. }
  16027. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16028. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  16029. }
  16030. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  16031. var ib = new InterleavedBuffer( array, this.stride );
  16032. ib.setUsage( this.usage );
  16033. return ib;
  16034. },
  16035. onUpload: function ( callback ) {
  16036. this.onUploadCallback = callback;
  16037. return this;
  16038. },
  16039. toJSON: function ( data ) {
  16040. if ( data.arrayBuffers === undefined ) {
  16041. data.arrayBuffers = {};
  16042. }
  16043. // generate UUID for array buffer if necessary
  16044. if ( this.array.buffer._uuid === undefined ) {
  16045. this.array.buffer._uuid = MathUtils.generateUUID();
  16046. }
  16047. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16048. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  16049. }
  16050. //
  16051. return {
  16052. uuid: this.uuid,
  16053. buffer: this.array.buffer._uuid,
  16054. type: this.array.constructor.name,
  16055. stride: this.stride
  16056. };
  16057. }
  16058. } );
  16059. /**
  16060. * @author benaadams / https://twitter.com/ben_a_adams
  16061. */
  16062. var _vector$6 = new Vector3();
  16063. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  16064. this.name = '';
  16065. this.data = interleavedBuffer;
  16066. this.itemSize = itemSize;
  16067. this.offset = offset;
  16068. this.normalized = normalized === true;
  16069. }
  16070. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  16071. count: {
  16072. get: function () {
  16073. return this.data.count;
  16074. }
  16075. },
  16076. array: {
  16077. get: function () {
  16078. return this.data.array;
  16079. }
  16080. }
  16081. } );
  16082. Object.assign( InterleavedBufferAttribute.prototype, {
  16083. isInterleavedBufferAttribute: true,
  16084. applyMatrix4: function ( m ) {
  16085. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  16086. _vector$6.x = this.getX( i );
  16087. _vector$6.y = this.getY( i );
  16088. _vector$6.z = this.getZ( i );
  16089. _vector$6.applyMatrix4( m );
  16090. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  16091. }
  16092. return this;
  16093. },
  16094. setX: function ( index, x ) {
  16095. this.data.array[ index * this.data.stride + this.offset ] = x;
  16096. return this;
  16097. },
  16098. setY: function ( index, y ) {
  16099. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  16100. return this;
  16101. },
  16102. setZ: function ( index, z ) {
  16103. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  16104. return this;
  16105. },
  16106. setW: function ( index, w ) {
  16107. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  16108. return this;
  16109. },
  16110. getX: function ( index ) {
  16111. return this.data.array[ index * this.data.stride + this.offset ];
  16112. },
  16113. getY: function ( index ) {
  16114. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  16115. },
  16116. getZ: function ( index ) {
  16117. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  16118. },
  16119. getW: function ( index ) {
  16120. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  16121. },
  16122. setXY: function ( index, x, y ) {
  16123. index = index * this.data.stride + this.offset;
  16124. this.data.array[ index + 0 ] = x;
  16125. this.data.array[ index + 1 ] = y;
  16126. return this;
  16127. },
  16128. setXYZ: function ( index, x, y, z ) {
  16129. index = index * this.data.stride + this.offset;
  16130. this.data.array[ index + 0 ] = x;
  16131. this.data.array[ index + 1 ] = y;
  16132. this.data.array[ index + 2 ] = z;
  16133. return this;
  16134. },
  16135. setXYZW: function ( index, x, y, z, w ) {
  16136. index = index * this.data.stride + this.offset;
  16137. this.data.array[ index + 0 ] = x;
  16138. this.data.array[ index + 1 ] = y;
  16139. this.data.array[ index + 2 ] = z;
  16140. this.data.array[ index + 3 ] = w;
  16141. return this;
  16142. },
  16143. clone: function ( data ) {
  16144. if ( data === undefined ) {
  16145. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  16146. var array = [];
  16147. for ( var i = 0; i < this.count; i ++ ) {
  16148. var index = i * this.data.stride + this.offset;
  16149. for ( var j = 0; j < this.itemSize; j ++ ) {
  16150. array.push( this.data.array[ index + j ] );
  16151. }
  16152. }
  16153. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  16154. } else {
  16155. if ( data.interleavedBuffers === undefined ) {
  16156. data.interleavedBuffers = {};
  16157. }
  16158. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16159. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  16160. }
  16161. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  16162. }
  16163. },
  16164. toJSON: function ( data ) {
  16165. if ( data === undefined ) {
  16166. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16167. var array = [];
  16168. for ( var i = 0; i < this.count; i ++ ) {
  16169. var index = i * this.data.stride + this.offset;
  16170. for ( var j = 0; j < this.itemSize; j ++ ) {
  16171. array.push( this.data.array[ index + j ] );
  16172. }
  16173. }
  16174. // deinterleave data and save it as an ordinary buffer attribute for now
  16175. return {
  16176. itemSize: this.itemSize,
  16177. type: this.array.constructor.name,
  16178. array: array,
  16179. normalized: this.normalized
  16180. };
  16181. } else {
  16182. // save as true interlaved attribtue
  16183. if ( data.interleavedBuffers === undefined ) {
  16184. data.interleavedBuffers = {};
  16185. }
  16186. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16187. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16188. }
  16189. return {
  16190. isInterleavedBufferAttribute: true,
  16191. itemSize: this.itemSize,
  16192. data: this.data.uuid,
  16193. offset: this.offset,
  16194. normalized: this.normalized
  16195. };
  16196. }
  16197. }
  16198. } );
  16199. /**
  16200. * @author alteredq / http://alteredqualia.com/
  16201. *
  16202. * parameters = {
  16203. * color: <hex>,
  16204. * map: new THREE.Texture( <Image> ),
  16205. * alphaMap: new THREE.Texture( <Image> ),
  16206. * rotation: <float>,
  16207. * sizeAttenuation: <bool>
  16208. * }
  16209. */
  16210. function SpriteMaterial( parameters ) {
  16211. Material.call( this );
  16212. this.type = 'SpriteMaterial';
  16213. this.color = new Color( 0xffffff );
  16214. this.map = null;
  16215. this.alphaMap = null;
  16216. this.rotation = 0;
  16217. this.sizeAttenuation = true;
  16218. this.transparent = true;
  16219. this.setValues( parameters );
  16220. }
  16221. SpriteMaterial.prototype = Object.create( Material.prototype );
  16222. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16223. SpriteMaterial.prototype.isSpriteMaterial = true;
  16224. SpriteMaterial.prototype.copy = function ( source ) {
  16225. Material.prototype.copy.call( this, source );
  16226. this.color.copy( source.color );
  16227. this.map = source.map;
  16228. this.alphaMap = source.alphaMap;
  16229. this.rotation = source.rotation;
  16230. this.sizeAttenuation = source.sizeAttenuation;
  16231. return this;
  16232. };
  16233. /**
  16234. * @author mikael emtinger / http://gomo.se/
  16235. * @author alteredq / http://alteredqualia.com/
  16236. */
  16237. var _geometry;
  16238. var _intersectPoint = new Vector3();
  16239. var _worldScale = new Vector3();
  16240. var _mvPosition = new Vector3();
  16241. var _alignedPosition = new Vector2();
  16242. var _rotatedPosition = new Vector2();
  16243. var _viewWorldMatrix = new Matrix4();
  16244. var _vA$1 = new Vector3();
  16245. var _vB$1 = new Vector3();
  16246. var _vC$1 = new Vector3();
  16247. var _uvA$1 = new Vector2();
  16248. var _uvB$1 = new Vector2();
  16249. var _uvC$1 = new Vector2();
  16250. function Sprite( material ) {
  16251. Object3D.call( this );
  16252. this.type = 'Sprite';
  16253. if ( _geometry === undefined ) {
  16254. _geometry = new BufferGeometry();
  16255. var float32Array = new Float32Array( [
  16256. - 0.5, - 0.5, 0, 0, 0,
  16257. 0.5, - 0.5, 0, 1, 0,
  16258. 0.5, 0.5, 0, 1, 1,
  16259. - 0.5, 0.5, 0, 0, 1
  16260. ] );
  16261. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16262. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16263. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16264. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16265. }
  16266. this.geometry = _geometry;
  16267. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16268. this.center = new Vector2( 0.5, 0.5 );
  16269. }
  16270. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16271. constructor: Sprite,
  16272. isSprite: true,
  16273. raycast: function ( raycaster, intersects ) {
  16274. if ( raycaster.camera === null ) {
  16275. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16276. }
  16277. _worldScale.setFromMatrixScale( this.matrixWorld );
  16278. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16279. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16280. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16281. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16282. _worldScale.multiplyScalar( - _mvPosition.z );
  16283. }
  16284. var rotation = this.material.rotation;
  16285. var sin, cos;
  16286. if ( rotation !== 0 ) {
  16287. cos = Math.cos( rotation );
  16288. sin = Math.sin( rotation );
  16289. }
  16290. var center = this.center;
  16291. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16292. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16293. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16294. _uvA$1.set( 0, 0 );
  16295. _uvB$1.set( 1, 0 );
  16296. _uvC$1.set( 1, 1 );
  16297. // check first triangle
  16298. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16299. if ( intersect === null ) {
  16300. // check second triangle
  16301. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16302. _uvB$1.set( 0, 1 );
  16303. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16304. if ( intersect === null ) {
  16305. return;
  16306. }
  16307. }
  16308. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16309. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16310. intersects.push( {
  16311. distance: distance,
  16312. point: _intersectPoint.clone(),
  16313. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16314. face: null,
  16315. object: this
  16316. } );
  16317. },
  16318. copy: function ( source ) {
  16319. Object3D.prototype.copy.call( this, source );
  16320. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16321. this.material = source.material;
  16322. return this;
  16323. }
  16324. } );
  16325. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16326. // compute position in camera space
  16327. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16328. // to check if rotation is not zero
  16329. if ( sin !== undefined ) {
  16330. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16331. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16332. } else {
  16333. _rotatedPosition.copy( _alignedPosition );
  16334. }
  16335. vertexPosition.copy( mvPosition );
  16336. vertexPosition.x += _rotatedPosition.x;
  16337. vertexPosition.y += _rotatedPosition.y;
  16338. // transform to world space
  16339. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16340. }
  16341. /**
  16342. * @author mikael emtinger / http://gomo.se/
  16343. * @author alteredq / http://alteredqualia.com/
  16344. * @author mrdoob / http://mrdoob.com/
  16345. */
  16346. var _v1$4 = new Vector3();
  16347. var _v2$2 = new Vector3();
  16348. function LOD() {
  16349. Object3D.call( this );
  16350. this._currentLevel = 0;
  16351. this.type = 'LOD';
  16352. Object.defineProperties( this, {
  16353. levels: {
  16354. enumerable: true,
  16355. value: []
  16356. }
  16357. } );
  16358. this.autoUpdate = true;
  16359. }
  16360. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16361. constructor: LOD,
  16362. isLOD: true,
  16363. copy: function ( source ) {
  16364. Object3D.prototype.copy.call( this, source, false );
  16365. var levels = source.levels;
  16366. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16367. var level = levels[ i ];
  16368. this.addLevel( level.object.clone(), level.distance );
  16369. }
  16370. this.autoUpdate = source.autoUpdate;
  16371. return this;
  16372. },
  16373. addLevel: function ( object, distance ) {
  16374. if ( distance === undefined ) { distance = 0; }
  16375. distance = Math.abs( distance );
  16376. var levels = this.levels;
  16377. var l;
  16378. for ( l = 0; l < levels.length; l ++ ) {
  16379. if ( distance < levels[ l ].distance ) {
  16380. break;
  16381. }
  16382. }
  16383. levels.splice( l, 0, { distance: distance, object: object } );
  16384. this.add( object );
  16385. return this;
  16386. },
  16387. getCurrentLevel: function () {
  16388. return this._currentLevel;
  16389. },
  16390. getObjectForDistance: function ( distance ) {
  16391. var levels = this.levels;
  16392. if ( levels.length > 0 ) {
  16393. var i, l;
  16394. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16395. if ( distance < levels[ i ].distance ) {
  16396. break;
  16397. }
  16398. }
  16399. return levels[ i - 1 ].object;
  16400. }
  16401. return null;
  16402. },
  16403. raycast: function ( raycaster, intersects ) {
  16404. var levels = this.levels;
  16405. if ( levels.length > 0 ) {
  16406. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16407. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16408. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16409. }
  16410. },
  16411. update: function ( camera ) {
  16412. var levels = this.levels;
  16413. if ( levels.length > 1 ) {
  16414. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16415. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16416. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16417. levels[ 0 ].object.visible = true;
  16418. var i, l;
  16419. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16420. if ( distance >= levels[ i ].distance ) {
  16421. levels[ i - 1 ].object.visible = false;
  16422. levels[ i ].object.visible = true;
  16423. } else {
  16424. break;
  16425. }
  16426. }
  16427. this._currentLevel = i - 1;
  16428. for ( ; i < l; i ++ ) {
  16429. levels[ i ].object.visible = false;
  16430. }
  16431. }
  16432. },
  16433. toJSON: function ( meta ) {
  16434. var data = Object3D.prototype.toJSON.call( this, meta );
  16435. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16436. data.object.levels = [];
  16437. var levels = this.levels;
  16438. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16439. var level = levels[ i ];
  16440. data.object.levels.push( {
  16441. object: level.object.uuid,
  16442. distance: level.distance
  16443. } );
  16444. }
  16445. return data;
  16446. }
  16447. } );
  16448. /**
  16449. * @author mikael emtinger / http://gomo.se/
  16450. * @author alteredq / http://alteredqualia.com/
  16451. * @author ikerr / http://verold.com
  16452. */
  16453. function SkinnedMesh( geometry, material ) {
  16454. if ( geometry && geometry.isGeometry ) {
  16455. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16456. }
  16457. Mesh.call( this, geometry, material );
  16458. this.type = 'SkinnedMesh';
  16459. this.bindMode = 'attached';
  16460. this.bindMatrix = new Matrix4();
  16461. this.bindMatrixInverse = new Matrix4();
  16462. }
  16463. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16464. constructor: SkinnedMesh,
  16465. isSkinnedMesh: true,
  16466. copy: function ( source ) {
  16467. Mesh.prototype.copy.call( this, source );
  16468. this.bindMode = source.bindMode;
  16469. this.bindMatrix.copy( source.bindMatrix );
  16470. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16471. this.skeleton = source.skeleton;
  16472. return this;
  16473. },
  16474. bind: function ( skeleton, bindMatrix ) {
  16475. this.skeleton = skeleton;
  16476. if ( bindMatrix === undefined ) {
  16477. this.updateMatrixWorld( true );
  16478. this.skeleton.calculateInverses();
  16479. bindMatrix = this.matrixWorld;
  16480. }
  16481. this.bindMatrix.copy( bindMatrix );
  16482. this.bindMatrixInverse.getInverse( bindMatrix );
  16483. },
  16484. pose: function () {
  16485. this.skeleton.pose();
  16486. },
  16487. normalizeSkinWeights: function () {
  16488. var vector = new Vector4();
  16489. var skinWeight = this.geometry.attributes.skinWeight;
  16490. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16491. vector.x = skinWeight.getX( i );
  16492. vector.y = skinWeight.getY( i );
  16493. vector.z = skinWeight.getZ( i );
  16494. vector.w = skinWeight.getW( i );
  16495. var scale = 1.0 / vector.manhattanLength();
  16496. if ( scale !== Infinity ) {
  16497. vector.multiplyScalar( scale );
  16498. } else {
  16499. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16500. }
  16501. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16502. }
  16503. },
  16504. updateMatrixWorld: function ( force ) {
  16505. Mesh.prototype.updateMatrixWorld.call( this, force );
  16506. if ( this.bindMode === 'attached' ) {
  16507. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16508. } else if ( this.bindMode === 'detached' ) {
  16509. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16510. } else {
  16511. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16512. }
  16513. },
  16514. boneTransform: ( function () {
  16515. var basePosition = new Vector3();
  16516. var skinIndex = new Vector4();
  16517. var skinWeight = new Vector4();
  16518. var vector = new Vector3();
  16519. var matrix = new Matrix4();
  16520. return function ( index, target ) {
  16521. var skeleton = this.skeleton;
  16522. var geometry = this.geometry;
  16523. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16524. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16525. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16526. target.set( 0, 0, 0 );
  16527. for ( var i = 0; i < 4; i ++ ) {
  16528. var weight = skinWeight.getComponent( i );
  16529. if ( weight !== 0 ) {
  16530. var boneIndex = skinIndex.getComponent( i );
  16531. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16532. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16533. }
  16534. }
  16535. return target.applyMatrix4( this.bindMatrixInverse );
  16536. };
  16537. }() )
  16538. } );
  16539. /**
  16540. * @author mikael emtinger / http://gomo.se/
  16541. * @author alteredq / http://alteredqualia.com/
  16542. * @author michael guerrero / http://realitymeltdown.com
  16543. * @author ikerr / http://verold.com
  16544. */
  16545. var _offsetMatrix = new Matrix4();
  16546. var _identityMatrix = new Matrix4();
  16547. function Skeleton( bones, boneInverses ) {
  16548. // copy the bone array
  16549. bones = bones || [];
  16550. this.bones = bones.slice( 0 );
  16551. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16552. this.frame = - 1;
  16553. // use the supplied bone inverses or calculate the inverses
  16554. if ( boneInverses === undefined ) {
  16555. this.calculateInverses();
  16556. } else {
  16557. if ( this.bones.length === boneInverses.length ) {
  16558. this.boneInverses = boneInverses.slice( 0 );
  16559. } else {
  16560. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16561. this.boneInverses = [];
  16562. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16563. this.boneInverses.push( new Matrix4() );
  16564. }
  16565. }
  16566. }
  16567. }
  16568. Object.assign( Skeleton.prototype, {
  16569. calculateInverses: function () {
  16570. this.boneInverses = [];
  16571. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16572. var inverse = new Matrix4();
  16573. if ( this.bones[ i ] ) {
  16574. inverse.getInverse( this.bones[ i ].matrixWorld );
  16575. }
  16576. this.boneInverses.push( inverse );
  16577. }
  16578. },
  16579. pose: function () {
  16580. // recover the bind-time world matrices
  16581. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16582. var bone = this.bones[ i ];
  16583. if ( bone ) {
  16584. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16585. }
  16586. }
  16587. // compute the local matrices, positions, rotations and scales
  16588. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16589. var bone$1 = this.bones[ i$1 ];
  16590. if ( bone$1 ) {
  16591. if ( bone$1.parent && bone$1.parent.isBone ) {
  16592. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16593. bone$1.matrix.multiply( bone$1.matrixWorld );
  16594. } else {
  16595. bone$1.matrix.copy( bone$1.matrixWorld );
  16596. }
  16597. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16598. }
  16599. }
  16600. },
  16601. update: function () {
  16602. var bones = this.bones;
  16603. var boneInverses = this.boneInverses;
  16604. var boneMatrices = this.boneMatrices;
  16605. var boneTexture = this.boneTexture;
  16606. // flatten bone matrices to array
  16607. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16608. // compute the offset between the current and the original transform
  16609. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16610. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16611. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16612. }
  16613. if ( boneTexture !== undefined ) {
  16614. boneTexture.needsUpdate = true;
  16615. }
  16616. },
  16617. clone: function () {
  16618. return new Skeleton( this.bones, this.boneInverses );
  16619. },
  16620. getBoneByName: function ( name ) {
  16621. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16622. var bone = this.bones[ i ];
  16623. if ( bone.name === name ) {
  16624. return bone;
  16625. }
  16626. }
  16627. return undefined;
  16628. },
  16629. dispose: function ( ) {
  16630. if ( this.boneTexture ) {
  16631. this.boneTexture.dispose();
  16632. this.boneTexture = undefined;
  16633. }
  16634. }
  16635. } );
  16636. /**
  16637. * @author mikael emtinger / http://gomo.se/
  16638. * @author alteredq / http://alteredqualia.com/
  16639. * @author ikerr / http://verold.com
  16640. */
  16641. function Bone() {
  16642. Object3D.call( this );
  16643. this.type = 'Bone';
  16644. }
  16645. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16646. constructor: Bone,
  16647. isBone: true
  16648. } );
  16649. /**
  16650. * @author mrdoob / http://mrdoob.com/
  16651. */
  16652. var _instanceLocalMatrix = new Matrix4();
  16653. var _instanceWorldMatrix = new Matrix4();
  16654. var _instanceIntersects = [];
  16655. var _mesh = new Mesh();
  16656. function InstancedMesh( geometry, material, count ) {
  16657. Mesh.call( this, geometry, material );
  16658. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16659. this.count = count;
  16660. this.frustumCulled = false;
  16661. }
  16662. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16663. constructor: InstancedMesh,
  16664. isInstancedMesh: true,
  16665. copy: function ( source ) {
  16666. Mesh.prototype.copy.call( this, source );
  16667. this.instanceMatrix.copy( source.instanceMatrix );
  16668. this.count = source.count;
  16669. return this;
  16670. },
  16671. getMatrixAt: function ( index, matrix ) {
  16672. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16673. },
  16674. raycast: function ( raycaster, intersects ) {
  16675. var matrixWorld = this.matrixWorld;
  16676. var raycastTimes = this.count;
  16677. _mesh.geometry = this.geometry;
  16678. _mesh.material = this.material;
  16679. if ( _mesh.material === undefined ) { return; }
  16680. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16681. // calculate the world matrix for each instance
  16682. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16683. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16684. // the mesh represents this single instance
  16685. _mesh.matrixWorld = _instanceWorldMatrix;
  16686. _mesh.raycast( raycaster, _instanceIntersects );
  16687. // process the result of raycast
  16688. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16689. var intersect = _instanceIntersects[ i ];
  16690. intersect.instanceId = instanceId;
  16691. intersect.object = this;
  16692. intersects.push( intersect );
  16693. }
  16694. _instanceIntersects.length = 0;
  16695. }
  16696. },
  16697. setMatrixAt: function ( index, matrix ) {
  16698. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16699. },
  16700. updateMorphTargets: function () {
  16701. }
  16702. } );
  16703. /**
  16704. * @author mrdoob / http://mrdoob.com/
  16705. * @author alteredq / http://alteredqualia.com/
  16706. *
  16707. * parameters = {
  16708. * color: <hex>,
  16709. * opacity: <float>,
  16710. *
  16711. * linewidth: <float>,
  16712. * linecap: "round",
  16713. * linejoin: "round"
  16714. * }
  16715. */
  16716. function LineBasicMaterial( parameters ) {
  16717. Material.call( this );
  16718. this.type = 'LineBasicMaterial';
  16719. this.color = new Color( 0xffffff );
  16720. this.linewidth = 1;
  16721. this.linecap = 'round';
  16722. this.linejoin = 'round';
  16723. this.morphTargets = false;
  16724. this.setValues( parameters );
  16725. }
  16726. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16727. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16728. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16729. LineBasicMaterial.prototype.copy = function ( source ) {
  16730. Material.prototype.copy.call( this, source );
  16731. this.color.copy( source.color );
  16732. this.linewidth = source.linewidth;
  16733. this.linecap = source.linecap;
  16734. this.linejoin = source.linejoin;
  16735. this.morphTargets = source.morphTargets;
  16736. return this;
  16737. };
  16738. /**
  16739. * @author mrdoob / http://mrdoob.com/
  16740. */
  16741. var _start = new Vector3();
  16742. var _end = new Vector3();
  16743. var _inverseMatrix$1 = new Matrix4();
  16744. var _ray$1 = new Ray();
  16745. var _sphere$2 = new Sphere();
  16746. function Line( geometry, material, mode ) {
  16747. if ( mode === 1 ) {
  16748. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16749. }
  16750. Object3D.call( this );
  16751. this.type = 'Line';
  16752. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16753. this.material = material !== undefined ? material : new LineBasicMaterial();
  16754. this.updateMorphTargets();
  16755. }
  16756. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16757. constructor: Line,
  16758. isLine: true,
  16759. copy: function ( source ) {
  16760. Object3D.prototype.copy.call( this, source );
  16761. this.material = source.material;
  16762. this.geometry = source.geometry;
  16763. return this;
  16764. },
  16765. computeLineDistances: function () {
  16766. var geometry = this.geometry;
  16767. if ( geometry.isBufferGeometry ) {
  16768. // we assume non-indexed geometry
  16769. if ( geometry.index === null ) {
  16770. var positionAttribute = geometry.attributes.position;
  16771. var lineDistances = [ 0 ];
  16772. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16773. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16774. _end.fromBufferAttribute( positionAttribute, i );
  16775. lineDistances[ i ] = lineDistances[ i - 1 ];
  16776. lineDistances[ i ] += _start.distanceTo( _end );
  16777. }
  16778. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16779. } else {
  16780. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16781. }
  16782. } else if ( geometry.isGeometry ) {
  16783. var vertices = geometry.vertices;
  16784. var lineDistances$1 = geometry.lineDistances;
  16785. lineDistances$1[ 0 ] = 0;
  16786. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16787. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16788. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16789. }
  16790. }
  16791. return this;
  16792. },
  16793. raycast: function ( raycaster, intersects ) {
  16794. var geometry = this.geometry;
  16795. var matrixWorld = this.matrixWorld;
  16796. var threshold = raycaster.params.Line.threshold;
  16797. // Checking boundingSphere distance to ray
  16798. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16799. _sphere$2.copy( geometry.boundingSphere );
  16800. _sphere$2.applyMatrix4( matrixWorld );
  16801. _sphere$2.radius += threshold;
  16802. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16803. //
  16804. _inverseMatrix$1.getInverse( matrixWorld );
  16805. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16806. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16807. var localThresholdSq = localThreshold * localThreshold;
  16808. var vStart = new Vector3();
  16809. var vEnd = new Vector3();
  16810. var interSegment = new Vector3();
  16811. var interRay = new Vector3();
  16812. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16813. if ( geometry.isBufferGeometry ) {
  16814. var index = geometry.index;
  16815. var attributes = geometry.attributes;
  16816. var positions = attributes.position.array;
  16817. if ( index !== null ) {
  16818. var indices = index.array;
  16819. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16820. var a = indices[ i ];
  16821. var b = indices[ i + 1 ];
  16822. vStart.fromArray( positions, a * 3 );
  16823. vEnd.fromArray( positions, b * 3 );
  16824. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16825. if ( distSq > localThresholdSq ) { continue; }
  16826. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16827. var distance = raycaster.ray.origin.distanceTo( interRay );
  16828. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16829. intersects.push( {
  16830. distance: distance,
  16831. // What do we want? intersection point on the ray or on the segment??
  16832. // point: raycaster.ray.at( distance ),
  16833. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16834. index: i,
  16835. face: null,
  16836. faceIndex: null,
  16837. object: this
  16838. } );
  16839. }
  16840. } else {
  16841. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16842. vStart.fromArray( positions, 3 * i$1 );
  16843. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16844. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16845. if ( distSq$1 > localThresholdSq ) { continue; }
  16846. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16847. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16848. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16849. intersects.push( {
  16850. distance: distance$1,
  16851. // What do we want? intersection point on the ray or on the segment??
  16852. // point: raycaster.ray.at( distance ),
  16853. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16854. index: i$1,
  16855. face: null,
  16856. faceIndex: null,
  16857. object: this
  16858. } );
  16859. }
  16860. }
  16861. } else if ( geometry.isGeometry ) {
  16862. var vertices = geometry.vertices;
  16863. var nbVertices = vertices.length;
  16864. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16865. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16866. if ( distSq$2 > localThresholdSq ) { continue; }
  16867. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16868. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16869. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16870. intersects.push( {
  16871. distance: distance$2,
  16872. // What do we want? intersection point on the ray or on the segment??
  16873. // point: raycaster.ray.at( distance ),
  16874. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16875. index: i$2,
  16876. face: null,
  16877. faceIndex: null,
  16878. object: this
  16879. } );
  16880. }
  16881. }
  16882. },
  16883. updateMorphTargets: function () {
  16884. var geometry = this.geometry;
  16885. if ( geometry.isBufferGeometry ) {
  16886. var morphAttributes = geometry.morphAttributes;
  16887. var keys = Object.keys( morphAttributes );
  16888. if ( keys.length > 0 ) {
  16889. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16890. if ( morphAttribute !== undefined ) {
  16891. this.morphTargetInfluences = [];
  16892. this.morphTargetDictionary = {};
  16893. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16894. var name = morphAttribute[ m ].name || String( m );
  16895. this.morphTargetInfluences.push( 0 );
  16896. this.morphTargetDictionary[ name ] = m;
  16897. }
  16898. }
  16899. }
  16900. } else {
  16901. var morphTargets = geometry.morphTargets;
  16902. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16903. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16904. }
  16905. }
  16906. }
  16907. } );
  16908. /**
  16909. * @author mrdoob / http://mrdoob.com/
  16910. */
  16911. var _start$1 = new Vector3();
  16912. var _end$1 = new Vector3();
  16913. function LineSegments( geometry, material ) {
  16914. Line.call( this, geometry, material );
  16915. this.type = 'LineSegments';
  16916. }
  16917. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16918. constructor: LineSegments,
  16919. isLineSegments: true,
  16920. computeLineDistances: function () {
  16921. var geometry = this.geometry;
  16922. if ( geometry.isBufferGeometry ) {
  16923. // we assume non-indexed geometry
  16924. if ( geometry.index === null ) {
  16925. var positionAttribute = geometry.attributes.position;
  16926. var lineDistances = [];
  16927. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16928. _start$1.fromBufferAttribute( positionAttribute, i );
  16929. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16930. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16931. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16932. }
  16933. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16934. } else {
  16935. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16936. }
  16937. } else if ( geometry.isGeometry ) {
  16938. var vertices = geometry.vertices;
  16939. var lineDistances$1 = geometry.lineDistances;
  16940. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16941. _start$1.copy( vertices[ i$1 ] );
  16942. _end$1.copy( vertices[ i$1 + 1 ] );
  16943. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16944. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16945. }
  16946. }
  16947. return this;
  16948. }
  16949. } );
  16950. /**
  16951. * @author mgreter / http://github.com/mgreter
  16952. */
  16953. function LineLoop( geometry, material ) {
  16954. Line.call( this, geometry, material );
  16955. this.type = 'LineLoop';
  16956. }
  16957. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16958. constructor: LineLoop,
  16959. isLineLoop: true,
  16960. } );
  16961. /**
  16962. * @author mrdoob / http://mrdoob.com/
  16963. * @author alteredq / http://alteredqualia.com/
  16964. *
  16965. * parameters = {
  16966. * color: <hex>,
  16967. * opacity: <float>,
  16968. * map: new THREE.Texture( <Image> ),
  16969. * alphaMap: new THREE.Texture( <Image> ),
  16970. *
  16971. * size: <float>,
  16972. * sizeAttenuation: <bool>
  16973. *
  16974. * morphTargets: <bool>
  16975. * }
  16976. */
  16977. function PointsMaterial( parameters ) {
  16978. Material.call( this );
  16979. this.type = 'PointsMaterial';
  16980. this.color = new Color( 0xffffff );
  16981. this.map = null;
  16982. this.alphaMap = null;
  16983. this.size = 1;
  16984. this.sizeAttenuation = true;
  16985. this.morphTargets = false;
  16986. this.setValues( parameters );
  16987. }
  16988. PointsMaterial.prototype = Object.create( Material.prototype );
  16989. PointsMaterial.prototype.constructor = PointsMaterial;
  16990. PointsMaterial.prototype.isPointsMaterial = true;
  16991. PointsMaterial.prototype.copy = function ( source ) {
  16992. Material.prototype.copy.call( this, source );
  16993. this.color.copy( source.color );
  16994. this.map = source.map;
  16995. this.alphaMap = source.alphaMap;
  16996. this.size = source.size;
  16997. this.sizeAttenuation = source.sizeAttenuation;
  16998. this.morphTargets = source.morphTargets;
  16999. return this;
  17000. };
  17001. /**
  17002. * @author alteredq / http://alteredqualia.com/
  17003. */
  17004. var _inverseMatrix$2 = new Matrix4();
  17005. var _ray$2 = new Ray();
  17006. var _sphere$3 = new Sphere();
  17007. var _position$1 = new Vector3();
  17008. function Points( geometry, material ) {
  17009. Object3D.call( this );
  17010. this.type = 'Points';
  17011. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  17012. this.material = material !== undefined ? material : new PointsMaterial();
  17013. this.updateMorphTargets();
  17014. }
  17015. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  17016. constructor: Points,
  17017. isPoints: true,
  17018. copy: function ( source ) {
  17019. Object3D.prototype.copy.call( this, source );
  17020. this.material = source.material;
  17021. this.geometry = source.geometry;
  17022. return this;
  17023. },
  17024. raycast: function ( raycaster, intersects ) {
  17025. var geometry = this.geometry;
  17026. var matrixWorld = this.matrixWorld;
  17027. var threshold = raycaster.params.Points.threshold;
  17028. // Checking boundingSphere distance to ray
  17029. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  17030. _sphere$3.copy( geometry.boundingSphere );
  17031. _sphere$3.applyMatrix4( matrixWorld );
  17032. _sphere$3.radius += threshold;
  17033. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  17034. //
  17035. _inverseMatrix$2.getInverse( matrixWorld );
  17036. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17037. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  17038. var localThresholdSq = localThreshold * localThreshold;
  17039. if ( geometry.isBufferGeometry ) {
  17040. var index = geometry.index;
  17041. var attributes = geometry.attributes;
  17042. var positions = attributes.position.array;
  17043. if ( index !== null ) {
  17044. var indices = index.array;
  17045. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  17046. var a = indices[ i ];
  17047. _position$1.fromArray( positions, a * 3 );
  17048. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17049. }
  17050. } else {
  17051. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  17052. _position$1.fromArray( positions, i$1 * 3 );
  17053. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17054. }
  17055. }
  17056. } else {
  17057. var vertices = geometry.vertices;
  17058. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  17059. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17060. }
  17061. }
  17062. },
  17063. updateMorphTargets: function () {
  17064. var geometry = this.geometry;
  17065. if ( geometry.isBufferGeometry ) {
  17066. var morphAttributes = geometry.morphAttributes;
  17067. var keys = Object.keys( morphAttributes );
  17068. if ( keys.length > 0 ) {
  17069. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  17070. if ( morphAttribute !== undefined ) {
  17071. this.morphTargetInfluences = [];
  17072. this.morphTargetDictionary = {};
  17073. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17074. var name = morphAttribute[ m ].name || String( m );
  17075. this.morphTargetInfluences.push( 0 );
  17076. this.morphTargetDictionary[ name ] = m;
  17077. }
  17078. }
  17079. }
  17080. } else {
  17081. var morphTargets = geometry.morphTargets;
  17082. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  17083. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  17084. }
  17085. }
  17086. }
  17087. } );
  17088. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  17089. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  17090. if ( rayPointDistanceSq < localThresholdSq ) {
  17091. var intersectPoint = new Vector3();
  17092. _ray$2.closestPointToPoint( point, intersectPoint );
  17093. intersectPoint.applyMatrix4( matrixWorld );
  17094. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  17095. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  17096. intersects.push( {
  17097. distance: distance,
  17098. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  17099. point: intersectPoint,
  17100. index: index,
  17101. face: null,
  17102. object: object
  17103. } );
  17104. }
  17105. }
  17106. /**
  17107. * @author mrdoob / http://mrdoob.com/
  17108. */
  17109. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17110. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17111. this.format = format !== undefined ? format : RGBFormat;
  17112. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17113. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17114. this.generateMipmaps = false;
  17115. }
  17116. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  17117. constructor: VideoTexture,
  17118. isVideoTexture: true,
  17119. update: function () {
  17120. var video = this.image;
  17121. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  17122. this.needsUpdate = true;
  17123. }
  17124. }
  17125. } );
  17126. /**
  17127. * @author alteredq / http://alteredqualia.com/
  17128. */
  17129. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  17130. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  17131. this.image = { width: width, height: height };
  17132. this.mipmaps = mipmaps;
  17133. // no flipping for cube textures
  17134. // (also flipping doesn't work for compressed textures )
  17135. this.flipY = false;
  17136. // can't generate mipmaps for compressed textures
  17137. // mips must be embedded in DDS files
  17138. this.generateMipmaps = false;
  17139. }
  17140. CompressedTexture.prototype = Object.create( Texture.prototype );
  17141. CompressedTexture.prototype.constructor = CompressedTexture;
  17142. CompressedTexture.prototype.isCompressedTexture = true;
  17143. /**
  17144. * @author mrdoob / http://mrdoob.com/
  17145. */
  17146. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17147. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17148. this.needsUpdate = true;
  17149. }
  17150. CanvasTexture.prototype = Object.create( Texture.prototype );
  17151. CanvasTexture.prototype.constructor = CanvasTexture;
  17152. CanvasTexture.prototype.isCanvasTexture = true;
  17153. /**
  17154. * @author Matt DesLauriers / @mattdesl
  17155. * @author atix / arthursilber.de
  17156. */
  17157. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  17158. format = format !== undefined ? format : DepthFormat;
  17159. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  17160. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  17161. }
  17162. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  17163. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  17164. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17165. this.image = { width: width, height: height };
  17166. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17167. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17168. this.flipY = false;
  17169. this.generateMipmaps = false;
  17170. }
  17171. DepthTexture.prototype = Object.create( Texture.prototype );
  17172. DepthTexture.prototype.constructor = DepthTexture;
  17173. DepthTexture.prototype.isDepthTexture = true;
  17174. /**
  17175. * @author mrdoob / http://mrdoob.com/
  17176. * @author Mugen87 / https://github.com/Mugen87
  17177. */
  17178. function WireframeGeometry( geometry ) {
  17179. BufferGeometry.call( this );
  17180. this.type = 'WireframeGeometry';
  17181. // buffer
  17182. var vertices = [];
  17183. // helper variables
  17184. var edge = [ 0, 0 ], edges = {};
  17185. var keys = [ 'a', 'b', 'c' ];
  17186. // different logic for Geometry and BufferGeometry
  17187. if ( geometry && geometry.isGeometry ) {
  17188. // create a data structure that contains all edges without duplicates
  17189. var faces = geometry.faces;
  17190. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17191. var face = faces[ i ];
  17192. for ( var j = 0; j < 3; j ++ ) {
  17193. var edge1 = face[ keys[ j ] ];
  17194. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17195. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17196. edge[ 1 ] = Math.max( edge1, edge2 );
  17197. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17198. if ( edges[ key ] === undefined ) {
  17199. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17200. }
  17201. }
  17202. }
  17203. // generate vertices
  17204. for ( var key$1 in edges ) {
  17205. var e = edges[ key$1 ];
  17206. var vertex = geometry.vertices[ e.index1 ];
  17207. vertices.push( vertex.x, vertex.y, vertex.z );
  17208. vertex = geometry.vertices[ e.index2 ];
  17209. vertices.push( vertex.x, vertex.y, vertex.z );
  17210. }
  17211. } else if ( geometry && geometry.isBufferGeometry ) {
  17212. var vertex$1 = new Vector3();
  17213. if ( geometry.index !== null ) {
  17214. // indexed BufferGeometry
  17215. var position = geometry.attributes.position;
  17216. var indices = geometry.index;
  17217. var groups = geometry.groups;
  17218. if ( groups.length === 0 ) {
  17219. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17220. }
  17221. // create a data structure that contains all eges without duplicates
  17222. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17223. var group = groups[ o ];
  17224. var start = group.start;
  17225. var count = group.count;
  17226. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17227. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17228. var edge1$1 = indices.getX( i$1 + j$1 );
  17229. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17230. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17231. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17232. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17233. if ( edges[ key$2 ] === undefined ) {
  17234. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17235. }
  17236. }
  17237. }
  17238. }
  17239. // generate vertices
  17240. for ( var key$3 in edges ) {
  17241. var e$1 = edges[ key$3 ];
  17242. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17243. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17244. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17245. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17246. }
  17247. } else {
  17248. // non-indexed BufferGeometry
  17249. var position$1 = geometry.attributes.position;
  17250. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17251. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17252. // three edges per triangle, an edge is represented as (index1, index2)
  17253. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17254. var index1 = 3 * i$2 + j$2;
  17255. vertex$1.fromBufferAttribute( position$1, index1 );
  17256. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17257. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17258. vertex$1.fromBufferAttribute( position$1, index2 );
  17259. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17260. }
  17261. }
  17262. }
  17263. }
  17264. // build geometry
  17265. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17266. }
  17267. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17268. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17269. /**
  17270. * @author zz85 / https://github.com/zz85
  17271. * @author Mugen87 / https://github.com/Mugen87
  17272. *
  17273. * Parametric Surfaces Geometry
  17274. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17275. */
  17276. // ParametricGeometry
  17277. function ParametricGeometry( func, slices, stacks ) {
  17278. Geometry.call( this );
  17279. this.type = 'ParametricGeometry';
  17280. this.parameters = {
  17281. func: func,
  17282. slices: slices,
  17283. stacks: stacks
  17284. };
  17285. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17286. this.mergeVertices();
  17287. }
  17288. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17289. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17290. // ParametricBufferGeometry
  17291. function ParametricBufferGeometry( func, slices, stacks ) {
  17292. BufferGeometry.call( this );
  17293. this.type = 'ParametricBufferGeometry';
  17294. this.parameters = {
  17295. func: func,
  17296. slices: slices,
  17297. stacks: stacks
  17298. };
  17299. // buffers
  17300. var indices = [];
  17301. var vertices = [];
  17302. var normals = [];
  17303. var uvs = [];
  17304. var EPS = 0.00001;
  17305. var normal = new Vector3();
  17306. var p0 = new Vector3(), p1 = new Vector3();
  17307. var pu = new Vector3(), pv = new Vector3();
  17308. if ( func.length < 3 ) {
  17309. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17310. }
  17311. // generate vertices, normals and uvs
  17312. var sliceCount = slices + 1;
  17313. for ( var i = 0; i <= stacks; i ++ ) {
  17314. var v = i / stacks;
  17315. for ( var j = 0; j <= slices; j ++ ) {
  17316. var u = j / slices;
  17317. // vertex
  17318. func( u, v, p0 );
  17319. vertices.push( p0.x, p0.y, p0.z );
  17320. // normal
  17321. // approximate tangent vectors via finite differences
  17322. if ( u - EPS >= 0 ) {
  17323. func( u - EPS, v, p1 );
  17324. pu.subVectors( p0, p1 );
  17325. } else {
  17326. func( u + EPS, v, p1 );
  17327. pu.subVectors( p1, p0 );
  17328. }
  17329. if ( v - EPS >= 0 ) {
  17330. func( u, v - EPS, p1 );
  17331. pv.subVectors( p0, p1 );
  17332. } else {
  17333. func( u, v + EPS, p1 );
  17334. pv.subVectors( p1, p0 );
  17335. }
  17336. // cross product of tangent vectors returns surface normal
  17337. normal.crossVectors( pu, pv ).normalize();
  17338. normals.push( normal.x, normal.y, normal.z );
  17339. // uv
  17340. uvs.push( u, v );
  17341. }
  17342. }
  17343. // generate indices
  17344. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17345. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17346. var a = i$1 * sliceCount + j$1;
  17347. var b = i$1 * sliceCount + j$1 + 1;
  17348. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17349. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17350. // faces one and two
  17351. indices.push( a, b, d );
  17352. indices.push( b, c, d );
  17353. }
  17354. }
  17355. // build geometry
  17356. this.setIndex( indices );
  17357. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17358. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17359. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17360. }
  17361. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17362. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17363. /**
  17364. * @author clockworkgeek / https://github.com/clockworkgeek
  17365. * @author timothypratley / https://github.com/timothypratley
  17366. * @author WestLangley / http://github.com/WestLangley
  17367. * @author Mugen87 / https://github.com/Mugen87
  17368. */
  17369. // PolyhedronGeometry
  17370. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17371. Geometry.call( this );
  17372. this.type = 'PolyhedronGeometry';
  17373. this.parameters = {
  17374. vertices: vertices,
  17375. indices: indices,
  17376. radius: radius,
  17377. detail: detail
  17378. };
  17379. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17380. this.mergeVertices();
  17381. }
  17382. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17383. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17384. // PolyhedronBufferGeometry
  17385. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17386. BufferGeometry.call( this );
  17387. this.type = 'PolyhedronBufferGeometry';
  17388. this.parameters = {
  17389. vertices: vertices,
  17390. indices: indices,
  17391. radius: radius,
  17392. detail: detail
  17393. };
  17394. radius = radius || 1;
  17395. detail = detail || 0;
  17396. // default buffer data
  17397. var vertexBuffer = [];
  17398. var uvBuffer = [];
  17399. // the subdivision creates the vertex buffer data
  17400. subdivide( detail );
  17401. // all vertices should lie on a conceptual sphere with a given radius
  17402. applyRadius( radius );
  17403. // finally, create the uv data
  17404. generateUVs();
  17405. // build non-indexed geometry
  17406. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17407. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17408. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17409. if ( detail === 0 ) {
  17410. this.computeVertexNormals(); // flat normals
  17411. } else {
  17412. this.normalizeNormals(); // smooth normals
  17413. }
  17414. // helper functions
  17415. function subdivide( detail ) {
  17416. var a = new Vector3();
  17417. var b = new Vector3();
  17418. var c = new Vector3();
  17419. // iterate over all faces and apply a subdivison with the given detail value
  17420. for ( var i = 0; i < indices.length; i += 3 ) {
  17421. // get the vertices of the face
  17422. getVertexByIndex( indices[ i + 0 ], a );
  17423. getVertexByIndex( indices[ i + 1 ], b );
  17424. getVertexByIndex( indices[ i + 2 ], c );
  17425. // perform subdivision
  17426. subdivideFace( a, b, c, detail );
  17427. }
  17428. }
  17429. function subdivideFace( a, b, c, detail ) {
  17430. var cols = Math.pow( 2, detail );
  17431. // we use this multidimensional array as a data structure for creating the subdivision
  17432. var v = [];
  17433. // construct all of the vertices for this subdivision
  17434. for ( var i = 0; i <= cols; i ++ ) {
  17435. v[ i ] = [];
  17436. var aj = a.clone().lerp( c, i / cols );
  17437. var bj = b.clone().lerp( c, i / cols );
  17438. var rows = cols - i;
  17439. for ( var j = 0; j <= rows; j ++ ) {
  17440. if ( j === 0 && i === cols ) {
  17441. v[ i ][ j ] = aj;
  17442. } else {
  17443. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17444. }
  17445. }
  17446. }
  17447. // construct all of the faces
  17448. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17449. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17450. var k = Math.floor( j$1 / 2 );
  17451. if ( j$1 % 2 === 0 ) {
  17452. pushVertex( v[ i$1 ][ k + 1 ] );
  17453. pushVertex( v[ i$1 + 1 ][ k ] );
  17454. pushVertex( v[ i$1 ][ k ] );
  17455. } else {
  17456. pushVertex( v[ i$1 ][ k + 1 ] );
  17457. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17458. pushVertex( v[ i$1 + 1 ][ k ] );
  17459. }
  17460. }
  17461. }
  17462. }
  17463. function applyRadius( radius ) {
  17464. var vertex = new Vector3();
  17465. // iterate over the entire buffer and apply the radius to each vertex
  17466. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17467. vertex.x = vertexBuffer[ i + 0 ];
  17468. vertex.y = vertexBuffer[ i + 1 ];
  17469. vertex.z = vertexBuffer[ i + 2 ];
  17470. vertex.normalize().multiplyScalar( radius );
  17471. vertexBuffer[ i + 0 ] = vertex.x;
  17472. vertexBuffer[ i + 1 ] = vertex.y;
  17473. vertexBuffer[ i + 2 ] = vertex.z;
  17474. }
  17475. }
  17476. function generateUVs() {
  17477. var vertex = new Vector3();
  17478. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17479. vertex.x = vertexBuffer[ i + 0 ];
  17480. vertex.y = vertexBuffer[ i + 1 ];
  17481. vertex.z = vertexBuffer[ i + 2 ];
  17482. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17483. var v = inclination( vertex ) / Math.PI + 0.5;
  17484. uvBuffer.push( u, 1 - v );
  17485. }
  17486. correctUVs();
  17487. correctSeam();
  17488. }
  17489. function correctSeam() {
  17490. // handle case when face straddles the seam, see #3269
  17491. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17492. // uv data of a single face
  17493. var x0 = uvBuffer[ i + 0 ];
  17494. var x1 = uvBuffer[ i + 2 ];
  17495. var x2 = uvBuffer[ i + 4 ];
  17496. var max = Math.max( x0, x1, x2 );
  17497. var min = Math.min( x0, x1, x2 );
  17498. // 0.9 is somewhat arbitrary
  17499. if ( max > 0.9 && min < 0.1 ) {
  17500. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17501. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17502. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17503. }
  17504. }
  17505. }
  17506. function pushVertex( vertex ) {
  17507. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17508. }
  17509. function getVertexByIndex( index, vertex ) {
  17510. var stride = index * 3;
  17511. vertex.x = vertices[ stride + 0 ];
  17512. vertex.y = vertices[ stride + 1 ];
  17513. vertex.z = vertices[ stride + 2 ];
  17514. }
  17515. function correctUVs() {
  17516. var a = new Vector3();
  17517. var b = new Vector3();
  17518. var c = new Vector3();
  17519. var centroid = new Vector3();
  17520. var uvA = new Vector2();
  17521. var uvB = new Vector2();
  17522. var uvC = new Vector2();
  17523. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17524. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17525. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17526. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17527. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17528. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17529. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17530. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17531. var azi = azimuth( centroid );
  17532. correctUV( uvA, j + 0, a, azi );
  17533. correctUV( uvB, j + 2, b, azi );
  17534. correctUV( uvC, j + 4, c, azi );
  17535. }
  17536. }
  17537. function correctUV( uv, stride, vector, azimuth ) {
  17538. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17539. uvBuffer[ stride ] = uv.x - 1;
  17540. }
  17541. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17542. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17543. }
  17544. }
  17545. // Angle around the Y axis, counter-clockwise when looking from above.
  17546. function azimuth( vector ) {
  17547. return Math.atan2( vector.z, - vector.x );
  17548. }
  17549. // Angle above the XZ plane.
  17550. function inclination( vector ) {
  17551. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17552. }
  17553. }
  17554. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17555. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17556. /**
  17557. * @author timothypratley / https://github.com/timothypratley
  17558. * @author Mugen87 / https://github.com/Mugen87
  17559. */
  17560. // TetrahedronGeometry
  17561. function TetrahedronGeometry( radius, detail ) {
  17562. Geometry.call( this );
  17563. this.type = 'TetrahedronGeometry';
  17564. this.parameters = {
  17565. radius: radius,
  17566. detail: detail
  17567. };
  17568. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17569. this.mergeVertices();
  17570. }
  17571. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17572. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17573. // TetrahedronBufferGeometry
  17574. function TetrahedronBufferGeometry( radius, detail ) {
  17575. var vertices = [
  17576. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17577. ];
  17578. var indices = [
  17579. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17580. ];
  17581. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17582. this.type = 'TetrahedronBufferGeometry';
  17583. this.parameters = {
  17584. radius: radius,
  17585. detail: detail
  17586. };
  17587. }
  17588. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17589. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17590. /**
  17591. * @author timothypratley / https://github.com/timothypratley
  17592. * @author Mugen87 / https://github.com/Mugen87
  17593. */
  17594. // OctahedronGeometry
  17595. function OctahedronGeometry( radius, detail ) {
  17596. Geometry.call( this );
  17597. this.type = 'OctahedronGeometry';
  17598. this.parameters = {
  17599. radius: radius,
  17600. detail: detail
  17601. };
  17602. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17603. this.mergeVertices();
  17604. }
  17605. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17606. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17607. // OctahedronBufferGeometry
  17608. function OctahedronBufferGeometry( radius, detail ) {
  17609. var vertices = [
  17610. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17611. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17612. ];
  17613. var indices = [
  17614. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17615. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17616. 1, 3, 4, 1, 4, 2
  17617. ];
  17618. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17619. this.type = 'OctahedronBufferGeometry';
  17620. this.parameters = {
  17621. radius: radius,
  17622. detail: detail
  17623. };
  17624. }
  17625. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17626. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17627. /**
  17628. * @author timothypratley / https://github.com/timothypratley
  17629. * @author Mugen87 / https://github.com/Mugen87
  17630. */
  17631. // IcosahedronGeometry
  17632. function IcosahedronGeometry( radius, detail ) {
  17633. Geometry.call( this );
  17634. this.type = 'IcosahedronGeometry';
  17635. this.parameters = {
  17636. radius: radius,
  17637. detail: detail
  17638. };
  17639. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17640. this.mergeVertices();
  17641. }
  17642. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17643. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17644. // IcosahedronBufferGeometry
  17645. function IcosahedronBufferGeometry( radius, detail ) {
  17646. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17647. var vertices = [
  17648. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17649. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17650. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17651. ];
  17652. var indices = [
  17653. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17654. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17655. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17656. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17657. ];
  17658. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17659. this.type = 'IcosahedronBufferGeometry';
  17660. this.parameters = {
  17661. radius: radius,
  17662. detail: detail
  17663. };
  17664. }
  17665. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17666. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17667. /**
  17668. * @author Abe Pazos / https://hamoid.com
  17669. * @author Mugen87 / https://github.com/Mugen87
  17670. */
  17671. // DodecahedronGeometry
  17672. function DodecahedronGeometry( radius, detail ) {
  17673. Geometry.call( this );
  17674. this.type = 'DodecahedronGeometry';
  17675. this.parameters = {
  17676. radius: radius,
  17677. detail: detail
  17678. };
  17679. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17680. this.mergeVertices();
  17681. }
  17682. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17683. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17684. // DodecahedronBufferGeometry
  17685. function DodecahedronBufferGeometry( radius, detail ) {
  17686. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17687. var r = 1 / t;
  17688. var vertices = [
  17689. // (±1, ±1, ±1)
  17690. - 1, - 1, - 1, - 1, - 1, 1,
  17691. - 1, 1, - 1, - 1, 1, 1,
  17692. 1, - 1, - 1, 1, - 1, 1,
  17693. 1, 1, - 1, 1, 1, 1,
  17694. // (0, ±1/φ, ±φ)
  17695. 0, - r, - t, 0, - r, t,
  17696. 0, r, - t, 0, r, t,
  17697. // (±1/φ, ±φ, 0)
  17698. - r, - t, 0, - r, t, 0,
  17699. r, - t, 0, r, t, 0,
  17700. // (±φ, 0, ±1/φ)
  17701. - t, 0, - r, t, 0, - r,
  17702. - t, 0, r, t, 0, r
  17703. ];
  17704. var indices = [
  17705. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17706. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17707. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17708. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17709. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17710. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17711. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17712. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17713. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17714. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17715. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17716. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17717. ];
  17718. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17719. this.type = 'DodecahedronBufferGeometry';
  17720. this.parameters = {
  17721. radius: radius,
  17722. detail: detail
  17723. };
  17724. }
  17725. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17726. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17727. /**
  17728. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17729. * @author WestLangley / https://github.com/WestLangley
  17730. * @author zz85 / https://github.com/zz85
  17731. * @author miningold / https://github.com/miningold
  17732. * @author jonobr1 / https://github.com/jonobr1
  17733. * @author Mugen87 / https://github.com/Mugen87
  17734. *
  17735. */
  17736. // TubeGeometry
  17737. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17738. Geometry.call( this );
  17739. this.type = 'TubeGeometry';
  17740. this.parameters = {
  17741. path: path,
  17742. tubularSegments: tubularSegments,
  17743. radius: radius,
  17744. radialSegments: radialSegments,
  17745. closed: closed
  17746. };
  17747. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17748. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17749. // expose internals
  17750. this.tangents = bufferGeometry.tangents;
  17751. this.normals = bufferGeometry.normals;
  17752. this.binormals = bufferGeometry.binormals;
  17753. // create geometry
  17754. this.fromBufferGeometry( bufferGeometry );
  17755. this.mergeVertices();
  17756. }
  17757. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17758. TubeGeometry.prototype.constructor = TubeGeometry;
  17759. // TubeBufferGeometry
  17760. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17761. BufferGeometry.call( this );
  17762. this.type = 'TubeBufferGeometry';
  17763. this.parameters = {
  17764. path: path,
  17765. tubularSegments: tubularSegments,
  17766. radius: radius,
  17767. radialSegments: radialSegments,
  17768. closed: closed
  17769. };
  17770. tubularSegments = tubularSegments || 64;
  17771. radius = radius || 1;
  17772. radialSegments = radialSegments || 8;
  17773. closed = closed || false;
  17774. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17775. // expose internals
  17776. this.tangents = frames.tangents;
  17777. this.normals = frames.normals;
  17778. this.binormals = frames.binormals;
  17779. // helper variables
  17780. var vertex = new Vector3();
  17781. var normal = new Vector3();
  17782. var uv = new Vector2();
  17783. var P = new Vector3();
  17784. // buffer
  17785. var vertices = [];
  17786. var normals = [];
  17787. var uvs = [];
  17788. var indices = [];
  17789. // create buffer data
  17790. generateBufferData();
  17791. // build geometry
  17792. this.setIndex( indices );
  17793. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17794. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17795. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17796. // functions
  17797. function generateBufferData() {
  17798. for ( var i = 0; i < tubularSegments; i ++ ) {
  17799. generateSegment( i );
  17800. }
  17801. // if the geometry is not closed, generate the last row of vertices and normals
  17802. // at the regular position on the given path
  17803. //
  17804. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17805. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17806. // uvs are generated in a separate function.
  17807. // this makes it easy compute correct values for closed geometries
  17808. generateUVs();
  17809. // finally create faces
  17810. generateIndices();
  17811. }
  17812. function generateSegment( i ) {
  17813. // we use getPointAt to sample evenly distributed points from the given path
  17814. P = path.getPointAt( i / tubularSegments, P );
  17815. // retrieve corresponding normal and binormal
  17816. var N = frames.normals[ i ];
  17817. var B = frames.binormals[ i ];
  17818. // generate normals and vertices for the current segment
  17819. for ( var j = 0; j <= radialSegments; j ++ ) {
  17820. var v = j / radialSegments * Math.PI * 2;
  17821. var sin = Math.sin( v );
  17822. var cos = - Math.cos( v );
  17823. // normal
  17824. normal.x = ( cos * N.x + sin * B.x );
  17825. normal.y = ( cos * N.y + sin * B.y );
  17826. normal.z = ( cos * N.z + sin * B.z );
  17827. normal.normalize();
  17828. normals.push( normal.x, normal.y, normal.z );
  17829. // vertex
  17830. vertex.x = P.x + radius * normal.x;
  17831. vertex.y = P.y + radius * normal.y;
  17832. vertex.z = P.z + radius * normal.z;
  17833. vertices.push( vertex.x, vertex.y, vertex.z );
  17834. }
  17835. }
  17836. function generateIndices() {
  17837. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17838. for ( var i = 1; i <= radialSegments; i ++ ) {
  17839. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17840. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17841. var c = ( radialSegments + 1 ) * j + i;
  17842. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17843. // faces
  17844. indices.push( a, b, d );
  17845. indices.push( b, c, d );
  17846. }
  17847. }
  17848. }
  17849. function generateUVs() {
  17850. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17851. for ( var j = 0; j <= radialSegments; j ++ ) {
  17852. uv.x = i / tubularSegments;
  17853. uv.y = j / radialSegments;
  17854. uvs.push( uv.x, uv.y );
  17855. }
  17856. }
  17857. }
  17858. }
  17859. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17860. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17861. TubeBufferGeometry.prototype.toJSON = function () {
  17862. var data = BufferGeometry.prototype.toJSON.call( this );
  17863. data.path = this.parameters.path.toJSON();
  17864. return data;
  17865. };
  17866. /**
  17867. * @author oosmoxiecode
  17868. * @author Mugen87 / https://github.com/Mugen87
  17869. *
  17870. * based on http://www.blackpawn.com/texts/pqtorus/
  17871. */
  17872. // TorusKnotGeometry
  17873. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17874. Geometry.call( this );
  17875. this.type = 'TorusKnotGeometry';
  17876. this.parameters = {
  17877. radius: radius,
  17878. tube: tube,
  17879. tubularSegments: tubularSegments,
  17880. radialSegments: radialSegments,
  17881. p: p,
  17882. q: q
  17883. };
  17884. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17885. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17886. this.mergeVertices();
  17887. }
  17888. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17889. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17890. // TorusKnotBufferGeometry
  17891. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17892. BufferGeometry.call( this );
  17893. this.type = 'TorusKnotBufferGeometry';
  17894. this.parameters = {
  17895. radius: radius,
  17896. tube: tube,
  17897. tubularSegments: tubularSegments,
  17898. radialSegments: radialSegments,
  17899. p: p,
  17900. q: q
  17901. };
  17902. radius = radius || 1;
  17903. tube = tube || 0.4;
  17904. tubularSegments = Math.floor( tubularSegments ) || 64;
  17905. radialSegments = Math.floor( radialSegments ) || 8;
  17906. p = p || 2;
  17907. q = q || 3;
  17908. // buffers
  17909. var indices = [];
  17910. var vertices = [];
  17911. var normals = [];
  17912. var uvs = [];
  17913. // helper variables
  17914. var vertex = new Vector3();
  17915. var normal = new Vector3();
  17916. var P1 = new Vector3();
  17917. var P2 = new Vector3();
  17918. var B = new Vector3();
  17919. var T = new Vector3();
  17920. var N = new Vector3();
  17921. // generate vertices, normals and uvs
  17922. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17923. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17924. var u = i / tubularSegments * p * Math.PI * 2;
  17925. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17926. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17927. calculatePositionOnCurve( u, p, q, radius, P1 );
  17928. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17929. // calculate orthonormal basis
  17930. T.subVectors( P2, P1 );
  17931. N.addVectors( P2, P1 );
  17932. B.crossVectors( T, N );
  17933. N.crossVectors( B, T );
  17934. // normalize B, N. T can be ignored, we don't use it
  17935. B.normalize();
  17936. N.normalize();
  17937. for ( var j = 0; j <= radialSegments; ++ j ) {
  17938. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17939. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17940. var v = j / radialSegments * Math.PI * 2;
  17941. var cx = - tube * Math.cos( v );
  17942. var cy = tube * Math.sin( v );
  17943. // now calculate the final vertex position.
  17944. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17945. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17946. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17947. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17948. vertices.push( vertex.x, vertex.y, vertex.z );
  17949. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17950. normal.subVectors( vertex, P1 ).normalize();
  17951. normals.push( normal.x, normal.y, normal.z );
  17952. // uv
  17953. uvs.push( i / tubularSegments );
  17954. uvs.push( j / radialSegments );
  17955. }
  17956. }
  17957. // generate indices
  17958. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17959. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17960. // indices
  17961. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17962. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17963. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17964. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17965. // faces
  17966. indices.push( a, b, d );
  17967. indices.push( b, c, d );
  17968. }
  17969. }
  17970. // build geometry
  17971. this.setIndex( indices );
  17972. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17973. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17974. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17975. // this function calculates the current position on the torus curve
  17976. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17977. var cu = Math.cos( u );
  17978. var su = Math.sin( u );
  17979. var quOverP = q / p * u;
  17980. var cs = Math.cos( quOverP );
  17981. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17982. position.y = radius * ( 2 + cs ) * su * 0.5;
  17983. position.z = radius * Math.sin( quOverP ) * 0.5;
  17984. }
  17985. }
  17986. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17987. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17988. /**
  17989. * @author oosmoxiecode
  17990. * @author mrdoob / http://mrdoob.com/
  17991. * @author Mugen87 / https://github.com/Mugen87
  17992. */
  17993. // TorusGeometry
  17994. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17995. Geometry.call( this );
  17996. this.type = 'TorusGeometry';
  17997. this.parameters = {
  17998. radius: radius,
  17999. tube: tube,
  18000. radialSegments: radialSegments,
  18001. tubularSegments: tubularSegments,
  18002. arc: arc
  18003. };
  18004. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  18005. this.mergeVertices();
  18006. }
  18007. TorusGeometry.prototype = Object.create( Geometry.prototype );
  18008. TorusGeometry.prototype.constructor = TorusGeometry;
  18009. // TorusBufferGeometry
  18010. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18011. BufferGeometry.call( this );
  18012. this.type = 'TorusBufferGeometry';
  18013. this.parameters = {
  18014. radius: radius,
  18015. tube: tube,
  18016. radialSegments: radialSegments,
  18017. tubularSegments: tubularSegments,
  18018. arc: arc
  18019. };
  18020. radius = radius || 1;
  18021. tube = tube || 0.4;
  18022. radialSegments = Math.floor( radialSegments ) || 8;
  18023. tubularSegments = Math.floor( tubularSegments ) || 6;
  18024. arc = arc || Math.PI * 2;
  18025. // buffers
  18026. var indices = [];
  18027. var vertices = [];
  18028. var normals = [];
  18029. var uvs = [];
  18030. // helper variables
  18031. var center = new Vector3();
  18032. var vertex = new Vector3();
  18033. var normal = new Vector3();
  18034. // generate vertices, normals and uvs
  18035. for ( var j = 0; j <= radialSegments; j ++ ) {
  18036. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18037. var u = i / tubularSegments * arc;
  18038. var v = j / radialSegments * Math.PI * 2;
  18039. // vertex
  18040. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18041. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18042. vertex.z = tube * Math.sin( v );
  18043. vertices.push( vertex.x, vertex.y, vertex.z );
  18044. // normal
  18045. center.x = radius * Math.cos( u );
  18046. center.y = radius * Math.sin( u );
  18047. normal.subVectors( vertex, center ).normalize();
  18048. normals.push( normal.x, normal.y, normal.z );
  18049. // uv
  18050. uvs.push( i / tubularSegments );
  18051. uvs.push( j / radialSegments );
  18052. }
  18053. }
  18054. // generate indices
  18055. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  18056. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  18057. // indices
  18058. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  18059. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  18060. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18061. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  18062. // faces
  18063. indices.push( a, b, d );
  18064. indices.push( b, c, d );
  18065. }
  18066. }
  18067. // build geometry
  18068. this.setIndex( indices );
  18069. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18070. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18071. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18072. }
  18073. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18074. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  18075. /**
  18076. * @author Mugen87 / https://github.com/Mugen87
  18077. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18078. */
  18079. var Earcut = {
  18080. triangulate: function ( data, holeIndices, dim ) {
  18081. dim = dim || 2;
  18082. var hasHoles = holeIndices && holeIndices.length,
  18083. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  18084. outerNode = linkedList( data, 0, outerLen, dim, true ),
  18085. triangles = [];
  18086. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  18087. var minX, minY, maxX, maxY, x, y, invSize;
  18088. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  18089. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18090. if ( data.length > 80 * dim ) {
  18091. minX = maxX = data[ 0 ];
  18092. minY = maxY = data[ 1 ];
  18093. for ( var i = dim; i < outerLen; i += dim ) {
  18094. x = data[ i ];
  18095. y = data[ i + 1 ];
  18096. if ( x < minX ) { minX = x; }
  18097. if ( y < minY ) { minY = y; }
  18098. if ( x > maxX ) { maxX = x; }
  18099. if ( y > maxY ) { maxY = y; }
  18100. }
  18101. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18102. invSize = Math.max( maxX - minX, maxY - minY );
  18103. invSize = invSize !== 0 ? 1 / invSize : 0;
  18104. }
  18105. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  18106. return triangles;
  18107. }
  18108. };
  18109. // create a circular doubly linked list from polygon points in the specified winding order
  18110. function linkedList( data, start, end, dim, clockwise ) {
  18111. var i, last;
  18112. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  18113. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18114. } else {
  18115. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18116. }
  18117. if ( last && equals( last, last.next ) ) {
  18118. removeNode( last );
  18119. last = last.next;
  18120. }
  18121. return last;
  18122. }
  18123. // eliminate colinear or duplicate points
  18124. function filterPoints( start, end ) {
  18125. if ( ! start ) { return start; }
  18126. if ( ! end ) { end = start; }
  18127. var p = start,
  18128. again;
  18129. do {
  18130. again = false;
  18131. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  18132. removeNode( p );
  18133. p = end = p.prev;
  18134. if ( p === p.next ) { break; }
  18135. again = true;
  18136. } else {
  18137. p = p.next;
  18138. }
  18139. } while ( again || p !== end );
  18140. return end;
  18141. }
  18142. // main ear slicing loop which triangulates a polygon (given as a linked list)
  18143. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  18144. if ( ! ear ) { return; }
  18145. // interlink polygon nodes in z-order
  18146. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  18147. var stop = ear,
  18148. prev, next;
  18149. // iterate through ears, slicing them one by one
  18150. while ( ear.prev !== ear.next ) {
  18151. prev = ear.prev;
  18152. next = ear.next;
  18153. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  18154. // cut off the triangle
  18155. triangles.push( prev.i / dim );
  18156. triangles.push( ear.i / dim );
  18157. triangles.push( next.i / dim );
  18158. removeNode( ear );
  18159. // skipping the next vertex leads to less sliver triangles
  18160. ear = next.next;
  18161. stop = next.next;
  18162. continue;
  18163. }
  18164. ear = next;
  18165. // if we looped through the whole remaining polygon and can't find any more ears
  18166. if ( ear === stop ) {
  18167. // try filtering points and slicing again
  18168. if ( ! pass ) {
  18169. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18170. // if this didn't work, try curing all small self-intersections locally
  18171. } else if ( pass === 1 ) {
  18172. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18173. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18174. // as a last resort, try splitting the remaining polygon into two
  18175. } else if ( pass === 2 ) {
  18176. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18177. }
  18178. break;
  18179. }
  18180. }
  18181. }
  18182. // check whether a polygon node forms a valid ear with adjacent nodes
  18183. function isEar( ear ) {
  18184. var a = ear.prev,
  18185. b = ear,
  18186. c = ear.next;
  18187. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18188. // now make sure we don't have other points inside the potential ear
  18189. var p = ear.next.next;
  18190. while ( p !== ear.prev ) {
  18191. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18192. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18193. p = p.next;
  18194. }
  18195. return true;
  18196. }
  18197. function isEarHashed( ear, minX, minY, invSize ) {
  18198. var a = ear.prev,
  18199. b = ear,
  18200. c = ear.next;
  18201. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18202. // triangle bbox; min & max are calculated like this for speed
  18203. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18204. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18205. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18206. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18207. // z-order range for the current triangle bbox;
  18208. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18209. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18210. var p = ear.prevZ,
  18211. n = ear.nextZ;
  18212. // look for points inside the triangle in both directions
  18213. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18214. if ( p !== ear.prev && p !== ear.next &&
  18215. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18216. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18217. p = p.prevZ;
  18218. if ( n !== ear.prev && n !== ear.next &&
  18219. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18220. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18221. n = n.nextZ;
  18222. }
  18223. // look for remaining points in decreasing z-order
  18224. while ( p && p.z >= minZ ) {
  18225. if ( p !== ear.prev && p !== ear.next &&
  18226. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18227. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18228. p = p.prevZ;
  18229. }
  18230. // look for remaining points in increasing z-order
  18231. while ( n && n.z <= maxZ ) {
  18232. if ( n !== ear.prev && n !== ear.next &&
  18233. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18234. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18235. n = n.nextZ;
  18236. }
  18237. return true;
  18238. }
  18239. // go through all polygon nodes and cure small local self-intersections
  18240. function cureLocalIntersections( start, triangles, dim ) {
  18241. var p = start;
  18242. do {
  18243. var a = p.prev,
  18244. b = p.next.next;
  18245. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18246. triangles.push( a.i / dim );
  18247. triangles.push( p.i / dim );
  18248. triangles.push( b.i / dim );
  18249. // remove two nodes involved
  18250. removeNode( p );
  18251. removeNode( p.next );
  18252. p = start = b;
  18253. }
  18254. p = p.next;
  18255. } while ( p !== start );
  18256. return filterPoints( p );
  18257. }
  18258. // try splitting polygon into two and triangulate them independently
  18259. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18260. // look for a valid diagonal that divides the polygon into two
  18261. var a = start;
  18262. do {
  18263. var b = a.next.next;
  18264. while ( b !== a.prev ) {
  18265. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18266. // split the polygon in two by the diagonal
  18267. var c = splitPolygon( a, b );
  18268. // filter colinear points around the cuts
  18269. a = filterPoints( a, a.next );
  18270. c = filterPoints( c, c.next );
  18271. // run earcut on each half
  18272. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18273. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18274. return;
  18275. }
  18276. b = b.next;
  18277. }
  18278. a = a.next;
  18279. } while ( a !== start );
  18280. }
  18281. // link every hole into the outer loop, producing a single-ring polygon without holes
  18282. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18283. var queue = [],
  18284. i, len, start, end, list;
  18285. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18286. start = holeIndices[ i ] * dim;
  18287. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18288. list = linkedList( data, start, end, dim, false );
  18289. if ( list === list.next ) { list.steiner = true; }
  18290. queue.push( getLeftmost( list ) );
  18291. }
  18292. queue.sort( compareX );
  18293. // process holes from left to right
  18294. for ( i = 0; i < queue.length; i ++ ) {
  18295. eliminateHole( queue[ i ], outerNode );
  18296. outerNode = filterPoints( outerNode, outerNode.next );
  18297. }
  18298. return outerNode;
  18299. }
  18300. function compareX( a, b ) {
  18301. return a.x - b.x;
  18302. }
  18303. // find a bridge between vertices that connects hole with an outer ring and and link it
  18304. function eliminateHole( hole, outerNode ) {
  18305. outerNode = findHoleBridge( hole, outerNode );
  18306. if ( outerNode ) {
  18307. var b = splitPolygon( outerNode, hole );
  18308. // filter collinear points around the cuts
  18309. filterPoints( outerNode, outerNode.next );
  18310. filterPoints( b, b.next );
  18311. }
  18312. }
  18313. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18314. function findHoleBridge( hole, outerNode ) {
  18315. var p = outerNode,
  18316. hx = hole.x,
  18317. hy = hole.y,
  18318. qx = - Infinity,
  18319. m;
  18320. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18321. // segment's endpoint with lesser x will be potential connection point
  18322. do {
  18323. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18324. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18325. if ( x <= hx && x > qx ) {
  18326. qx = x;
  18327. if ( x === hx ) {
  18328. if ( hy === p.y ) { return p; }
  18329. if ( hy === p.next.y ) { return p.next; }
  18330. }
  18331. m = p.x < p.next.x ? p : p.next;
  18332. }
  18333. }
  18334. p = p.next;
  18335. } while ( p !== outerNode );
  18336. if ( ! m ) { return null; }
  18337. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18338. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18339. // if there are no points found, we have a valid connection;
  18340. // otherwise choose the point of the minimum angle with the ray as connection point
  18341. var stop = m,
  18342. mx = m.x,
  18343. my = m.y,
  18344. tanMin = Infinity,
  18345. tan;
  18346. p = m;
  18347. do {
  18348. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18349. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18350. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18351. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18352. m = p;
  18353. tanMin = tan;
  18354. }
  18355. }
  18356. p = p.next;
  18357. } while ( p !== stop );
  18358. return m;
  18359. }
  18360. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18361. function sectorContainsSector( m, p ) {
  18362. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18363. }
  18364. // interlink polygon nodes in z-order
  18365. function indexCurve( start, minX, minY, invSize ) {
  18366. var p = start;
  18367. do {
  18368. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18369. p.prevZ = p.prev;
  18370. p.nextZ = p.next;
  18371. p = p.next;
  18372. } while ( p !== start );
  18373. p.prevZ.nextZ = null;
  18374. p.prevZ = null;
  18375. sortLinked( p );
  18376. }
  18377. // Simon Tatham's linked list merge sort algorithm
  18378. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18379. function sortLinked( list ) {
  18380. var i, p, q, e, tail, numMerges, pSize, qSize,
  18381. inSize = 1;
  18382. do {
  18383. p = list;
  18384. list = null;
  18385. tail = null;
  18386. numMerges = 0;
  18387. while ( p ) {
  18388. numMerges ++;
  18389. q = p;
  18390. pSize = 0;
  18391. for ( i = 0; i < inSize; i ++ ) {
  18392. pSize ++;
  18393. q = q.nextZ;
  18394. if ( ! q ) { break; }
  18395. }
  18396. qSize = inSize;
  18397. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18398. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18399. e = p;
  18400. p = p.nextZ;
  18401. pSize --;
  18402. } else {
  18403. e = q;
  18404. q = q.nextZ;
  18405. qSize --;
  18406. }
  18407. if ( tail ) { tail.nextZ = e; }
  18408. else { list = e; }
  18409. e.prevZ = tail;
  18410. tail = e;
  18411. }
  18412. p = q;
  18413. }
  18414. tail.nextZ = null;
  18415. inSize *= 2;
  18416. } while ( numMerges > 1 );
  18417. return list;
  18418. }
  18419. // z-order of a point given coords and inverse of the longer side of data bbox
  18420. function zOrder( x, y, minX, minY, invSize ) {
  18421. // coords are transformed into non-negative 15-bit integer range
  18422. x = 32767 * ( x - minX ) * invSize;
  18423. y = 32767 * ( y - minY ) * invSize;
  18424. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18425. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18426. x = ( x | ( x << 2 ) ) & 0x33333333;
  18427. x = ( x | ( x << 1 ) ) & 0x55555555;
  18428. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18429. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18430. y = ( y | ( y << 2 ) ) & 0x33333333;
  18431. y = ( y | ( y << 1 ) ) & 0x55555555;
  18432. return x | ( y << 1 );
  18433. }
  18434. // find the leftmost node of a polygon ring
  18435. function getLeftmost( start ) {
  18436. var p = start,
  18437. leftmost = start;
  18438. do {
  18439. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18440. p = p.next;
  18441. } while ( p !== start );
  18442. return leftmost;
  18443. }
  18444. // check if a point lies within a convex triangle
  18445. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18446. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18447. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18448. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18449. }
  18450. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18451. function isValidDiagonal( a, b ) {
  18452. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18453. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18454. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18455. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18456. }
  18457. // signed area of a triangle
  18458. function area( p, q, r ) {
  18459. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18460. }
  18461. // check if two points are equal
  18462. function equals( p1, p2 ) {
  18463. return p1.x === p2.x && p1.y === p2.y;
  18464. }
  18465. // check if two segments intersect
  18466. function intersects( p1, q1, p2, q2 ) {
  18467. var o1 = sign( area( p1, q1, p2 ) );
  18468. var o2 = sign( area( p1, q1, q2 ) );
  18469. var o3 = sign( area( p2, q2, p1 ) );
  18470. var o4 = sign( area( p2, q2, q1 ) );
  18471. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18472. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18473. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18474. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18475. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18476. return false;
  18477. }
  18478. // for collinear points p, q, r, check if point q lies on segment pr
  18479. function onSegment( p, q, r ) {
  18480. 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 );
  18481. }
  18482. function sign( num ) {
  18483. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18484. }
  18485. // check if a polygon diagonal intersects any polygon segments
  18486. function intersectsPolygon( a, b ) {
  18487. var p = a;
  18488. do {
  18489. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18490. intersects( p, p.next, a, b ) ) { return true; }
  18491. p = p.next;
  18492. } while ( p !== a );
  18493. return false;
  18494. }
  18495. // check if a polygon diagonal is locally inside the polygon
  18496. function locallyInside( a, b ) {
  18497. return area( a.prev, a, a.next ) < 0 ?
  18498. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18499. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18500. }
  18501. // check if the middle point of a polygon diagonal is inside the polygon
  18502. function middleInside( a, b ) {
  18503. var p = a,
  18504. inside = false,
  18505. px = ( a.x + b.x ) / 2,
  18506. py = ( a.y + b.y ) / 2;
  18507. do {
  18508. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18509. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18510. { inside = ! inside; }
  18511. p = p.next;
  18512. } while ( p !== a );
  18513. return inside;
  18514. }
  18515. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18516. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18517. function splitPolygon( a, b ) {
  18518. var a2 = new Node( a.i, a.x, a.y ),
  18519. b2 = new Node( b.i, b.x, b.y ),
  18520. an = a.next,
  18521. bp = b.prev;
  18522. a.next = b;
  18523. b.prev = a;
  18524. a2.next = an;
  18525. an.prev = a2;
  18526. b2.next = a2;
  18527. a2.prev = b2;
  18528. bp.next = b2;
  18529. b2.prev = bp;
  18530. return b2;
  18531. }
  18532. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18533. function insertNode( i, x, y, last ) {
  18534. var p = new Node( i, x, y );
  18535. if ( ! last ) {
  18536. p.prev = p;
  18537. p.next = p;
  18538. } else {
  18539. p.next = last.next;
  18540. p.prev = last;
  18541. last.next.prev = p;
  18542. last.next = p;
  18543. }
  18544. return p;
  18545. }
  18546. function removeNode( p ) {
  18547. p.next.prev = p.prev;
  18548. p.prev.next = p.next;
  18549. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18550. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18551. }
  18552. function Node( i, x, y ) {
  18553. // vertex index in coordinates array
  18554. this.i = i;
  18555. // vertex coordinates
  18556. this.x = x;
  18557. this.y = y;
  18558. // previous and next vertex nodes in a polygon ring
  18559. this.prev = null;
  18560. this.next = null;
  18561. // z-order curve value
  18562. this.z = null;
  18563. // previous and next nodes in z-order
  18564. this.prevZ = null;
  18565. this.nextZ = null;
  18566. // indicates whether this is a steiner point
  18567. this.steiner = false;
  18568. }
  18569. function signedArea( data, start, end, dim ) {
  18570. var sum = 0;
  18571. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18572. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18573. j = i;
  18574. }
  18575. return sum;
  18576. }
  18577. /**
  18578. * @author zz85 / http://www.lab4games.net/zz85/blog
  18579. */
  18580. var ShapeUtils = {
  18581. // calculate area of the contour polygon
  18582. area: function ( contour ) {
  18583. var n = contour.length;
  18584. var a = 0.0;
  18585. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18586. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18587. }
  18588. return a * 0.5;
  18589. },
  18590. isClockWise: function ( pts ) {
  18591. return ShapeUtils.area( pts ) < 0;
  18592. },
  18593. triangulateShape: function ( contour, holes ) {
  18594. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18595. var holeIndices = []; // array of hole indices
  18596. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18597. removeDupEndPts( contour );
  18598. addContour( vertices, contour );
  18599. //
  18600. var holeIndex = contour.length;
  18601. holes.forEach( removeDupEndPts );
  18602. for ( var i = 0; i < holes.length; i ++ ) {
  18603. holeIndices.push( holeIndex );
  18604. holeIndex += holes[ i ].length;
  18605. addContour( vertices, holes[ i ] );
  18606. }
  18607. //
  18608. var triangles = Earcut.triangulate( vertices, holeIndices );
  18609. //
  18610. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18611. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18612. }
  18613. return faces;
  18614. }
  18615. };
  18616. function removeDupEndPts( points ) {
  18617. var l = points.length;
  18618. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18619. points.pop();
  18620. }
  18621. }
  18622. function addContour( vertices, contour ) {
  18623. for ( var i = 0; i < contour.length; i ++ ) {
  18624. vertices.push( contour[ i ].x );
  18625. vertices.push( contour[ i ].y );
  18626. }
  18627. }
  18628. /**
  18629. * @author zz85 / http://www.lab4games.net/zz85/blog
  18630. *
  18631. * Creates extruded geometry from a path shape.
  18632. *
  18633. * parameters = {
  18634. *
  18635. * curveSegments: <int>, // number of points on the curves
  18636. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18637. * depth: <float>, // Depth to extrude the shape
  18638. *
  18639. * bevelEnabled: <bool>, // turn on bevel
  18640. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18641. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18642. * bevelOffset: <float>, // how far from shape outline does bevel start
  18643. * bevelSegments: <int>, // number of bevel layers
  18644. *
  18645. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18646. *
  18647. * UVGenerator: <Object> // object that provides UV generator functions
  18648. *
  18649. * }
  18650. */
  18651. // ExtrudeGeometry
  18652. function ExtrudeGeometry( shapes, options ) {
  18653. Geometry.call( this );
  18654. this.type = 'ExtrudeGeometry';
  18655. this.parameters = {
  18656. shapes: shapes,
  18657. options: options
  18658. };
  18659. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18660. this.mergeVertices();
  18661. }
  18662. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18663. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18664. ExtrudeGeometry.prototype.toJSON = function () {
  18665. var data = Geometry.prototype.toJSON.call( this );
  18666. var shapes = this.parameters.shapes;
  18667. var options = this.parameters.options;
  18668. return toJSON( shapes, options, data );
  18669. };
  18670. // ExtrudeBufferGeometry
  18671. function ExtrudeBufferGeometry( shapes, options ) {
  18672. BufferGeometry.call( this );
  18673. this.type = 'ExtrudeBufferGeometry';
  18674. this.parameters = {
  18675. shapes: shapes,
  18676. options: options
  18677. };
  18678. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18679. var scope = this;
  18680. var verticesArray = [];
  18681. var uvArray = [];
  18682. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18683. var shape = shapes[ i ];
  18684. addShape( shape );
  18685. }
  18686. // build geometry
  18687. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18688. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18689. this.computeVertexNormals();
  18690. // functions
  18691. function addShape( shape ) {
  18692. var placeholder = [];
  18693. // options
  18694. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18695. var steps = options.steps !== undefined ? options.steps : 1;
  18696. var depth = options.depth !== undefined ? options.depth : 100;
  18697. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18698. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18699. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18700. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18701. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18702. var extrudePath = options.extrudePath;
  18703. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18704. // deprecated options
  18705. if ( options.amount !== undefined ) {
  18706. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18707. depth = options.amount;
  18708. }
  18709. //
  18710. var extrudePts, extrudeByPath = false;
  18711. var splineTube, binormal, normal, position2;
  18712. if ( extrudePath ) {
  18713. extrudePts = extrudePath.getSpacedPoints( steps );
  18714. extrudeByPath = true;
  18715. bevelEnabled = false; // bevels not supported for path extrusion
  18716. // SETUP TNB variables
  18717. // TODO1 - have a .isClosed in spline?
  18718. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18719. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18720. binormal = new Vector3();
  18721. normal = new Vector3();
  18722. position2 = new Vector3();
  18723. }
  18724. // Safeguards if bevels are not enabled
  18725. if ( ! bevelEnabled ) {
  18726. bevelSegments = 0;
  18727. bevelThickness = 0;
  18728. bevelSize = 0;
  18729. bevelOffset = 0;
  18730. }
  18731. // Variables initialization
  18732. var shapePoints = shape.extractPoints( curveSegments );
  18733. var vertices = shapePoints.shape;
  18734. var holes = shapePoints.holes;
  18735. var reverse = ! ShapeUtils.isClockWise( vertices );
  18736. if ( reverse ) {
  18737. vertices = vertices.reverse();
  18738. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18739. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18740. var ahole = holes[ h ];
  18741. if ( ShapeUtils.isClockWise( ahole ) ) {
  18742. holes[ h ] = ahole.reverse();
  18743. }
  18744. }
  18745. }
  18746. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18747. /* Vertices */
  18748. var contour = vertices; // vertices has all points but contour has only points of circumference
  18749. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18750. var ahole$1 = holes[ h$1 ];
  18751. vertices = vertices.concat( ahole$1 );
  18752. }
  18753. function scalePt2( pt, vec, size ) {
  18754. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18755. return vec.clone().multiplyScalar( size ).add( pt );
  18756. }
  18757. var vlen = vertices.length, flen = faces.length;
  18758. // Find directions for point movement
  18759. function getBevelVec( inPt, inPrev, inNext ) {
  18760. // computes for inPt the corresponding point inPt' on a new contour
  18761. // shifted by 1 unit (length of normalized vector) to the left
  18762. // if we walk along contour clockwise, this new contour is outside the old one
  18763. //
  18764. // inPt' is the intersection of the two lines parallel to the two
  18765. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18766. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18767. // good reading for geometry algorithms (here: line-line intersection)
  18768. // http://geomalgorithms.com/a05-_intersect-1.html
  18769. var v_prev_x = inPt.x - inPrev.x,
  18770. v_prev_y = inPt.y - inPrev.y;
  18771. var v_next_x = inNext.x - inPt.x,
  18772. v_next_y = inNext.y - inPt.y;
  18773. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18774. // check for collinear edges
  18775. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18776. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18777. // not collinear
  18778. // length of vectors for normalizing
  18779. var v_prev_len = Math.sqrt( v_prev_lensq );
  18780. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18781. // shift adjacent points by unit vectors to the left
  18782. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18783. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18784. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18785. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18786. // scaling factor for v_prev to intersection point
  18787. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18788. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18789. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18790. // vector from inPt to intersection point
  18791. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18792. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18793. // Don't normalize!, otherwise sharp corners become ugly
  18794. // but prevent crazy spikes
  18795. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18796. if ( v_trans_lensq <= 2 ) {
  18797. return new Vector2( v_trans_x, v_trans_y );
  18798. } else {
  18799. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18800. }
  18801. } else {
  18802. // handle special case of collinear edges
  18803. var direction_eq = false; // assumes: opposite
  18804. if ( v_prev_x > Number.EPSILON ) {
  18805. if ( v_next_x > Number.EPSILON ) {
  18806. direction_eq = true;
  18807. }
  18808. } else {
  18809. if ( v_prev_x < - Number.EPSILON ) {
  18810. if ( v_next_x < - Number.EPSILON ) {
  18811. direction_eq = true;
  18812. }
  18813. } else {
  18814. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18815. direction_eq = true;
  18816. }
  18817. }
  18818. }
  18819. if ( direction_eq ) {
  18820. // console.log("Warning: lines are a straight sequence");
  18821. v_trans_x = - v_prev_y;
  18822. v_trans_y = v_prev_x;
  18823. shrink_by = Math.sqrt( v_prev_lensq );
  18824. } else {
  18825. // console.log("Warning: lines are a straight spike");
  18826. v_trans_x = v_prev_x;
  18827. v_trans_y = v_prev_y;
  18828. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18829. }
  18830. }
  18831. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18832. }
  18833. var contourMovements = [];
  18834. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18835. if ( j === il ) { j = 0; }
  18836. if ( k === il ) { k = 0; }
  18837. // (j)---(i)---(k)
  18838. // console.log('i,j,k', i, j , k)
  18839. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18840. }
  18841. var holesMovements = [];
  18842. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18843. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18844. var ahole$2 = holes[ h$2 ];
  18845. oneHoleMovements = [];
  18846. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18847. if ( j$1 === il$1 ) { j$1 = 0; }
  18848. if ( k$1 === il$1 ) { k$1 = 0; }
  18849. // (j)---(i)---(k)
  18850. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18851. }
  18852. holesMovements.push( oneHoleMovements );
  18853. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18854. }
  18855. // Loop bevelSegments, 1 for the front, 1 for the back
  18856. for ( var b = 0; b < bevelSegments; b ++ ) {
  18857. //for ( b = bevelSegments; b > 0; b -- ) {
  18858. var t = b / bevelSegments;
  18859. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18860. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18861. // contract shape
  18862. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18863. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18864. v( vert.x, vert.y, - z );
  18865. }
  18866. // expand holes
  18867. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18868. var ahole$3 = holes[ h$3 ];
  18869. oneHoleMovements = holesMovements[ h$3 ];
  18870. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18871. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18872. v( vert$1.x, vert$1.y, - z );
  18873. }
  18874. }
  18875. }
  18876. var bs = bevelSize + bevelOffset;
  18877. // Back facing vertices
  18878. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18879. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18880. if ( ! extrudeByPath ) {
  18881. v( vert$2.x, vert$2.y, 0 );
  18882. } else {
  18883. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18884. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18885. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18886. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18887. v( position2.x, position2.y, position2.z );
  18888. }
  18889. }
  18890. // Add stepped vertices...
  18891. // Including front facing vertices
  18892. for ( var s = 1; s <= steps; s ++ ) {
  18893. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18894. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18895. if ( ! extrudeByPath ) {
  18896. v( vert$3.x, vert$3.y, depth / steps * s );
  18897. } else {
  18898. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18899. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18900. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18901. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18902. v( position2.x, position2.y, position2.z );
  18903. }
  18904. }
  18905. }
  18906. // Add bevel segments planes
  18907. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18908. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18909. var t$1 = b$1 / bevelSegments;
  18910. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18911. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18912. // contract shape
  18913. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18914. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18915. v( vert$4.x, vert$4.y, depth + z$1 );
  18916. }
  18917. // expand holes
  18918. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18919. var ahole$4 = holes[ h$4 ];
  18920. oneHoleMovements = holesMovements[ h$4 ];
  18921. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18922. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18923. if ( ! extrudeByPath ) {
  18924. v( vert$5.x, vert$5.y, depth + z$1 );
  18925. } else {
  18926. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18927. }
  18928. }
  18929. }
  18930. }
  18931. /* Faces */
  18932. // Top and bottom faces
  18933. buildLidFaces();
  18934. // Sides faces
  18935. buildSideFaces();
  18936. ///// Internal functions
  18937. function buildLidFaces() {
  18938. var start = verticesArray.length / 3;
  18939. if ( bevelEnabled ) {
  18940. var layer = 0; // steps + 1
  18941. var offset = vlen * layer;
  18942. // Bottom faces
  18943. for ( var i = 0; i < flen; i ++ ) {
  18944. var face = faces[ i ];
  18945. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18946. }
  18947. layer = steps + bevelSegments * 2;
  18948. offset = vlen * layer;
  18949. // Top faces
  18950. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18951. var face$1 = faces[ i$1 ];
  18952. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18953. }
  18954. } else {
  18955. // Bottom faces
  18956. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18957. var face$2 = faces[ i$2 ];
  18958. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18959. }
  18960. // Top faces
  18961. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18962. var face$3 = faces[ i$3 ];
  18963. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18964. }
  18965. }
  18966. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18967. }
  18968. // Create faces for the z-sides of the shape
  18969. function buildSideFaces() {
  18970. var start = verticesArray.length / 3;
  18971. var layeroffset = 0;
  18972. sidewalls( contour, layeroffset );
  18973. layeroffset += contour.length;
  18974. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18975. var ahole = holes[ h ];
  18976. sidewalls( ahole, layeroffset );
  18977. //, true
  18978. layeroffset += ahole.length;
  18979. }
  18980. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18981. }
  18982. function sidewalls( contour, layeroffset ) {
  18983. var i = contour.length;
  18984. while ( -- i >= 0 ) {
  18985. var j = i;
  18986. var k = i - 1;
  18987. if ( k < 0 ) { k = contour.length - 1; }
  18988. //console.log('b', i,j, i-1, k,vertices.length);
  18989. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18990. var slen1 = vlen * s;
  18991. var slen2 = vlen * ( s + 1 );
  18992. var a = layeroffset + j + slen1,
  18993. b = layeroffset + k + slen1,
  18994. c = layeroffset + k + slen2,
  18995. d = layeroffset + j + slen2;
  18996. f4( a, b, c, d );
  18997. }
  18998. }
  18999. }
  19000. function v( x, y, z ) {
  19001. placeholder.push( x );
  19002. placeholder.push( y );
  19003. placeholder.push( z );
  19004. }
  19005. function f3( a, b, c ) {
  19006. addVertex( a );
  19007. addVertex( b );
  19008. addVertex( c );
  19009. var nextIndex = verticesArray.length / 3;
  19010. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19011. addUV( uvs[ 0 ] );
  19012. addUV( uvs[ 1 ] );
  19013. addUV( uvs[ 2 ] );
  19014. }
  19015. function f4( a, b, c, d ) {
  19016. addVertex( a );
  19017. addVertex( b );
  19018. addVertex( d );
  19019. addVertex( b );
  19020. addVertex( c );
  19021. addVertex( d );
  19022. var nextIndex = verticesArray.length / 3;
  19023. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19024. addUV( uvs[ 0 ] );
  19025. addUV( uvs[ 1 ] );
  19026. addUV( uvs[ 3 ] );
  19027. addUV( uvs[ 1 ] );
  19028. addUV( uvs[ 2 ] );
  19029. addUV( uvs[ 3 ] );
  19030. }
  19031. function addVertex( index ) {
  19032. verticesArray.push( placeholder[ index * 3 + 0 ] );
  19033. verticesArray.push( placeholder[ index * 3 + 1 ] );
  19034. verticesArray.push( placeholder[ index * 3 + 2 ] );
  19035. }
  19036. function addUV( vector2 ) {
  19037. uvArray.push( vector2.x );
  19038. uvArray.push( vector2.y );
  19039. }
  19040. }
  19041. }
  19042. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19043. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  19044. ExtrudeBufferGeometry.prototype.toJSON = function () {
  19045. var data = BufferGeometry.prototype.toJSON.call( this );
  19046. var shapes = this.parameters.shapes;
  19047. var options = this.parameters.options;
  19048. return toJSON( shapes, options, data );
  19049. };
  19050. //
  19051. var WorldUVGenerator = {
  19052. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  19053. var a_x = vertices[ indexA * 3 ];
  19054. var a_y = vertices[ indexA * 3 + 1 ];
  19055. var b_x = vertices[ indexB * 3 ];
  19056. var b_y = vertices[ indexB * 3 + 1 ];
  19057. var c_x = vertices[ indexC * 3 ];
  19058. var c_y = vertices[ indexC * 3 + 1 ];
  19059. return [
  19060. new Vector2( a_x, a_y ),
  19061. new Vector2( b_x, b_y ),
  19062. new Vector2( c_x, c_y )
  19063. ];
  19064. },
  19065. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  19066. var a_x = vertices[ indexA * 3 ];
  19067. var a_y = vertices[ indexA * 3 + 1 ];
  19068. var a_z = vertices[ indexA * 3 + 2 ];
  19069. var b_x = vertices[ indexB * 3 ];
  19070. var b_y = vertices[ indexB * 3 + 1 ];
  19071. var b_z = vertices[ indexB * 3 + 2 ];
  19072. var c_x = vertices[ indexC * 3 ];
  19073. var c_y = vertices[ indexC * 3 + 1 ];
  19074. var c_z = vertices[ indexC * 3 + 2 ];
  19075. var d_x = vertices[ indexD * 3 ];
  19076. var d_y = vertices[ indexD * 3 + 1 ];
  19077. var d_z = vertices[ indexD * 3 + 2 ];
  19078. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  19079. return [
  19080. new Vector2( a_x, 1 - a_z ),
  19081. new Vector2( b_x, 1 - b_z ),
  19082. new Vector2( c_x, 1 - c_z ),
  19083. new Vector2( d_x, 1 - d_z )
  19084. ];
  19085. } else {
  19086. return [
  19087. new Vector2( a_y, 1 - a_z ),
  19088. new Vector2( b_y, 1 - b_z ),
  19089. new Vector2( c_y, 1 - c_z ),
  19090. new Vector2( d_y, 1 - d_z )
  19091. ];
  19092. }
  19093. }
  19094. };
  19095. function toJSON( shapes, options, data ) {
  19096. //
  19097. data.shapes = [];
  19098. if ( Array.isArray( shapes ) ) {
  19099. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19100. var shape = shapes[ i ];
  19101. data.shapes.push( shape.uuid );
  19102. }
  19103. } else {
  19104. data.shapes.push( shapes.uuid );
  19105. }
  19106. //
  19107. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  19108. return data;
  19109. }
  19110. /**
  19111. * @author zz85 / http://www.lab4games.net/zz85/blog
  19112. * @author alteredq / http://alteredqualia.com/
  19113. *
  19114. * Text = 3D Text
  19115. *
  19116. * parameters = {
  19117. * font: <THREE.Font>, // font
  19118. *
  19119. * size: <float>, // size of the text
  19120. * height: <float>, // thickness to extrude text
  19121. * curveSegments: <int>, // number of points on the curves
  19122. *
  19123. * bevelEnabled: <bool>, // turn on bevel
  19124. * bevelThickness: <float>, // how deep into text bevel goes
  19125. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  19126. * bevelOffset: <float> // how far from text outline does bevel start
  19127. * }
  19128. */
  19129. // TextGeometry
  19130. function TextGeometry( text, parameters ) {
  19131. Geometry.call( this );
  19132. this.type = 'TextGeometry';
  19133. this.parameters = {
  19134. text: text,
  19135. parameters: parameters
  19136. };
  19137. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  19138. this.mergeVertices();
  19139. }
  19140. TextGeometry.prototype = Object.create( Geometry.prototype );
  19141. TextGeometry.prototype.constructor = TextGeometry;
  19142. // TextBufferGeometry
  19143. function TextBufferGeometry( text, parameters ) {
  19144. parameters = parameters || {};
  19145. var font = parameters.font;
  19146. if ( ! ( font && font.isFont ) ) {
  19147. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  19148. return new Geometry();
  19149. }
  19150. var shapes = font.generateShapes( text, parameters.size );
  19151. // translate parameters to ExtrudeGeometry API
  19152. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  19153. // defaults
  19154. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  19155. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  19156. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  19157. ExtrudeBufferGeometry.call( this, shapes, parameters );
  19158. this.type = 'TextBufferGeometry';
  19159. }
  19160. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  19161. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  19162. /**
  19163. * @author mrdoob / http://mrdoob.com/
  19164. * @author benaadams / https://twitter.com/ben_a_adams
  19165. * @author Mugen87 / https://github.com/Mugen87
  19166. */
  19167. // SphereGeometry
  19168. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19169. Geometry.call( this );
  19170. this.type = 'SphereGeometry';
  19171. this.parameters = {
  19172. radius: radius,
  19173. widthSegments: widthSegments,
  19174. heightSegments: heightSegments,
  19175. phiStart: phiStart,
  19176. phiLength: phiLength,
  19177. thetaStart: thetaStart,
  19178. thetaLength: thetaLength
  19179. };
  19180. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19181. this.mergeVertices();
  19182. }
  19183. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19184. SphereGeometry.prototype.constructor = SphereGeometry;
  19185. // SphereBufferGeometry
  19186. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19187. BufferGeometry.call( this );
  19188. this.type = 'SphereBufferGeometry';
  19189. this.parameters = {
  19190. radius: radius,
  19191. widthSegments: widthSegments,
  19192. heightSegments: heightSegments,
  19193. phiStart: phiStart,
  19194. phiLength: phiLength,
  19195. thetaStart: thetaStart,
  19196. thetaLength: thetaLength
  19197. };
  19198. radius = radius || 1;
  19199. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19200. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19201. phiStart = phiStart !== undefined ? phiStart : 0;
  19202. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19203. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19204. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19205. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19206. var index = 0;
  19207. var grid = [];
  19208. var vertex = new Vector3();
  19209. var normal = new Vector3();
  19210. // buffers
  19211. var indices = [];
  19212. var vertices = [];
  19213. var normals = [];
  19214. var uvs = [];
  19215. // generate vertices, normals and uvs
  19216. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19217. var verticesRow = [];
  19218. var v = iy / heightSegments;
  19219. // special case for the poles
  19220. var uOffset = 0;
  19221. if ( iy == 0 && thetaStart == 0 ) {
  19222. uOffset = 0.5 / widthSegments;
  19223. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19224. uOffset = - 0.5 / widthSegments;
  19225. }
  19226. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19227. var u = ix / widthSegments;
  19228. // vertex
  19229. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19230. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19231. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19232. vertices.push( vertex.x, vertex.y, vertex.z );
  19233. // normal
  19234. normal.copy( vertex ).normalize();
  19235. normals.push( normal.x, normal.y, normal.z );
  19236. // uv
  19237. uvs.push( u + uOffset, 1 - v );
  19238. verticesRow.push( index ++ );
  19239. }
  19240. grid.push( verticesRow );
  19241. }
  19242. // indices
  19243. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19244. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19245. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19246. var b = grid[ iy$1 ][ ix$1 ];
  19247. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19248. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19249. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19250. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19251. }
  19252. }
  19253. // build geometry
  19254. this.setIndex( indices );
  19255. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19256. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19257. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19258. }
  19259. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19260. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19261. /**
  19262. * @author Kaleb Murphy
  19263. * @author Mugen87 / https://github.com/Mugen87
  19264. */
  19265. // RingGeometry
  19266. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19267. Geometry.call( this );
  19268. this.type = 'RingGeometry';
  19269. this.parameters = {
  19270. innerRadius: innerRadius,
  19271. outerRadius: outerRadius,
  19272. thetaSegments: thetaSegments,
  19273. phiSegments: phiSegments,
  19274. thetaStart: thetaStart,
  19275. thetaLength: thetaLength
  19276. };
  19277. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19278. this.mergeVertices();
  19279. }
  19280. RingGeometry.prototype = Object.create( Geometry.prototype );
  19281. RingGeometry.prototype.constructor = RingGeometry;
  19282. // RingBufferGeometry
  19283. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19284. BufferGeometry.call( this );
  19285. this.type = 'RingBufferGeometry';
  19286. this.parameters = {
  19287. innerRadius: innerRadius,
  19288. outerRadius: outerRadius,
  19289. thetaSegments: thetaSegments,
  19290. phiSegments: phiSegments,
  19291. thetaStart: thetaStart,
  19292. thetaLength: thetaLength
  19293. };
  19294. innerRadius = innerRadius || 0.5;
  19295. outerRadius = outerRadius || 1;
  19296. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19297. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19298. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19299. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19300. // buffers
  19301. var indices = [];
  19302. var vertices = [];
  19303. var normals = [];
  19304. var uvs = [];
  19305. // some helper variables
  19306. var radius = innerRadius;
  19307. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19308. var vertex = new Vector3();
  19309. var uv = new Vector2();
  19310. // generate vertices, normals and uvs
  19311. for ( var j = 0; j <= phiSegments; j ++ ) {
  19312. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19313. // values are generate from the inside of the ring to the outside
  19314. var segment = thetaStart + i / thetaSegments * thetaLength;
  19315. // vertex
  19316. vertex.x = radius * Math.cos( segment );
  19317. vertex.y = radius * Math.sin( segment );
  19318. vertices.push( vertex.x, vertex.y, vertex.z );
  19319. // normal
  19320. normals.push( 0, 0, 1 );
  19321. // uv
  19322. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19323. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19324. uvs.push( uv.x, uv.y );
  19325. }
  19326. // increase the radius for next row of vertices
  19327. radius += radiusStep;
  19328. }
  19329. // indices
  19330. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19331. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19332. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19333. var segment$1 = i$1 + thetaSegmentLevel;
  19334. var a = segment$1;
  19335. var b = segment$1 + thetaSegments + 1;
  19336. var c = segment$1 + thetaSegments + 2;
  19337. var d = segment$1 + 1;
  19338. // faces
  19339. indices.push( a, b, d );
  19340. indices.push( b, c, d );
  19341. }
  19342. }
  19343. // build geometry
  19344. this.setIndex( indices );
  19345. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19346. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19347. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19348. }
  19349. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19350. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19351. /**
  19352. * @author zz85 / https://github.com/zz85
  19353. * @author bhouston / http://clara.io
  19354. * @author Mugen87 / https://github.com/Mugen87
  19355. */
  19356. // LatheGeometry
  19357. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19358. Geometry.call( this );
  19359. this.type = 'LatheGeometry';
  19360. this.parameters = {
  19361. points: points,
  19362. segments: segments,
  19363. phiStart: phiStart,
  19364. phiLength: phiLength
  19365. };
  19366. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19367. this.mergeVertices();
  19368. }
  19369. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19370. LatheGeometry.prototype.constructor = LatheGeometry;
  19371. // LatheBufferGeometry
  19372. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19373. BufferGeometry.call( this );
  19374. this.type = 'LatheBufferGeometry';
  19375. this.parameters = {
  19376. points: points,
  19377. segments: segments,
  19378. phiStart: phiStart,
  19379. phiLength: phiLength
  19380. };
  19381. segments = Math.floor( segments ) || 12;
  19382. phiStart = phiStart || 0;
  19383. phiLength = phiLength || Math.PI * 2;
  19384. // clamp phiLength so it's in range of [ 0, 2PI ]
  19385. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19386. // buffers
  19387. var indices = [];
  19388. var vertices = [];
  19389. var uvs = [];
  19390. // helper variables
  19391. var inverseSegments = 1.0 / segments;
  19392. var vertex = new Vector3();
  19393. var uv = new Vector2();
  19394. // generate vertices and uvs
  19395. for ( var i = 0; i <= segments; i ++ ) {
  19396. var phi = phiStart + i * inverseSegments * phiLength;
  19397. var sin = Math.sin( phi );
  19398. var cos = Math.cos( phi );
  19399. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19400. // vertex
  19401. vertex.x = points[ j ].x * sin;
  19402. vertex.y = points[ j ].y;
  19403. vertex.z = points[ j ].x * cos;
  19404. vertices.push( vertex.x, vertex.y, vertex.z );
  19405. // uv
  19406. uv.x = i / segments;
  19407. uv.y = j / ( points.length - 1 );
  19408. uvs.push( uv.x, uv.y );
  19409. }
  19410. }
  19411. // indices
  19412. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19413. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19414. var base = j$1 + i$1 * points.length;
  19415. var a = base;
  19416. var b = base + points.length;
  19417. var c = base + points.length + 1;
  19418. var d = base + 1;
  19419. // faces
  19420. indices.push( a, b, d );
  19421. indices.push( b, c, d );
  19422. }
  19423. }
  19424. // build geometry
  19425. this.setIndex( indices );
  19426. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19427. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19428. // generate normals
  19429. this.computeVertexNormals();
  19430. // if the geometry is closed, we need to average the normals along the seam.
  19431. // because the corresponding vertices are identical (but still have different UVs).
  19432. if ( phiLength === Math.PI * 2 ) {
  19433. var normals = this.attributes.normal.array;
  19434. var n1 = new Vector3();
  19435. var n2 = new Vector3();
  19436. var n = new Vector3();
  19437. // this is the buffer offset for the last line of vertices
  19438. var base$1 = segments * points.length * 3;
  19439. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19440. // select the normal of the vertex in the first line
  19441. n1.x = normals[ j$2 + 0 ];
  19442. n1.y = normals[ j$2 + 1 ];
  19443. n1.z = normals[ j$2 + 2 ];
  19444. // select the normal of the vertex in the last line
  19445. n2.x = normals[ base$1 + j$2 + 0 ];
  19446. n2.y = normals[ base$1 + j$2 + 1 ];
  19447. n2.z = normals[ base$1 + j$2 + 2 ];
  19448. // average normals
  19449. n.addVectors( n1, n2 ).normalize();
  19450. // assign the new values to both normals
  19451. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19452. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19453. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19454. }
  19455. }
  19456. }
  19457. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19458. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19459. /**
  19460. * @author jonobr1 / http://jonobr1.com
  19461. * @author Mugen87 / https://github.com/Mugen87
  19462. */
  19463. // ShapeGeometry
  19464. function ShapeGeometry( shapes, curveSegments ) {
  19465. Geometry.call( this );
  19466. this.type = 'ShapeGeometry';
  19467. if ( typeof curveSegments === 'object' ) {
  19468. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19469. curveSegments = curveSegments.curveSegments;
  19470. }
  19471. this.parameters = {
  19472. shapes: shapes,
  19473. curveSegments: curveSegments
  19474. };
  19475. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19476. this.mergeVertices();
  19477. }
  19478. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19479. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19480. ShapeGeometry.prototype.toJSON = function () {
  19481. var data = Geometry.prototype.toJSON.call( this );
  19482. var shapes = this.parameters.shapes;
  19483. return toJSON$1( shapes, data );
  19484. };
  19485. // ShapeBufferGeometry
  19486. function ShapeBufferGeometry( shapes, curveSegments ) {
  19487. BufferGeometry.call( this );
  19488. this.type = 'ShapeBufferGeometry';
  19489. this.parameters = {
  19490. shapes: shapes,
  19491. curveSegments: curveSegments
  19492. };
  19493. curveSegments = curveSegments || 12;
  19494. // buffers
  19495. var indices = [];
  19496. var vertices = [];
  19497. var normals = [];
  19498. var uvs = [];
  19499. // helper variables
  19500. var groupStart = 0;
  19501. var groupCount = 0;
  19502. // allow single and array values for "shapes" parameter
  19503. if ( Array.isArray( shapes ) === false ) {
  19504. addShape( shapes );
  19505. } else {
  19506. for ( var i = 0; i < shapes.length; i ++ ) {
  19507. addShape( shapes[ i ] );
  19508. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19509. groupStart += groupCount;
  19510. groupCount = 0;
  19511. }
  19512. }
  19513. // build geometry
  19514. this.setIndex( indices );
  19515. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19516. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19517. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19518. // helper functions
  19519. function addShape( shape ) {
  19520. var indexOffset = vertices.length / 3;
  19521. var points = shape.extractPoints( curveSegments );
  19522. var shapeVertices = points.shape;
  19523. var shapeHoles = points.holes;
  19524. // check direction of vertices
  19525. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19526. shapeVertices = shapeVertices.reverse();
  19527. }
  19528. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19529. var shapeHole = shapeHoles[ i ];
  19530. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19531. shapeHoles[ i ] = shapeHole.reverse();
  19532. }
  19533. }
  19534. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19535. // join vertices of inner and outer paths to a single array
  19536. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19537. var shapeHole$1 = shapeHoles[ i$1 ];
  19538. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19539. }
  19540. // vertices, normals, uvs
  19541. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19542. var vertex = shapeVertices[ i$2 ];
  19543. vertices.push( vertex.x, vertex.y, 0 );
  19544. normals.push( 0, 0, 1 );
  19545. uvs.push( vertex.x, vertex.y ); // world uvs
  19546. }
  19547. // incides
  19548. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19549. var face = faces[ i$3 ];
  19550. var a = face[ 0 ] + indexOffset;
  19551. var b = face[ 1 ] + indexOffset;
  19552. var c = face[ 2 ] + indexOffset;
  19553. indices.push( a, b, c );
  19554. groupCount += 3;
  19555. }
  19556. }
  19557. }
  19558. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19559. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19560. ShapeBufferGeometry.prototype.toJSON = function () {
  19561. var data = BufferGeometry.prototype.toJSON.call( this );
  19562. var shapes = this.parameters.shapes;
  19563. return toJSON$1( shapes, data );
  19564. };
  19565. //
  19566. function toJSON$1( shapes, data ) {
  19567. data.shapes = [];
  19568. if ( Array.isArray( shapes ) ) {
  19569. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19570. var shape = shapes[ i ];
  19571. data.shapes.push( shape.uuid );
  19572. }
  19573. } else {
  19574. data.shapes.push( shapes.uuid );
  19575. }
  19576. return data;
  19577. }
  19578. /**
  19579. * @author WestLangley / http://github.com/WestLangley
  19580. * @author Mugen87 / https://github.com/Mugen87
  19581. */
  19582. function EdgesGeometry( geometry, thresholdAngle ) {
  19583. BufferGeometry.call( this );
  19584. this.type = 'EdgesGeometry';
  19585. this.parameters = {
  19586. thresholdAngle: thresholdAngle
  19587. };
  19588. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19589. // buffer
  19590. var vertices = [];
  19591. // helper variables
  19592. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19593. var edge = [ 0, 0 ], edges = {};
  19594. var edge1, edge2, key;
  19595. var keys = [ 'a', 'b', 'c' ];
  19596. // prepare source geometry
  19597. var geometry2;
  19598. if ( geometry.isBufferGeometry ) {
  19599. geometry2 = new Geometry();
  19600. geometry2.fromBufferGeometry( geometry );
  19601. } else {
  19602. geometry2 = geometry.clone();
  19603. }
  19604. geometry2.mergeVertices();
  19605. geometry2.computeFaceNormals();
  19606. var sourceVertices = geometry2.vertices;
  19607. var faces = geometry2.faces;
  19608. // now create a data structure where each entry represents an edge with its adjoining faces
  19609. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19610. var face = faces[ i ];
  19611. for ( var j = 0; j < 3; j ++ ) {
  19612. edge1 = face[ keys[ j ] ];
  19613. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19614. edge[ 0 ] = Math.min( edge1, edge2 );
  19615. edge[ 1 ] = Math.max( edge1, edge2 );
  19616. key = edge[ 0 ] + ',' + edge[ 1 ];
  19617. if ( edges[ key ] === undefined ) {
  19618. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19619. } else {
  19620. edges[ key ].face2 = i;
  19621. }
  19622. }
  19623. }
  19624. // generate vertices
  19625. for ( key in edges ) {
  19626. var e = edges[ key ];
  19627. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19628. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19629. var vertex = sourceVertices[ e.index1 ];
  19630. vertices.push( vertex.x, vertex.y, vertex.z );
  19631. vertex = sourceVertices[ e.index2 ];
  19632. vertices.push( vertex.x, vertex.y, vertex.z );
  19633. }
  19634. }
  19635. // build geometry
  19636. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19637. }
  19638. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19639. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19640. /**
  19641. * @author mrdoob / http://mrdoob.com/
  19642. * @author Mugen87 / https://github.com/Mugen87
  19643. */
  19644. // CylinderGeometry
  19645. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19646. Geometry.call( this );
  19647. this.type = 'CylinderGeometry';
  19648. this.parameters = {
  19649. radiusTop: radiusTop,
  19650. radiusBottom: radiusBottom,
  19651. height: height,
  19652. radialSegments: radialSegments,
  19653. heightSegments: heightSegments,
  19654. openEnded: openEnded,
  19655. thetaStart: thetaStart,
  19656. thetaLength: thetaLength
  19657. };
  19658. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19659. this.mergeVertices();
  19660. }
  19661. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19662. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19663. // CylinderBufferGeometry
  19664. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19665. BufferGeometry.call( this );
  19666. this.type = 'CylinderBufferGeometry';
  19667. this.parameters = {
  19668. radiusTop: radiusTop,
  19669. radiusBottom: radiusBottom,
  19670. height: height,
  19671. radialSegments: radialSegments,
  19672. heightSegments: heightSegments,
  19673. openEnded: openEnded,
  19674. thetaStart: thetaStart,
  19675. thetaLength: thetaLength
  19676. };
  19677. var scope = this;
  19678. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19679. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19680. height = height || 1;
  19681. radialSegments = Math.floor( radialSegments ) || 8;
  19682. heightSegments = Math.floor( heightSegments ) || 1;
  19683. openEnded = openEnded !== undefined ? openEnded : false;
  19684. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19685. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19686. // buffers
  19687. var indices = [];
  19688. var vertices = [];
  19689. var normals = [];
  19690. var uvs = [];
  19691. // helper variables
  19692. var index = 0;
  19693. var indexArray = [];
  19694. var halfHeight = height / 2;
  19695. var groupStart = 0;
  19696. // generate geometry
  19697. generateTorso();
  19698. if ( openEnded === false ) {
  19699. if ( radiusTop > 0 ) { generateCap( true ); }
  19700. if ( radiusBottom > 0 ) { generateCap( false ); }
  19701. }
  19702. // build geometry
  19703. this.setIndex( indices );
  19704. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19705. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19706. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19707. function generateTorso() {
  19708. var normal = new Vector3();
  19709. var vertex = new Vector3();
  19710. var groupCount = 0;
  19711. // this will be used to calculate the normal
  19712. var slope = ( radiusBottom - radiusTop ) / height;
  19713. // generate vertices, normals and uvs
  19714. for ( var y = 0; y <= heightSegments; y ++ ) {
  19715. var indexRow = [];
  19716. var v = y / heightSegments;
  19717. // calculate the radius of the current row
  19718. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19719. for ( var x = 0; x <= radialSegments; x ++ ) {
  19720. var u = x / radialSegments;
  19721. var theta = u * thetaLength + thetaStart;
  19722. var sinTheta = Math.sin( theta );
  19723. var cosTheta = Math.cos( theta );
  19724. // vertex
  19725. vertex.x = radius * sinTheta;
  19726. vertex.y = - v * height + halfHeight;
  19727. vertex.z = radius * cosTheta;
  19728. vertices.push( vertex.x, vertex.y, vertex.z );
  19729. // normal
  19730. normal.set( sinTheta, slope, cosTheta ).normalize();
  19731. normals.push( normal.x, normal.y, normal.z );
  19732. // uv
  19733. uvs.push( u, 1 - v );
  19734. // save index of vertex in respective row
  19735. indexRow.push( index ++ );
  19736. }
  19737. // now save vertices of the row in our index array
  19738. indexArray.push( indexRow );
  19739. }
  19740. // generate indices
  19741. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19742. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19743. // we use the index array to access the correct indices
  19744. var a = indexArray[ y$1 ][ x$1 ];
  19745. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19746. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19747. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19748. // faces
  19749. indices.push( a, b, d );
  19750. indices.push( b, c, d );
  19751. // update group counter
  19752. groupCount += 6;
  19753. }
  19754. }
  19755. // add a group to the geometry. this will ensure multi material support
  19756. scope.addGroup( groupStart, groupCount, 0 );
  19757. // calculate new start value for groups
  19758. groupStart += groupCount;
  19759. }
  19760. function generateCap( top ) {
  19761. var centerIndexStart, centerIndexEnd;
  19762. var uv = new Vector2();
  19763. var vertex = new Vector3();
  19764. var groupCount = 0;
  19765. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19766. var sign = ( top === true ) ? 1 : - 1;
  19767. // save the index of the first center vertex
  19768. centerIndexStart = index;
  19769. // first we generate the center vertex data of the cap.
  19770. // because the geometry needs one set of uvs per face,
  19771. // we must generate a center vertex per face/segment
  19772. for ( var x = 1; x <= radialSegments; x ++ ) {
  19773. // vertex
  19774. vertices.push( 0, halfHeight * sign, 0 );
  19775. // normal
  19776. normals.push( 0, sign, 0 );
  19777. // uv
  19778. uvs.push( 0.5, 0.5 );
  19779. // increase index
  19780. index ++;
  19781. }
  19782. // save the index of the last center vertex
  19783. centerIndexEnd = index;
  19784. // now we generate the surrounding vertices, normals and uvs
  19785. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19786. var u = x$1 / radialSegments;
  19787. var theta = u * thetaLength + thetaStart;
  19788. var cosTheta = Math.cos( theta );
  19789. var sinTheta = Math.sin( theta );
  19790. // vertex
  19791. vertex.x = radius * sinTheta;
  19792. vertex.y = halfHeight * sign;
  19793. vertex.z = radius * cosTheta;
  19794. vertices.push( vertex.x, vertex.y, vertex.z );
  19795. // normal
  19796. normals.push( 0, sign, 0 );
  19797. // uv
  19798. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19799. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19800. uvs.push( uv.x, uv.y );
  19801. // increase index
  19802. index ++;
  19803. }
  19804. // generate indices
  19805. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19806. var c = centerIndexStart + x$2;
  19807. var i = centerIndexEnd + x$2;
  19808. if ( top === true ) {
  19809. // face top
  19810. indices.push( i, i + 1, c );
  19811. } else {
  19812. // face bottom
  19813. indices.push( i + 1, i, c );
  19814. }
  19815. groupCount += 3;
  19816. }
  19817. // add a group to the geometry. this will ensure multi material support
  19818. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19819. // calculate new start value for groups
  19820. groupStart += groupCount;
  19821. }
  19822. }
  19823. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19824. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19825. /**
  19826. * @author abelnation / http://github.com/abelnation
  19827. */
  19828. // ConeGeometry
  19829. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19830. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19831. this.type = 'ConeGeometry';
  19832. this.parameters = {
  19833. radius: radius,
  19834. height: height,
  19835. radialSegments: radialSegments,
  19836. heightSegments: heightSegments,
  19837. openEnded: openEnded,
  19838. thetaStart: thetaStart,
  19839. thetaLength: thetaLength
  19840. };
  19841. }
  19842. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19843. ConeGeometry.prototype.constructor = ConeGeometry;
  19844. // ConeBufferGeometry
  19845. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19846. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19847. this.type = 'ConeBufferGeometry';
  19848. this.parameters = {
  19849. radius: radius,
  19850. height: height,
  19851. radialSegments: radialSegments,
  19852. heightSegments: heightSegments,
  19853. openEnded: openEnded,
  19854. thetaStart: thetaStart,
  19855. thetaLength: thetaLength
  19856. };
  19857. }
  19858. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19859. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19860. /**
  19861. * @author benaadams / https://twitter.com/ben_a_adams
  19862. * @author Mugen87 / https://github.com/Mugen87
  19863. * @author hughes
  19864. */
  19865. // CircleGeometry
  19866. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19867. Geometry.call( this );
  19868. this.type = 'CircleGeometry';
  19869. this.parameters = {
  19870. radius: radius,
  19871. segments: segments,
  19872. thetaStart: thetaStart,
  19873. thetaLength: thetaLength
  19874. };
  19875. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19876. this.mergeVertices();
  19877. }
  19878. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19879. CircleGeometry.prototype.constructor = CircleGeometry;
  19880. // CircleBufferGeometry
  19881. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19882. BufferGeometry.call( this );
  19883. this.type = 'CircleBufferGeometry';
  19884. this.parameters = {
  19885. radius: radius,
  19886. segments: segments,
  19887. thetaStart: thetaStart,
  19888. thetaLength: thetaLength
  19889. };
  19890. radius = radius || 1;
  19891. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19892. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19893. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19894. // buffers
  19895. var indices = [];
  19896. var vertices = [];
  19897. var normals = [];
  19898. var uvs = [];
  19899. // helper variables
  19900. var vertex = new Vector3();
  19901. var uv = new Vector2();
  19902. // center point
  19903. vertices.push( 0, 0, 0 );
  19904. normals.push( 0, 0, 1 );
  19905. uvs.push( 0.5, 0.5 );
  19906. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19907. var segment = thetaStart + s / segments * thetaLength;
  19908. // vertex
  19909. vertex.x = radius * Math.cos( segment );
  19910. vertex.y = radius * Math.sin( segment );
  19911. vertices.push( vertex.x, vertex.y, vertex.z );
  19912. // normal
  19913. normals.push( 0, 0, 1 );
  19914. // uvs
  19915. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19916. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19917. uvs.push( uv.x, uv.y );
  19918. }
  19919. // indices
  19920. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19921. indices.push( i$1, i$1 + 1, 0 );
  19922. }
  19923. // build geometry
  19924. this.setIndex( indices );
  19925. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19926. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19927. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19928. }
  19929. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19930. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19931. var Geometries = /*#__PURE__*/Object.freeze({
  19932. __proto__: null,
  19933. WireframeGeometry: WireframeGeometry,
  19934. ParametricGeometry: ParametricGeometry,
  19935. ParametricBufferGeometry: ParametricBufferGeometry,
  19936. TetrahedronGeometry: TetrahedronGeometry,
  19937. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19938. OctahedronGeometry: OctahedronGeometry,
  19939. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19940. IcosahedronGeometry: IcosahedronGeometry,
  19941. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19942. DodecahedronGeometry: DodecahedronGeometry,
  19943. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19944. PolyhedronGeometry: PolyhedronGeometry,
  19945. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19946. TubeGeometry: TubeGeometry,
  19947. TubeBufferGeometry: TubeBufferGeometry,
  19948. TorusKnotGeometry: TorusKnotGeometry,
  19949. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19950. TorusGeometry: TorusGeometry,
  19951. TorusBufferGeometry: TorusBufferGeometry,
  19952. TextGeometry: TextGeometry,
  19953. TextBufferGeometry: TextBufferGeometry,
  19954. SphereGeometry: SphereGeometry,
  19955. SphereBufferGeometry: SphereBufferGeometry,
  19956. RingGeometry: RingGeometry,
  19957. RingBufferGeometry: RingBufferGeometry,
  19958. PlaneGeometry: PlaneGeometry,
  19959. PlaneBufferGeometry: PlaneBufferGeometry,
  19960. LatheGeometry: LatheGeometry,
  19961. LatheBufferGeometry: LatheBufferGeometry,
  19962. ShapeGeometry: ShapeGeometry,
  19963. ShapeBufferGeometry: ShapeBufferGeometry,
  19964. ExtrudeGeometry: ExtrudeGeometry,
  19965. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19966. EdgesGeometry: EdgesGeometry,
  19967. ConeGeometry: ConeGeometry,
  19968. ConeBufferGeometry: ConeBufferGeometry,
  19969. CylinderGeometry: CylinderGeometry,
  19970. CylinderBufferGeometry: CylinderBufferGeometry,
  19971. CircleGeometry: CircleGeometry,
  19972. CircleBufferGeometry: CircleBufferGeometry,
  19973. BoxGeometry: BoxGeometry,
  19974. BoxBufferGeometry: BoxBufferGeometry
  19975. });
  19976. /**
  19977. * @author mrdoob / http://mrdoob.com/
  19978. *
  19979. * parameters = {
  19980. * color: <THREE.Color>
  19981. * }
  19982. */
  19983. function ShadowMaterial( parameters ) {
  19984. Material.call( this );
  19985. this.type = 'ShadowMaterial';
  19986. this.color = new Color( 0x000000 );
  19987. this.transparent = true;
  19988. this.setValues( parameters );
  19989. }
  19990. ShadowMaterial.prototype = Object.create( Material.prototype );
  19991. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19992. ShadowMaterial.prototype.isShadowMaterial = true;
  19993. ShadowMaterial.prototype.copy = function ( source ) {
  19994. Material.prototype.copy.call( this, source );
  19995. this.color.copy( source.color );
  19996. return this;
  19997. };
  19998. /**
  19999. * @author mrdoob / http://mrdoob.com/
  20000. */
  20001. function RawShaderMaterial( parameters ) {
  20002. ShaderMaterial.call( this, parameters );
  20003. this.type = 'RawShaderMaterial';
  20004. }
  20005. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  20006. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20007. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20008. /**
  20009. * @author WestLangley / http://github.com/WestLangley
  20010. *
  20011. * parameters = {
  20012. * color: <hex>,
  20013. * roughness: <float>,
  20014. * metalness: <float>,
  20015. * opacity: <float>,
  20016. *
  20017. * map: new THREE.Texture( <Image> ),
  20018. *
  20019. * lightMap: new THREE.Texture( <Image> ),
  20020. * lightMapIntensity: <float>
  20021. *
  20022. * aoMap: new THREE.Texture( <Image> ),
  20023. * aoMapIntensity: <float>
  20024. *
  20025. * emissive: <hex>,
  20026. * emissiveIntensity: <float>
  20027. * emissiveMap: new THREE.Texture( <Image> ),
  20028. *
  20029. * bumpMap: new THREE.Texture( <Image> ),
  20030. * bumpScale: <float>,
  20031. *
  20032. * normalMap: new THREE.Texture( <Image> ),
  20033. * normalMapType: THREE.TangentSpaceNormalMap,
  20034. * normalScale: <Vector2>,
  20035. *
  20036. * displacementMap: new THREE.Texture( <Image> ),
  20037. * displacementScale: <float>,
  20038. * displacementBias: <float>,
  20039. *
  20040. * roughnessMap: new THREE.Texture( <Image> ),
  20041. *
  20042. * metalnessMap: new THREE.Texture( <Image> ),
  20043. *
  20044. * alphaMap: new THREE.Texture( <Image> ),
  20045. *
  20046. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20047. * envMapIntensity: <float>
  20048. *
  20049. * refractionRatio: <float>,
  20050. *
  20051. * wireframe: <boolean>,
  20052. * wireframeLinewidth: <float>,
  20053. *
  20054. * skinning: <bool>,
  20055. * morphTargets: <bool>,
  20056. * morphNormals: <bool>
  20057. * }
  20058. */
  20059. function MeshStandardMaterial( parameters ) {
  20060. Material.call( this );
  20061. this.defines = { 'STANDARD': '' };
  20062. this.type = 'MeshStandardMaterial';
  20063. this.color = new Color( 0xffffff ); // diffuse
  20064. this.roughness = 1.0;
  20065. this.metalness = 0.0;
  20066. this.map = null;
  20067. this.lightMap = null;
  20068. this.lightMapIntensity = 1.0;
  20069. this.aoMap = null;
  20070. this.aoMapIntensity = 1.0;
  20071. this.emissive = new Color( 0x000000 );
  20072. this.emissiveIntensity = 1.0;
  20073. this.emissiveMap = null;
  20074. this.bumpMap = null;
  20075. this.bumpScale = 1;
  20076. this.normalMap = null;
  20077. this.normalMapType = TangentSpaceNormalMap;
  20078. this.normalScale = new Vector2( 1, 1 );
  20079. this.displacementMap = null;
  20080. this.displacementScale = 1;
  20081. this.displacementBias = 0;
  20082. this.roughnessMap = null;
  20083. this.metalnessMap = null;
  20084. this.alphaMap = null;
  20085. this.envMap = null;
  20086. this.envMapIntensity = 1.0;
  20087. this.refractionRatio = 0.98;
  20088. this.wireframe = false;
  20089. this.wireframeLinewidth = 1;
  20090. this.wireframeLinecap = 'round';
  20091. this.wireframeLinejoin = 'round';
  20092. this.skinning = false;
  20093. this.morphTargets = false;
  20094. this.morphNormals = false;
  20095. this.vertexTangents = false;
  20096. this.setValues( parameters );
  20097. }
  20098. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  20099. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20100. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20101. MeshStandardMaterial.prototype.copy = function ( source ) {
  20102. Material.prototype.copy.call( this, source );
  20103. this.defines = { 'STANDARD': '' };
  20104. this.color.copy( source.color );
  20105. this.roughness = source.roughness;
  20106. this.metalness = source.metalness;
  20107. this.map = source.map;
  20108. this.lightMap = source.lightMap;
  20109. this.lightMapIntensity = source.lightMapIntensity;
  20110. this.aoMap = source.aoMap;
  20111. this.aoMapIntensity = source.aoMapIntensity;
  20112. this.emissive.copy( source.emissive );
  20113. this.emissiveMap = source.emissiveMap;
  20114. this.emissiveIntensity = source.emissiveIntensity;
  20115. this.bumpMap = source.bumpMap;
  20116. this.bumpScale = source.bumpScale;
  20117. this.normalMap = source.normalMap;
  20118. this.normalMapType = source.normalMapType;
  20119. this.normalScale.copy( source.normalScale );
  20120. this.displacementMap = source.displacementMap;
  20121. this.displacementScale = source.displacementScale;
  20122. this.displacementBias = source.displacementBias;
  20123. this.roughnessMap = source.roughnessMap;
  20124. this.metalnessMap = source.metalnessMap;
  20125. this.alphaMap = source.alphaMap;
  20126. this.envMap = source.envMap;
  20127. this.envMapIntensity = source.envMapIntensity;
  20128. this.refractionRatio = source.refractionRatio;
  20129. this.wireframe = source.wireframe;
  20130. this.wireframeLinewidth = source.wireframeLinewidth;
  20131. this.wireframeLinecap = source.wireframeLinecap;
  20132. this.wireframeLinejoin = source.wireframeLinejoin;
  20133. this.skinning = source.skinning;
  20134. this.morphTargets = source.morphTargets;
  20135. this.morphNormals = source.morphNormals;
  20136. this.vertexTangents = source.vertexTangents;
  20137. return this;
  20138. };
  20139. /**
  20140. * @author WestLangley / http://github.com/WestLangley
  20141. *
  20142. * parameters = {
  20143. * clearcoat: <float>,
  20144. * clearcoatMap: new THREE.Texture( <Image> ),
  20145. * clearcoatRoughness: <float>,
  20146. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20147. * clearcoatNormalScale: <Vector2>,
  20148. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20149. *
  20150. * reflectivity: <float>,
  20151. *
  20152. * sheen: <Color>,
  20153. *
  20154. * transparency: <float>
  20155. * }
  20156. */
  20157. function MeshPhysicalMaterial( parameters ) {
  20158. MeshStandardMaterial.call( this );
  20159. this.defines = {
  20160. 'STANDARD': '',
  20161. 'PHYSICAL': ''
  20162. };
  20163. this.type = 'MeshPhysicalMaterial';
  20164. this.clearcoat = 0.0;
  20165. this.clearcoatMap = null;
  20166. this.clearcoatRoughness = 0.0;
  20167. this.clearcoatRoughnessMap = null;
  20168. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20169. this.clearcoatNormalMap = null;
  20170. this.reflectivity = 0.5; // maps to F0 = 0.04
  20171. this.sheen = null; // null will disable sheen bsdf
  20172. this.transparency = 0.0;
  20173. this.setValues( parameters );
  20174. }
  20175. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20176. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20177. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20178. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20179. MeshStandardMaterial.prototype.copy.call( this, source );
  20180. this.defines = {
  20181. 'STANDARD': '',
  20182. 'PHYSICAL': ''
  20183. };
  20184. this.clearcoat = source.clearcoat;
  20185. this.clearcoatMap = source.clearcoatMap;
  20186. this.clearcoatRoughness = source.clearcoatRoughness;
  20187. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20188. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20189. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20190. this.reflectivity = source.reflectivity;
  20191. if ( source.sheen ) {
  20192. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20193. } else {
  20194. this.sheen = null;
  20195. }
  20196. this.transparency = source.transparency;
  20197. return this;
  20198. };
  20199. /**
  20200. * @author mrdoob / http://mrdoob.com/
  20201. * @author alteredq / http://alteredqualia.com/
  20202. *
  20203. * parameters = {
  20204. * color: <hex>,
  20205. * specular: <hex>,
  20206. * shininess: <float>,
  20207. * opacity: <float>,
  20208. *
  20209. * map: new THREE.Texture( <Image> ),
  20210. *
  20211. * lightMap: new THREE.Texture( <Image> ),
  20212. * lightMapIntensity: <float>
  20213. *
  20214. * aoMap: new THREE.Texture( <Image> ),
  20215. * aoMapIntensity: <float>
  20216. *
  20217. * emissive: <hex>,
  20218. * emissiveIntensity: <float>
  20219. * emissiveMap: new THREE.Texture( <Image> ),
  20220. *
  20221. * bumpMap: new THREE.Texture( <Image> ),
  20222. * bumpScale: <float>,
  20223. *
  20224. * normalMap: new THREE.Texture( <Image> ),
  20225. * normalMapType: THREE.TangentSpaceNormalMap,
  20226. * normalScale: <Vector2>,
  20227. *
  20228. * displacementMap: new THREE.Texture( <Image> ),
  20229. * displacementScale: <float>,
  20230. * displacementBias: <float>,
  20231. *
  20232. * specularMap: new THREE.Texture( <Image> ),
  20233. *
  20234. * alphaMap: new THREE.Texture( <Image> ),
  20235. *
  20236. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20237. * combine: THREE.MultiplyOperation,
  20238. * reflectivity: <float>,
  20239. * refractionRatio: <float>,
  20240. *
  20241. * wireframe: <boolean>,
  20242. * wireframeLinewidth: <float>,
  20243. *
  20244. * skinning: <bool>,
  20245. * morphTargets: <bool>,
  20246. * morphNormals: <bool>
  20247. * }
  20248. */
  20249. function MeshPhongMaterial( parameters ) {
  20250. Material.call( this );
  20251. this.type = 'MeshPhongMaterial';
  20252. this.color = new Color( 0xffffff ); // diffuse
  20253. this.specular = new Color( 0x111111 );
  20254. this.shininess = 30;
  20255. this.map = null;
  20256. this.lightMap = null;
  20257. this.lightMapIntensity = 1.0;
  20258. this.aoMap = null;
  20259. this.aoMapIntensity = 1.0;
  20260. this.emissive = new Color( 0x000000 );
  20261. this.emissiveIntensity = 1.0;
  20262. this.emissiveMap = null;
  20263. this.bumpMap = null;
  20264. this.bumpScale = 1;
  20265. this.normalMap = null;
  20266. this.normalMapType = TangentSpaceNormalMap;
  20267. this.normalScale = new Vector2( 1, 1 );
  20268. this.displacementMap = null;
  20269. this.displacementScale = 1;
  20270. this.displacementBias = 0;
  20271. this.specularMap = null;
  20272. this.alphaMap = null;
  20273. this.envMap = null;
  20274. this.combine = MultiplyOperation;
  20275. this.reflectivity = 1;
  20276. this.refractionRatio = 0.98;
  20277. this.wireframe = false;
  20278. this.wireframeLinewidth = 1;
  20279. this.wireframeLinecap = 'round';
  20280. this.wireframeLinejoin = 'round';
  20281. this.skinning = false;
  20282. this.morphTargets = false;
  20283. this.morphNormals = false;
  20284. this.setValues( parameters );
  20285. }
  20286. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20287. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20288. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20289. MeshPhongMaterial.prototype.copy = function ( source ) {
  20290. Material.prototype.copy.call( this, source );
  20291. this.color.copy( source.color );
  20292. this.specular.copy( source.specular );
  20293. this.shininess = source.shininess;
  20294. this.map = source.map;
  20295. this.lightMap = source.lightMap;
  20296. this.lightMapIntensity = source.lightMapIntensity;
  20297. this.aoMap = source.aoMap;
  20298. this.aoMapIntensity = source.aoMapIntensity;
  20299. this.emissive.copy( source.emissive );
  20300. this.emissiveMap = source.emissiveMap;
  20301. this.emissiveIntensity = source.emissiveIntensity;
  20302. this.bumpMap = source.bumpMap;
  20303. this.bumpScale = source.bumpScale;
  20304. this.normalMap = source.normalMap;
  20305. this.normalMapType = source.normalMapType;
  20306. this.normalScale.copy( source.normalScale );
  20307. this.displacementMap = source.displacementMap;
  20308. this.displacementScale = source.displacementScale;
  20309. this.displacementBias = source.displacementBias;
  20310. this.specularMap = source.specularMap;
  20311. this.alphaMap = source.alphaMap;
  20312. this.envMap = source.envMap;
  20313. this.combine = source.combine;
  20314. this.reflectivity = source.reflectivity;
  20315. this.refractionRatio = source.refractionRatio;
  20316. this.wireframe = source.wireframe;
  20317. this.wireframeLinewidth = source.wireframeLinewidth;
  20318. this.wireframeLinecap = source.wireframeLinecap;
  20319. this.wireframeLinejoin = source.wireframeLinejoin;
  20320. this.skinning = source.skinning;
  20321. this.morphTargets = source.morphTargets;
  20322. this.morphNormals = source.morphNormals;
  20323. return this;
  20324. };
  20325. /**
  20326. * @author takahirox / http://github.com/takahirox
  20327. *
  20328. * parameters = {
  20329. * color: <hex>,
  20330. *
  20331. * map: new THREE.Texture( <Image> ),
  20332. * gradientMap: new THREE.Texture( <Image> ),
  20333. *
  20334. * lightMap: new THREE.Texture( <Image> ),
  20335. * lightMapIntensity: <float>
  20336. *
  20337. * aoMap: new THREE.Texture( <Image> ),
  20338. * aoMapIntensity: <float>
  20339. *
  20340. * emissive: <hex>,
  20341. * emissiveIntensity: <float>
  20342. * emissiveMap: new THREE.Texture( <Image> ),
  20343. *
  20344. * bumpMap: new THREE.Texture( <Image> ),
  20345. * bumpScale: <float>,
  20346. *
  20347. * normalMap: new THREE.Texture( <Image> ),
  20348. * normalMapType: THREE.TangentSpaceNormalMap,
  20349. * normalScale: <Vector2>,
  20350. *
  20351. * displacementMap: new THREE.Texture( <Image> ),
  20352. * displacementScale: <float>,
  20353. * displacementBias: <float>,
  20354. *
  20355. * alphaMap: new THREE.Texture( <Image> ),
  20356. *
  20357. * wireframe: <boolean>,
  20358. * wireframeLinewidth: <float>,
  20359. *
  20360. * skinning: <bool>,
  20361. * morphTargets: <bool>,
  20362. * morphNormals: <bool>
  20363. * }
  20364. */
  20365. function MeshToonMaterial( parameters ) {
  20366. Material.call( this );
  20367. this.defines = { 'TOON': '' };
  20368. this.type = 'MeshToonMaterial';
  20369. this.color = new Color( 0xffffff );
  20370. this.map = null;
  20371. this.gradientMap = null;
  20372. this.lightMap = null;
  20373. this.lightMapIntensity = 1.0;
  20374. this.aoMap = null;
  20375. this.aoMapIntensity = 1.0;
  20376. this.emissive = new Color( 0x000000 );
  20377. this.emissiveIntensity = 1.0;
  20378. this.emissiveMap = null;
  20379. this.bumpMap = null;
  20380. this.bumpScale = 1;
  20381. this.normalMap = null;
  20382. this.normalMapType = TangentSpaceNormalMap;
  20383. this.normalScale = new Vector2( 1, 1 );
  20384. this.displacementMap = null;
  20385. this.displacementScale = 1;
  20386. this.displacementBias = 0;
  20387. this.alphaMap = null;
  20388. this.wireframe = false;
  20389. this.wireframeLinewidth = 1;
  20390. this.wireframeLinecap = 'round';
  20391. this.wireframeLinejoin = 'round';
  20392. this.skinning = false;
  20393. this.morphTargets = false;
  20394. this.morphNormals = false;
  20395. this.setValues( parameters );
  20396. }
  20397. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20398. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20399. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20400. MeshToonMaterial.prototype.copy = function ( source ) {
  20401. Material.prototype.copy.call( this, source );
  20402. this.color.copy( source.color );
  20403. this.map = source.map;
  20404. this.gradientMap = source.gradientMap;
  20405. this.lightMap = source.lightMap;
  20406. this.lightMapIntensity = source.lightMapIntensity;
  20407. this.aoMap = source.aoMap;
  20408. this.aoMapIntensity = source.aoMapIntensity;
  20409. this.emissive.copy( source.emissive );
  20410. this.emissiveMap = source.emissiveMap;
  20411. this.emissiveIntensity = source.emissiveIntensity;
  20412. this.bumpMap = source.bumpMap;
  20413. this.bumpScale = source.bumpScale;
  20414. this.normalMap = source.normalMap;
  20415. this.normalMapType = source.normalMapType;
  20416. this.normalScale.copy( source.normalScale );
  20417. this.displacementMap = source.displacementMap;
  20418. this.displacementScale = source.displacementScale;
  20419. this.displacementBias = source.displacementBias;
  20420. this.alphaMap = source.alphaMap;
  20421. this.wireframe = source.wireframe;
  20422. this.wireframeLinewidth = source.wireframeLinewidth;
  20423. this.wireframeLinecap = source.wireframeLinecap;
  20424. this.wireframeLinejoin = source.wireframeLinejoin;
  20425. this.skinning = source.skinning;
  20426. this.morphTargets = source.morphTargets;
  20427. this.morphNormals = source.morphNormals;
  20428. return this;
  20429. };
  20430. /**
  20431. * @author mrdoob / http://mrdoob.com/
  20432. * @author WestLangley / http://github.com/WestLangley
  20433. *
  20434. * parameters = {
  20435. * opacity: <float>,
  20436. *
  20437. * bumpMap: new THREE.Texture( <Image> ),
  20438. * bumpScale: <float>,
  20439. *
  20440. * normalMap: new THREE.Texture( <Image> ),
  20441. * normalMapType: THREE.TangentSpaceNormalMap,
  20442. * normalScale: <Vector2>,
  20443. *
  20444. * displacementMap: new THREE.Texture( <Image> ),
  20445. * displacementScale: <float>,
  20446. * displacementBias: <float>,
  20447. *
  20448. * wireframe: <boolean>,
  20449. * wireframeLinewidth: <float>
  20450. *
  20451. * skinning: <bool>,
  20452. * morphTargets: <bool>,
  20453. * morphNormals: <bool>
  20454. * }
  20455. */
  20456. function MeshNormalMaterial( parameters ) {
  20457. Material.call( this );
  20458. this.type = 'MeshNormalMaterial';
  20459. this.bumpMap = null;
  20460. this.bumpScale = 1;
  20461. this.normalMap = null;
  20462. this.normalMapType = TangentSpaceNormalMap;
  20463. this.normalScale = new Vector2( 1, 1 );
  20464. this.displacementMap = null;
  20465. this.displacementScale = 1;
  20466. this.displacementBias = 0;
  20467. this.wireframe = false;
  20468. this.wireframeLinewidth = 1;
  20469. this.fog = false;
  20470. this.skinning = false;
  20471. this.morphTargets = false;
  20472. this.morphNormals = false;
  20473. this.setValues( parameters );
  20474. }
  20475. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20476. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20477. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20478. MeshNormalMaterial.prototype.copy = function ( source ) {
  20479. Material.prototype.copy.call( this, source );
  20480. this.bumpMap = source.bumpMap;
  20481. this.bumpScale = source.bumpScale;
  20482. this.normalMap = source.normalMap;
  20483. this.normalMapType = source.normalMapType;
  20484. this.normalScale.copy( source.normalScale );
  20485. this.displacementMap = source.displacementMap;
  20486. this.displacementScale = source.displacementScale;
  20487. this.displacementBias = source.displacementBias;
  20488. this.wireframe = source.wireframe;
  20489. this.wireframeLinewidth = source.wireframeLinewidth;
  20490. this.skinning = source.skinning;
  20491. this.morphTargets = source.morphTargets;
  20492. this.morphNormals = source.morphNormals;
  20493. return this;
  20494. };
  20495. /**
  20496. * @author mrdoob / http://mrdoob.com/
  20497. * @author alteredq / http://alteredqualia.com/
  20498. *
  20499. * parameters = {
  20500. * color: <hex>,
  20501. * opacity: <float>,
  20502. *
  20503. * map: new THREE.Texture( <Image> ),
  20504. *
  20505. * lightMap: new THREE.Texture( <Image> ),
  20506. * lightMapIntensity: <float>
  20507. *
  20508. * aoMap: new THREE.Texture( <Image> ),
  20509. * aoMapIntensity: <float>
  20510. *
  20511. * emissive: <hex>,
  20512. * emissiveIntensity: <float>
  20513. * emissiveMap: new THREE.Texture( <Image> ),
  20514. *
  20515. * specularMap: new THREE.Texture( <Image> ),
  20516. *
  20517. * alphaMap: new THREE.Texture( <Image> ),
  20518. *
  20519. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20520. * combine: THREE.Multiply,
  20521. * reflectivity: <float>,
  20522. * refractionRatio: <float>,
  20523. *
  20524. * wireframe: <boolean>,
  20525. * wireframeLinewidth: <float>,
  20526. *
  20527. * skinning: <bool>,
  20528. * morphTargets: <bool>,
  20529. * morphNormals: <bool>
  20530. * }
  20531. */
  20532. function MeshLambertMaterial( parameters ) {
  20533. Material.call( this );
  20534. this.type = 'MeshLambertMaterial';
  20535. this.color = new Color( 0xffffff ); // diffuse
  20536. this.map = null;
  20537. this.lightMap = null;
  20538. this.lightMapIntensity = 1.0;
  20539. this.aoMap = null;
  20540. this.aoMapIntensity = 1.0;
  20541. this.emissive = new Color( 0x000000 );
  20542. this.emissiveIntensity = 1.0;
  20543. this.emissiveMap = null;
  20544. this.specularMap = null;
  20545. this.alphaMap = null;
  20546. this.envMap = null;
  20547. this.combine = MultiplyOperation;
  20548. this.reflectivity = 1;
  20549. this.refractionRatio = 0.98;
  20550. this.wireframe = false;
  20551. this.wireframeLinewidth = 1;
  20552. this.wireframeLinecap = 'round';
  20553. this.wireframeLinejoin = 'round';
  20554. this.skinning = false;
  20555. this.morphTargets = false;
  20556. this.morphNormals = false;
  20557. this.setValues( parameters );
  20558. }
  20559. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20560. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20561. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20562. MeshLambertMaterial.prototype.copy = function ( source ) {
  20563. Material.prototype.copy.call( this, source );
  20564. this.color.copy( source.color );
  20565. this.map = source.map;
  20566. this.lightMap = source.lightMap;
  20567. this.lightMapIntensity = source.lightMapIntensity;
  20568. this.aoMap = source.aoMap;
  20569. this.aoMapIntensity = source.aoMapIntensity;
  20570. this.emissive.copy( source.emissive );
  20571. this.emissiveMap = source.emissiveMap;
  20572. this.emissiveIntensity = source.emissiveIntensity;
  20573. this.specularMap = source.specularMap;
  20574. this.alphaMap = source.alphaMap;
  20575. this.envMap = source.envMap;
  20576. this.combine = source.combine;
  20577. this.reflectivity = source.reflectivity;
  20578. this.refractionRatio = source.refractionRatio;
  20579. this.wireframe = source.wireframe;
  20580. this.wireframeLinewidth = source.wireframeLinewidth;
  20581. this.wireframeLinecap = source.wireframeLinecap;
  20582. this.wireframeLinejoin = source.wireframeLinejoin;
  20583. this.skinning = source.skinning;
  20584. this.morphTargets = source.morphTargets;
  20585. this.morphNormals = source.morphNormals;
  20586. return this;
  20587. };
  20588. /**
  20589. * @author WestLangley / http://github.com/WestLangley
  20590. *
  20591. * parameters = {
  20592. * color: <hex>,
  20593. * opacity: <float>,
  20594. *
  20595. * matcap: new THREE.Texture( <Image> ),
  20596. *
  20597. * map: new THREE.Texture( <Image> ),
  20598. *
  20599. * bumpMap: new THREE.Texture( <Image> ),
  20600. * bumpScale: <float>,
  20601. *
  20602. * normalMap: new THREE.Texture( <Image> ),
  20603. * normalMapType: THREE.TangentSpaceNormalMap,
  20604. * normalScale: <Vector2>,
  20605. *
  20606. * displacementMap: new THREE.Texture( <Image> ),
  20607. * displacementScale: <float>,
  20608. * displacementBias: <float>,
  20609. *
  20610. * alphaMap: new THREE.Texture( <Image> ),
  20611. *
  20612. * skinning: <bool>,
  20613. * morphTargets: <bool>,
  20614. * morphNormals: <bool>
  20615. * }
  20616. */
  20617. function MeshMatcapMaterial( parameters ) {
  20618. Material.call( this );
  20619. this.defines = { 'MATCAP': '' };
  20620. this.type = 'MeshMatcapMaterial';
  20621. this.color = new Color( 0xffffff ); // diffuse
  20622. this.matcap = null;
  20623. this.map = null;
  20624. this.bumpMap = null;
  20625. this.bumpScale = 1;
  20626. this.normalMap = null;
  20627. this.normalMapType = TangentSpaceNormalMap;
  20628. this.normalScale = new Vector2( 1, 1 );
  20629. this.displacementMap = null;
  20630. this.displacementScale = 1;
  20631. this.displacementBias = 0;
  20632. this.alphaMap = null;
  20633. this.skinning = false;
  20634. this.morphTargets = false;
  20635. this.morphNormals = false;
  20636. this.setValues( parameters );
  20637. }
  20638. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20639. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20640. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20641. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20642. Material.prototype.copy.call( this, source );
  20643. this.defines = { 'MATCAP': '' };
  20644. this.color.copy( source.color );
  20645. this.matcap = source.matcap;
  20646. this.map = source.map;
  20647. this.bumpMap = source.bumpMap;
  20648. this.bumpScale = source.bumpScale;
  20649. this.normalMap = source.normalMap;
  20650. this.normalMapType = source.normalMapType;
  20651. this.normalScale.copy( source.normalScale );
  20652. this.displacementMap = source.displacementMap;
  20653. this.displacementScale = source.displacementScale;
  20654. this.displacementBias = source.displacementBias;
  20655. this.alphaMap = source.alphaMap;
  20656. this.skinning = source.skinning;
  20657. this.morphTargets = source.morphTargets;
  20658. this.morphNormals = source.morphNormals;
  20659. return this;
  20660. };
  20661. /**
  20662. * @author alteredq / http://alteredqualia.com/
  20663. *
  20664. * parameters = {
  20665. * color: <hex>,
  20666. * opacity: <float>,
  20667. *
  20668. * linewidth: <float>,
  20669. *
  20670. * scale: <float>,
  20671. * dashSize: <float>,
  20672. * gapSize: <float>
  20673. * }
  20674. */
  20675. function LineDashedMaterial( parameters ) {
  20676. LineBasicMaterial.call( this );
  20677. this.type = 'LineDashedMaterial';
  20678. this.scale = 1;
  20679. this.dashSize = 3;
  20680. this.gapSize = 1;
  20681. this.setValues( parameters );
  20682. }
  20683. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20684. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20685. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20686. LineDashedMaterial.prototype.copy = function ( source ) {
  20687. LineBasicMaterial.prototype.copy.call( this, source );
  20688. this.scale = source.scale;
  20689. this.dashSize = source.dashSize;
  20690. this.gapSize = source.gapSize;
  20691. return this;
  20692. };
  20693. var Materials = /*#__PURE__*/Object.freeze({
  20694. __proto__: null,
  20695. ShadowMaterial: ShadowMaterial,
  20696. SpriteMaterial: SpriteMaterial,
  20697. RawShaderMaterial: RawShaderMaterial,
  20698. ShaderMaterial: ShaderMaterial,
  20699. PointsMaterial: PointsMaterial,
  20700. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20701. MeshStandardMaterial: MeshStandardMaterial,
  20702. MeshPhongMaterial: MeshPhongMaterial,
  20703. MeshToonMaterial: MeshToonMaterial,
  20704. MeshNormalMaterial: MeshNormalMaterial,
  20705. MeshLambertMaterial: MeshLambertMaterial,
  20706. MeshDepthMaterial: MeshDepthMaterial,
  20707. MeshDistanceMaterial: MeshDistanceMaterial,
  20708. MeshBasicMaterial: MeshBasicMaterial,
  20709. MeshMatcapMaterial: MeshMatcapMaterial,
  20710. LineDashedMaterial: LineDashedMaterial,
  20711. LineBasicMaterial: LineBasicMaterial,
  20712. Material: Material
  20713. });
  20714. /**
  20715. * @author tschw
  20716. * @author Ben Houston / http://clara.io/
  20717. * @author David Sarno / http://lighthaus.us/
  20718. */
  20719. var AnimationUtils = {
  20720. // same as Array.prototype.slice, but also works on typed arrays
  20721. arraySlice: function ( array, from, to ) {
  20722. if ( AnimationUtils.isTypedArray( array ) ) {
  20723. // in ios9 array.subarray(from, undefined) will return empty array
  20724. // but array.subarray(from) or array.subarray(from, len) is correct
  20725. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20726. }
  20727. return array.slice( from, to );
  20728. },
  20729. // converts an array to a specific type
  20730. convertArray: function ( array, type, forceClone ) {
  20731. if ( ! array || // let 'undefined' and 'null' pass
  20732. ! forceClone && array.constructor === type ) { return array; }
  20733. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20734. return new type( array ); // create typed array
  20735. }
  20736. return Array.prototype.slice.call( array ); // create Array
  20737. },
  20738. isTypedArray: function ( object ) {
  20739. return ArrayBuffer.isView( object ) &&
  20740. ! ( object instanceof DataView );
  20741. },
  20742. // returns an array by which times and values can be sorted
  20743. getKeyframeOrder: function ( times ) {
  20744. function compareTime( i, j ) {
  20745. return times[ i ] - times[ j ];
  20746. }
  20747. var n = times.length;
  20748. var result = new Array( n );
  20749. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20750. result.sort( compareTime );
  20751. return result;
  20752. },
  20753. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20754. sortedArray: function ( values, stride, order ) {
  20755. var nValues = values.length;
  20756. var result = new values.constructor( nValues );
  20757. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20758. var srcOffset = order[ i ] * stride;
  20759. for ( var j = 0; j !== stride; ++ j ) {
  20760. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20761. }
  20762. }
  20763. return result;
  20764. },
  20765. // function for parsing AOS keyframe formats
  20766. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20767. var i = 1, key = jsonKeys[ 0 ];
  20768. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20769. key = jsonKeys[ i ++ ];
  20770. }
  20771. if ( key === undefined ) { return; } // no data
  20772. var value = key[ valuePropertyName ];
  20773. if ( value === undefined ) { return; } // no data
  20774. if ( Array.isArray( value ) ) {
  20775. do {
  20776. value = key[ valuePropertyName ];
  20777. if ( value !== undefined ) {
  20778. times.push( key.time );
  20779. values.push.apply( values, value ); // push all elements
  20780. }
  20781. key = jsonKeys[ i ++ ];
  20782. } while ( key !== undefined );
  20783. } else if ( value.toArray !== undefined ) {
  20784. // ...assume THREE.Math-ish
  20785. do {
  20786. value = key[ valuePropertyName ];
  20787. if ( value !== undefined ) {
  20788. times.push( key.time );
  20789. value.toArray( values, values.length );
  20790. }
  20791. key = jsonKeys[ i ++ ];
  20792. } while ( key !== undefined );
  20793. } else {
  20794. // otherwise push as-is
  20795. do {
  20796. value = key[ valuePropertyName ];
  20797. if ( value !== undefined ) {
  20798. times.push( key.time );
  20799. values.push( value );
  20800. }
  20801. key = jsonKeys[ i ++ ];
  20802. } while ( key !== undefined );
  20803. }
  20804. },
  20805. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20806. fps = fps || 30;
  20807. var clip = sourceClip.clone();
  20808. clip.name = name;
  20809. var tracks = [];
  20810. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20811. var track = clip.tracks[ i ];
  20812. var valueSize = track.getValueSize();
  20813. var times = [];
  20814. var values = [];
  20815. for ( var j = 0; j < track.times.length; ++ j ) {
  20816. var frame = track.times[ j ] * fps;
  20817. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20818. times.push( track.times[ j ] );
  20819. for ( var k = 0; k < valueSize; ++ k ) {
  20820. values.push( track.values[ j * valueSize + k ] );
  20821. }
  20822. }
  20823. if ( times.length === 0 ) { continue; }
  20824. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20825. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20826. tracks.push( track );
  20827. }
  20828. clip.tracks = tracks;
  20829. // find minimum .times value across all tracks in the trimmed clip
  20830. var minStartTime = Infinity;
  20831. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20832. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20833. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20834. }
  20835. }
  20836. // shift all tracks such that clip begins at t=0
  20837. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20838. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20839. }
  20840. clip.resetDuration();
  20841. return clip;
  20842. },
  20843. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20844. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20845. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20846. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20847. var numTracks = targetClip.tracks.length;
  20848. var referenceTime = referenceFrame / fps;
  20849. // Make each track's values relative to the values at the reference frame
  20850. var loop = function ( i ) {
  20851. var referenceTrack = referenceClip.tracks[ i ];
  20852. var referenceTrackType = referenceTrack.ValueTypeName;
  20853. // Skip this track if it's non-numeric
  20854. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20855. // Find the track in the target clip whose name and type matches the reference track
  20856. var targetTrack = targetClip.tracks.find( function ( track ) {
  20857. return track.name === referenceTrack.name
  20858. && track.ValueTypeName === referenceTrackType;
  20859. } );
  20860. if ( targetTrack === undefined ) { return; }
  20861. var valueSize = referenceTrack.getValueSize();
  20862. var lastIndex = referenceTrack.times.length - 1;
  20863. var referenceValue = (void 0);
  20864. // Find the value to subtract out of the track
  20865. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20866. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20867. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20868. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20869. // Reference frame is after the last keyframe, so just use the last keyframe
  20870. var startIndex = lastIndex * valueSize;
  20871. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20872. } else {
  20873. // Interpolate to the reference value
  20874. var interpolant = referenceTrack.createInterpolant();
  20875. interpolant.evaluate( referenceTime );
  20876. referenceValue = interpolant.resultBuffer;
  20877. }
  20878. // Conjugate the quaternion
  20879. if ( referenceTrackType === 'quaternion' ) {
  20880. var referenceQuat = new Quaternion(
  20881. referenceValue[ 0 ],
  20882. referenceValue[ 1 ],
  20883. referenceValue[ 2 ],
  20884. referenceValue[ 3 ]
  20885. ).normalize().conjugate();
  20886. referenceQuat.toArray( referenceValue );
  20887. }
  20888. // Subtract the reference value from all of the track values
  20889. var numTimes = targetTrack.times.length;
  20890. for ( var j = 0; j < numTimes; ++ j ) {
  20891. var valueStart = j * valueSize;
  20892. if ( referenceTrackType === 'quaternion' ) {
  20893. // Multiply the conjugate for quaternion track types
  20894. Quaternion.multiplyQuaternionsFlat(
  20895. targetTrack.values,
  20896. valueStart,
  20897. referenceValue,
  20898. 0,
  20899. targetTrack.values,
  20900. valueStart
  20901. );
  20902. } else {
  20903. // Subtract each value for all other numeric track types
  20904. for ( var k = 0; k < valueSize; ++ k ) {
  20905. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20906. }
  20907. }
  20908. }
  20909. };
  20910. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20911. targetClip.blendMode = AdditiveAnimationBlendMode;
  20912. return targetClip;
  20913. }
  20914. };
  20915. /**
  20916. * Abstract base class of interpolants over parametric samples.
  20917. *
  20918. * The parameter domain is one dimensional, typically the time or a path
  20919. * along a curve defined by the data.
  20920. *
  20921. * The sample values can have any dimensionality and derived classes may
  20922. * apply special interpretations to the data.
  20923. *
  20924. * This class provides the interval seek in a Template Method, deferring
  20925. * the actual interpolation to derived classes.
  20926. *
  20927. * Time complexity is O(1) for linear access crossing at most two points
  20928. * and O(log N) for random access, where N is the number of positions.
  20929. *
  20930. * References:
  20931. *
  20932. * http://www.oodesign.com/template-method-pattern.html
  20933. *
  20934. * @author tschw
  20935. */
  20936. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20937. this.parameterPositions = parameterPositions;
  20938. this._cachedIndex = 0;
  20939. this.resultBuffer = resultBuffer !== undefined ?
  20940. resultBuffer : new sampleValues.constructor( sampleSize );
  20941. this.sampleValues = sampleValues;
  20942. this.valueSize = sampleSize;
  20943. }
  20944. Object.assign( Interpolant.prototype, {
  20945. evaluate: function ( t ) {
  20946. var pp = this.parameterPositions,
  20947. i1 = this._cachedIndex,
  20948. t1 = pp[ i1 ],
  20949. t0 = pp[ i1 - 1 ];
  20950. validate_interval: {
  20951. seek: {
  20952. var right;
  20953. linear_scan: {
  20954. //- See http://jsperf.com/comparison-to-undefined/3
  20955. //- slower code:
  20956. //-
  20957. //- if ( t >= t1 || t1 === undefined ) {
  20958. forward_scan: if ( ! ( t < t1 ) ) {
  20959. for ( var giveUpAt = i1 + 2; ; ) {
  20960. if ( t1 === undefined ) {
  20961. if ( t < t0 ) { break forward_scan; }
  20962. // after end
  20963. i1 = pp.length;
  20964. this._cachedIndex = i1;
  20965. return this.afterEnd_( i1 - 1, t, t0 );
  20966. }
  20967. if ( i1 === giveUpAt ) { break; } // this loop
  20968. t0 = t1;
  20969. t1 = pp[ ++ i1 ];
  20970. if ( t < t1 ) {
  20971. // we have arrived at the sought interval
  20972. break seek;
  20973. }
  20974. }
  20975. // prepare binary search on the right side of the index
  20976. right = pp.length;
  20977. break linear_scan;
  20978. }
  20979. //- slower code:
  20980. //- if ( t < t0 || t0 === undefined ) {
  20981. if ( ! ( t >= t0 ) ) {
  20982. // looping?
  20983. var t1global = pp[ 1 ];
  20984. if ( t < t1global ) {
  20985. i1 = 2; // + 1, using the scan for the details
  20986. t0 = t1global;
  20987. }
  20988. // linear reverse scan
  20989. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20990. if ( t0 === undefined ) {
  20991. // before start
  20992. this._cachedIndex = 0;
  20993. return this.beforeStart_( 0, t, t1 );
  20994. }
  20995. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20996. t1 = t0;
  20997. t0 = pp[ -- i1 - 1 ];
  20998. if ( t >= t0 ) {
  20999. // we have arrived at the sought interval
  21000. break seek;
  21001. }
  21002. }
  21003. // prepare binary search on the left side of the index
  21004. right = i1;
  21005. i1 = 0;
  21006. break linear_scan;
  21007. }
  21008. // the interval is valid
  21009. break validate_interval;
  21010. } // linear scan
  21011. // binary search
  21012. while ( i1 < right ) {
  21013. var mid = ( i1 + right ) >>> 1;
  21014. if ( t < pp[ mid ] ) {
  21015. right = mid;
  21016. } else {
  21017. i1 = mid + 1;
  21018. }
  21019. }
  21020. t1 = pp[ i1 ];
  21021. t0 = pp[ i1 - 1 ];
  21022. // check boundary cases, again
  21023. if ( t0 === undefined ) {
  21024. this._cachedIndex = 0;
  21025. return this.beforeStart_( 0, t, t1 );
  21026. }
  21027. if ( t1 === undefined ) {
  21028. i1 = pp.length;
  21029. this._cachedIndex = i1;
  21030. return this.afterEnd_( i1 - 1, t0, t );
  21031. }
  21032. } // seek
  21033. this._cachedIndex = i1;
  21034. this.intervalChanged_( i1, t0, t1 );
  21035. } // validate_interval
  21036. return this.interpolate_( i1, t0, t, t1 );
  21037. },
  21038. settings: null, // optional, subclass-specific settings structure
  21039. // Note: The indirection allows central control of many interpolants.
  21040. // --- Protected interface
  21041. DefaultSettings_: {},
  21042. getSettings_: function () {
  21043. return this.settings || this.DefaultSettings_;
  21044. },
  21045. copySampleValue_: function ( index ) {
  21046. // copies a sample value to the result buffer
  21047. var result = this.resultBuffer,
  21048. values = this.sampleValues,
  21049. stride = this.valueSize,
  21050. offset = index * stride;
  21051. for ( var i = 0; i !== stride; ++ i ) {
  21052. result[ i ] = values[ offset + i ];
  21053. }
  21054. return result;
  21055. },
  21056. // Template methods for derived classes:
  21057. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  21058. throw new Error( 'call to abstract method' );
  21059. // implementations shall return this.resultBuffer
  21060. },
  21061. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  21062. // empty
  21063. }
  21064. } );
  21065. // DECLARE ALIAS AFTER assign prototype
  21066. Object.assign( Interpolant.prototype, {
  21067. //( 0, t, t0 ), returns this.resultBuffer
  21068. beforeStart_: Interpolant.prototype.copySampleValue_,
  21069. //( N-1, tN-1, t ), returns this.resultBuffer
  21070. afterEnd_: Interpolant.prototype.copySampleValue_,
  21071. } );
  21072. /**
  21073. * Fast and simple cubic spline interpolant.
  21074. *
  21075. * It was derived from a Hermitian construction setting the first derivative
  21076. * at each sample position to the linear slope between neighboring positions
  21077. * over their parameter interval.
  21078. *
  21079. * @author tschw
  21080. */
  21081. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21082. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21083. this._weightPrev = - 0;
  21084. this._offsetPrev = - 0;
  21085. this._weightNext = - 0;
  21086. this._offsetNext = - 0;
  21087. }
  21088. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21089. constructor: CubicInterpolant,
  21090. DefaultSettings_: {
  21091. endingStart: ZeroCurvatureEnding,
  21092. endingEnd: ZeroCurvatureEnding
  21093. },
  21094. intervalChanged_: function ( i1, t0, t1 ) {
  21095. var pp = this.parameterPositions,
  21096. iPrev = i1 - 2,
  21097. iNext = i1 + 1,
  21098. tPrev = pp[ iPrev ],
  21099. tNext = pp[ iNext ];
  21100. if ( tPrev === undefined ) {
  21101. switch ( this.getSettings_().endingStart ) {
  21102. case ZeroSlopeEnding:
  21103. // f'(t0) = 0
  21104. iPrev = i1;
  21105. tPrev = 2 * t0 - t1;
  21106. break;
  21107. case WrapAroundEnding:
  21108. // use the other end of the curve
  21109. iPrev = pp.length - 2;
  21110. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  21111. break;
  21112. default: // ZeroCurvatureEnding
  21113. // f''(t0) = 0 a.k.a. Natural Spline
  21114. iPrev = i1;
  21115. tPrev = t1;
  21116. }
  21117. }
  21118. if ( tNext === undefined ) {
  21119. switch ( this.getSettings_().endingEnd ) {
  21120. case ZeroSlopeEnding:
  21121. // f'(tN) = 0
  21122. iNext = i1;
  21123. tNext = 2 * t1 - t0;
  21124. break;
  21125. case WrapAroundEnding:
  21126. // use the other end of the curve
  21127. iNext = 1;
  21128. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  21129. break;
  21130. default: // ZeroCurvatureEnding
  21131. // f''(tN) = 0, a.k.a. Natural Spline
  21132. iNext = i1 - 1;
  21133. tNext = t0;
  21134. }
  21135. }
  21136. var halfDt = ( t1 - t0 ) * 0.5,
  21137. stride = this.valueSize;
  21138. this._weightPrev = halfDt / ( t0 - tPrev );
  21139. this._weightNext = halfDt / ( tNext - t1 );
  21140. this._offsetPrev = iPrev * stride;
  21141. this._offsetNext = iNext * stride;
  21142. },
  21143. interpolate_: function ( i1, t0, t, t1 ) {
  21144. var result = this.resultBuffer,
  21145. values = this.sampleValues,
  21146. stride = this.valueSize,
  21147. o1 = i1 * stride, o0 = o1 - stride,
  21148. oP = this._offsetPrev, oN = this._offsetNext,
  21149. wP = this._weightPrev, wN = this._weightNext,
  21150. p = ( t - t0 ) / ( t1 - t0 ),
  21151. pp = p * p,
  21152. ppp = pp * p;
  21153. // evaluate polynomials
  21154. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  21155. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  21156. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21157. var sN = wN * ppp - wN * pp;
  21158. // combine data linearly
  21159. for ( var i = 0; i !== stride; ++ i ) {
  21160. result[ i ] =
  21161. sP * values[ oP + i ] +
  21162. s0 * values[ o0 + i ] +
  21163. s1 * values[ o1 + i ] +
  21164. sN * values[ oN + i ];
  21165. }
  21166. return result;
  21167. }
  21168. } );
  21169. /**
  21170. * @author tschw
  21171. */
  21172. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21173. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21174. }
  21175. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21176. constructor: LinearInterpolant,
  21177. interpolate_: function ( i1, t0, t, t1 ) {
  21178. var result = this.resultBuffer,
  21179. values = this.sampleValues,
  21180. stride = this.valueSize,
  21181. offset1 = i1 * stride,
  21182. offset0 = offset1 - stride,
  21183. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21184. weight0 = 1 - weight1;
  21185. for ( var i = 0; i !== stride; ++ i ) {
  21186. result[ i ] =
  21187. values[ offset0 + i ] * weight0 +
  21188. values[ offset1 + i ] * weight1;
  21189. }
  21190. return result;
  21191. }
  21192. } );
  21193. /**
  21194. *
  21195. * Interpolant that evaluates to the sample value at the position preceeding
  21196. * the parameter.
  21197. *
  21198. * @author tschw
  21199. */
  21200. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21201. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21202. }
  21203. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21204. constructor: DiscreteInterpolant,
  21205. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21206. return this.copySampleValue_( i1 - 1 );
  21207. }
  21208. } );
  21209. /**
  21210. *
  21211. * A timed sequence of keyframes for a specific property.
  21212. *
  21213. *
  21214. * @author Ben Houston / http://clara.io/
  21215. * @author David Sarno / http://lighthaus.us/
  21216. * @author tschw
  21217. */
  21218. function KeyframeTrack( name, times, values, interpolation ) {
  21219. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21220. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21221. this.name = name;
  21222. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21223. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21224. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21225. }
  21226. // Static methods
  21227. Object.assign( KeyframeTrack, {
  21228. // Serialization (in static context, because of constructor invocation
  21229. // and automatic invocation of .toJSON):
  21230. toJSON: function ( track ) {
  21231. var trackType = track.constructor;
  21232. var json;
  21233. // derived classes can define a static toJSON method
  21234. if ( trackType.toJSON !== undefined ) {
  21235. json = trackType.toJSON( track );
  21236. } else {
  21237. // by default, we assume the data can be serialized as-is
  21238. json = {
  21239. 'name': track.name,
  21240. 'times': AnimationUtils.convertArray( track.times, Array ),
  21241. 'values': AnimationUtils.convertArray( track.values, Array )
  21242. };
  21243. var interpolation = track.getInterpolation();
  21244. if ( interpolation !== track.DefaultInterpolation ) {
  21245. json.interpolation = interpolation;
  21246. }
  21247. }
  21248. json.type = track.ValueTypeName; // mandatory
  21249. return json;
  21250. }
  21251. } );
  21252. Object.assign( KeyframeTrack.prototype, {
  21253. constructor: KeyframeTrack,
  21254. TimeBufferType: Float32Array,
  21255. ValueBufferType: Float32Array,
  21256. DefaultInterpolation: InterpolateLinear,
  21257. InterpolantFactoryMethodDiscrete: function ( result ) {
  21258. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21259. },
  21260. InterpolantFactoryMethodLinear: function ( result ) {
  21261. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21262. },
  21263. InterpolantFactoryMethodSmooth: function ( result ) {
  21264. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21265. },
  21266. setInterpolation: function ( interpolation ) {
  21267. var factoryMethod;
  21268. switch ( interpolation ) {
  21269. case InterpolateDiscrete:
  21270. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21271. break;
  21272. case InterpolateLinear:
  21273. factoryMethod = this.InterpolantFactoryMethodLinear;
  21274. break;
  21275. case InterpolateSmooth:
  21276. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21277. break;
  21278. }
  21279. if ( factoryMethod === undefined ) {
  21280. var message = "unsupported interpolation for " +
  21281. this.ValueTypeName + " keyframe track named " + this.name;
  21282. if ( this.createInterpolant === undefined ) {
  21283. // fall back to default, unless the default itself is messed up
  21284. if ( interpolation !== this.DefaultInterpolation ) {
  21285. this.setInterpolation( this.DefaultInterpolation );
  21286. } else {
  21287. throw new Error( message ); // fatal, in this case
  21288. }
  21289. }
  21290. console.warn( 'THREE.KeyframeTrack:', message );
  21291. return this;
  21292. }
  21293. this.createInterpolant = factoryMethod;
  21294. return this;
  21295. },
  21296. getInterpolation: function () {
  21297. switch ( this.createInterpolant ) {
  21298. case this.InterpolantFactoryMethodDiscrete:
  21299. return InterpolateDiscrete;
  21300. case this.InterpolantFactoryMethodLinear:
  21301. return InterpolateLinear;
  21302. case this.InterpolantFactoryMethodSmooth:
  21303. return InterpolateSmooth;
  21304. }
  21305. },
  21306. getValueSize: function () {
  21307. return this.values.length / this.times.length;
  21308. },
  21309. // move all keyframes either forwards or backwards in time
  21310. shift: function ( timeOffset ) {
  21311. if ( timeOffset !== 0.0 ) {
  21312. var times = this.times;
  21313. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21314. times[ i ] += timeOffset;
  21315. }
  21316. }
  21317. return this;
  21318. },
  21319. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21320. scale: function ( timeScale ) {
  21321. if ( timeScale !== 1.0 ) {
  21322. var times = this.times;
  21323. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21324. times[ i ] *= timeScale;
  21325. }
  21326. }
  21327. return this;
  21328. },
  21329. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21330. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21331. trim: function ( startTime, endTime ) {
  21332. var times = this.times,
  21333. nKeys = times.length;
  21334. var from = 0,
  21335. to = nKeys - 1;
  21336. while ( from !== nKeys && times[ from ] < startTime ) {
  21337. ++ from;
  21338. }
  21339. while ( to !== - 1 && times[ to ] > endTime ) {
  21340. -- to;
  21341. }
  21342. ++ to; // inclusive -> exclusive bound
  21343. if ( from !== 0 || to !== nKeys ) {
  21344. // empty tracks are forbidden, so keep at least one keyframe
  21345. if ( from >= to ) {
  21346. to = Math.max( to, 1 );
  21347. from = to - 1;
  21348. }
  21349. var stride = this.getValueSize();
  21350. this.times = AnimationUtils.arraySlice( times, from, to );
  21351. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21352. }
  21353. return this;
  21354. },
  21355. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21356. validate: function () {
  21357. var valid = true;
  21358. var valueSize = this.getValueSize();
  21359. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21360. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21361. valid = false;
  21362. }
  21363. var times = this.times,
  21364. values = this.values,
  21365. nKeys = times.length;
  21366. if ( nKeys === 0 ) {
  21367. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21368. valid = false;
  21369. }
  21370. var prevTime = null;
  21371. for ( var i = 0; i !== nKeys; i ++ ) {
  21372. var currTime = times[ i ];
  21373. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21374. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21375. valid = false;
  21376. break;
  21377. }
  21378. if ( prevTime !== null && prevTime > currTime ) {
  21379. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21380. valid = false;
  21381. break;
  21382. }
  21383. prevTime = currTime;
  21384. }
  21385. if ( values !== undefined ) {
  21386. if ( AnimationUtils.isTypedArray( values ) ) {
  21387. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21388. var value = values[ i$1 ];
  21389. if ( isNaN( value ) ) {
  21390. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21391. valid = false;
  21392. break;
  21393. }
  21394. }
  21395. }
  21396. }
  21397. return valid;
  21398. },
  21399. // removes equivalent sequential keys as common in morph target sequences
  21400. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21401. optimize: function () {
  21402. // times or values may be shared with other tracks, so overwriting is unsafe
  21403. var times = AnimationUtils.arraySlice( this.times ),
  21404. values = AnimationUtils.arraySlice( this.values ),
  21405. stride = this.getValueSize(),
  21406. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21407. lastIndex = times.length - 1;
  21408. var writeIndex = 1;
  21409. for ( var i = 1; i < lastIndex; ++ i ) {
  21410. var keep = false;
  21411. var time = times[ i ];
  21412. var timeNext = times[ i + 1 ];
  21413. // remove adjacent keyframes scheduled at the same time
  21414. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21415. if ( ! smoothInterpolation ) {
  21416. // remove unnecessary keyframes same as their neighbors
  21417. var offset = i * stride,
  21418. offsetP = offset - stride,
  21419. offsetN = offset + stride;
  21420. for ( var j = 0; j !== stride; ++ j ) {
  21421. var value = values[ offset + j ];
  21422. if ( value !== values[ offsetP + j ] ||
  21423. value !== values[ offsetN + j ] ) {
  21424. keep = true;
  21425. break;
  21426. }
  21427. }
  21428. } else {
  21429. keep = true;
  21430. }
  21431. }
  21432. // in-place compaction
  21433. if ( keep ) {
  21434. if ( i !== writeIndex ) {
  21435. times[ writeIndex ] = times[ i ];
  21436. var readOffset = i * stride,
  21437. writeOffset = writeIndex * stride;
  21438. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21439. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21440. }
  21441. }
  21442. ++ writeIndex;
  21443. }
  21444. }
  21445. // flush last keyframe (compaction looks ahead)
  21446. if ( lastIndex > 0 ) {
  21447. times[ writeIndex ] = times[ lastIndex ];
  21448. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21449. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21450. }
  21451. ++ writeIndex;
  21452. }
  21453. if ( writeIndex !== times.length ) {
  21454. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21455. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21456. } else {
  21457. this.times = times;
  21458. this.values = values;
  21459. }
  21460. return this;
  21461. },
  21462. clone: function () {
  21463. var times = AnimationUtils.arraySlice( this.times, 0 );
  21464. var values = AnimationUtils.arraySlice( this.values, 0 );
  21465. var TypedKeyframeTrack = this.constructor;
  21466. var track = new TypedKeyframeTrack( this.name, times, values );
  21467. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21468. track.createInterpolant = this.createInterpolant;
  21469. return track;
  21470. }
  21471. } );
  21472. /**
  21473. *
  21474. * A Track of Boolean keyframe values.
  21475. *
  21476. *
  21477. * @author Ben Houston / http://clara.io/
  21478. * @author David Sarno / http://lighthaus.us/
  21479. * @author tschw
  21480. */
  21481. function BooleanKeyframeTrack( name, times, values ) {
  21482. KeyframeTrack.call( this, name, times, values );
  21483. }
  21484. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21485. constructor: BooleanKeyframeTrack,
  21486. ValueTypeName: 'bool',
  21487. ValueBufferType: Array,
  21488. DefaultInterpolation: InterpolateDiscrete,
  21489. InterpolantFactoryMethodLinear: undefined,
  21490. InterpolantFactoryMethodSmooth: undefined
  21491. // Note: Actually this track could have a optimized / compressed
  21492. // representation of a single value and a custom interpolant that
  21493. // computes "firstValue ^ isOdd( index )".
  21494. } );
  21495. /**
  21496. *
  21497. * A Track of keyframe values that represent color.
  21498. *
  21499. *
  21500. * @author Ben Houston / http://clara.io/
  21501. * @author David Sarno / http://lighthaus.us/
  21502. * @author tschw
  21503. */
  21504. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21505. KeyframeTrack.call( this, name, times, values, interpolation );
  21506. }
  21507. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21508. constructor: ColorKeyframeTrack,
  21509. ValueTypeName: 'color'
  21510. // ValueBufferType is inherited
  21511. // DefaultInterpolation is inherited
  21512. // Note: Very basic implementation and nothing special yet.
  21513. // However, this is the place for color space parameterization.
  21514. } );
  21515. /**
  21516. *
  21517. * A Track of numeric keyframe values.
  21518. *
  21519. * @author Ben Houston / http://clara.io/
  21520. * @author David Sarno / http://lighthaus.us/
  21521. * @author tschw
  21522. */
  21523. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21524. KeyframeTrack.call( this, name, times, values, interpolation );
  21525. }
  21526. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21527. constructor: NumberKeyframeTrack,
  21528. ValueTypeName: 'number'
  21529. // ValueBufferType is inherited
  21530. // DefaultInterpolation is inherited
  21531. } );
  21532. /**
  21533. * Spherical linear unit quaternion interpolant.
  21534. *
  21535. * @author tschw
  21536. */
  21537. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21538. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21539. }
  21540. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21541. constructor: QuaternionLinearInterpolant,
  21542. interpolate_: function ( i1, t0, t, t1 ) {
  21543. var result = this.resultBuffer,
  21544. values = this.sampleValues,
  21545. stride = this.valueSize,
  21546. alpha = ( t - t0 ) / ( t1 - t0 );
  21547. var offset = i1 * stride;
  21548. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21549. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21550. }
  21551. return result;
  21552. }
  21553. } );
  21554. /**
  21555. *
  21556. * A Track of quaternion keyframe values.
  21557. *
  21558. * @author Ben Houston / http://clara.io/
  21559. * @author David Sarno / http://lighthaus.us/
  21560. * @author tschw
  21561. */
  21562. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21563. KeyframeTrack.call( this, name, times, values, interpolation );
  21564. }
  21565. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21566. constructor: QuaternionKeyframeTrack,
  21567. ValueTypeName: 'quaternion',
  21568. // ValueBufferType is inherited
  21569. DefaultInterpolation: InterpolateLinear,
  21570. InterpolantFactoryMethodLinear: function ( result ) {
  21571. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21572. },
  21573. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21574. } );
  21575. /**
  21576. *
  21577. * A Track that interpolates Strings
  21578. *
  21579. *
  21580. * @author Ben Houston / http://clara.io/
  21581. * @author David Sarno / http://lighthaus.us/
  21582. * @author tschw
  21583. */
  21584. function StringKeyframeTrack( name, times, values, interpolation ) {
  21585. KeyframeTrack.call( this, name, times, values, interpolation );
  21586. }
  21587. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21588. constructor: StringKeyframeTrack,
  21589. ValueTypeName: 'string',
  21590. ValueBufferType: Array,
  21591. DefaultInterpolation: InterpolateDiscrete,
  21592. InterpolantFactoryMethodLinear: undefined,
  21593. InterpolantFactoryMethodSmooth: undefined
  21594. } );
  21595. /**
  21596. *
  21597. * A Track of vectored keyframe values.
  21598. *
  21599. *
  21600. * @author Ben Houston / http://clara.io/
  21601. * @author David Sarno / http://lighthaus.us/
  21602. * @author tschw
  21603. */
  21604. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21605. KeyframeTrack.call( this, name, times, values, interpolation );
  21606. }
  21607. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21608. constructor: VectorKeyframeTrack,
  21609. ValueTypeName: 'vector'
  21610. // ValueBufferType is inherited
  21611. // DefaultInterpolation is inherited
  21612. } );
  21613. /**
  21614. *
  21615. * Reusable set of Tracks that represent an animation.
  21616. *
  21617. * @author Ben Houston / http://clara.io/
  21618. * @author David Sarno / http://lighthaus.us/
  21619. */
  21620. function AnimationClip( name, duration, tracks, blendMode ) {
  21621. this.name = name;
  21622. this.tracks = tracks;
  21623. this.duration = ( duration !== undefined ) ? duration : - 1;
  21624. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21625. this.uuid = MathUtils.generateUUID();
  21626. // this means it should figure out its duration by scanning the tracks
  21627. if ( this.duration < 0 ) {
  21628. this.resetDuration();
  21629. }
  21630. }
  21631. function getTrackTypeForValueTypeName( typeName ) {
  21632. switch ( typeName.toLowerCase() ) {
  21633. case 'scalar':
  21634. case 'double':
  21635. case 'float':
  21636. case 'number':
  21637. case 'integer':
  21638. return NumberKeyframeTrack;
  21639. case 'vector':
  21640. case 'vector2':
  21641. case 'vector3':
  21642. case 'vector4':
  21643. return VectorKeyframeTrack;
  21644. case 'color':
  21645. return ColorKeyframeTrack;
  21646. case 'quaternion':
  21647. return QuaternionKeyframeTrack;
  21648. case 'bool':
  21649. case 'boolean':
  21650. return BooleanKeyframeTrack;
  21651. case 'string':
  21652. return StringKeyframeTrack;
  21653. }
  21654. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21655. }
  21656. function parseKeyframeTrack( json ) {
  21657. if ( json.type === undefined ) {
  21658. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21659. }
  21660. var trackType = getTrackTypeForValueTypeName( json.type );
  21661. if ( json.times === undefined ) {
  21662. var times = [], values = [];
  21663. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21664. json.times = times;
  21665. json.values = values;
  21666. }
  21667. // derived classes can define a static parse method
  21668. if ( trackType.parse !== undefined ) {
  21669. return trackType.parse( json );
  21670. } else {
  21671. // by default, we assume a constructor compatible with the base
  21672. return new trackType( json.name, json.times, json.values, json.interpolation );
  21673. }
  21674. }
  21675. Object.assign( AnimationClip, {
  21676. parse: function ( json ) {
  21677. var tracks = [],
  21678. jsonTracks = json.tracks,
  21679. frameTime = 1.0 / ( json.fps || 1.0 );
  21680. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21681. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21682. }
  21683. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21684. },
  21685. toJSON: function ( clip ) {
  21686. var tracks = [],
  21687. clipTracks = clip.tracks;
  21688. var json = {
  21689. 'name': clip.name,
  21690. 'duration': clip.duration,
  21691. 'tracks': tracks,
  21692. 'uuid': clip.uuid,
  21693. 'blendMode': clip.blendMode
  21694. };
  21695. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21696. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21697. }
  21698. return json;
  21699. },
  21700. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21701. var numMorphTargets = morphTargetSequence.length;
  21702. var tracks = [];
  21703. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21704. var times = [];
  21705. var values = [];
  21706. times.push(
  21707. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21708. i,
  21709. ( i + 1 ) % numMorphTargets );
  21710. values.push( 0, 1, 0 );
  21711. var order = AnimationUtils.getKeyframeOrder( times );
  21712. times = AnimationUtils.sortedArray( times, 1, order );
  21713. values = AnimationUtils.sortedArray( values, 1, order );
  21714. // if there is a key at the first frame, duplicate it as the
  21715. // last frame as well for perfect loop.
  21716. if ( ! noLoop && times[ 0 ] === 0 ) {
  21717. times.push( numMorphTargets );
  21718. values.push( values[ 0 ] );
  21719. }
  21720. tracks.push(
  21721. new NumberKeyframeTrack(
  21722. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21723. times, values
  21724. ).scale( 1.0 / fps ) );
  21725. }
  21726. return new AnimationClip( name, - 1, tracks );
  21727. },
  21728. findByName: function ( objectOrClipArray, name ) {
  21729. var clipArray = objectOrClipArray;
  21730. if ( ! Array.isArray( objectOrClipArray ) ) {
  21731. var o = objectOrClipArray;
  21732. clipArray = o.geometry && o.geometry.animations || o.animations;
  21733. }
  21734. for ( var i = 0; i < clipArray.length; i ++ ) {
  21735. if ( clipArray[ i ].name === name ) {
  21736. return clipArray[ i ];
  21737. }
  21738. }
  21739. return null;
  21740. },
  21741. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21742. var animationToMorphTargets = {};
  21743. // tested with https://regex101.com/ on trick sequences
  21744. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21745. var pattern = /^([\w-]*?)([\d]+)$/;
  21746. // sort morph target names into animation groups based
  21747. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21748. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21749. var morphTarget = morphTargets[ i ];
  21750. var parts = morphTarget.name.match( pattern );
  21751. if ( parts && parts.length > 1 ) {
  21752. var name = parts[ 1 ];
  21753. var animationMorphTargets = animationToMorphTargets[ name ];
  21754. if ( ! animationMorphTargets ) {
  21755. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21756. }
  21757. animationMorphTargets.push( morphTarget );
  21758. }
  21759. }
  21760. var clips = [];
  21761. for ( var name$1 in animationToMorphTargets ) {
  21762. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21763. }
  21764. return clips;
  21765. },
  21766. // parse the animation.hierarchy format
  21767. parseAnimation: function ( animation, bones ) {
  21768. if ( ! animation ) {
  21769. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21770. return null;
  21771. }
  21772. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21773. // only return track if there are actually keys.
  21774. if ( animationKeys.length !== 0 ) {
  21775. var times = [];
  21776. var values = [];
  21777. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21778. // empty keys are filtered out, so check again
  21779. if ( times.length !== 0 ) {
  21780. destTracks.push( new trackType( trackName, times, values ) );
  21781. }
  21782. }
  21783. };
  21784. var tracks = [];
  21785. var clipName = animation.name || 'default';
  21786. var fps = animation.fps || 30;
  21787. var blendMode = animation.blendMode;
  21788. // automatic length determination in AnimationClip.
  21789. var duration = animation.length || - 1;
  21790. var hierarchyTracks = animation.hierarchy || [];
  21791. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21792. var animationKeys = hierarchyTracks[ h ].keys;
  21793. // skip empty tracks
  21794. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21795. // process morph targets
  21796. if ( animationKeys[ 0 ].morphTargets ) {
  21797. // figure out all morph targets used in this track
  21798. var morphTargetNames = {};
  21799. var k = (void 0);
  21800. for ( k = 0; k < animationKeys.length; k ++ ) {
  21801. if ( animationKeys[ k ].morphTargets ) {
  21802. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21803. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21804. }
  21805. }
  21806. }
  21807. // create a track for each morph target with all zero
  21808. // morphTargetInfluences except for the keys in which
  21809. // the morphTarget is named.
  21810. for ( var morphTargetName in morphTargetNames ) {
  21811. var times = [];
  21812. var values = [];
  21813. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21814. var animationKey = animationKeys[ k ];
  21815. times.push( animationKey.time );
  21816. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21817. }
  21818. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21819. }
  21820. duration = morphTargetNames.length * ( fps || 1.0 );
  21821. } else {
  21822. // ...assume skeletal animation
  21823. var boneName = '.bones[' + bones[ h ].name + ']';
  21824. addNonemptyTrack(
  21825. VectorKeyframeTrack, boneName + '.position',
  21826. animationKeys, 'pos', tracks );
  21827. addNonemptyTrack(
  21828. QuaternionKeyframeTrack, boneName + '.quaternion',
  21829. animationKeys, 'rot', tracks );
  21830. addNonemptyTrack(
  21831. VectorKeyframeTrack, boneName + '.scale',
  21832. animationKeys, 'scl', tracks );
  21833. }
  21834. }
  21835. if ( tracks.length === 0 ) {
  21836. return null;
  21837. }
  21838. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21839. return clip;
  21840. }
  21841. } );
  21842. Object.assign( AnimationClip.prototype, {
  21843. resetDuration: function () {
  21844. var tracks = this.tracks;
  21845. var duration = 0;
  21846. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21847. var track = this.tracks[ i ];
  21848. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21849. }
  21850. this.duration = duration;
  21851. return this;
  21852. },
  21853. trim: function () {
  21854. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21855. this.tracks[ i ].trim( 0, this.duration );
  21856. }
  21857. return this;
  21858. },
  21859. validate: function () {
  21860. var valid = true;
  21861. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21862. valid = valid && this.tracks[ i ].validate();
  21863. }
  21864. return valid;
  21865. },
  21866. optimize: function () {
  21867. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21868. this.tracks[ i ].optimize();
  21869. }
  21870. return this;
  21871. },
  21872. clone: function () {
  21873. var tracks = [];
  21874. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21875. tracks.push( this.tracks[ i ].clone() );
  21876. }
  21877. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21878. }
  21879. } );
  21880. /**
  21881. * @author mrdoob / http://mrdoob.com/
  21882. */
  21883. var Cache = {
  21884. enabled: false,
  21885. files: {},
  21886. add: function ( key, file ) {
  21887. if ( this.enabled === false ) { return; }
  21888. // console.log( 'THREE.Cache', 'Adding key:', key );
  21889. this.files[ key ] = file;
  21890. },
  21891. get: function ( key ) {
  21892. if ( this.enabled === false ) { return; }
  21893. // console.log( 'THREE.Cache', 'Checking key:', key );
  21894. return this.files[ key ];
  21895. },
  21896. remove: function ( key ) {
  21897. delete this.files[ key ];
  21898. },
  21899. clear: function () {
  21900. this.files = {};
  21901. }
  21902. };
  21903. /**
  21904. * @author mrdoob / http://mrdoob.com/
  21905. */
  21906. function LoadingManager( onLoad, onProgress, onError ) {
  21907. var scope = this;
  21908. var isLoading = false;
  21909. var itemsLoaded = 0;
  21910. var itemsTotal = 0;
  21911. var urlModifier = undefined;
  21912. var handlers = [];
  21913. // Refer to #5689 for the reason why we don't set .onStart
  21914. // in the constructor
  21915. this.onStart = undefined;
  21916. this.onLoad = onLoad;
  21917. this.onProgress = onProgress;
  21918. this.onError = onError;
  21919. this.itemStart = function ( url ) {
  21920. itemsTotal ++;
  21921. if ( isLoading === false ) {
  21922. if ( scope.onStart !== undefined ) {
  21923. scope.onStart( url, itemsLoaded, itemsTotal );
  21924. }
  21925. }
  21926. isLoading = true;
  21927. };
  21928. this.itemEnd = function ( url ) {
  21929. itemsLoaded ++;
  21930. if ( scope.onProgress !== undefined ) {
  21931. scope.onProgress( url, itemsLoaded, itemsTotal );
  21932. }
  21933. if ( itemsLoaded === itemsTotal ) {
  21934. isLoading = false;
  21935. if ( scope.onLoad !== undefined ) {
  21936. scope.onLoad();
  21937. }
  21938. }
  21939. };
  21940. this.itemError = function ( url ) {
  21941. if ( scope.onError !== undefined ) {
  21942. scope.onError( url );
  21943. }
  21944. };
  21945. this.resolveURL = function ( url ) {
  21946. if ( urlModifier ) {
  21947. return urlModifier( url );
  21948. }
  21949. return url;
  21950. };
  21951. this.setURLModifier = function ( transform ) {
  21952. urlModifier = transform;
  21953. return this;
  21954. };
  21955. this.addHandler = function ( regex, loader ) {
  21956. handlers.push( regex, loader );
  21957. return this;
  21958. };
  21959. this.removeHandler = function ( regex ) {
  21960. var index = handlers.indexOf( regex );
  21961. if ( index !== - 1 ) {
  21962. handlers.splice( index, 2 );
  21963. }
  21964. return this;
  21965. };
  21966. this.getHandler = function ( file ) {
  21967. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21968. var regex = handlers[ i ];
  21969. var loader = handlers[ i + 1 ];
  21970. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21971. if ( regex.test( file ) ) {
  21972. return loader;
  21973. }
  21974. }
  21975. return null;
  21976. };
  21977. }
  21978. var DefaultLoadingManager = new LoadingManager();
  21979. /**
  21980. * @author alteredq / http://alteredqualia.com/
  21981. */
  21982. function Loader( manager ) {
  21983. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21984. this.crossOrigin = 'anonymous';
  21985. this.path = '';
  21986. this.resourcePath = '';
  21987. this.requestHeader = {};
  21988. }
  21989. Object.assign( Loader.prototype, {
  21990. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21991. loadAsync: function ( url, onProgress ) {
  21992. var scope = this;
  21993. return new Promise( function ( resolve, reject ) {
  21994. scope.load( url, resolve, onProgress, reject );
  21995. } );
  21996. },
  21997. parse: function ( /* data */ ) {},
  21998. setCrossOrigin: function ( crossOrigin ) {
  21999. this.crossOrigin = crossOrigin;
  22000. return this;
  22001. },
  22002. setPath: function ( path ) {
  22003. this.path = path;
  22004. return this;
  22005. },
  22006. setResourcePath: function ( resourcePath ) {
  22007. this.resourcePath = resourcePath;
  22008. return this;
  22009. },
  22010. setRequestHeader: function ( requestHeader ) {
  22011. this.requestHeader = requestHeader;
  22012. return this;
  22013. }
  22014. } );
  22015. /**
  22016. * @author mrdoob / http://mrdoob.com/
  22017. */
  22018. var loading = {};
  22019. function FileLoader( manager ) {
  22020. Loader.call( this, manager );
  22021. }
  22022. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22023. constructor: FileLoader,
  22024. load: function ( url, onLoad, onProgress, onError ) {
  22025. if ( url === undefined ) { url = ''; }
  22026. if ( this.path !== undefined ) { url = this.path + url; }
  22027. url = this.manager.resolveURL( url );
  22028. var scope = this;
  22029. var cached = Cache.get( url );
  22030. if ( cached !== undefined ) {
  22031. scope.manager.itemStart( url );
  22032. setTimeout( function () {
  22033. if ( onLoad ) { onLoad( cached ); }
  22034. scope.manager.itemEnd( url );
  22035. }, 0 );
  22036. return cached;
  22037. }
  22038. // Check if request is duplicate
  22039. if ( loading[ url ] !== undefined ) {
  22040. loading[ url ].push( {
  22041. onLoad: onLoad,
  22042. onProgress: onProgress,
  22043. onError: onError
  22044. } );
  22045. return;
  22046. }
  22047. // Check for data: URI
  22048. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22049. var dataUriRegexResult = url.match( dataUriRegex );
  22050. var request;
  22051. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22052. if ( dataUriRegexResult ) {
  22053. var mimeType = dataUriRegexResult[ 1 ];
  22054. var isBase64 = !! dataUriRegexResult[ 2 ];
  22055. var data = dataUriRegexResult[ 3 ];
  22056. data = decodeURIComponent( data );
  22057. if ( isBase64 ) { data = atob( data ); }
  22058. try {
  22059. var response;
  22060. var responseType = ( this.responseType || '' ).toLowerCase();
  22061. switch ( responseType ) {
  22062. case 'arraybuffer':
  22063. case 'blob':
  22064. var view = new Uint8Array( data.length );
  22065. for ( var i = 0; i < data.length; i ++ ) {
  22066. view[ i ] = data.charCodeAt( i );
  22067. }
  22068. if ( responseType === 'blob' ) {
  22069. response = new Blob( [ view.buffer ], { type: mimeType } );
  22070. } else {
  22071. response = view.buffer;
  22072. }
  22073. break;
  22074. case 'document':
  22075. var parser = new DOMParser();
  22076. response = parser.parseFromString( data, mimeType );
  22077. break;
  22078. case 'json':
  22079. response = JSON.parse( data );
  22080. break;
  22081. default: // 'text' or other
  22082. response = data;
  22083. break;
  22084. }
  22085. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22086. setTimeout( function () {
  22087. if ( onLoad ) { onLoad( response ); }
  22088. scope.manager.itemEnd( url );
  22089. }, 0 );
  22090. } catch ( error ) {
  22091. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22092. setTimeout( function () {
  22093. if ( onError ) { onError( error ); }
  22094. scope.manager.itemError( url );
  22095. scope.manager.itemEnd( url );
  22096. }, 0 );
  22097. }
  22098. } else {
  22099. // Initialise array for duplicate requests
  22100. loading[ url ] = [];
  22101. loading[ url ].push( {
  22102. onLoad: onLoad,
  22103. onProgress: onProgress,
  22104. onError: onError
  22105. } );
  22106. request = new XMLHttpRequest();
  22107. request.open( 'GET', url, true );
  22108. request.addEventListener( 'load', function ( event ) {
  22109. var response = this.response;
  22110. var callbacks = loading[ url ];
  22111. delete loading[ url ];
  22112. if ( this.status === 200 || this.status === 0 ) {
  22113. // Some browsers return HTTP Status 0 when using non-http protocol
  22114. // e.g. 'file://' or 'data://'. Handle as success.
  22115. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  22116. // Add to cache only on HTTP success, so that we do not cache
  22117. // error response bodies as proper responses to requests.
  22118. Cache.add( url, response );
  22119. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22120. var callback = callbacks[ i ];
  22121. if ( callback.onLoad ) { callback.onLoad( response ); }
  22122. }
  22123. scope.manager.itemEnd( url );
  22124. } else {
  22125. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  22126. var callback$1 = callbacks[ i$1 ];
  22127. if ( callback$1.onError ) { callback$1.onError( event ); }
  22128. }
  22129. scope.manager.itemError( url );
  22130. scope.manager.itemEnd( url );
  22131. }
  22132. }, false );
  22133. request.addEventListener( 'progress', function ( event ) {
  22134. var callbacks = loading[ url ];
  22135. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22136. var callback = callbacks[ i ];
  22137. if ( callback.onProgress ) { callback.onProgress( event ); }
  22138. }
  22139. }, false );
  22140. request.addEventListener( 'error', function ( event ) {
  22141. var callbacks = loading[ url ];
  22142. delete loading[ url ];
  22143. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22144. var callback = callbacks[ i ];
  22145. if ( callback.onError ) { callback.onError( event ); }
  22146. }
  22147. scope.manager.itemError( url );
  22148. scope.manager.itemEnd( url );
  22149. }, false );
  22150. request.addEventListener( 'abort', function ( event ) {
  22151. var callbacks = loading[ url ];
  22152. delete loading[ url ];
  22153. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22154. var callback = callbacks[ i ];
  22155. if ( callback.onError ) { callback.onError( event ); }
  22156. }
  22157. scope.manager.itemError( url );
  22158. scope.manager.itemEnd( url );
  22159. }, false );
  22160. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22161. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22162. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22163. for ( var header in this.requestHeader ) {
  22164. request.setRequestHeader( header, this.requestHeader[ header ] );
  22165. }
  22166. request.send( null );
  22167. }
  22168. scope.manager.itemStart( url );
  22169. return request;
  22170. },
  22171. setResponseType: function ( value ) {
  22172. this.responseType = value;
  22173. return this;
  22174. },
  22175. setWithCredentials: function ( value ) {
  22176. this.withCredentials = value;
  22177. return this;
  22178. },
  22179. setMimeType: function ( value ) {
  22180. this.mimeType = value;
  22181. return this;
  22182. }
  22183. } );
  22184. /**
  22185. * @author bhouston / http://clara.io/
  22186. */
  22187. function AnimationLoader( manager ) {
  22188. Loader.call( this, manager );
  22189. }
  22190. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22191. constructor: AnimationLoader,
  22192. load: function ( url, onLoad, onProgress, onError ) {
  22193. var scope = this;
  22194. var loader = new FileLoader( scope.manager );
  22195. loader.setPath( scope.path );
  22196. loader.load( url, function ( text ) {
  22197. try {
  22198. onLoad( scope.parse( JSON.parse( text ) ) );
  22199. } catch ( e ) {
  22200. if ( onError ) {
  22201. onError( e );
  22202. } else {
  22203. console.error( e );
  22204. }
  22205. scope.manager.itemError( url );
  22206. }
  22207. }, onProgress, onError );
  22208. },
  22209. parse: function ( json ) {
  22210. var animations = [];
  22211. for ( var i = 0; i < json.length; i ++ ) {
  22212. var clip = AnimationClip.parse( json[ i ] );
  22213. animations.push( clip );
  22214. }
  22215. return animations;
  22216. }
  22217. } );
  22218. /**
  22219. * @author mrdoob / http://mrdoob.com/
  22220. *
  22221. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22222. *
  22223. * Sub classes have to implement the parse() method which will be used in load().
  22224. */
  22225. function CompressedTextureLoader( manager ) {
  22226. Loader.call( this, manager );
  22227. }
  22228. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22229. constructor: CompressedTextureLoader,
  22230. load: function ( url, onLoad, onProgress, onError ) {
  22231. var scope = this;
  22232. var images = [];
  22233. var texture = new CompressedTexture();
  22234. texture.image = images;
  22235. var loader = new FileLoader( this.manager );
  22236. loader.setPath( this.path );
  22237. loader.setResponseType( 'arraybuffer' );
  22238. var loaded = 0;
  22239. function loadTexture( i ) {
  22240. loader.load( url[ i ], function ( buffer ) {
  22241. var texDatas = scope.parse( buffer, true );
  22242. images[ i ] = {
  22243. width: texDatas.width,
  22244. height: texDatas.height,
  22245. format: texDatas.format,
  22246. mipmaps: texDatas.mipmaps
  22247. };
  22248. loaded += 1;
  22249. if ( loaded === 6 ) {
  22250. if ( texDatas.mipmapCount === 1 )
  22251. { texture.minFilter = LinearFilter; }
  22252. texture.format = texDatas.format;
  22253. texture.needsUpdate = true;
  22254. if ( onLoad ) { onLoad( texture ); }
  22255. }
  22256. }, onProgress, onError );
  22257. }
  22258. if ( Array.isArray( url ) ) {
  22259. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22260. loadTexture( i );
  22261. }
  22262. } else {
  22263. // compressed cubemap texture stored in a single DDS file
  22264. loader.load( url, function ( buffer ) {
  22265. var texDatas = scope.parse( buffer, true );
  22266. if ( texDatas.isCubemap ) {
  22267. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22268. for ( var f = 0; f < faces; f ++ ) {
  22269. images[ f ] = { mipmaps: [] };
  22270. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22271. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22272. images[ f ].format = texDatas.format;
  22273. images[ f ].width = texDatas.width;
  22274. images[ f ].height = texDatas.height;
  22275. }
  22276. }
  22277. } else {
  22278. texture.image.width = texDatas.width;
  22279. texture.image.height = texDatas.height;
  22280. texture.mipmaps = texDatas.mipmaps;
  22281. }
  22282. if ( texDatas.mipmapCount === 1 ) {
  22283. texture.minFilter = LinearFilter;
  22284. }
  22285. texture.format = texDatas.format;
  22286. texture.needsUpdate = true;
  22287. if ( onLoad ) { onLoad( texture ); }
  22288. }, onProgress, onError );
  22289. }
  22290. return texture;
  22291. }
  22292. } );
  22293. /**
  22294. * @author Nikos M. / https://github.com/foo123/
  22295. *
  22296. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22297. *
  22298. * Sub classes have to implement the parse() method which will be used in load().
  22299. */
  22300. function DataTextureLoader( manager ) {
  22301. Loader.call( this, manager );
  22302. }
  22303. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22304. constructor: DataTextureLoader,
  22305. load: function ( url, onLoad, onProgress, onError ) {
  22306. var scope = this;
  22307. var texture = new DataTexture();
  22308. var loader = new FileLoader( this.manager );
  22309. loader.setResponseType( 'arraybuffer' );
  22310. loader.setPath( this.path );
  22311. loader.load( url, function ( buffer ) {
  22312. var texData = scope.parse( buffer );
  22313. if ( ! texData ) { return; }
  22314. if ( texData.image !== undefined ) {
  22315. texture.image = texData.image;
  22316. } else if ( texData.data !== undefined ) {
  22317. texture.image.width = texData.width;
  22318. texture.image.height = texData.height;
  22319. texture.image.data = texData.data;
  22320. }
  22321. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22322. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22323. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22324. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22325. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22326. if ( texData.format !== undefined ) {
  22327. texture.format = texData.format;
  22328. }
  22329. if ( texData.type !== undefined ) {
  22330. texture.type = texData.type;
  22331. }
  22332. if ( texData.mipmaps !== undefined ) {
  22333. texture.mipmaps = texData.mipmaps;
  22334. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22335. }
  22336. if ( texData.mipmapCount === 1 ) {
  22337. texture.minFilter = LinearFilter;
  22338. }
  22339. texture.needsUpdate = true;
  22340. if ( onLoad ) { onLoad( texture, texData ); }
  22341. }, onProgress, onError );
  22342. return texture;
  22343. }
  22344. } );
  22345. /**
  22346. * @author mrdoob / http://mrdoob.com/
  22347. */
  22348. function ImageLoader( manager ) {
  22349. Loader.call( this, manager );
  22350. }
  22351. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22352. constructor: ImageLoader,
  22353. load: function ( url, onLoad, onProgress, onError ) {
  22354. if ( this.path !== undefined ) { url = this.path + url; }
  22355. url = this.manager.resolveURL( url );
  22356. var scope = this;
  22357. var cached = Cache.get( url );
  22358. if ( cached !== undefined ) {
  22359. scope.manager.itemStart( url );
  22360. setTimeout( function () {
  22361. if ( onLoad ) { onLoad( cached ); }
  22362. scope.manager.itemEnd( url );
  22363. }, 0 );
  22364. return cached;
  22365. }
  22366. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22367. function onImageLoad() {
  22368. image.removeEventListener( 'load', onImageLoad, false );
  22369. image.removeEventListener( 'error', onImageError, false );
  22370. Cache.add( url, this );
  22371. if ( onLoad ) { onLoad( this ); }
  22372. scope.manager.itemEnd( url );
  22373. }
  22374. function onImageError( event ) {
  22375. image.removeEventListener( 'load', onImageLoad, false );
  22376. image.removeEventListener( 'error', onImageError, false );
  22377. if ( onError ) { onError( event ); }
  22378. scope.manager.itemError( url );
  22379. scope.manager.itemEnd( url );
  22380. }
  22381. image.addEventListener( 'load', onImageLoad, false );
  22382. image.addEventListener( 'error', onImageError, false );
  22383. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22384. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22385. }
  22386. scope.manager.itemStart( url );
  22387. image.src = url;
  22388. return image;
  22389. }
  22390. } );
  22391. /**
  22392. * @author mrdoob / http://mrdoob.com/
  22393. */
  22394. function CubeTextureLoader( manager ) {
  22395. Loader.call( this, manager );
  22396. }
  22397. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22398. constructor: CubeTextureLoader,
  22399. load: function ( urls, onLoad, onProgress, onError ) {
  22400. var texture = new CubeTexture();
  22401. var loader = new ImageLoader( this.manager );
  22402. loader.setCrossOrigin( this.crossOrigin );
  22403. loader.setPath( this.path );
  22404. var loaded = 0;
  22405. function loadTexture( i ) {
  22406. loader.load( urls[ i ], function ( image ) {
  22407. texture.images[ i ] = image;
  22408. loaded ++;
  22409. if ( loaded === 6 ) {
  22410. texture.needsUpdate = true;
  22411. if ( onLoad ) { onLoad( texture ); }
  22412. }
  22413. }, undefined, onError );
  22414. }
  22415. for ( var i = 0; i < urls.length; ++ i ) {
  22416. loadTexture( i );
  22417. }
  22418. return texture;
  22419. }
  22420. } );
  22421. /**
  22422. * @author mrdoob / http://mrdoob.com/
  22423. */
  22424. function TextureLoader( manager ) {
  22425. Loader.call( this, manager );
  22426. }
  22427. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22428. constructor: TextureLoader,
  22429. load: function ( url, onLoad, onProgress, onError ) {
  22430. var texture = new Texture();
  22431. var loader = new ImageLoader( this.manager );
  22432. loader.setCrossOrigin( this.crossOrigin );
  22433. loader.setPath( this.path );
  22434. loader.load( url, function ( image ) {
  22435. texture.image = image;
  22436. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22437. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22438. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22439. texture.needsUpdate = true;
  22440. if ( onLoad !== undefined ) {
  22441. onLoad( texture );
  22442. }
  22443. }, onProgress, onError );
  22444. return texture;
  22445. }
  22446. } );
  22447. /**
  22448. * @author zz85 / http://www.lab4games.net/zz85/blog
  22449. * Extensible curve object
  22450. *
  22451. * Some common of curve methods:
  22452. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22453. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22454. * .getPoints(), .getSpacedPoints()
  22455. * .getLength()
  22456. * .updateArcLengths()
  22457. *
  22458. * This following curves inherit from THREE.Curve:
  22459. *
  22460. * -- 2D curves --
  22461. * THREE.ArcCurve
  22462. * THREE.CubicBezierCurve
  22463. * THREE.EllipseCurve
  22464. * THREE.LineCurve
  22465. * THREE.QuadraticBezierCurve
  22466. * THREE.SplineCurve
  22467. *
  22468. * -- 3D curves --
  22469. * THREE.CatmullRomCurve3
  22470. * THREE.CubicBezierCurve3
  22471. * THREE.LineCurve3
  22472. * THREE.QuadraticBezierCurve3
  22473. *
  22474. * A series of curves can be represented as a THREE.CurvePath.
  22475. *
  22476. **/
  22477. /**************************************************************
  22478. * Abstract Curve base class
  22479. **************************************************************/
  22480. function Curve() {
  22481. this.type = 'Curve';
  22482. this.arcLengthDivisions = 200;
  22483. }
  22484. Object.assign( Curve.prototype, {
  22485. // Virtual base class method to overwrite and implement in subclasses
  22486. // - t [0 .. 1]
  22487. getPoint: function ( /* t, optionalTarget */ ) {
  22488. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22489. return null;
  22490. },
  22491. // Get point at relative position in curve according to arc length
  22492. // - u [0 .. 1]
  22493. getPointAt: function ( u, optionalTarget ) {
  22494. var t = this.getUtoTmapping( u );
  22495. return this.getPoint( t, optionalTarget );
  22496. },
  22497. // Get sequence of points using getPoint( t )
  22498. getPoints: function ( divisions ) {
  22499. if ( divisions === undefined ) { divisions = 5; }
  22500. var points = [];
  22501. for ( var d = 0; d <= divisions; d ++ ) {
  22502. points.push( this.getPoint( d / divisions ) );
  22503. }
  22504. return points;
  22505. },
  22506. // Get sequence of points using getPointAt( u )
  22507. getSpacedPoints: function ( divisions ) {
  22508. if ( divisions === undefined ) { divisions = 5; }
  22509. var points = [];
  22510. for ( var d = 0; d <= divisions; d ++ ) {
  22511. points.push( this.getPointAt( d / divisions ) );
  22512. }
  22513. return points;
  22514. },
  22515. // Get total curve arc length
  22516. getLength: function () {
  22517. var lengths = this.getLengths();
  22518. return lengths[ lengths.length - 1 ];
  22519. },
  22520. // Get list of cumulative segment lengths
  22521. getLengths: function ( divisions ) {
  22522. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22523. if ( this.cacheArcLengths &&
  22524. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22525. ! this.needsUpdate ) {
  22526. return this.cacheArcLengths;
  22527. }
  22528. this.needsUpdate = false;
  22529. var cache = [];
  22530. var current, last = this.getPoint( 0 );
  22531. var sum = 0;
  22532. cache.push( 0 );
  22533. for ( var p = 1; p <= divisions; p ++ ) {
  22534. current = this.getPoint( p / divisions );
  22535. sum += current.distanceTo( last );
  22536. cache.push( sum );
  22537. last = current;
  22538. }
  22539. this.cacheArcLengths = cache;
  22540. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22541. },
  22542. updateArcLengths: function () {
  22543. this.needsUpdate = true;
  22544. this.getLengths();
  22545. },
  22546. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22547. getUtoTmapping: function ( u, distance ) {
  22548. var arcLengths = this.getLengths();
  22549. var i = 0, il = arcLengths.length;
  22550. var targetArcLength; // The targeted u distance value to get
  22551. if ( distance ) {
  22552. targetArcLength = distance;
  22553. } else {
  22554. targetArcLength = u * arcLengths[ il - 1 ];
  22555. }
  22556. // binary search for the index with largest value smaller than target u distance
  22557. var low = 0, high = il - 1, comparison;
  22558. while ( low <= high ) {
  22559. 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
  22560. comparison = arcLengths[ i ] - targetArcLength;
  22561. if ( comparison < 0 ) {
  22562. low = i + 1;
  22563. } else if ( comparison > 0 ) {
  22564. high = i - 1;
  22565. } else {
  22566. high = i;
  22567. break;
  22568. // DONE
  22569. }
  22570. }
  22571. i = high;
  22572. if ( arcLengths[ i ] === targetArcLength ) {
  22573. return i / ( il - 1 );
  22574. }
  22575. // we could get finer grain at lengths, or use simple interpolation between two points
  22576. var lengthBefore = arcLengths[ i ];
  22577. var lengthAfter = arcLengths[ i + 1 ];
  22578. var segmentLength = lengthAfter - lengthBefore;
  22579. // determine where we are between the 'before' and 'after' points
  22580. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22581. // add that fractional amount to t
  22582. var t = ( i + segmentFraction ) / ( il - 1 );
  22583. return t;
  22584. },
  22585. // Returns a unit vector tangent at t
  22586. // In case any sub curve does not implement its tangent derivation,
  22587. // 2 points a small delta apart will be used to find its gradient
  22588. // which seems to give a reasonable approximation
  22589. getTangent: function ( t, optionalTarget ) {
  22590. var delta = 0.0001;
  22591. var t1 = t - delta;
  22592. var t2 = t + delta;
  22593. // Capping in case of danger
  22594. if ( t1 < 0 ) { t1 = 0; }
  22595. if ( t2 > 1 ) { t2 = 1; }
  22596. var pt1 = this.getPoint( t1 );
  22597. var pt2 = this.getPoint( t2 );
  22598. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22599. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22600. return tangent;
  22601. },
  22602. getTangentAt: function ( u, optionalTarget ) {
  22603. var t = this.getUtoTmapping( u );
  22604. return this.getTangent( t, optionalTarget );
  22605. },
  22606. computeFrenetFrames: function ( segments, closed ) {
  22607. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22608. var normal = new Vector3();
  22609. var tangents = [];
  22610. var normals = [];
  22611. var binormals = [];
  22612. var vec = new Vector3();
  22613. var mat = new Matrix4();
  22614. // compute the tangent vectors for each segment on the curve
  22615. for ( var i = 0; i <= segments; i ++ ) {
  22616. var u = i / segments;
  22617. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22618. tangents[ i ].normalize();
  22619. }
  22620. // select an initial normal vector perpendicular to the first tangent vector,
  22621. // and in the direction of the minimum tangent xyz component
  22622. normals[ 0 ] = new Vector3();
  22623. binormals[ 0 ] = new Vector3();
  22624. var min = Number.MAX_VALUE;
  22625. var tx = Math.abs( tangents[ 0 ].x );
  22626. var ty = Math.abs( tangents[ 0 ].y );
  22627. var tz = Math.abs( tangents[ 0 ].z );
  22628. if ( tx <= min ) {
  22629. min = tx;
  22630. normal.set( 1, 0, 0 );
  22631. }
  22632. if ( ty <= min ) {
  22633. min = ty;
  22634. normal.set( 0, 1, 0 );
  22635. }
  22636. if ( tz <= min ) {
  22637. normal.set( 0, 0, 1 );
  22638. }
  22639. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22640. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22641. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22642. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22643. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22644. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22645. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22646. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22647. if ( vec.length() > Number.EPSILON ) {
  22648. vec.normalize();
  22649. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22650. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22651. }
  22652. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22653. }
  22654. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22655. if ( closed === true ) {
  22656. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22657. theta$1 /= segments;
  22658. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22659. theta$1 = - theta$1;
  22660. }
  22661. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22662. // twist a little...
  22663. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22664. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22665. }
  22666. }
  22667. return {
  22668. tangents: tangents,
  22669. normals: normals,
  22670. binormals: binormals
  22671. };
  22672. },
  22673. clone: function () {
  22674. return new this.constructor().copy( this );
  22675. },
  22676. copy: function ( source ) {
  22677. this.arcLengthDivisions = source.arcLengthDivisions;
  22678. return this;
  22679. },
  22680. toJSON: function () {
  22681. var data = {
  22682. metadata: {
  22683. version: 4.5,
  22684. type: 'Curve',
  22685. generator: 'Curve.toJSON'
  22686. }
  22687. };
  22688. data.arcLengthDivisions = this.arcLengthDivisions;
  22689. data.type = this.type;
  22690. return data;
  22691. },
  22692. fromJSON: function ( json ) {
  22693. this.arcLengthDivisions = json.arcLengthDivisions;
  22694. return this;
  22695. }
  22696. } );
  22697. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22698. Curve.call( this );
  22699. this.type = 'EllipseCurve';
  22700. this.aX = aX || 0;
  22701. this.aY = aY || 0;
  22702. this.xRadius = xRadius || 1;
  22703. this.yRadius = yRadius || 1;
  22704. this.aStartAngle = aStartAngle || 0;
  22705. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22706. this.aClockwise = aClockwise || false;
  22707. this.aRotation = aRotation || 0;
  22708. }
  22709. EllipseCurve.prototype = Object.create( Curve.prototype );
  22710. EllipseCurve.prototype.constructor = EllipseCurve;
  22711. EllipseCurve.prototype.isEllipseCurve = true;
  22712. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22713. var point = optionalTarget || new Vector2();
  22714. var twoPi = Math.PI * 2;
  22715. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22716. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22717. // ensures that deltaAngle is 0 .. 2 PI
  22718. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22719. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22720. if ( deltaAngle < Number.EPSILON ) {
  22721. if ( samePoints ) {
  22722. deltaAngle = 0;
  22723. } else {
  22724. deltaAngle = twoPi;
  22725. }
  22726. }
  22727. if ( this.aClockwise === true && ! samePoints ) {
  22728. if ( deltaAngle === twoPi ) {
  22729. deltaAngle = - twoPi;
  22730. } else {
  22731. deltaAngle = deltaAngle - twoPi;
  22732. }
  22733. }
  22734. var angle = this.aStartAngle + t * deltaAngle;
  22735. var x = this.aX + this.xRadius * Math.cos( angle );
  22736. var y = this.aY + this.yRadius * Math.sin( angle );
  22737. if ( this.aRotation !== 0 ) {
  22738. var cos = Math.cos( this.aRotation );
  22739. var sin = Math.sin( this.aRotation );
  22740. var tx = x - this.aX;
  22741. var ty = y - this.aY;
  22742. // Rotate the point about the center of the ellipse.
  22743. x = tx * cos - ty * sin + this.aX;
  22744. y = tx * sin + ty * cos + this.aY;
  22745. }
  22746. return point.set( x, y );
  22747. };
  22748. EllipseCurve.prototype.copy = function ( source ) {
  22749. Curve.prototype.copy.call( this, source );
  22750. this.aX = source.aX;
  22751. this.aY = source.aY;
  22752. this.xRadius = source.xRadius;
  22753. this.yRadius = source.yRadius;
  22754. this.aStartAngle = source.aStartAngle;
  22755. this.aEndAngle = source.aEndAngle;
  22756. this.aClockwise = source.aClockwise;
  22757. this.aRotation = source.aRotation;
  22758. return this;
  22759. };
  22760. EllipseCurve.prototype.toJSON = function () {
  22761. var data = Curve.prototype.toJSON.call( this );
  22762. data.aX = this.aX;
  22763. data.aY = this.aY;
  22764. data.xRadius = this.xRadius;
  22765. data.yRadius = this.yRadius;
  22766. data.aStartAngle = this.aStartAngle;
  22767. data.aEndAngle = this.aEndAngle;
  22768. data.aClockwise = this.aClockwise;
  22769. data.aRotation = this.aRotation;
  22770. return data;
  22771. };
  22772. EllipseCurve.prototype.fromJSON = function ( json ) {
  22773. Curve.prototype.fromJSON.call( this, json );
  22774. this.aX = json.aX;
  22775. this.aY = json.aY;
  22776. this.xRadius = json.xRadius;
  22777. this.yRadius = json.yRadius;
  22778. this.aStartAngle = json.aStartAngle;
  22779. this.aEndAngle = json.aEndAngle;
  22780. this.aClockwise = json.aClockwise;
  22781. this.aRotation = json.aRotation;
  22782. return this;
  22783. };
  22784. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22785. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22786. this.type = 'ArcCurve';
  22787. }
  22788. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22789. ArcCurve.prototype.constructor = ArcCurve;
  22790. ArcCurve.prototype.isArcCurve = true;
  22791. /**
  22792. * @author zz85 https://github.com/zz85
  22793. *
  22794. * Centripetal CatmullRom Curve - which is useful for avoiding
  22795. * cusps and self-intersections in non-uniform catmull rom curves.
  22796. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22797. *
  22798. * curve.type accepts centripetal(default), chordal and catmullrom
  22799. * curve.tension is used for catmullrom which defaults to 0.5
  22800. */
  22801. /*
  22802. Based on an optimized c++ solution in
  22803. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22804. - http://ideone.com/NoEbVM
  22805. This CubicPoly class could be used for reusing some variables and calculations,
  22806. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22807. which can be placed in CurveUtils.
  22808. */
  22809. function CubicPoly() {
  22810. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22811. /*
  22812. * Compute coefficients for a cubic polynomial
  22813. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22814. * such that
  22815. * p(0) = x0, p(1) = x1
  22816. * and
  22817. * p'(0) = t0, p'(1) = t1.
  22818. */
  22819. function init( x0, x1, t0, t1 ) {
  22820. c0 = x0;
  22821. c1 = t0;
  22822. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22823. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22824. }
  22825. return {
  22826. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22827. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22828. },
  22829. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22830. // compute tangents when parameterized in [t1,t2]
  22831. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22832. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22833. // rescale tangents for parametrization in [0,1]
  22834. t1 *= dt1;
  22835. t2 *= dt1;
  22836. init( x1, x2, t1, t2 );
  22837. },
  22838. calc: function ( t ) {
  22839. var t2 = t * t;
  22840. var t3 = t2 * t;
  22841. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22842. }
  22843. };
  22844. }
  22845. //
  22846. var tmp = new Vector3();
  22847. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22848. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22849. Curve.call( this );
  22850. this.type = 'CatmullRomCurve3';
  22851. this.points = points || [];
  22852. this.closed = closed || false;
  22853. this.curveType = curveType || 'centripetal';
  22854. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22855. }
  22856. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22857. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22858. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22859. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22860. var point = optionalTarget || new Vector3();
  22861. var points = this.points;
  22862. var l = points.length;
  22863. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22864. var intPoint = Math.floor( p );
  22865. var weight = p - intPoint;
  22866. if ( this.closed ) {
  22867. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22868. } else if ( weight === 0 && intPoint === l - 1 ) {
  22869. intPoint = l - 2;
  22870. weight = 1;
  22871. }
  22872. var p0, p1, p2, p3; // 4 points
  22873. if ( this.closed || intPoint > 0 ) {
  22874. p0 = points[ ( intPoint - 1 ) % l ];
  22875. } else {
  22876. // extrapolate first point
  22877. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22878. p0 = tmp;
  22879. }
  22880. p1 = points[ intPoint % l ];
  22881. p2 = points[ ( intPoint + 1 ) % l ];
  22882. if ( this.closed || intPoint + 2 < l ) {
  22883. p3 = points[ ( intPoint + 2 ) % l ];
  22884. } else {
  22885. // extrapolate last point
  22886. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22887. p3 = tmp;
  22888. }
  22889. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22890. // init Centripetal / Chordal Catmull-Rom
  22891. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22892. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22893. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22894. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22895. // safety check for repeated points
  22896. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22897. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22898. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22899. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22900. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22901. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22902. } else if ( this.curveType === 'catmullrom' ) {
  22903. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22904. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22905. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22906. }
  22907. point.set(
  22908. px.calc( weight ),
  22909. py.calc( weight ),
  22910. pz.calc( weight )
  22911. );
  22912. return point;
  22913. };
  22914. CatmullRomCurve3.prototype.copy = function ( source ) {
  22915. Curve.prototype.copy.call( this, source );
  22916. this.points = [];
  22917. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22918. var point = source.points[ i ];
  22919. this.points.push( point.clone() );
  22920. }
  22921. this.closed = source.closed;
  22922. this.curveType = source.curveType;
  22923. this.tension = source.tension;
  22924. return this;
  22925. };
  22926. CatmullRomCurve3.prototype.toJSON = function () {
  22927. var data = Curve.prototype.toJSON.call( this );
  22928. data.points = [];
  22929. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22930. var point = this.points[ i ];
  22931. data.points.push( point.toArray() );
  22932. }
  22933. data.closed = this.closed;
  22934. data.curveType = this.curveType;
  22935. data.tension = this.tension;
  22936. return data;
  22937. };
  22938. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22939. Curve.prototype.fromJSON.call( this, json );
  22940. this.points = [];
  22941. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22942. var point = json.points[ i ];
  22943. this.points.push( new Vector3().fromArray( point ) );
  22944. }
  22945. this.closed = json.closed;
  22946. this.curveType = json.curveType;
  22947. this.tension = json.tension;
  22948. return this;
  22949. };
  22950. /**
  22951. * @author zz85 / http://www.lab4games.net/zz85/blog
  22952. *
  22953. * Bezier Curves formulas obtained from
  22954. * http://en.wikipedia.org/wiki/Bézier_curve
  22955. */
  22956. function CatmullRom( t, p0, p1, p2, p3 ) {
  22957. var v0 = ( p2 - p0 ) * 0.5;
  22958. var v1 = ( p3 - p1 ) * 0.5;
  22959. var t2 = t * t;
  22960. var t3 = t * t2;
  22961. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22962. }
  22963. //
  22964. function QuadraticBezierP0( t, p ) {
  22965. var k = 1 - t;
  22966. return k * k * p;
  22967. }
  22968. function QuadraticBezierP1( t, p ) {
  22969. return 2 * ( 1 - t ) * t * p;
  22970. }
  22971. function QuadraticBezierP2( t, p ) {
  22972. return t * t * p;
  22973. }
  22974. function QuadraticBezier( t, p0, p1, p2 ) {
  22975. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22976. QuadraticBezierP2( t, p2 );
  22977. }
  22978. //
  22979. function CubicBezierP0( t, p ) {
  22980. var k = 1 - t;
  22981. return k * k * k * p;
  22982. }
  22983. function CubicBezierP1( t, p ) {
  22984. var k = 1 - t;
  22985. return 3 * k * k * t * p;
  22986. }
  22987. function CubicBezierP2( t, p ) {
  22988. return 3 * ( 1 - t ) * t * t * p;
  22989. }
  22990. function CubicBezierP3( t, p ) {
  22991. return t * t * t * p;
  22992. }
  22993. function CubicBezier( t, p0, p1, p2, p3 ) {
  22994. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22995. CubicBezierP3( t, p3 );
  22996. }
  22997. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22998. Curve.call( this );
  22999. this.type = 'CubicBezierCurve';
  23000. this.v0 = v0 || new Vector2();
  23001. this.v1 = v1 || new Vector2();
  23002. this.v2 = v2 || new Vector2();
  23003. this.v3 = v3 || new Vector2();
  23004. }
  23005. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  23006. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23007. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23008. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23009. var point = optionalTarget || new Vector2();
  23010. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23011. point.set(
  23012. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23013. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23014. );
  23015. return point;
  23016. };
  23017. CubicBezierCurve.prototype.copy = function ( source ) {
  23018. Curve.prototype.copy.call( this, source );
  23019. this.v0.copy( source.v0 );
  23020. this.v1.copy( source.v1 );
  23021. this.v2.copy( source.v2 );
  23022. this.v3.copy( source.v3 );
  23023. return this;
  23024. };
  23025. CubicBezierCurve.prototype.toJSON = function () {
  23026. var data = Curve.prototype.toJSON.call( this );
  23027. data.v0 = this.v0.toArray();
  23028. data.v1 = this.v1.toArray();
  23029. data.v2 = this.v2.toArray();
  23030. data.v3 = this.v3.toArray();
  23031. return data;
  23032. };
  23033. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  23034. Curve.prototype.fromJSON.call( this, json );
  23035. this.v0.fromArray( json.v0 );
  23036. this.v1.fromArray( json.v1 );
  23037. this.v2.fromArray( json.v2 );
  23038. this.v3.fromArray( json.v3 );
  23039. return this;
  23040. };
  23041. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  23042. Curve.call( this );
  23043. this.type = 'CubicBezierCurve3';
  23044. this.v0 = v0 || new Vector3();
  23045. this.v1 = v1 || new Vector3();
  23046. this.v2 = v2 || new Vector3();
  23047. this.v3 = v3 || new Vector3();
  23048. }
  23049. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  23050. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23051. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23052. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23053. var point = optionalTarget || new Vector3();
  23054. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23055. point.set(
  23056. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23057. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23058. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23059. );
  23060. return point;
  23061. };
  23062. CubicBezierCurve3.prototype.copy = function ( source ) {
  23063. Curve.prototype.copy.call( this, source );
  23064. this.v0.copy( source.v0 );
  23065. this.v1.copy( source.v1 );
  23066. this.v2.copy( source.v2 );
  23067. this.v3.copy( source.v3 );
  23068. return this;
  23069. };
  23070. CubicBezierCurve3.prototype.toJSON = function () {
  23071. var data = Curve.prototype.toJSON.call( this );
  23072. data.v0 = this.v0.toArray();
  23073. data.v1 = this.v1.toArray();
  23074. data.v2 = this.v2.toArray();
  23075. data.v3 = this.v3.toArray();
  23076. return data;
  23077. };
  23078. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  23079. Curve.prototype.fromJSON.call( this, json );
  23080. this.v0.fromArray( json.v0 );
  23081. this.v1.fromArray( json.v1 );
  23082. this.v2.fromArray( json.v2 );
  23083. this.v3.fromArray( json.v3 );
  23084. return this;
  23085. };
  23086. function LineCurve( v1, v2 ) {
  23087. Curve.call( this );
  23088. this.type = 'LineCurve';
  23089. this.v1 = v1 || new Vector2();
  23090. this.v2 = v2 || new Vector2();
  23091. }
  23092. LineCurve.prototype = Object.create( Curve.prototype );
  23093. LineCurve.prototype.constructor = LineCurve;
  23094. LineCurve.prototype.isLineCurve = true;
  23095. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23096. var point = optionalTarget || new Vector2();
  23097. if ( t === 1 ) {
  23098. point.copy( this.v2 );
  23099. } else {
  23100. point.copy( this.v2 ).sub( this.v1 );
  23101. point.multiplyScalar( t ).add( this.v1 );
  23102. }
  23103. return point;
  23104. };
  23105. // Line curve is linear, so we can overwrite default getPointAt
  23106. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  23107. return this.getPoint( u, optionalTarget );
  23108. };
  23109. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  23110. var tangent = optionalTarget || new Vector2();
  23111. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  23112. return tangent;
  23113. };
  23114. LineCurve.prototype.copy = function ( source ) {
  23115. Curve.prototype.copy.call( this, source );
  23116. this.v1.copy( source.v1 );
  23117. this.v2.copy( source.v2 );
  23118. return this;
  23119. };
  23120. LineCurve.prototype.toJSON = function () {
  23121. var data = Curve.prototype.toJSON.call( this );
  23122. data.v1 = this.v1.toArray();
  23123. data.v2 = this.v2.toArray();
  23124. return data;
  23125. };
  23126. LineCurve.prototype.fromJSON = function ( json ) {
  23127. Curve.prototype.fromJSON.call( this, json );
  23128. this.v1.fromArray( json.v1 );
  23129. this.v2.fromArray( json.v2 );
  23130. return this;
  23131. };
  23132. function LineCurve3( v1, v2 ) {
  23133. Curve.call( this );
  23134. this.type = 'LineCurve3';
  23135. this.v1 = v1 || new Vector3();
  23136. this.v2 = v2 || new Vector3();
  23137. }
  23138. LineCurve3.prototype = Object.create( Curve.prototype );
  23139. LineCurve3.prototype.constructor = LineCurve3;
  23140. LineCurve3.prototype.isLineCurve3 = true;
  23141. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23142. var point = optionalTarget || new Vector3();
  23143. if ( t === 1 ) {
  23144. point.copy( this.v2 );
  23145. } else {
  23146. point.copy( this.v2 ).sub( this.v1 );
  23147. point.multiplyScalar( t ).add( this.v1 );
  23148. }
  23149. return point;
  23150. };
  23151. // Line curve is linear, so we can overwrite default getPointAt
  23152. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  23153. return this.getPoint( u, optionalTarget );
  23154. };
  23155. LineCurve3.prototype.copy = function ( source ) {
  23156. Curve.prototype.copy.call( this, source );
  23157. this.v1.copy( source.v1 );
  23158. this.v2.copy( source.v2 );
  23159. return this;
  23160. };
  23161. LineCurve3.prototype.toJSON = function () {
  23162. var data = Curve.prototype.toJSON.call( this );
  23163. data.v1 = this.v1.toArray();
  23164. data.v2 = this.v2.toArray();
  23165. return data;
  23166. };
  23167. LineCurve3.prototype.fromJSON = function ( json ) {
  23168. Curve.prototype.fromJSON.call( this, json );
  23169. this.v1.fromArray( json.v1 );
  23170. this.v2.fromArray( json.v2 );
  23171. return this;
  23172. };
  23173. function QuadraticBezierCurve( v0, v1, v2 ) {
  23174. Curve.call( this );
  23175. this.type = 'QuadraticBezierCurve';
  23176. this.v0 = v0 || new Vector2();
  23177. this.v1 = v1 || new Vector2();
  23178. this.v2 = v2 || new Vector2();
  23179. }
  23180. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23181. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23182. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23183. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23184. var point = optionalTarget || new Vector2();
  23185. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23186. point.set(
  23187. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23188. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23189. );
  23190. return point;
  23191. };
  23192. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23193. Curve.prototype.copy.call( this, source );
  23194. this.v0.copy( source.v0 );
  23195. this.v1.copy( source.v1 );
  23196. this.v2.copy( source.v2 );
  23197. return this;
  23198. };
  23199. QuadraticBezierCurve.prototype.toJSON = function () {
  23200. var data = Curve.prototype.toJSON.call( this );
  23201. data.v0 = this.v0.toArray();
  23202. data.v1 = this.v1.toArray();
  23203. data.v2 = this.v2.toArray();
  23204. return data;
  23205. };
  23206. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23207. Curve.prototype.fromJSON.call( this, json );
  23208. this.v0.fromArray( json.v0 );
  23209. this.v1.fromArray( json.v1 );
  23210. this.v2.fromArray( json.v2 );
  23211. return this;
  23212. };
  23213. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23214. Curve.call( this );
  23215. this.type = 'QuadraticBezierCurve3';
  23216. this.v0 = v0 || new Vector3();
  23217. this.v1 = v1 || new Vector3();
  23218. this.v2 = v2 || new Vector3();
  23219. }
  23220. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23221. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23222. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23223. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23224. var point = optionalTarget || new Vector3();
  23225. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23226. point.set(
  23227. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23228. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23229. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23230. );
  23231. return point;
  23232. };
  23233. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23234. Curve.prototype.copy.call( this, source );
  23235. this.v0.copy( source.v0 );
  23236. this.v1.copy( source.v1 );
  23237. this.v2.copy( source.v2 );
  23238. return this;
  23239. };
  23240. QuadraticBezierCurve3.prototype.toJSON = function () {
  23241. var data = Curve.prototype.toJSON.call( this );
  23242. data.v0 = this.v0.toArray();
  23243. data.v1 = this.v1.toArray();
  23244. data.v2 = this.v2.toArray();
  23245. return data;
  23246. };
  23247. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23248. Curve.prototype.fromJSON.call( this, json );
  23249. this.v0.fromArray( json.v0 );
  23250. this.v1.fromArray( json.v1 );
  23251. this.v2.fromArray( json.v2 );
  23252. return this;
  23253. };
  23254. function SplineCurve( points /* array of Vector2 */ ) {
  23255. Curve.call( this );
  23256. this.type = 'SplineCurve';
  23257. this.points = points || [];
  23258. }
  23259. SplineCurve.prototype = Object.create( Curve.prototype );
  23260. SplineCurve.prototype.constructor = SplineCurve;
  23261. SplineCurve.prototype.isSplineCurve = true;
  23262. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23263. var point = optionalTarget || new Vector2();
  23264. var points = this.points;
  23265. var p = ( points.length - 1 ) * t;
  23266. var intPoint = Math.floor( p );
  23267. var weight = p - intPoint;
  23268. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23269. var p1 = points[ intPoint ];
  23270. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23271. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23272. point.set(
  23273. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23274. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23275. );
  23276. return point;
  23277. };
  23278. SplineCurve.prototype.copy = function ( source ) {
  23279. Curve.prototype.copy.call( this, source );
  23280. this.points = [];
  23281. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23282. var point = source.points[ i ];
  23283. this.points.push( point.clone() );
  23284. }
  23285. return this;
  23286. };
  23287. SplineCurve.prototype.toJSON = function () {
  23288. var data = Curve.prototype.toJSON.call( this );
  23289. data.points = [];
  23290. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23291. var point = this.points[ i ];
  23292. data.points.push( point.toArray() );
  23293. }
  23294. return data;
  23295. };
  23296. SplineCurve.prototype.fromJSON = function ( json ) {
  23297. Curve.prototype.fromJSON.call( this, json );
  23298. this.points = [];
  23299. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23300. var point = json.points[ i ];
  23301. this.points.push( new Vector2().fromArray( point ) );
  23302. }
  23303. return this;
  23304. };
  23305. var Curves = /*#__PURE__*/Object.freeze({
  23306. __proto__: null,
  23307. ArcCurve: ArcCurve,
  23308. CatmullRomCurve3: CatmullRomCurve3,
  23309. CubicBezierCurve: CubicBezierCurve,
  23310. CubicBezierCurve3: CubicBezierCurve3,
  23311. EllipseCurve: EllipseCurve,
  23312. LineCurve: LineCurve,
  23313. LineCurve3: LineCurve3,
  23314. QuadraticBezierCurve: QuadraticBezierCurve,
  23315. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23316. SplineCurve: SplineCurve
  23317. });
  23318. /**
  23319. * @author zz85 / http://www.lab4games.net/zz85/blog
  23320. *
  23321. **/
  23322. /**************************************************************
  23323. * Curved Path - a curve path is simply a array of connected
  23324. * curves, but retains the api of a curve
  23325. **************************************************************/
  23326. function CurvePath() {
  23327. Curve.call( this );
  23328. this.type = 'CurvePath';
  23329. this.curves = [];
  23330. this.autoClose = false; // Automatically closes the path
  23331. }
  23332. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23333. constructor: CurvePath,
  23334. add: function ( curve ) {
  23335. this.curves.push( curve );
  23336. },
  23337. closePath: function () {
  23338. // Add a line curve if start and end of lines are not connected
  23339. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23340. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23341. if ( ! startPoint.equals( endPoint ) ) {
  23342. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23343. }
  23344. },
  23345. // To get accurate point with reference to
  23346. // entire path distance at time t,
  23347. // following has to be done:
  23348. // 1. Length of each sub path have to be known
  23349. // 2. Locate and identify type of curve
  23350. // 3. Get t for the curve
  23351. // 4. Return curve.getPointAt(t')
  23352. getPoint: function ( t ) {
  23353. var d = t * this.getLength();
  23354. var curveLengths = this.getCurveLengths();
  23355. var i = 0;
  23356. // To think about boundaries points.
  23357. while ( i < curveLengths.length ) {
  23358. if ( curveLengths[ i ] >= d ) {
  23359. var diff = curveLengths[ i ] - d;
  23360. var curve = this.curves[ i ];
  23361. var segmentLength = curve.getLength();
  23362. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23363. return curve.getPointAt( u );
  23364. }
  23365. i ++;
  23366. }
  23367. return null;
  23368. // loop where sum != 0, sum > d , sum+1 <d
  23369. },
  23370. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23371. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23372. // getPoint() depends on getLength
  23373. getLength: function () {
  23374. var lens = this.getCurveLengths();
  23375. return lens[ lens.length - 1 ];
  23376. },
  23377. // cacheLengths must be recalculated.
  23378. updateArcLengths: function () {
  23379. this.needsUpdate = true;
  23380. this.cacheLengths = null;
  23381. this.getCurveLengths();
  23382. },
  23383. // Compute lengths and cache them
  23384. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23385. getCurveLengths: function () {
  23386. // We use cache values if curves and cache array are same length
  23387. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23388. return this.cacheLengths;
  23389. }
  23390. // Get length of sub-curve
  23391. // Push sums into cached array
  23392. var lengths = [];
  23393. var sums = 0;
  23394. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23395. sums += this.curves[ i ].getLength();
  23396. lengths.push( sums );
  23397. }
  23398. this.cacheLengths = lengths;
  23399. return lengths;
  23400. },
  23401. getSpacedPoints: function ( divisions ) {
  23402. if ( divisions === undefined ) { divisions = 40; }
  23403. var points = [];
  23404. for ( var i = 0; i <= divisions; i ++ ) {
  23405. points.push( this.getPoint( i / divisions ) );
  23406. }
  23407. if ( this.autoClose ) {
  23408. points.push( points[ 0 ] );
  23409. }
  23410. return points;
  23411. },
  23412. getPoints: function ( divisions ) {
  23413. divisions = divisions || 12;
  23414. var points = [];
  23415. var last;
  23416. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23417. var curve = curves[ i ];
  23418. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23419. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23420. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23421. : divisions;
  23422. var pts = curve.getPoints( resolution );
  23423. for ( var j = 0; j < pts.length; j ++ ) {
  23424. var point = pts[ j ];
  23425. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23426. points.push( point );
  23427. last = point;
  23428. }
  23429. }
  23430. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23431. points.push( points[ 0 ] );
  23432. }
  23433. return points;
  23434. },
  23435. copy: function ( source ) {
  23436. Curve.prototype.copy.call( this, source );
  23437. this.curves = [];
  23438. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23439. var curve = source.curves[ i ];
  23440. this.curves.push( curve.clone() );
  23441. }
  23442. this.autoClose = source.autoClose;
  23443. return this;
  23444. },
  23445. toJSON: function () {
  23446. var data = Curve.prototype.toJSON.call( this );
  23447. data.autoClose = this.autoClose;
  23448. data.curves = [];
  23449. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23450. var curve = this.curves[ i ];
  23451. data.curves.push( curve.toJSON() );
  23452. }
  23453. return data;
  23454. },
  23455. fromJSON: function ( json ) {
  23456. Curve.prototype.fromJSON.call( this, json );
  23457. this.autoClose = json.autoClose;
  23458. this.curves = [];
  23459. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23460. var curve = json.curves[ i ];
  23461. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23462. }
  23463. return this;
  23464. }
  23465. } );
  23466. /**
  23467. * @author zz85 / http://www.lab4games.net/zz85/blog
  23468. * Creates free form 2d path using series of points, lines or curves.
  23469. **/
  23470. function Path( points ) {
  23471. CurvePath.call( this );
  23472. this.type = 'Path';
  23473. this.currentPoint = new Vector2();
  23474. if ( points ) {
  23475. this.setFromPoints( points );
  23476. }
  23477. }
  23478. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23479. constructor: Path,
  23480. setFromPoints: function ( points ) {
  23481. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23482. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23483. this.lineTo( points[ i ].x, points[ i ].y );
  23484. }
  23485. return this;
  23486. },
  23487. moveTo: function ( x, y ) {
  23488. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23489. return this;
  23490. },
  23491. lineTo: function ( x, y ) {
  23492. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23493. this.curves.push( curve );
  23494. this.currentPoint.set( x, y );
  23495. return this;
  23496. },
  23497. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23498. var curve = new QuadraticBezierCurve(
  23499. this.currentPoint.clone(),
  23500. new Vector2( aCPx, aCPy ),
  23501. new Vector2( aX, aY )
  23502. );
  23503. this.curves.push( curve );
  23504. this.currentPoint.set( aX, aY );
  23505. return this;
  23506. },
  23507. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23508. var curve = new CubicBezierCurve(
  23509. this.currentPoint.clone(),
  23510. new Vector2( aCP1x, aCP1y ),
  23511. new Vector2( aCP2x, aCP2y ),
  23512. new Vector2( aX, aY )
  23513. );
  23514. this.curves.push( curve );
  23515. this.currentPoint.set( aX, aY );
  23516. return this;
  23517. },
  23518. splineThru: function ( pts /*Array of Vector*/ ) {
  23519. var npts = [ this.currentPoint.clone() ].concat( pts );
  23520. var curve = new SplineCurve( npts );
  23521. this.curves.push( curve );
  23522. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23523. return this;
  23524. },
  23525. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23526. var x0 = this.currentPoint.x;
  23527. var y0 = this.currentPoint.y;
  23528. this.absarc( aX + x0, aY + y0, aRadius,
  23529. aStartAngle, aEndAngle, aClockwise );
  23530. return this;
  23531. },
  23532. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23533. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23534. return this;
  23535. },
  23536. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23537. var x0 = this.currentPoint.x;
  23538. var y0 = this.currentPoint.y;
  23539. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23540. return this;
  23541. },
  23542. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23543. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23544. if ( this.curves.length > 0 ) {
  23545. // if a previous curve is present, attempt to join
  23546. var firstPoint = curve.getPoint( 0 );
  23547. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23548. this.lineTo( firstPoint.x, firstPoint.y );
  23549. }
  23550. }
  23551. this.curves.push( curve );
  23552. var lastPoint = curve.getPoint( 1 );
  23553. this.currentPoint.copy( lastPoint );
  23554. return this;
  23555. },
  23556. copy: function ( source ) {
  23557. CurvePath.prototype.copy.call( this, source );
  23558. this.currentPoint.copy( source.currentPoint );
  23559. return this;
  23560. },
  23561. toJSON: function () {
  23562. var data = CurvePath.prototype.toJSON.call( this );
  23563. data.currentPoint = this.currentPoint.toArray();
  23564. return data;
  23565. },
  23566. fromJSON: function ( json ) {
  23567. CurvePath.prototype.fromJSON.call( this, json );
  23568. this.currentPoint.fromArray( json.currentPoint );
  23569. return this;
  23570. }
  23571. } );
  23572. /**
  23573. * @author zz85 / http://www.lab4games.net/zz85/blog
  23574. * Defines a 2d shape plane using paths.
  23575. **/
  23576. // STEP 1 Create a path.
  23577. // STEP 2 Turn path into shape.
  23578. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23579. // STEP 3a - Extract points from each shape, turn to vertices
  23580. // STEP 3b - Triangulate each shape, add faces.
  23581. function Shape( points ) {
  23582. Path.call( this, points );
  23583. this.uuid = MathUtils.generateUUID();
  23584. this.type = 'Shape';
  23585. this.holes = [];
  23586. }
  23587. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23588. constructor: Shape,
  23589. getPointsHoles: function ( divisions ) {
  23590. var holesPts = [];
  23591. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23592. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23593. }
  23594. return holesPts;
  23595. },
  23596. // get points of shape and holes (keypoints based on segments parameter)
  23597. extractPoints: function ( divisions ) {
  23598. return {
  23599. shape: this.getPoints( divisions ),
  23600. holes: this.getPointsHoles( divisions )
  23601. };
  23602. },
  23603. copy: function ( source ) {
  23604. Path.prototype.copy.call( this, source );
  23605. this.holes = [];
  23606. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23607. var hole = source.holes[ i ];
  23608. this.holes.push( hole.clone() );
  23609. }
  23610. return this;
  23611. },
  23612. toJSON: function () {
  23613. var data = Path.prototype.toJSON.call( this );
  23614. data.uuid = this.uuid;
  23615. data.holes = [];
  23616. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23617. var hole = this.holes[ i ];
  23618. data.holes.push( hole.toJSON() );
  23619. }
  23620. return data;
  23621. },
  23622. fromJSON: function ( json ) {
  23623. Path.prototype.fromJSON.call( this, json );
  23624. this.uuid = json.uuid;
  23625. this.holes = [];
  23626. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23627. var hole = json.holes[ i ];
  23628. this.holes.push( new Path().fromJSON( hole ) );
  23629. }
  23630. return this;
  23631. }
  23632. } );
  23633. /**
  23634. * @author mrdoob / http://mrdoob.com/
  23635. * @author alteredq / http://alteredqualia.com/
  23636. */
  23637. function Light( color, intensity ) {
  23638. Object3D.call( this );
  23639. this.type = 'Light';
  23640. this.color = new Color( color );
  23641. this.intensity = intensity !== undefined ? intensity : 1;
  23642. this.receiveShadow = undefined;
  23643. }
  23644. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23645. constructor: Light,
  23646. isLight: true,
  23647. copy: function ( source ) {
  23648. Object3D.prototype.copy.call( this, source );
  23649. this.color.copy( source.color );
  23650. this.intensity = source.intensity;
  23651. return this;
  23652. },
  23653. toJSON: function ( meta ) {
  23654. var data = Object3D.prototype.toJSON.call( this, meta );
  23655. data.object.color = this.color.getHex();
  23656. data.object.intensity = this.intensity;
  23657. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23658. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23659. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23660. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23661. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23662. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23663. return data;
  23664. }
  23665. } );
  23666. /**
  23667. * @author alteredq / http://alteredqualia.com/
  23668. */
  23669. function HemisphereLight( skyColor, groundColor, intensity ) {
  23670. Light.call( this, skyColor, intensity );
  23671. this.type = 'HemisphereLight';
  23672. this.castShadow = undefined;
  23673. this.position.copy( Object3D.DefaultUp );
  23674. this.updateMatrix();
  23675. this.groundColor = new Color( groundColor );
  23676. }
  23677. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23678. constructor: HemisphereLight,
  23679. isHemisphereLight: true,
  23680. copy: function ( source ) {
  23681. Light.prototype.copy.call( this, source );
  23682. this.groundColor.copy( source.groundColor );
  23683. return this;
  23684. }
  23685. } );
  23686. /**
  23687. * @author mrdoob / http://mrdoob.com/
  23688. */
  23689. function LightShadow( camera ) {
  23690. this.camera = camera;
  23691. this.bias = 0;
  23692. this.normalBias = 0;
  23693. this.radius = 1;
  23694. this.mapSize = new Vector2( 512, 512 );
  23695. this.map = null;
  23696. this.mapPass = null;
  23697. this.matrix = new Matrix4();
  23698. this.autoUpdate = true;
  23699. this.needsUpdate = false;
  23700. this._frustum = new Frustum();
  23701. this._frameExtents = new Vector2( 1, 1 );
  23702. this._viewportCount = 1;
  23703. this._viewports = [
  23704. new Vector4( 0, 0, 1, 1 )
  23705. ];
  23706. }
  23707. Object.assign( LightShadow.prototype, {
  23708. _projScreenMatrix: new Matrix4(),
  23709. _lightPositionWorld: new Vector3(),
  23710. _lookTarget: new Vector3(),
  23711. getViewportCount: function () {
  23712. return this._viewportCount;
  23713. },
  23714. getFrustum: function () {
  23715. return this._frustum;
  23716. },
  23717. updateMatrices: function ( light ) {
  23718. var shadowCamera = this.camera,
  23719. shadowMatrix = this.matrix,
  23720. projScreenMatrix = this._projScreenMatrix,
  23721. lookTarget = this._lookTarget,
  23722. lightPositionWorld = this._lightPositionWorld;
  23723. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23724. shadowCamera.position.copy( lightPositionWorld );
  23725. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23726. shadowCamera.lookAt( lookTarget );
  23727. shadowCamera.updateMatrixWorld();
  23728. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23729. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23730. shadowMatrix.set(
  23731. 0.5, 0.0, 0.0, 0.5,
  23732. 0.0, 0.5, 0.0, 0.5,
  23733. 0.0, 0.0, 0.5, 0.5,
  23734. 0.0, 0.0, 0.0, 1.0
  23735. );
  23736. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23737. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23738. },
  23739. getViewport: function ( viewportIndex ) {
  23740. return this._viewports[ viewportIndex ];
  23741. },
  23742. getFrameExtents: function () {
  23743. return this._frameExtents;
  23744. },
  23745. copy: function ( source ) {
  23746. this.camera = source.camera.clone();
  23747. this.bias = source.bias;
  23748. this.radius = source.radius;
  23749. this.mapSize.copy( source.mapSize );
  23750. return this;
  23751. },
  23752. clone: function () {
  23753. return new this.constructor().copy( this );
  23754. },
  23755. toJSON: function () {
  23756. var object = {};
  23757. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23758. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23759. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23760. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23761. object.camera = this.camera.toJSON( false ).object;
  23762. delete object.camera.matrix;
  23763. return object;
  23764. }
  23765. } );
  23766. /**
  23767. * @author mrdoob / http://mrdoob.com/
  23768. */
  23769. function SpotLightShadow() {
  23770. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23771. }
  23772. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23773. constructor: SpotLightShadow,
  23774. isSpotLightShadow: true,
  23775. updateMatrices: function ( light ) {
  23776. var camera = this.camera;
  23777. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23778. var aspect = this.mapSize.width / this.mapSize.height;
  23779. var far = light.distance || camera.far;
  23780. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23781. camera.fov = fov;
  23782. camera.aspect = aspect;
  23783. camera.far = far;
  23784. camera.updateProjectionMatrix();
  23785. }
  23786. LightShadow.prototype.updateMatrices.call( this, light );
  23787. }
  23788. } );
  23789. /**
  23790. * @author alteredq / http://alteredqualia.com/
  23791. */
  23792. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23793. Light.call( this, color, intensity );
  23794. this.type = 'SpotLight';
  23795. this.position.copy( Object3D.DefaultUp );
  23796. this.updateMatrix();
  23797. this.target = new Object3D();
  23798. Object.defineProperty( this, 'power', {
  23799. get: function () {
  23800. // intensity = power per solid angle.
  23801. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23802. return this.intensity * Math.PI;
  23803. },
  23804. set: function ( power ) {
  23805. // intensity = power per solid angle.
  23806. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23807. this.intensity = power / Math.PI;
  23808. }
  23809. } );
  23810. this.distance = ( distance !== undefined ) ? distance : 0;
  23811. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23812. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23813. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23814. this.shadow = new SpotLightShadow();
  23815. }
  23816. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23817. constructor: SpotLight,
  23818. isSpotLight: true,
  23819. copy: function ( source ) {
  23820. Light.prototype.copy.call( this, source );
  23821. this.distance = source.distance;
  23822. this.angle = source.angle;
  23823. this.penumbra = source.penumbra;
  23824. this.decay = source.decay;
  23825. this.target = source.target.clone();
  23826. this.shadow = source.shadow.clone();
  23827. return this;
  23828. }
  23829. } );
  23830. function PointLightShadow() {
  23831. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23832. this._frameExtents = new Vector2( 4, 2 );
  23833. this._viewportCount = 6;
  23834. this._viewports = [
  23835. // These viewports map a cube-map onto a 2D texture with the
  23836. // following orientation:
  23837. //
  23838. // xzXZ
  23839. // y Y
  23840. //
  23841. // X - Positive x direction
  23842. // x - Negative x direction
  23843. // Y - Positive y direction
  23844. // y - Negative y direction
  23845. // Z - Positive z direction
  23846. // z - Negative z direction
  23847. // positive X
  23848. new Vector4( 2, 1, 1, 1 ),
  23849. // negative X
  23850. new Vector4( 0, 1, 1, 1 ),
  23851. // positive Z
  23852. new Vector4( 3, 1, 1, 1 ),
  23853. // negative Z
  23854. new Vector4( 1, 1, 1, 1 ),
  23855. // positive Y
  23856. new Vector4( 3, 0, 1, 1 ),
  23857. // negative Y
  23858. new Vector4( 1, 0, 1, 1 )
  23859. ];
  23860. this._cubeDirections = [
  23861. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23862. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23863. ];
  23864. this._cubeUps = [
  23865. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23866. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23867. ];
  23868. }
  23869. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23870. constructor: PointLightShadow,
  23871. isPointLightShadow: true,
  23872. updateMatrices: function ( light, viewportIndex ) {
  23873. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23874. var camera = this.camera,
  23875. shadowMatrix = this.matrix,
  23876. lightPositionWorld = this._lightPositionWorld,
  23877. lookTarget = this._lookTarget,
  23878. projScreenMatrix = this._projScreenMatrix;
  23879. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23880. camera.position.copy( lightPositionWorld );
  23881. lookTarget.copy( camera.position );
  23882. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23883. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23884. camera.lookAt( lookTarget );
  23885. camera.updateMatrixWorld();
  23886. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23887. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23888. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23889. }
  23890. } );
  23891. /**
  23892. * @author mrdoob / http://mrdoob.com/
  23893. */
  23894. function PointLight( color, intensity, distance, decay ) {
  23895. Light.call( this, color, intensity );
  23896. this.type = 'PointLight';
  23897. Object.defineProperty( this, 'power', {
  23898. get: function () {
  23899. // intensity = power per solid angle.
  23900. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23901. return this.intensity * 4 * Math.PI;
  23902. },
  23903. set: function ( power ) {
  23904. // intensity = power per solid angle.
  23905. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23906. this.intensity = power / ( 4 * Math.PI );
  23907. }
  23908. } );
  23909. this.distance = ( distance !== undefined ) ? distance : 0;
  23910. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23911. this.shadow = new PointLightShadow();
  23912. }
  23913. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23914. constructor: PointLight,
  23915. isPointLight: true,
  23916. copy: function ( source ) {
  23917. Light.prototype.copy.call( this, source );
  23918. this.distance = source.distance;
  23919. this.decay = source.decay;
  23920. this.shadow = source.shadow.clone();
  23921. return this;
  23922. }
  23923. } );
  23924. /**
  23925. * @author alteredq / http://alteredqualia.com/
  23926. * @author arose / http://github.com/arose
  23927. */
  23928. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23929. Camera.call( this );
  23930. this.type = 'OrthographicCamera';
  23931. this.zoom = 1;
  23932. this.view = null;
  23933. this.left = ( left !== undefined ) ? left : - 1;
  23934. this.right = ( right !== undefined ) ? right : 1;
  23935. this.top = ( top !== undefined ) ? top : 1;
  23936. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23937. this.near = ( near !== undefined ) ? near : 0.1;
  23938. this.far = ( far !== undefined ) ? far : 2000;
  23939. this.updateProjectionMatrix();
  23940. }
  23941. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23942. constructor: OrthographicCamera,
  23943. isOrthographicCamera: true,
  23944. copy: function ( source, recursive ) {
  23945. Camera.prototype.copy.call( this, source, recursive );
  23946. this.left = source.left;
  23947. this.right = source.right;
  23948. this.top = source.top;
  23949. this.bottom = source.bottom;
  23950. this.near = source.near;
  23951. this.far = source.far;
  23952. this.zoom = source.zoom;
  23953. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23954. return this;
  23955. },
  23956. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23957. if ( this.view === null ) {
  23958. this.view = {
  23959. enabled: true,
  23960. fullWidth: 1,
  23961. fullHeight: 1,
  23962. offsetX: 0,
  23963. offsetY: 0,
  23964. width: 1,
  23965. height: 1
  23966. };
  23967. }
  23968. this.view.enabled = true;
  23969. this.view.fullWidth = fullWidth;
  23970. this.view.fullHeight = fullHeight;
  23971. this.view.offsetX = x;
  23972. this.view.offsetY = y;
  23973. this.view.width = width;
  23974. this.view.height = height;
  23975. this.updateProjectionMatrix();
  23976. },
  23977. clearViewOffset: function () {
  23978. if ( this.view !== null ) {
  23979. this.view.enabled = false;
  23980. }
  23981. this.updateProjectionMatrix();
  23982. },
  23983. updateProjectionMatrix: function () {
  23984. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23985. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23986. var cx = ( this.right + this.left ) / 2;
  23987. var cy = ( this.top + this.bottom ) / 2;
  23988. var left = cx - dx;
  23989. var right = cx + dx;
  23990. var top = cy + dy;
  23991. var bottom = cy - dy;
  23992. if ( this.view !== null && this.view.enabled ) {
  23993. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23994. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23995. left += scaleW * this.view.offsetX;
  23996. right = left + scaleW * this.view.width;
  23997. top -= scaleH * this.view.offsetY;
  23998. bottom = top - scaleH * this.view.height;
  23999. }
  24000. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  24001. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  24002. },
  24003. toJSON: function ( meta ) {
  24004. var data = Object3D.prototype.toJSON.call( this, meta );
  24005. data.object.zoom = this.zoom;
  24006. data.object.left = this.left;
  24007. data.object.right = this.right;
  24008. data.object.top = this.top;
  24009. data.object.bottom = this.bottom;
  24010. data.object.near = this.near;
  24011. data.object.far = this.far;
  24012. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  24013. return data;
  24014. }
  24015. } );
  24016. /**
  24017. * @author mrdoob / http://mrdoob.com/
  24018. */
  24019. function DirectionalLightShadow() {
  24020. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  24021. }
  24022. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  24023. constructor: DirectionalLightShadow,
  24024. isDirectionalLightShadow: true,
  24025. updateMatrices: function ( light ) {
  24026. LightShadow.prototype.updateMatrices.call( this, light );
  24027. }
  24028. } );
  24029. /**
  24030. * @author mrdoob / http://mrdoob.com/
  24031. * @author alteredq / http://alteredqualia.com/
  24032. */
  24033. function DirectionalLight( color, intensity ) {
  24034. Light.call( this, color, intensity );
  24035. this.type = 'DirectionalLight';
  24036. this.position.copy( Object3D.DefaultUp );
  24037. this.updateMatrix();
  24038. this.target = new Object3D();
  24039. this.shadow = new DirectionalLightShadow();
  24040. }
  24041. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24042. constructor: DirectionalLight,
  24043. isDirectionalLight: true,
  24044. copy: function ( source ) {
  24045. Light.prototype.copy.call( this, source );
  24046. this.target = source.target.clone();
  24047. this.shadow = source.shadow.clone();
  24048. return this;
  24049. }
  24050. } );
  24051. /**
  24052. * @author mrdoob / http://mrdoob.com/
  24053. */
  24054. function AmbientLight( color, intensity ) {
  24055. Light.call( this, color, intensity );
  24056. this.type = 'AmbientLight';
  24057. this.castShadow = undefined;
  24058. }
  24059. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24060. constructor: AmbientLight,
  24061. isAmbientLight: true
  24062. } );
  24063. /**
  24064. * @author abelnation / http://github.com/abelnation
  24065. */
  24066. function RectAreaLight( color, intensity, width, height ) {
  24067. Light.call( this, color, intensity );
  24068. this.type = 'RectAreaLight';
  24069. this.width = ( width !== undefined ) ? width : 10;
  24070. this.height = ( height !== undefined ) ? height : 10;
  24071. }
  24072. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24073. constructor: RectAreaLight,
  24074. isRectAreaLight: true,
  24075. copy: function ( source ) {
  24076. Light.prototype.copy.call( this, source );
  24077. this.width = source.width;
  24078. this.height = source.height;
  24079. return this;
  24080. },
  24081. toJSON: function ( meta ) {
  24082. var data = Light.prototype.toJSON.call( this, meta );
  24083. data.object.width = this.width;
  24084. data.object.height = this.height;
  24085. return data;
  24086. }
  24087. } );
  24088. /**
  24089. * @author bhouston / http://clara.io
  24090. * @author WestLangley / http://github.com/WestLangley
  24091. *
  24092. * Primary reference:
  24093. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24094. *
  24095. * Secondary reference:
  24096. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24097. */
  24098. // 3-band SH defined by 9 coefficients
  24099. function SphericalHarmonics3() {
  24100. this.coefficients = [];
  24101. for ( var i = 0; i < 9; i ++ ) {
  24102. this.coefficients.push( new Vector3() );
  24103. }
  24104. }
  24105. Object.assign( SphericalHarmonics3.prototype, {
  24106. isSphericalHarmonics3: true,
  24107. set: function ( coefficients ) {
  24108. for ( var i = 0; i < 9; i ++ ) {
  24109. this.coefficients[ i ].copy( coefficients[ i ] );
  24110. }
  24111. return this;
  24112. },
  24113. zero: function () {
  24114. for ( var i = 0; i < 9; i ++ ) {
  24115. this.coefficients[ i ].set( 0, 0, 0 );
  24116. }
  24117. return this;
  24118. },
  24119. // get the radiance in the direction of the normal
  24120. // target is a Vector3
  24121. getAt: function ( normal, target ) {
  24122. // normal is assumed to be unit length
  24123. var x = normal.x, y = normal.y, z = normal.z;
  24124. var coeff = this.coefficients;
  24125. // band 0
  24126. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24127. // band 1
  24128. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  24129. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  24130. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  24131. // band 2
  24132. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  24133. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  24134. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24135. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  24136. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24137. return target;
  24138. },
  24139. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24140. // target is a Vector3
  24141. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24142. getIrradianceAt: function ( normal, target ) {
  24143. // normal is assumed to be unit length
  24144. var x = normal.x, y = normal.y, z = normal.z;
  24145. var coeff = this.coefficients;
  24146. // band 0
  24147. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24148. // band 1
  24149. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24150. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  24151. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  24152. // band 2
  24153. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24154. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24155. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24156. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24157. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24158. return target;
  24159. },
  24160. add: function ( sh ) {
  24161. for ( var i = 0; i < 9; i ++ ) {
  24162. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24163. }
  24164. return this;
  24165. },
  24166. addScaledSH: function ( sh, s ) {
  24167. for ( var i = 0; i < 9; i ++ ) {
  24168. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24169. }
  24170. return this;
  24171. },
  24172. scale: function ( s ) {
  24173. for ( var i = 0; i < 9; i ++ ) {
  24174. this.coefficients[ i ].multiplyScalar( s );
  24175. }
  24176. return this;
  24177. },
  24178. lerp: function ( sh, alpha ) {
  24179. for ( var i = 0; i < 9; i ++ ) {
  24180. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24181. }
  24182. return this;
  24183. },
  24184. equals: function ( sh ) {
  24185. for ( var i = 0; i < 9; i ++ ) {
  24186. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24187. return false;
  24188. }
  24189. }
  24190. return true;
  24191. },
  24192. copy: function ( sh ) {
  24193. return this.set( sh.coefficients );
  24194. },
  24195. clone: function () {
  24196. return new this.constructor().copy( this );
  24197. },
  24198. fromArray: function ( array, offset ) {
  24199. if ( offset === undefined ) { offset = 0; }
  24200. var coefficients = this.coefficients;
  24201. for ( var i = 0; i < 9; i ++ ) {
  24202. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24203. }
  24204. return this;
  24205. },
  24206. toArray: function ( array, offset ) {
  24207. if ( array === undefined ) { array = []; }
  24208. if ( offset === undefined ) { offset = 0; }
  24209. var coefficients = this.coefficients;
  24210. for ( var i = 0; i < 9; i ++ ) {
  24211. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24212. }
  24213. return array;
  24214. }
  24215. } );
  24216. Object.assign( SphericalHarmonics3, {
  24217. // evaluate the basis functions
  24218. // shBasis is an Array[ 9 ]
  24219. getBasisAt: function ( normal, shBasis ) {
  24220. // normal is assumed to be unit length
  24221. var x = normal.x, y = normal.y, z = normal.z;
  24222. // band 0
  24223. shBasis[ 0 ] = 0.282095;
  24224. // band 1
  24225. shBasis[ 1 ] = 0.488603 * y;
  24226. shBasis[ 2 ] = 0.488603 * z;
  24227. shBasis[ 3 ] = 0.488603 * x;
  24228. // band 2
  24229. shBasis[ 4 ] = 1.092548 * x * y;
  24230. shBasis[ 5 ] = 1.092548 * y * z;
  24231. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24232. shBasis[ 7 ] = 1.092548 * x * z;
  24233. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24234. }
  24235. } );
  24236. /**
  24237. * @author WestLangley / http://github.com/WestLangley
  24238. *
  24239. * A LightProbe is a source of indirect-diffuse light
  24240. */
  24241. function LightProbe( sh, intensity ) {
  24242. Light.call( this, undefined, intensity );
  24243. this.type = 'LightProbe';
  24244. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24245. }
  24246. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24247. constructor: LightProbe,
  24248. isLightProbe: true,
  24249. copy: function ( source ) {
  24250. Light.prototype.copy.call( this, source );
  24251. this.sh.copy( source.sh );
  24252. return this;
  24253. },
  24254. fromJSON: function ( json ) {
  24255. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24256. this.sh.fromArray( json.sh );
  24257. return this;
  24258. },
  24259. toJSON: function ( meta ) {
  24260. var data = Light.prototype.toJSON.call( this, meta );
  24261. data.object.sh = this.sh.toArray();
  24262. return data;
  24263. }
  24264. } );
  24265. /**
  24266. * @author mrdoob / http://mrdoob.com/
  24267. */
  24268. function MaterialLoader( manager ) {
  24269. Loader.call( this, manager );
  24270. this.textures = {};
  24271. }
  24272. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24273. constructor: MaterialLoader,
  24274. load: function ( url, onLoad, onProgress, onError ) {
  24275. var scope = this;
  24276. var loader = new FileLoader( scope.manager );
  24277. loader.setPath( scope.path );
  24278. loader.load( url, function ( text ) {
  24279. try {
  24280. onLoad( scope.parse( JSON.parse( text ) ) );
  24281. } catch ( e ) {
  24282. if ( onError ) {
  24283. onError( e );
  24284. } else {
  24285. console.error( e );
  24286. }
  24287. scope.manager.itemError( url );
  24288. }
  24289. }, onProgress, onError );
  24290. },
  24291. parse: function ( json ) {
  24292. var textures = this.textures;
  24293. function getTexture( name ) {
  24294. if ( textures[ name ] === undefined ) {
  24295. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24296. }
  24297. return textures[ name ];
  24298. }
  24299. var material = new Materials[ json.type ]();
  24300. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24301. if ( json.name !== undefined ) { material.name = json.name; }
  24302. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24303. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24304. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24305. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24306. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24307. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24308. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24309. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24310. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24311. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24312. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24313. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24314. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24315. if ( json.side !== undefined ) { material.side = json.side; }
  24316. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24317. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24318. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24319. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24320. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24321. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24322. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24323. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24324. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24325. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24326. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24327. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24328. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24329. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24330. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24331. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24332. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24333. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24334. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24335. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24336. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24337. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24338. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24339. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24340. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24341. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24342. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24343. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24344. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24345. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24346. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24347. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24348. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24349. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24350. if ( json.vertexColors !== undefined ) {
  24351. if ( typeof json.vertexColors === 'number' ) {
  24352. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24353. } else {
  24354. material.vertexColors = json.vertexColors;
  24355. }
  24356. }
  24357. // Shader Material
  24358. if ( json.uniforms !== undefined ) {
  24359. for ( var name in json.uniforms ) {
  24360. var uniform = json.uniforms[ name ];
  24361. material.uniforms[ name ] = {};
  24362. switch ( uniform.type ) {
  24363. case 't':
  24364. material.uniforms[ name ].value = getTexture( uniform.value );
  24365. break;
  24366. case 'c':
  24367. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24368. break;
  24369. case 'v2':
  24370. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24371. break;
  24372. case 'v3':
  24373. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24374. break;
  24375. case 'v4':
  24376. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24377. break;
  24378. case 'm3':
  24379. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24380. case 'm4':
  24381. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24382. break;
  24383. default:
  24384. material.uniforms[ name ].value = uniform.value;
  24385. }
  24386. }
  24387. }
  24388. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24389. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24390. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24391. if ( json.extensions !== undefined ) {
  24392. for ( var key in json.extensions ) {
  24393. material.extensions[ key ] = json.extensions[ key ];
  24394. }
  24395. }
  24396. // Deprecated
  24397. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24398. // for PointsMaterial
  24399. if ( json.size !== undefined ) { material.size = json.size; }
  24400. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24401. // maps
  24402. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24403. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24404. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24405. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24406. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24407. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24408. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24409. if ( json.normalScale !== undefined ) {
  24410. var normalScale = json.normalScale;
  24411. if ( Array.isArray( normalScale ) === false ) {
  24412. // Blender exporter used to export a scalar. See #7459
  24413. normalScale = [ normalScale, normalScale ];
  24414. }
  24415. material.normalScale = new Vector2().fromArray( normalScale );
  24416. }
  24417. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24418. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24419. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24420. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24421. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24422. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24423. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24424. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24425. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24426. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24427. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24428. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24429. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24430. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24431. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24432. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24433. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24434. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24435. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24436. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24437. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24438. return material;
  24439. },
  24440. setTextures: function ( value ) {
  24441. this.textures = value;
  24442. return this;
  24443. }
  24444. } );
  24445. /**
  24446. * @author Don McCurdy / https://www.donmccurdy.com
  24447. */
  24448. var LoaderUtils = {
  24449. decodeText: function ( array ) {
  24450. if ( typeof TextDecoder !== 'undefined' ) {
  24451. return new TextDecoder().decode( array );
  24452. }
  24453. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24454. // throws a "maximum call stack size exceeded" error for large arrays.
  24455. var s = '';
  24456. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24457. // Implicitly assumes little-endian.
  24458. s += String.fromCharCode( array[ i ] );
  24459. }
  24460. try {
  24461. // merges multi-byte utf-8 characters.
  24462. return decodeURIComponent( escape( s ) );
  24463. } catch ( e ) { // see #16358
  24464. return s;
  24465. }
  24466. },
  24467. extractUrlBase: function ( url ) {
  24468. var index = url.lastIndexOf( '/' );
  24469. if ( index === - 1 ) { return './'; }
  24470. return url.substr( 0, index + 1 );
  24471. }
  24472. };
  24473. /**
  24474. * @author benaadams / https://twitter.com/ben_a_adams
  24475. */
  24476. function InstancedBufferGeometry() {
  24477. BufferGeometry.call( this );
  24478. this.type = 'InstancedBufferGeometry';
  24479. this.instanceCount = Infinity;
  24480. }
  24481. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24482. constructor: InstancedBufferGeometry,
  24483. isInstancedBufferGeometry: true,
  24484. copy: function ( source ) {
  24485. BufferGeometry.prototype.copy.call( this, source );
  24486. this.instanceCount = source.instanceCount;
  24487. return this;
  24488. },
  24489. clone: function () {
  24490. return new this.constructor().copy( this );
  24491. },
  24492. toJSON: function () {
  24493. var data = BufferGeometry.prototype.toJSON.call( this );
  24494. data.instanceCount = this.instanceCount;
  24495. data.isInstancedBufferGeometry = true;
  24496. return data;
  24497. }
  24498. } );
  24499. /**
  24500. * @author benaadams / https://twitter.com/ben_a_adams
  24501. */
  24502. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24503. if ( typeof ( normalized ) === 'number' ) {
  24504. meshPerAttribute = normalized;
  24505. normalized = false;
  24506. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24507. }
  24508. BufferAttribute.call( this, array, itemSize, normalized );
  24509. this.meshPerAttribute = meshPerAttribute || 1;
  24510. }
  24511. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24512. constructor: InstancedBufferAttribute,
  24513. isInstancedBufferAttribute: true,
  24514. copy: function ( source ) {
  24515. BufferAttribute.prototype.copy.call( this, source );
  24516. this.meshPerAttribute = source.meshPerAttribute;
  24517. return this;
  24518. },
  24519. toJSON: function () {
  24520. var data = BufferAttribute.prototype.toJSON.call( this );
  24521. data.meshPerAttribute = this.meshPerAttribute;
  24522. data.isInstancedBufferAttribute = true;
  24523. return data;
  24524. }
  24525. } );
  24526. /**
  24527. * @author mrdoob / http://mrdoob.com/
  24528. */
  24529. function BufferGeometryLoader( manager ) {
  24530. Loader.call( this, manager );
  24531. }
  24532. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24533. constructor: BufferGeometryLoader,
  24534. load: function ( url, onLoad, onProgress, onError ) {
  24535. var scope = this;
  24536. var loader = new FileLoader( scope.manager );
  24537. loader.setPath( scope.path );
  24538. loader.load( url, function ( text ) {
  24539. try {
  24540. onLoad( scope.parse( JSON.parse( text ) ) );
  24541. } catch ( e ) {
  24542. if ( onError ) {
  24543. onError( e );
  24544. } else {
  24545. console.error( e );
  24546. }
  24547. scope.manager.itemError( url );
  24548. }
  24549. }, onProgress, onError );
  24550. },
  24551. parse: function ( json ) {
  24552. var interleavedBufferMap = {};
  24553. var arrayBufferMap = {};
  24554. function getInterleavedBuffer( json, uuid ) {
  24555. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24556. var interleavedBuffers = json.interleavedBuffers;
  24557. var interleavedBuffer = interleavedBuffers[ uuid ];
  24558. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24559. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24560. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24561. ib.uuid = interleavedBuffer.uuid;
  24562. interleavedBufferMap[ uuid ] = ib;
  24563. return ib;
  24564. }
  24565. function getArrayBuffer( json, uuid ) {
  24566. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24567. var arrayBuffers = json.arrayBuffers;
  24568. var arrayBuffer = arrayBuffers[ uuid ];
  24569. var ab = new Uint32Array( arrayBuffer ).buffer;
  24570. arrayBufferMap[ uuid ] = ab;
  24571. return ab;
  24572. }
  24573. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24574. var index = json.data.index;
  24575. if ( index !== undefined ) {
  24576. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24577. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24578. }
  24579. var attributes = json.data.attributes;
  24580. for ( var key in attributes ) {
  24581. var attribute = attributes[ key ];
  24582. var bufferAttribute = (void 0);
  24583. if ( attribute.isInterleavedBufferAttribute ) {
  24584. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24585. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24586. } else {
  24587. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24588. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24589. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24590. }
  24591. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24592. geometry.setAttribute( key, bufferAttribute );
  24593. }
  24594. var morphAttributes = json.data.morphAttributes;
  24595. if ( morphAttributes ) {
  24596. for ( var key$1 in morphAttributes ) {
  24597. var attributeArray = morphAttributes[ key$1 ];
  24598. var array = [];
  24599. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24600. var attribute$1 = attributeArray[ i ];
  24601. var bufferAttribute$1 = (void 0);
  24602. if ( attribute$1.isInterleavedBufferAttribute ) {
  24603. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24604. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24605. } else {
  24606. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24607. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24608. }
  24609. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24610. array.push( bufferAttribute$1 );
  24611. }
  24612. geometry.morphAttributes[ key$1 ] = array;
  24613. }
  24614. }
  24615. var morphTargetsRelative = json.data.morphTargetsRelative;
  24616. if ( morphTargetsRelative ) {
  24617. geometry.morphTargetsRelative = true;
  24618. }
  24619. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24620. if ( groups !== undefined ) {
  24621. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24622. var group = groups[ i$1 ];
  24623. geometry.addGroup( group.start, group.count, group.materialIndex );
  24624. }
  24625. }
  24626. var boundingSphere = json.data.boundingSphere;
  24627. if ( boundingSphere !== undefined ) {
  24628. var center = new Vector3();
  24629. if ( boundingSphere.center !== undefined ) {
  24630. center.fromArray( boundingSphere.center );
  24631. }
  24632. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24633. }
  24634. if ( json.name ) { geometry.name = json.name; }
  24635. if ( json.userData ) { geometry.userData = json.userData; }
  24636. return geometry;
  24637. }
  24638. } );
  24639. var TYPED_ARRAYS = {
  24640. Int8Array: Int8Array,
  24641. Uint8Array: Uint8Array,
  24642. // Workaround for IE11 pre KB2929437. See #11440
  24643. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24644. Int16Array: Int16Array,
  24645. Uint16Array: Uint16Array,
  24646. Int32Array: Int32Array,
  24647. Uint32Array: Uint32Array,
  24648. Float32Array: Float32Array,
  24649. Float64Array: Float64Array
  24650. };
  24651. /**
  24652. * @author mrdoob / http://mrdoob.com/
  24653. */
  24654. function ObjectLoader( manager ) {
  24655. Loader.call( this, manager );
  24656. }
  24657. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24658. constructor: ObjectLoader,
  24659. load: function ( url, onLoad, onProgress, onError ) {
  24660. var scope = this;
  24661. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24662. this.resourcePath = this.resourcePath || path;
  24663. var loader = new FileLoader( scope.manager );
  24664. loader.setPath( this.path );
  24665. loader.load( url, function ( text ) {
  24666. var json = null;
  24667. try {
  24668. json = JSON.parse( text );
  24669. } catch ( error ) {
  24670. if ( onError !== undefined ) { onError( error ); }
  24671. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24672. return;
  24673. }
  24674. var metadata = json.metadata;
  24675. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24676. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24677. return;
  24678. }
  24679. scope.parse( json, onLoad );
  24680. }, onProgress, onError );
  24681. },
  24682. parse: function ( json, onLoad ) {
  24683. var shapes = this.parseShape( json.shapes );
  24684. var geometries = this.parseGeometries( json.geometries, shapes );
  24685. var images = this.parseImages( json.images, function () {
  24686. if ( onLoad !== undefined ) { onLoad( object ); }
  24687. } );
  24688. var textures = this.parseTextures( json.textures, images );
  24689. var materials = this.parseMaterials( json.materials, textures );
  24690. var object = this.parseObject( json.object, geometries, materials );
  24691. if ( json.animations ) {
  24692. object.animations = this.parseAnimations( json.animations );
  24693. }
  24694. if ( json.images === undefined || json.images.length === 0 ) {
  24695. if ( onLoad !== undefined ) { onLoad( object ); }
  24696. }
  24697. return object;
  24698. },
  24699. parseShape: function ( json ) {
  24700. var shapes = {};
  24701. if ( json !== undefined ) {
  24702. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24703. var shape = new Shape().fromJSON( json[ i ] );
  24704. shapes[ shape.uuid ] = shape;
  24705. }
  24706. }
  24707. return shapes;
  24708. },
  24709. parseGeometries: function ( json, shapes ) {
  24710. var geometries = {};
  24711. var geometryShapes;
  24712. if ( json !== undefined ) {
  24713. var bufferGeometryLoader = new BufferGeometryLoader();
  24714. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24715. var geometry = (void 0);
  24716. var data = json[ i ];
  24717. switch ( data.type ) {
  24718. case 'PlaneGeometry':
  24719. case 'PlaneBufferGeometry':
  24720. geometry = new Geometries[ data.type ](
  24721. data.width,
  24722. data.height,
  24723. data.widthSegments,
  24724. data.heightSegments
  24725. );
  24726. break;
  24727. case 'BoxGeometry':
  24728. case 'BoxBufferGeometry':
  24729. case 'CubeGeometry': // backwards compatible
  24730. geometry = new Geometries[ data.type ](
  24731. data.width,
  24732. data.height,
  24733. data.depth,
  24734. data.widthSegments,
  24735. data.heightSegments,
  24736. data.depthSegments
  24737. );
  24738. break;
  24739. case 'CircleGeometry':
  24740. case 'CircleBufferGeometry':
  24741. geometry = new Geometries[ data.type ](
  24742. data.radius,
  24743. data.segments,
  24744. data.thetaStart,
  24745. data.thetaLength
  24746. );
  24747. break;
  24748. case 'CylinderGeometry':
  24749. case 'CylinderBufferGeometry':
  24750. geometry = new Geometries[ data.type ](
  24751. data.radiusTop,
  24752. data.radiusBottom,
  24753. data.height,
  24754. data.radialSegments,
  24755. data.heightSegments,
  24756. data.openEnded,
  24757. data.thetaStart,
  24758. data.thetaLength
  24759. );
  24760. break;
  24761. case 'ConeGeometry':
  24762. case 'ConeBufferGeometry':
  24763. geometry = new Geometries[ data.type ](
  24764. data.radius,
  24765. data.height,
  24766. data.radialSegments,
  24767. data.heightSegments,
  24768. data.openEnded,
  24769. data.thetaStart,
  24770. data.thetaLength
  24771. );
  24772. break;
  24773. case 'SphereGeometry':
  24774. case 'SphereBufferGeometry':
  24775. geometry = new Geometries[ data.type ](
  24776. data.radius,
  24777. data.widthSegments,
  24778. data.heightSegments,
  24779. data.phiStart,
  24780. data.phiLength,
  24781. data.thetaStart,
  24782. data.thetaLength
  24783. );
  24784. break;
  24785. case 'DodecahedronGeometry':
  24786. case 'DodecahedronBufferGeometry':
  24787. case 'IcosahedronGeometry':
  24788. case 'IcosahedronBufferGeometry':
  24789. case 'OctahedronGeometry':
  24790. case 'OctahedronBufferGeometry':
  24791. case 'TetrahedronGeometry':
  24792. case 'TetrahedronBufferGeometry':
  24793. geometry = new Geometries[ data.type ](
  24794. data.radius,
  24795. data.detail
  24796. );
  24797. break;
  24798. case 'RingGeometry':
  24799. case 'RingBufferGeometry':
  24800. geometry = new Geometries[ data.type ](
  24801. data.innerRadius,
  24802. data.outerRadius,
  24803. data.thetaSegments,
  24804. data.phiSegments,
  24805. data.thetaStart,
  24806. data.thetaLength
  24807. );
  24808. break;
  24809. case 'TorusGeometry':
  24810. case 'TorusBufferGeometry':
  24811. geometry = new Geometries[ data.type ](
  24812. data.radius,
  24813. data.tube,
  24814. data.radialSegments,
  24815. data.tubularSegments,
  24816. data.arc
  24817. );
  24818. break;
  24819. case 'TorusKnotGeometry':
  24820. case 'TorusKnotBufferGeometry':
  24821. geometry = new Geometries[ data.type ](
  24822. data.radius,
  24823. data.tube,
  24824. data.tubularSegments,
  24825. data.radialSegments,
  24826. data.p,
  24827. data.q
  24828. );
  24829. break;
  24830. case 'TubeGeometry':
  24831. case 'TubeBufferGeometry':
  24832. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24833. // User defined curves or instances of CurvePath will not be deserialized.
  24834. geometry = new Geometries[ data.type ](
  24835. new Curves[ data.path.type ]().fromJSON( data.path ),
  24836. data.tubularSegments,
  24837. data.radius,
  24838. data.radialSegments,
  24839. data.closed
  24840. );
  24841. break;
  24842. case 'LatheGeometry':
  24843. case 'LatheBufferGeometry':
  24844. geometry = new Geometries[ data.type ](
  24845. data.points,
  24846. data.segments,
  24847. data.phiStart,
  24848. data.phiLength
  24849. );
  24850. break;
  24851. case 'PolyhedronGeometry':
  24852. case 'PolyhedronBufferGeometry':
  24853. geometry = new Geometries[ data.type ](
  24854. data.vertices,
  24855. data.indices,
  24856. data.radius,
  24857. data.details
  24858. );
  24859. break;
  24860. case 'ShapeGeometry':
  24861. case 'ShapeBufferGeometry':
  24862. geometryShapes = [];
  24863. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24864. var shape = shapes[ data.shapes[ j ] ];
  24865. geometryShapes.push( shape );
  24866. }
  24867. geometry = new Geometries[ data.type ](
  24868. geometryShapes,
  24869. data.curveSegments
  24870. );
  24871. break;
  24872. case 'ExtrudeGeometry':
  24873. case 'ExtrudeBufferGeometry':
  24874. geometryShapes = [];
  24875. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24876. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24877. geometryShapes.push( shape$1 );
  24878. }
  24879. var extrudePath = data.options.extrudePath;
  24880. if ( extrudePath !== undefined ) {
  24881. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24882. }
  24883. geometry = new Geometries[ data.type ](
  24884. geometryShapes,
  24885. data.options
  24886. );
  24887. break;
  24888. case 'BufferGeometry':
  24889. case 'InstancedBufferGeometry':
  24890. geometry = bufferGeometryLoader.parse( data );
  24891. break;
  24892. case 'Geometry':
  24893. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24894. break;
  24895. default:
  24896. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24897. continue;
  24898. }
  24899. geometry.uuid = data.uuid;
  24900. if ( data.name !== undefined ) { geometry.name = data.name; }
  24901. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24902. geometries[ data.uuid ] = geometry;
  24903. }
  24904. }
  24905. return geometries;
  24906. },
  24907. parseMaterials: function ( json, textures ) {
  24908. var cache = {}; // MultiMaterial
  24909. var materials = {};
  24910. if ( json !== undefined ) {
  24911. var loader = new MaterialLoader();
  24912. loader.setTextures( textures );
  24913. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24914. var data = json[ i ];
  24915. if ( data.type === 'MultiMaterial' ) {
  24916. // Deprecated
  24917. var array = [];
  24918. for ( var j = 0; j < data.materials.length; j ++ ) {
  24919. var material = data.materials[ j ];
  24920. if ( cache[ material.uuid ] === undefined ) {
  24921. cache[ material.uuid ] = loader.parse( material );
  24922. }
  24923. array.push( cache[ material.uuid ] );
  24924. }
  24925. materials[ data.uuid ] = array;
  24926. } else {
  24927. if ( cache[ data.uuid ] === undefined ) {
  24928. cache[ data.uuid ] = loader.parse( data );
  24929. }
  24930. materials[ data.uuid ] = cache[ data.uuid ];
  24931. }
  24932. }
  24933. }
  24934. return materials;
  24935. },
  24936. parseAnimations: function ( json ) {
  24937. var animations = [];
  24938. for ( var i = 0; i < json.length; i ++ ) {
  24939. var data = json[ i ];
  24940. var clip = AnimationClip.parse( data );
  24941. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24942. animations.push( clip );
  24943. }
  24944. return animations;
  24945. },
  24946. parseImages: function ( json, onLoad ) {
  24947. var scope = this;
  24948. var images = {};
  24949. var loader;
  24950. function loadImage( url ) {
  24951. scope.manager.itemStart( url );
  24952. return loader.load( url, function () {
  24953. scope.manager.itemEnd( url );
  24954. }, undefined, function () {
  24955. scope.manager.itemError( url );
  24956. scope.manager.itemEnd( url );
  24957. } );
  24958. }
  24959. if ( json !== undefined && json.length > 0 ) {
  24960. var manager = new LoadingManager( onLoad );
  24961. loader = new ImageLoader( manager );
  24962. loader.setCrossOrigin( this.crossOrigin );
  24963. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24964. var image = json[ i ];
  24965. var url = image.url;
  24966. if ( Array.isArray( url ) ) {
  24967. // load array of images e.g CubeTexture
  24968. images[ image.uuid ] = [];
  24969. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24970. var currentUrl = url[ j ];
  24971. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24972. images[ image.uuid ].push( loadImage( path ) );
  24973. }
  24974. } else {
  24975. // load single image
  24976. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24977. images[ image.uuid ] = loadImage( path$1 );
  24978. }
  24979. }
  24980. }
  24981. return images;
  24982. },
  24983. parseTextures: function ( json, images ) {
  24984. function parseConstant( value, type ) {
  24985. if ( typeof value === 'number' ) { return value; }
  24986. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24987. return type[ value ];
  24988. }
  24989. var textures = {};
  24990. if ( json !== undefined ) {
  24991. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24992. var data = json[ i ];
  24993. if ( data.image === undefined ) {
  24994. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24995. }
  24996. if ( images[ data.image ] === undefined ) {
  24997. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24998. }
  24999. var texture = (void 0);
  25000. if ( Array.isArray( images[ data.image ] ) ) {
  25001. texture = new CubeTexture( images[ data.image ] );
  25002. } else {
  25003. texture = new Texture( images[ data.image ] );
  25004. }
  25005. texture.needsUpdate = true;
  25006. texture.uuid = data.uuid;
  25007. if ( data.name !== undefined ) { texture.name = data.name; }
  25008. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  25009. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  25010. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  25011. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  25012. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  25013. if ( data.wrap !== undefined ) {
  25014. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  25015. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  25016. }
  25017. if ( data.format !== undefined ) { texture.format = data.format; }
  25018. if ( data.type !== undefined ) { texture.type = data.type; }
  25019. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  25020. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  25021. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  25022. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  25023. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  25024. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  25025. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  25026. textures[ data.uuid ] = texture;
  25027. }
  25028. }
  25029. return textures;
  25030. },
  25031. parseObject: function ( data, geometries, materials ) {
  25032. var object;
  25033. function getGeometry( name ) {
  25034. if ( geometries[ name ] === undefined ) {
  25035. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  25036. }
  25037. return geometries[ name ];
  25038. }
  25039. function getMaterial( name ) {
  25040. if ( name === undefined ) { return undefined; }
  25041. if ( Array.isArray( name ) ) {
  25042. var array = [];
  25043. for ( var i = 0, l = name.length; i < l; i ++ ) {
  25044. var uuid = name[ i ];
  25045. if ( materials[ uuid ] === undefined ) {
  25046. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  25047. }
  25048. array.push( materials[ uuid ] );
  25049. }
  25050. return array;
  25051. }
  25052. if ( materials[ name ] === undefined ) {
  25053. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  25054. }
  25055. return materials[ name ];
  25056. }
  25057. var geometry, material;
  25058. switch ( data.type ) {
  25059. case 'Scene':
  25060. object = new Scene();
  25061. if ( data.background !== undefined ) {
  25062. if ( Number.isInteger( data.background ) ) {
  25063. object.background = new Color( data.background );
  25064. }
  25065. }
  25066. if ( data.fog !== undefined ) {
  25067. if ( data.fog.type === 'Fog' ) {
  25068. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  25069. } else if ( data.fog.type === 'FogExp2' ) {
  25070. object.fog = new FogExp2( data.fog.color, data.fog.density );
  25071. }
  25072. }
  25073. break;
  25074. case 'PerspectiveCamera':
  25075. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  25076. if ( data.focus !== undefined ) { object.focus = data.focus; }
  25077. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25078. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  25079. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  25080. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25081. break;
  25082. case 'OrthographicCamera':
  25083. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  25084. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25085. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25086. break;
  25087. case 'AmbientLight':
  25088. object = new AmbientLight( data.color, data.intensity );
  25089. break;
  25090. case 'DirectionalLight':
  25091. object = new DirectionalLight( data.color, data.intensity );
  25092. break;
  25093. case 'PointLight':
  25094. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  25095. break;
  25096. case 'RectAreaLight':
  25097. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  25098. break;
  25099. case 'SpotLight':
  25100. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  25101. break;
  25102. case 'HemisphereLight':
  25103. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  25104. break;
  25105. case 'LightProbe':
  25106. object = new LightProbe().fromJSON( data );
  25107. break;
  25108. case 'SkinnedMesh':
  25109. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  25110. case 'Mesh':
  25111. geometry = getGeometry( data.geometry );
  25112. material = getMaterial( data.material );
  25113. object = new Mesh( geometry, material );
  25114. break;
  25115. case 'InstancedMesh':
  25116. geometry = getGeometry( data.geometry );
  25117. material = getMaterial( data.material );
  25118. var count = data.count;
  25119. var instanceMatrix = data.instanceMatrix;
  25120. object = new InstancedMesh( geometry, material, count );
  25121. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  25122. break;
  25123. case 'LOD':
  25124. object = new LOD();
  25125. break;
  25126. case 'Line':
  25127. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  25128. break;
  25129. case 'LineLoop':
  25130. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  25131. break;
  25132. case 'LineSegments':
  25133. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  25134. break;
  25135. case 'PointCloud':
  25136. case 'Points':
  25137. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  25138. break;
  25139. case 'Sprite':
  25140. object = new Sprite( getMaterial( data.material ) );
  25141. break;
  25142. case 'Group':
  25143. object = new Group();
  25144. break;
  25145. default:
  25146. object = new Object3D();
  25147. }
  25148. object.uuid = data.uuid;
  25149. if ( data.name !== undefined ) { object.name = data.name; }
  25150. if ( data.matrix !== undefined ) {
  25151. object.matrix.fromArray( data.matrix );
  25152. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  25153. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  25154. } else {
  25155. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  25156. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  25157. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  25158. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25159. }
  25160. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25161. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25162. if ( data.shadow ) {
  25163. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25164. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  25165. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25166. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25167. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25168. }
  25169. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25170. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25171. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25172. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25173. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25174. if ( data.children !== undefined ) {
  25175. var children = data.children;
  25176. for ( var i = 0; i < children.length; i ++ ) {
  25177. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25178. }
  25179. }
  25180. if ( data.type === 'LOD' ) {
  25181. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25182. var levels = data.levels;
  25183. for ( var l = 0; l < levels.length; l ++ ) {
  25184. var level = levels[ l ];
  25185. var child = object.getObjectByProperty( 'uuid', level.object );
  25186. if ( child !== undefined ) {
  25187. object.addLevel( child, level.distance );
  25188. }
  25189. }
  25190. }
  25191. return object;
  25192. }
  25193. } );
  25194. var TEXTURE_MAPPING = {
  25195. UVMapping: UVMapping,
  25196. CubeReflectionMapping: CubeReflectionMapping,
  25197. CubeRefractionMapping: CubeRefractionMapping,
  25198. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25199. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25200. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25201. CubeUVRefractionMapping: CubeUVRefractionMapping
  25202. };
  25203. var TEXTURE_WRAPPING = {
  25204. RepeatWrapping: RepeatWrapping,
  25205. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25206. MirroredRepeatWrapping: MirroredRepeatWrapping
  25207. };
  25208. var TEXTURE_FILTER = {
  25209. NearestFilter: NearestFilter,
  25210. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25211. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25212. LinearFilter: LinearFilter,
  25213. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25214. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25215. };
  25216. /**
  25217. * @author thespite / http://clicktorelease.com/
  25218. */
  25219. function ImageBitmapLoader( manager ) {
  25220. if ( typeof createImageBitmap === 'undefined' ) {
  25221. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25222. }
  25223. if ( typeof fetch === 'undefined' ) {
  25224. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25225. }
  25226. Loader.call( this, manager );
  25227. this.options = { premultiplyAlpha: 'none' };
  25228. }
  25229. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25230. constructor: ImageBitmapLoader,
  25231. isImageBitmapLoader: true,
  25232. setOptions: function setOptions( options ) {
  25233. this.options = options;
  25234. return this;
  25235. },
  25236. load: function ( url, onLoad, onProgress, onError ) {
  25237. if ( url === undefined ) { url = ''; }
  25238. if ( this.path !== undefined ) { url = this.path + url; }
  25239. url = this.manager.resolveURL( url );
  25240. var scope = this;
  25241. var cached = Cache.get( url );
  25242. if ( cached !== undefined ) {
  25243. scope.manager.itemStart( url );
  25244. setTimeout( function () {
  25245. if ( onLoad ) { onLoad( cached ); }
  25246. scope.manager.itemEnd( url );
  25247. }, 0 );
  25248. return cached;
  25249. }
  25250. fetch( url ).then( function ( res ) {
  25251. return res.blob();
  25252. } ).then( function ( blob ) {
  25253. return createImageBitmap( blob, scope.options );
  25254. } ).then( function ( imageBitmap ) {
  25255. Cache.add( url, imageBitmap );
  25256. if ( onLoad ) { onLoad( imageBitmap ); }
  25257. scope.manager.itemEnd( url );
  25258. } ).catch( function ( e ) {
  25259. if ( onError ) { onError( e ); }
  25260. scope.manager.itemError( url );
  25261. scope.manager.itemEnd( url );
  25262. } );
  25263. scope.manager.itemStart( url );
  25264. }
  25265. } );
  25266. /**
  25267. * @author zz85 / http://www.lab4games.net/zz85/blog
  25268. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25269. **/
  25270. function ShapePath() {
  25271. this.type = 'ShapePath';
  25272. this.color = new Color();
  25273. this.subPaths = [];
  25274. this.currentPath = null;
  25275. }
  25276. Object.assign( ShapePath.prototype, {
  25277. moveTo: function ( x, y ) {
  25278. this.currentPath = new Path();
  25279. this.subPaths.push( this.currentPath );
  25280. this.currentPath.moveTo( x, y );
  25281. return this;
  25282. },
  25283. lineTo: function ( x, y ) {
  25284. this.currentPath.lineTo( x, y );
  25285. return this;
  25286. },
  25287. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25288. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25289. return this;
  25290. },
  25291. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25292. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25293. return this;
  25294. },
  25295. splineThru: function ( pts ) {
  25296. this.currentPath.splineThru( pts );
  25297. return this;
  25298. },
  25299. toShapes: function ( isCCW, noHoles ) {
  25300. function toShapesNoHoles( inSubpaths ) {
  25301. var shapes = [];
  25302. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25303. var tmpPath = inSubpaths[ i ];
  25304. var tmpShape = new Shape();
  25305. tmpShape.curves = tmpPath.curves;
  25306. shapes.push( tmpShape );
  25307. }
  25308. return shapes;
  25309. }
  25310. function isPointInsidePolygon( inPt, inPolygon ) {
  25311. var polyLen = inPolygon.length;
  25312. // inPt on polygon contour => immediate success or
  25313. // toggling of inside/outside at every single! intersection point of an edge
  25314. // with the horizontal line through inPt, left of inPt
  25315. // not counting lowerY endpoints of edges and whole edges on that line
  25316. var inside = false;
  25317. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25318. var edgeLowPt = inPolygon[ p ];
  25319. var edgeHighPt = inPolygon[ q ];
  25320. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25321. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25322. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25323. // not parallel
  25324. if ( edgeDy < 0 ) {
  25325. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25326. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25327. }
  25328. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25329. if ( inPt.y === edgeLowPt.y ) {
  25330. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25331. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25332. } else {
  25333. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25334. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25335. if ( perpEdge < 0 ) { continue; }
  25336. inside = ! inside; // true intersection left of inPt
  25337. }
  25338. } else {
  25339. // parallel or collinear
  25340. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25341. // edge lies on the same horizontal line as inPt
  25342. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25343. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25344. // continue;
  25345. }
  25346. }
  25347. return inside;
  25348. }
  25349. var isClockWise = ShapeUtils.isClockWise;
  25350. var subPaths = this.subPaths;
  25351. if ( subPaths.length === 0 ) { return []; }
  25352. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25353. var solid, tmpPath, tmpShape, shapes = [];
  25354. if ( subPaths.length === 1 ) {
  25355. tmpPath = subPaths[ 0 ];
  25356. tmpShape = new Shape();
  25357. tmpShape.curves = tmpPath.curves;
  25358. shapes.push( tmpShape );
  25359. return shapes;
  25360. }
  25361. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25362. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25363. // console.log("Holes first", holesFirst);
  25364. var betterShapeHoles = [];
  25365. var newShapes = [];
  25366. var newShapeHoles = [];
  25367. var mainIdx = 0;
  25368. var tmpPoints;
  25369. newShapes[ mainIdx ] = undefined;
  25370. newShapeHoles[ mainIdx ] = [];
  25371. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25372. tmpPath = subPaths[ i ];
  25373. tmpPoints = tmpPath.getPoints();
  25374. solid = isClockWise( tmpPoints );
  25375. solid = isCCW ? ! solid : solid;
  25376. if ( solid ) {
  25377. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25378. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25379. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25380. if ( holesFirst ) { mainIdx ++; }
  25381. newShapeHoles[ mainIdx ] = [];
  25382. //console.log('cw', i);
  25383. } else {
  25384. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25385. //console.log('ccw', i);
  25386. }
  25387. }
  25388. // only Holes? -> probably all Shapes with wrong orientation
  25389. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25390. if ( newShapes.length > 1 ) {
  25391. var ambiguous = false;
  25392. var toChange = [];
  25393. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25394. betterShapeHoles[ sIdx ] = [];
  25395. }
  25396. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25397. var sho = newShapeHoles[ sIdx$1 ];
  25398. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25399. var ho = sho[ hIdx ];
  25400. var hole_unassigned = true;
  25401. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25402. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25403. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25404. if ( hole_unassigned ) {
  25405. hole_unassigned = false;
  25406. betterShapeHoles[ s2Idx ].push( ho );
  25407. } else {
  25408. ambiguous = true;
  25409. }
  25410. }
  25411. }
  25412. if ( hole_unassigned ) {
  25413. betterShapeHoles[ sIdx$1 ].push( ho );
  25414. }
  25415. }
  25416. }
  25417. // console.log("ambiguous: ", ambiguous);
  25418. if ( toChange.length > 0 ) {
  25419. // console.log("to change: ", toChange);
  25420. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25421. }
  25422. }
  25423. var tmpHoles;
  25424. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25425. tmpShape = newShapes[ i$1 ].s;
  25426. shapes.push( tmpShape );
  25427. tmpHoles = newShapeHoles[ i$1 ];
  25428. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25429. tmpShape.holes.push( tmpHoles[ j ].h );
  25430. }
  25431. }
  25432. //console.log("shape", shapes);
  25433. return shapes;
  25434. }
  25435. } );
  25436. /**
  25437. * @author zz85 / http://www.lab4games.net/zz85/blog
  25438. * @author mrdoob / http://mrdoob.com/
  25439. */
  25440. function Font( data ) {
  25441. this.type = 'Font';
  25442. this.data = data;
  25443. }
  25444. Object.assign( Font.prototype, {
  25445. isFont: true,
  25446. generateShapes: function ( text, size ) {
  25447. if ( size === undefined ) { size = 100; }
  25448. var shapes = [];
  25449. var paths = createPaths( text, size, this.data );
  25450. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25451. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25452. }
  25453. return shapes;
  25454. }
  25455. } );
  25456. function createPaths( text, size, data ) {
  25457. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25458. var scale = size / data.resolution;
  25459. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25460. var paths = [];
  25461. var offsetX = 0, offsetY = 0;
  25462. for ( var i = 0; i < chars.length; i ++ ) {
  25463. var char = chars[ i ];
  25464. if ( char === '\n' ) {
  25465. offsetX = 0;
  25466. offsetY -= line_height;
  25467. } else {
  25468. var ret = createPath( char, scale, offsetX, offsetY, data );
  25469. offsetX += ret.offsetX;
  25470. paths.push( ret.path );
  25471. }
  25472. }
  25473. return paths;
  25474. }
  25475. function createPath( char, scale, offsetX, offsetY, data ) {
  25476. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25477. if ( ! glyph ) {
  25478. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25479. return;
  25480. }
  25481. var path = new ShapePath();
  25482. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25483. if ( glyph.o ) {
  25484. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25485. for ( var i = 0, l = outline.length; i < l; ) {
  25486. var action = outline[ i ++ ];
  25487. switch ( action ) {
  25488. case 'm': // moveTo
  25489. x = outline[ i ++ ] * scale + offsetX;
  25490. y = outline[ i ++ ] * scale + offsetY;
  25491. path.moveTo( x, y );
  25492. break;
  25493. case 'l': // lineTo
  25494. x = outline[ i ++ ] * scale + offsetX;
  25495. y = outline[ i ++ ] * scale + offsetY;
  25496. path.lineTo( x, y );
  25497. break;
  25498. case 'q': // quadraticCurveTo
  25499. cpx = outline[ i ++ ] * scale + offsetX;
  25500. cpy = outline[ i ++ ] * scale + offsetY;
  25501. cpx1 = outline[ i ++ ] * scale + offsetX;
  25502. cpy1 = outline[ i ++ ] * scale + offsetY;
  25503. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25504. break;
  25505. case 'b': // bezierCurveTo
  25506. cpx = outline[ i ++ ] * scale + offsetX;
  25507. cpy = outline[ i ++ ] * scale + offsetY;
  25508. cpx1 = outline[ i ++ ] * scale + offsetX;
  25509. cpy1 = outline[ i ++ ] * scale + offsetY;
  25510. cpx2 = outline[ i ++ ] * scale + offsetX;
  25511. cpy2 = outline[ i ++ ] * scale + offsetY;
  25512. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25513. break;
  25514. }
  25515. }
  25516. }
  25517. return { offsetX: glyph.ha * scale, path: path };
  25518. }
  25519. /**
  25520. * @author mrdoob / http://mrdoob.com/
  25521. */
  25522. function FontLoader( manager ) {
  25523. Loader.call( this, manager );
  25524. }
  25525. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25526. constructor: FontLoader,
  25527. load: function ( url, onLoad, onProgress, onError ) {
  25528. var scope = this;
  25529. var loader = new FileLoader( this.manager );
  25530. loader.setPath( this.path );
  25531. loader.load( url, function ( text ) {
  25532. var json;
  25533. try {
  25534. json = JSON.parse( text );
  25535. } catch ( e ) {
  25536. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25537. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25538. }
  25539. var font = scope.parse( json );
  25540. if ( onLoad ) { onLoad( font ); }
  25541. }, onProgress, onError );
  25542. },
  25543. parse: function ( json ) {
  25544. return new Font( json );
  25545. }
  25546. } );
  25547. /**
  25548. * @author mrdoob / http://mrdoob.com/
  25549. */
  25550. var _context;
  25551. var AudioContext = {
  25552. getContext: function () {
  25553. if ( _context === undefined ) {
  25554. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25555. }
  25556. return _context;
  25557. },
  25558. setContext: function ( value ) {
  25559. _context = value;
  25560. }
  25561. };
  25562. /**
  25563. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25564. */
  25565. function AudioLoader( manager ) {
  25566. Loader.call( this, manager );
  25567. }
  25568. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25569. constructor: AudioLoader,
  25570. load: function ( url, onLoad, onProgress, onError ) {
  25571. var scope = this;
  25572. var loader = new FileLoader( scope.manager );
  25573. loader.setResponseType( 'arraybuffer' );
  25574. loader.setPath( scope.path );
  25575. loader.load( url, function ( buffer ) {
  25576. try {
  25577. // Create a copy of the buffer. The `decodeAudioData` method
  25578. // detaches the buffer when complete, preventing reuse.
  25579. var bufferCopy = buffer.slice( 0 );
  25580. var context = AudioContext.getContext();
  25581. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25582. onLoad( audioBuffer );
  25583. } );
  25584. } catch ( e ) {
  25585. if ( onError ) {
  25586. onError( e );
  25587. } else {
  25588. console.error( e );
  25589. }
  25590. scope.manager.itemError( url );
  25591. }
  25592. }, onProgress, onError );
  25593. }
  25594. } );
  25595. /**
  25596. * @author WestLangley / http://github.com/WestLangley
  25597. */
  25598. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25599. LightProbe.call( this, undefined, intensity );
  25600. var color1 = new Color().set( skyColor );
  25601. var color2 = new Color().set( groundColor );
  25602. var sky = new Vector3( color1.r, color1.g, color1.b );
  25603. var ground = new Vector3( color2.r, color2.g, color2.b );
  25604. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25605. var c0 = Math.sqrt( Math.PI );
  25606. var c1 = c0 * Math.sqrt( 0.75 );
  25607. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25608. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25609. }
  25610. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25611. constructor: HemisphereLightProbe,
  25612. isHemisphereLightProbe: true,
  25613. copy: function ( source ) { // modifying colors not currently supported
  25614. LightProbe.prototype.copy.call( this, source );
  25615. return this;
  25616. },
  25617. toJSON: function ( meta ) {
  25618. var data = LightProbe.prototype.toJSON.call( this, meta );
  25619. // data.sh = this.sh.toArray(); // todo
  25620. return data;
  25621. }
  25622. } );
  25623. /**
  25624. * @author WestLangley / http://github.com/WestLangley
  25625. */
  25626. function AmbientLightProbe( color, intensity ) {
  25627. LightProbe.call( this, undefined, intensity );
  25628. var color1 = new Color().set( color );
  25629. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25630. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25631. }
  25632. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25633. constructor: AmbientLightProbe,
  25634. isAmbientLightProbe: true,
  25635. copy: function ( source ) { // modifying color not currently supported
  25636. LightProbe.prototype.copy.call( this, source );
  25637. return this;
  25638. },
  25639. toJSON: function ( meta ) {
  25640. var data = LightProbe.prototype.toJSON.call( this, meta );
  25641. // data.sh = this.sh.toArray(); // todo
  25642. return data;
  25643. }
  25644. } );
  25645. var _eyeRight = new Matrix4();
  25646. var _eyeLeft = new Matrix4();
  25647. /**
  25648. * @author mrdoob / http://mrdoob.com/
  25649. */
  25650. function StereoCamera() {
  25651. this.type = 'StereoCamera';
  25652. this.aspect = 1;
  25653. this.eyeSep = 0.064;
  25654. this.cameraL = new PerspectiveCamera();
  25655. this.cameraL.layers.enable( 1 );
  25656. this.cameraL.matrixAutoUpdate = false;
  25657. this.cameraR = new PerspectiveCamera();
  25658. this.cameraR.layers.enable( 2 );
  25659. this.cameraR.matrixAutoUpdate = false;
  25660. this._cache = {
  25661. focus: null,
  25662. fov: null,
  25663. aspect: null,
  25664. near: null,
  25665. far: null,
  25666. zoom: null,
  25667. eyeSep: null
  25668. };
  25669. }
  25670. Object.assign( StereoCamera.prototype, {
  25671. update: function ( camera ) {
  25672. var cache = this._cache;
  25673. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25674. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25675. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25676. if ( needsUpdate ) {
  25677. cache.focus = camera.focus;
  25678. cache.fov = camera.fov;
  25679. cache.aspect = camera.aspect * this.aspect;
  25680. cache.near = camera.near;
  25681. cache.far = camera.far;
  25682. cache.zoom = camera.zoom;
  25683. cache.eyeSep = this.eyeSep;
  25684. // Off-axis stereoscopic effect based on
  25685. // http://paulbourke.net/stereographics/stereorender/
  25686. var projectionMatrix = camera.projectionMatrix.clone();
  25687. var eyeSepHalf = cache.eyeSep / 2;
  25688. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25689. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25690. var xmin, xmax;
  25691. // translate xOffset
  25692. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25693. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25694. // for left eye
  25695. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25696. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25697. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25698. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25699. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25700. // for right eye
  25701. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25702. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25703. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25704. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25705. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25706. }
  25707. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25708. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25709. }
  25710. } );
  25711. /**
  25712. * @author alteredq / http://alteredqualia.com/
  25713. */
  25714. function Clock( autoStart ) {
  25715. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25716. this.startTime = 0;
  25717. this.oldTime = 0;
  25718. this.elapsedTime = 0;
  25719. this.running = false;
  25720. }
  25721. Object.assign( Clock.prototype, {
  25722. start: function () {
  25723. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25724. this.oldTime = this.startTime;
  25725. this.elapsedTime = 0;
  25726. this.running = true;
  25727. },
  25728. stop: function () {
  25729. this.getElapsedTime();
  25730. this.running = false;
  25731. this.autoStart = false;
  25732. },
  25733. getElapsedTime: function () {
  25734. this.getDelta();
  25735. return this.elapsedTime;
  25736. },
  25737. getDelta: function () {
  25738. var diff = 0;
  25739. if ( this.autoStart && ! this.running ) {
  25740. this.start();
  25741. return 0;
  25742. }
  25743. if ( this.running ) {
  25744. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25745. diff = ( newTime - this.oldTime ) / 1000;
  25746. this.oldTime = newTime;
  25747. this.elapsedTime += diff;
  25748. }
  25749. return diff;
  25750. }
  25751. } );
  25752. /**
  25753. * @author mrdoob / http://mrdoob.com/
  25754. */
  25755. var _position$2 = new Vector3();
  25756. var _quaternion$3 = new Quaternion();
  25757. var _scale$1 = new Vector3();
  25758. var _orientation = new Vector3();
  25759. function AudioListener() {
  25760. Object3D.call( this );
  25761. this.type = 'AudioListener';
  25762. this.context = AudioContext.getContext();
  25763. this.gain = this.context.createGain();
  25764. this.gain.connect( this.context.destination );
  25765. this.filter = null;
  25766. this.timeDelta = 0;
  25767. // private
  25768. this._clock = new Clock();
  25769. }
  25770. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25771. constructor: AudioListener,
  25772. getInput: function () {
  25773. return this.gain;
  25774. },
  25775. removeFilter: function ( ) {
  25776. if ( this.filter !== null ) {
  25777. this.gain.disconnect( this.filter );
  25778. this.filter.disconnect( this.context.destination );
  25779. this.gain.connect( this.context.destination );
  25780. this.filter = null;
  25781. }
  25782. return this;
  25783. },
  25784. getFilter: function () {
  25785. return this.filter;
  25786. },
  25787. setFilter: function ( value ) {
  25788. if ( this.filter !== null ) {
  25789. this.gain.disconnect( this.filter );
  25790. this.filter.disconnect( this.context.destination );
  25791. } else {
  25792. this.gain.disconnect( this.context.destination );
  25793. }
  25794. this.filter = value;
  25795. this.gain.connect( this.filter );
  25796. this.filter.connect( this.context.destination );
  25797. return this;
  25798. },
  25799. getMasterVolume: function () {
  25800. return this.gain.gain.value;
  25801. },
  25802. setMasterVolume: function ( value ) {
  25803. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25804. return this;
  25805. },
  25806. updateMatrixWorld: function ( force ) {
  25807. Object3D.prototype.updateMatrixWorld.call( this, force );
  25808. var listener = this.context.listener;
  25809. var up = this.up;
  25810. this.timeDelta = this._clock.getDelta();
  25811. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25812. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25813. if ( listener.positionX ) {
  25814. // code path for Chrome (see #14393)
  25815. var endTime = this.context.currentTime + this.timeDelta;
  25816. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25817. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25818. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25819. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25820. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25821. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25822. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25823. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25824. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25825. } else {
  25826. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25827. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25828. }
  25829. }
  25830. } );
  25831. /**
  25832. * @author mrdoob / http://mrdoob.com/
  25833. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25834. */
  25835. function Audio( listener ) {
  25836. Object3D.call( this );
  25837. this.type = 'Audio';
  25838. this.listener = listener;
  25839. this.context = listener.context;
  25840. this.gain = this.context.createGain();
  25841. this.gain.connect( listener.getInput() );
  25842. this.autoplay = false;
  25843. this.buffer = null;
  25844. this.detune = 0;
  25845. this.loop = false;
  25846. this.loopStart = 0;
  25847. this.loopEnd = 0;
  25848. this.offset = 0;
  25849. this.duration = undefined;
  25850. this.playbackRate = 1;
  25851. this.isPlaying = false;
  25852. this.hasPlaybackControl = true;
  25853. this.sourceType = 'empty';
  25854. this._startedAt = 0;
  25855. this._progress = 0;
  25856. this.filters = [];
  25857. }
  25858. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25859. constructor: Audio,
  25860. getOutput: function () {
  25861. return this.gain;
  25862. },
  25863. setNodeSource: function ( audioNode ) {
  25864. this.hasPlaybackControl = false;
  25865. this.sourceType = 'audioNode';
  25866. this.source = audioNode;
  25867. this.connect();
  25868. return this;
  25869. },
  25870. setMediaElementSource: function ( mediaElement ) {
  25871. this.hasPlaybackControl = false;
  25872. this.sourceType = 'mediaNode';
  25873. this.source = this.context.createMediaElementSource( mediaElement );
  25874. this.connect();
  25875. return this;
  25876. },
  25877. setMediaStreamSource: function ( mediaStream ) {
  25878. this.hasPlaybackControl = false;
  25879. this.sourceType = 'mediaStreamNode';
  25880. this.source = this.context.createMediaStreamSource( mediaStream );
  25881. this.connect();
  25882. return this;
  25883. },
  25884. setBuffer: function ( audioBuffer ) {
  25885. this.buffer = audioBuffer;
  25886. this.sourceType = 'buffer';
  25887. if ( this.autoplay ) { this.play(); }
  25888. return this;
  25889. },
  25890. play: function ( delay ) {
  25891. if ( delay === undefined ) { delay = 0; }
  25892. if ( this.isPlaying === true ) {
  25893. console.warn( 'THREE.Audio: Audio is already playing.' );
  25894. return;
  25895. }
  25896. if ( this.hasPlaybackControl === false ) {
  25897. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25898. return;
  25899. }
  25900. this._startedAt = this.context.currentTime + delay;
  25901. var source = this.context.createBufferSource();
  25902. source.buffer = this.buffer;
  25903. source.loop = this.loop;
  25904. source.loopStart = this.loopStart;
  25905. source.loopEnd = this.loopEnd;
  25906. source.onended = this.onEnded.bind( this );
  25907. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25908. this.isPlaying = true;
  25909. this.source = source;
  25910. this.setDetune( this.detune );
  25911. this.setPlaybackRate( this.playbackRate );
  25912. return this.connect();
  25913. },
  25914. pause: function () {
  25915. if ( this.hasPlaybackControl === false ) {
  25916. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25917. return;
  25918. }
  25919. if ( this.isPlaying === true ) {
  25920. // update current progress
  25921. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25922. if ( this.loop === true ) {
  25923. // ensure _progress does not exceed duration with looped audios
  25924. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25925. }
  25926. this.source.stop();
  25927. this.source.onended = null;
  25928. this.isPlaying = false;
  25929. }
  25930. return this;
  25931. },
  25932. stop: function () {
  25933. if ( this.hasPlaybackControl === false ) {
  25934. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25935. return;
  25936. }
  25937. this._progress = 0;
  25938. this.source.stop();
  25939. this.source.onended = null;
  25940. this.isPlaying = false;
  25941. return this;
  25942. },
  25943. connect: function () {
  25944. if ( this.filters.length > 0 ) {
  25945. this.source.connect( this.filters[ 0 ] );
  25946. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25947. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25948. }
  25949. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25950. } else {
  25951. this.source.connect( this.getOutput() );
  25952. }
  25953. return this;
  25954. },
  25955. disconnect: function () {
  25956. if ( this.filters.length > 0 ) {
  25957. this.source.disconnect( this.filters[ 0 ] );
  25958. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25959. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25960. }
  25961. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25962. } else {
  25963. this.source.disconnect( this.getOutput() );
  25964. }
  25965. return this;
  25966. },
  25967. getFilters: function () {
  25968. return this.filters;
  25969. },
  25970. setFilters: function ( value ) {
  25971. if ( ! value ) { value = []; }
  25972. if ( this.isPlaying === true ) {
  25973. this.disconnect();
  25974. this.filters = value;
  25975. this.connect();
  25976. } else {
  25977. this.filters = value;
  25978. }
  25979. return this;
  25980. },
  25981. setDetune: function ( value ) {
  25982. this.detune = value;
  25983. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25984. if ( this.isPlaying === true ) {
  25985. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25986. }
  25987. return this;
  25988. },
  25989. getDetune: function () {
  25990. return this.detune;
  25991. },
  25992. getFilter: function () {
  25993. return this.getFilters()[ 0 ];
  25994. },
  25995. setFilter: function ( filter ) {
  25996. return this.setFilters( filter ? [ filter ] : [] );
  25997. },
  25998. setPlaybackRate: function ( value ) {
  25999. if ( this.hasPlaybackControl === false ) {
  26000. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26001. return;
  26002. }
  26003. this.playbackRate = value;
  26004. if ( this.isPlaying === true ) {
  26005. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  26006. }
  26007. return this;
  26008. },
  26009. getPlaybackRate: function () {
  26010. return this.playbackRate;
  26011. },
  26012. onEnded: function () {
  26013. this.isPlaying = false;
  26014. },
  26015. getLoop: function () {
  26016. if ( this.hasPlaybackControl === false ) {
  26017. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26018. return false;
  26019. }
  26020. return this.loop;
  26021. },
  26022. setLoop: function ( value ) {
  26023. if ( this.hasPlaybackControl === false ) {
  26024. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26025. return;
  26026. }
  26027. this.loop = value;
  26028. if ( this.isPlaying === true ) {
  26029. this.source.loop = this.loop;
  26030. }
  26031. return this;
  26032. },
  26033. setLoopStart: function ( value ) {
  26034. this.loopStart = value;
  26035. return this;
  26036. },
  26037. setLoopEnd: function ( value ) {
  26038. this.loopEnd = value;
  26039. return this;
  26040. },
  26041. getVolume: function () {
  26042. return this.gain.gain.value;
  26043. },
  26044. setVolume: function ( value ) {
  26045. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  26046. return this;
  26047. }
  26048. } );
  26049. /**
  26050. * @author mrdoob / http://mrdoob.com/
  26051. */
  26052. var _position$3 = new Vector3();
  26053. var _quaternion$4 = new Quaternion();
  26054. var _scale$2 = new Vector3();
  26055. var _orientation$1 = new Vector3();
  26056. function PositionalAudio( listener ) {
  26057. Audio.call( this, listener );
  26058. this.panner = this.context.createPanner();
  26059. this.panner.panningModel = 'HRTF';
  26060. this.panner.connect( this.gain );
  26061. }
  26062. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  26063. constructor: PositionalAudio,
  26064. getOutput: function () {
  26065. return this.panner;
  26066. },
  26067. getRefDistance: function () {
  26068. return this.panner.refDistance;
  26069. },
  26070. setRefDistance: function ( value ) {
  26071. this.panner.refDistance = value;
  26072. return this;
  26073. },
  26074. getRolloffFactor: function () {
  26075. return this.panner.rolloffFactor;
  26076. },
  26077. setRolloffFactor: function ( value ) {
  26078. this.panner.rolloffFactor = value;
  26079. return this;
  26080. },
  26081. getDistanceModel: function () {
  26082. return this.panner.distanceModel;
  26083. },
  26084. setDistanceModel: function ( value ) {
  26085. this.panner.distanceModel = value;
  26086. return this;
  26087. },
  26088. getMaxDistance: function () {
  26089. return this.panner.maxDistance;
  26090. },
  26091. setMaxDistance: function ( value ) {
  26092. this.panner.maxDistance = value;
  26093. return this;
  26094. },
  26095. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  26096. this.panner.coneInnerAngle = coneInnerAngle;
  26097. this.panner.coneOuterAngle = coneOuterAngle;
  26098. this.panner.coneOuterGain = coneOuterGain;
  26099. return this;
  26100. },
  26101. updateMatrixWorld: function ( force ) {
  26102. Object3D.prototype.updateMatrixWorld.call( this, force );
  26103. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  26104. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  26105. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  26106. var panner = this.panner;
  26107. if ( panner.positionX ) {
  26108. // code path for Chrome and Firefox (see #14393)
  26109. var endTime = this.context.currentTime + this.listener.timeDelta;
  26110. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  26111. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  26112. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  26113. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  26114. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  26115. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  26116. } else {
  26117. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  26118. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  26119. }
  26120. }
  26121. } );
  26122. /**
  26123. * @author mrdoob / http://mrdoob.com/
  26124. */
  26125. function AudioAnalyser( audio, fftSize ) {
  26126. this.analyser = audio.context.createAnalyser();
  26127. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  26128. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  26129. audio.getOutput().connect( this.analyser );
  26130. }
  26131. Object.assign( AudioAnalyser.prototype, {
  26132. getFrequencyData: function () {
  26133. this.analyser.getByteFrequencyData( this.data );
  26134. return this.data;
  26135. },
  26136. getAverageFrequency: function () {
  26137. var value = 0;
  26138. var data = this.getFrequencyData();
  26139. for ( var i = 0; i < data.length; i ++ ) {
  26140. value += data[ i ];
  26141. }
  26142. return value / data.length;
  26143. }
  26144. } );
  26145. /**
  26146. *
  26147. * Buffered scene graph property that allows weighted accumulation.
  26148. *
  26149. *
  26150. * @author Ben Houston / http://clara.io/
  26151. * @author David Sarno / http://lighthaus.us/
  26152. * @author tschw
  26153. */
  26154. function PropertyMixer( binding, typeName, valueSize ) {
  26155. this.binding = binding;
  26156. this.valueSize = valueSize;
  26157. var mixFunction,
  26158. mixFunctionAdditive,
  26159. setIdentity;
  26160. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26161. //
  26162. // interpolators can use .buffer as their .result
  26163. // the data then goes to 'incoming'
  26164. //
  26165. // 'accu0' and 'accu1' are used frame-interleaved for
  26166. // the cumulative result and are compared to detect
  26167. // changes
  26168. //
  26169. // 'orig' stores the original state of the property
  26170. //
  26171. // 'add' is used for additive cumulative results
  26172. //
  26173. // 'work' is optional and is only present for quaternion types. It is used
  26174. // to store intermediate quaternion multiplication results
  26175. switch ( typeName ) {
  26176. case 'quaternion':
  26177. mixFunction = this._slerp;
  26178. mixFunctionAdditive = this._slerpAdditive;
  26179. setIdentity = this._setAdditiveIdentityQuaternion;
  26180. this.buffer = new Float64Array( valueSize * 6 );
  26181. this._workIndex = 5;
  26182. break;
  26183. case 'string':
  26184. case 'bool':
  26185. mixFunction = this._select;
  26186. // Use the regular mix function and for additive on these types,
  26187. // additive is not relevant for non-numeric types
  26188. mixFunctionAdditive = this._select;
  26189. setIdentity = this._setAdditiveIdentityOther;
  26190. this.buffer = new Array( valueSize * 5 );
  26191. break;
  26192. default:
  26193. mixFunction = this._lerp;
  26194. mixFunctionAdditive = this._lerpAdditive;
  26195. setIdentity = this._setAdditiveIdentityNumeric;
  26196. this.buffer = new Float64Array( valueSize * 5 );
  26197. }
  26198. this._mixBufferRegion = mixFunction;
  26199. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26200. this._setIdentity = setIdentity;
  26201. this._origIndex = 3;
  26202. this._addIndex = 4;
  26203. this.cumulativeWeight = 0;
  26204. this.cumulativeWeightAdditive = 0;
  26205. this.useCount = 0;
  26206. this.referenceCount = 0;
  26207. }
  26208. Object.assign( PropertyMixer.prototype, {
  26209. // accumulate data in the 'incoming' region into 'accu<i>'
  26210. accumulate: function ( accuIndex, weight ) {
  26211. // note: happily accumulating nothing when weight = 0, the caller knows
  26212. // the weight and shouldn't have made the call in the first place
  26213. var buffer = this.buffer,
  26214. stride = this.valueSize,
  26215. offset = accuIndex * stride + stride;
  26216. var currentWeight = this.cumulativeWeight;
  26217. if ( currentWeight === 0 ) {
  26218. // accuN := incoming * weight
  26219. for ( var i = 0; i !== stride; ++ i ) {
  26220. buffer[ offset + i ] = buffer[ i ];
  26221. }
  26222. currentWeight = weight;
  26223. } else {
  26224. // accuN := accuN + incoming * weight
  26225. currentWeight += weight;
  26226. var mix = weight / currentWeight;
  26227. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26228. }
  26229. this.cumulativeWeight = currentWeight;
  26230. },
  26231. // accumulate data in the 'incoming' region into 'add'
  26232. accumulateAdditive: function ( weight ) {
  26233. var buffer = this.buffer,
  26234. stride = this.valueSize,
  26235. offset = stride * this._addIndex;
  26236. if ( this.cumulativeWeightAdditive === 0 ) {
  26237. // add = identity
  26238. this._setIdentity();
  26239. }
  26240. // add := add + incoming * weight
  26241. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26242. this.cumulativeWeightAdditive += weight;
  26243. },
  26244. // apply the state of 'accu<i>' to the binding when accus differ
  26245. apply: function ( accuIndex ) {
  26246. var stride = this.valueSize,
  26247. buffer = this.buffer,
  26248. offset = accuIndex * stride + stride,
  26249. weight = this.cumulativeWeight,
  26250. weightAdditive = this.cumulativeWeightAdditive,
  26251. binding = this.binding;
  26252. this.cumulativeWeight = 0;
  26253. this.cumulativeWeightAdditive = 0;
  26254. if ( weight < 1 ) {
  26255. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26256. var originalValueOffset = stride * this._origIndex;
  26257. this._mixBufferRegion(
  26258. buffer, offset, originalValueOffset, 1 - weight, stride );
  26259. }
  26260. if ( weightAdditive > 0 ) {
  26261. // accuN := accuN + additive accuN
  26262. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26263. }
  26264. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26265. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26266. // value has changed -> update scene graph
  26267. binding.setValue( buffer, offset );
  26268. break;
  26269. }
  26270. }
  26271. },
  26272. // remember the state of the bound property and copy it to both accus
  26273. saveOriginalState: function () {
  26274. var binding = this.binding;
  26275. var buffer = this.buffer,
  26276. stride = this.valueSize,
  26277. originalValueOffset = stride * this._origIndex;
  26278. binding.getValue( buffer, originalValueOffset );
  26279. // accu[0..1] := orig -- initially detect changes against the original
  26280. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26281. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26282. }
  26283. // Add to identity for additive
  26284. this._setIdentity();
  26285. this.cumulativeWeight = 0;
  26286. this.cumulativeWeightAdditive = 0;
  26287. },
  26288. // apply the state previously taken via 'saveOriginalState' to the binding
  26289. restoreOriginalState: function () {
  26290. var originalValueOffset = this.valueSize * 3;
  26291. this.binding.setValue( this.buffer, originalValueOffset );
  26292. },
  26293. _setAdditiveIdentityNumeric: function () {
  26294. var startIndex = this._addIndex * this.valueSize;
  26295. var endIndex = startIndex + this.valueSize;
  26296. for ( var i = startIndex; i < endIndex; i ++ ) {
  26297. this.buffer[ i ] = 0;
  26298. }
  26299. },
  26300. _setAdditiveIdentityQuaternion: function () {
  26301. this._setAdditiveIdentityNumeric();
  26302. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26303. },
  26304. _setAdditiveIdentityOther: function () {
  26305. var startIndex = this._origIndex * this.valueSize;
  26306. var targetIndex = this._addIndex * this.valueSize;
  26307. for ( var i = 0; i < this.valueSize; i ++ ) {
  26308. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26309. }
  26310. },
  26311. // mix functions
  26312. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26313. if ( t >= 0.5 ) {
  26314. for ( var i = 0; i !== stride; ++ i ) {
  26315. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26316. }
  26317. }
  26318. },
  26319. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26320. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26321. },
  26322. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26323. var workOffset = this._workIndex * stride;
  26324. // Store result in intermediate buffer offset
  26325. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26326. // Slerp to the intermediate result
  26327. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26328. },
  26329. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26330. var s = 1 - t;
  26331. for ( var i = 0; i !== stride; ++ i ) {
  26332. var j = dstOffset + i;
  26333. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26334. }
  26335. },
  26336. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26337. for ( var i = 0; i !== stride; ++ i ) {
  26338. var j = dstOffset + i;
  26339. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26340. }
  26341. }
  26342. } );
  26343. /**
  26344. *
  26345. * A reference to a real property in the scene graph.
  26346. *
  26347. *
  26348. * @author Ben Houston / http://clara.io/
  26349. * @author David Sarno / http://lighthaus.us/
  26350. * @author tschw
  26351. */
  26352. // Characters [].:/ are reserved for track binding syntax.
  26353. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26354. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26355. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26356. // only latin characters, and the unicode \p{L} is not yet supported. So
  26357. // instead, we exclude reserved characters and match everything else.
  26358. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26359. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26360. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26361. // be matched to parse the rest of the track name.
  26362. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26363. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26364. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26365. // Object on target node, and accessor. May not contain reserved
  26366. // characters. Accessor may contain any character except closing bracket.
  26367. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26368. // Property and accessor. May not contain reserved characters. Accessor may
  26369. // contain any non-bracket characters.
  26370. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26371. var _trackRe = new RegExp( ''
  26372. + '^'
  26373. + _directoryRe
  26374. + _nodeRe
  26375. + _objectRe
  26376. + _propertyRe
  26377. + '$'
  26378. );
  26379. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26380. function Composite( targetGroup, path, optionalParsedPath ) {
  26381. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26382. this._targetGroup = targetGroup;
  26383. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26384. }
  26385. Object.assign( Composite.prototype, {
  26386. getValue: function ( array, offset ) {
  26387. this.bind(); // bind all binding
  26388. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26389. binding = this._bindings[ firstValidIndex ];
  26390. // and only call .getValue on the first
  26391. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26392. },
  26393. setValue: function ( array, offset ) {
  26394. var bindings = this._bindings;
  26395. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26396. bindings[ i ].setValue( array, offset );
  26397. }
  26398. },
  26399. bind: function () {
  26400. var bindings = this._bindings;
  26401. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26402. bindings[ i ].bind();
  26403. }
  26404. },
  26405. unbind: function () {
  26406. var bindings = this._bindings;
  26407. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26408. bindings[ i ].unbind();
  26409. }
  26410. }
  26411. } );
  26412. function PropertyBinding( rootNode, path, parsedPath ) {
  26413. this.path = path;
  26414. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26415. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26416. this.rootNode = rootNode;
  26417. }
  26418. Object.assign( PropertyBinding, {
  26419. Composite: Composite,
  26420. create: function ( root, path, parsedPath ) {
  26421. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26422. return new PropertyBinding( root, path, parsedPath );
  26423. } else {
  26424. return new PropertyBinding.Composite( root, path, parsedPath );
  26425. }
  26426. },
  26427. /**
  26428. * Replaces spaces with underscores and removes unsupported characters from
  26429. * node names, to ensure compatibility with parseTrackName().
  26430. *
  26431. * @param {string} name Node name to be sanitized.
  26432. * @return {string}
  26433. */
  26434. sanitizeNodeName: function ( name ) {
  26435. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26436. },
  26437. parseTrackName: function ( trackName ) {
  26438. var matches = _trackRe.exec( trackName );
  26439. if ( ! matches ) {
  26440. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26441. }
  26442. var results = {
  26443. // directoryName: matches[ 1 ], // (tschw) currently unused
  26444. nodeName: matches[ 2 ],
  26445. objectName: matches[ 3 ],
  26446. objectIndex: matches[ 4 ],
  26447. propertyName: matches[ 5 ], // required
  26448. propertyIndex: matches[ 6 ]
  26449. };
  26450. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26451. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26452. var objectName = results.nodeName.substring( lastDot + 1 );
  26453. // Object names must be checked against an allowlist. Otherwise, there
  26454. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26455. // 'bar' could be the objectName, or part of a nodeName (which can
  26456. // include '.' characters).
  26457. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26458. results.nodeName = results.nodeName.substring( 0, lastDot );
  26459. results.objectName = objectName;
  26460. }
  26461. }
  26462. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26463. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26464. }
  26465. return results;
  26466. },
  26467. findNode: function ( root, nodeName ) {
  26468. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26469. return root;
  26470. }
  26471. // search into skeleton bones.
  26472. if ( root.skeleton ) {
  26473. var bone = root.skeleton.getBoneByName( nodeName );
  26474. if ( bone !== undefined ) {
  26475. return bone;
  26476. }
  26477. }
  26478. // search into node subtree.
  26479. if ( root.children ) {
  26480. var searchNodeSubtree = function ( children ) {
  26481. for ( var i = 0; i < children.length; i ++ ) {
  26482. var childNode = children[ i ];
  26483. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26484. return childNode;
  26485. }
  26486. var result = searchNodeSubtree( childNode.children );
  26487. if ( result ) { return result; }
  26488. }
  26489. return null;
  26490. };
  26491. var subTreeNode = searchNodeSubtree( root.children );
  26492. if ( subTreeNode ) {
  26493. return subTreeNode;
  26494. }
  26495. }
  26496. return null;
  26497. }
  26498. } );
  26499. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26500. // these are used to "bind" a nonexistent property
  26501. _getValue_unavailable: function () {},
  26502. _setValue_unavailable: function () {},
  26503. BindingType: {
  26504. Direct: 0,
  26505. EntireArray: 1,
  26506. ArrayElement: 2,
  26507. HasFromToArray: 3
  26508. },
  26509. Versioning: {
  26510. None: 0,
  26511. NeedsUpdate: 1,
  26512. MatrixWorldNeedsUpdate: 2
  26513. },
  26514. GetterByBindingType: [
  26515. function getValue_direct( buffer, offset ) {
  26516. buffer[ offset ] = this.node[ this.propertyName ];
  26517. },
  26518. function getValue_array( buffer, offset ) {
  26519. var source = this.resolvedProperty;
  26520. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26521. buffer[ offset ++ ] = source[ i ];
  26522. }
  26523. },
  26524. function getValue_arrayElement( buffer, offset ) {
  26525. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26526. },
  26527. function getValue_toArray( buffer, offset ) {
  26528. this.resolvedProperty.toArray( buffer, offset );
  26529. }
  26530. ],
  26531. SetterByBindingTypeAndVersioning: [
  26532. [
  26533. // Direct
  26534. function setValue_direct( buffer, offset ) {
  26535. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26536. },
  26537. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26538. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26539. this.targetObject.needsUpdate = true;
  26540. },
  26541. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26542. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26543. this.targetObject.matrixWorldNeedsUpdate = true;
  26544. }
  26545. ], [
  26546. // EntireArray
  26547. function setValue_array( buffer, offset ) {
  26548. var dest = this.resolvedProperty;
  26549. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26550. dest[ i ] = buffer[ offset ++ ];
  26551. }
  26552. },
  26553. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26554. var dest = this.resolvedProperty;
  26555. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26556. dest[ i ] = buffer[ offset ++ ];
  26557. }
  26558. this.targetObject.needsUpdate = true;
  26559. },
  26560. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26561. var dest = this.resolvedProperty;
  26562. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26563. dest[ i ] = buffer[ offset ++ ];
  26564. }
  26565. this.targetObject.matrixWorldNeedsUpdate = true;
  26566. }
  26567. ], [
  26568. // ArrayElement
  26569. function setValue_arrayElement( buffer, offset ) {
  26570. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26571. },
  26572. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26573. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26574. this.targetObject.needsUpdate = true;
  26575. },
  26576. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26577. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26578. this.targetObject.matrixWorldNeedsUpdate = true;
  26579. }
  26580. ], [
  26581. // HasToFromArray
  26582. function setValue_fromArray( buffer, offset ) {
  26583. this.resolvedProperty.fromArray( buffer, offset );
  26584. },
  26585. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26586. this.resolvedProperty.fromArray( buffer, offset );
  26587. this.targetObject.needsUpdate = true;
  26588. },
  26589. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26590. this.resolvedProperty.fromArray( buffer, offset );
  26591. this.targetObject.matrixWorldNeedsUpdate = true;
  26592. }
  26593. ]
  26594. ],
  26595. getValue: function getValue_unbound( targetArray, offset ) {
  26596. this.bind();
  26597. this.getValue( targetArray, offset );
  26598. // Note: This class uses a State pattern on a per-method basis:
  26599. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26600. // prototype version of these methods with one that represents
  26601. // the bound state. When the property is not found, the methods
  26602. // become no-ops.
  26603. },
  26604. setValue: function getValue_unbound( sourceArray, offset ) {
  26605. this.bind();
  26606. this.setValue( sourceArray, offset );
  26607. },
  26608. // create getter / setter pair for a property in the scene graph
  26609. bind: function () {
  26610. var targetObject = this.node,
  26611. parsedPath = this.parsedPath,
  26612. objectName = parsedPath.objectName,
  26613. propertyName = parsedPath.propertyName,
  26614. propertyIndex = parsedPath.propertyIndex;
  26615. if ( ! targetObject ) {
  26616. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26617. this.node = targetObject;
  26618. }
  26619. // set fail state so we can just 'return' on error
  26620. this.getValue = this._getValue_unavailable;
  26621. this.setValue = this._setValue_unavailable;
  26622. // ensure there is a value node
  26623. if ( ! targetObject ) {
  26624. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26625. return;
  26626. }
  26627. if ( objectName ) {
  26628. var objectIndex = parsedPath.objectIndex;
  26629. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26630. switch ( objectName ) {
  26631. case 'materials':
  26632. if ( ! targetObject.material ) {
  26633. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26634. return;
  26635. }
  26636. if ( ! targetObject.material.materials ) {
  26637. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26638. return;
  26639. }
  26640. targetObject = targetObject.material.materials;
  26641. break;
  26642. case 'bones':
  26643. if ( ! targetObject.skeleton ) {
  26644. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26645. return;
  26646. }
  26647. // potential future optimization: skip this if propertyIndex is already an integer
  26648. // and convert the integer string to a true integer.
  26649. targetObject = targetObject.skeleton.bones;
  26650. // support resolving morphTarget names into indices.
  26651. for ( var i = 0; i < targetObject.length; i ++ ) {
  26652. if ( targetObject[ i ].name === objectIndex ) {
  26653. objectIndex = i;
  26654. break;
  26655. }
  26656. }
  26657. break;
  26658. default:
  26659. if ( targetObject[ objectName ] === undefined ) {
  26660. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26661. return;
  26662. }
  26663. targetObject = targetObject[ objectName ];
  26664. }
  26665. if ( objectIndex !== undefined ) {
  26666. if ( targetObject[ objectIndex ] === undefined ) {
  26667. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26668. return;
  26669. }
  26670. targetObject = targetObject[ objectIndex ];
  26671. }
  26672. }
  26673. // resolve property
  26674. var nodeProperty = targetObject[ propertyName ];
  26675. if ( nodeProperty === undefined ) {
  26676. var nodeName = parsedPath.nodeName;
  26677. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26678. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26679. return;
  26680. }
  26681. // determine versioning scheme
  26682. var versioning = this.Versioning.None;
  26683. this.targetObject = targetObject;
  26684. if ( targetObject.needsUpdate !== undefined ) { // material
  26685. versioning = this.Versioning.NeedsUpdate;
  26686. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26687. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26688. }
  26689. // determine how the property gets bound
  26690. var bindingType = this.BindingType.Direct;
  26691. if ( propertyIndex !== undefined ) {
  26692. // access a sub element of the property array (only primitives are supported right now)
  26693. if ( propertyName === "morphTargetInfluences" ) {
  26694. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26695. // support resolving morphTarget names into indices.
  26696. if ( ! targetObject.geometry ) {
  26697. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26698. return;
  26699. }
  26700. if ( targetObject.geometry.isBufferGeometry ) {
  26701. if ( ! targetObject.geometry.morphAttributes ) {
  26702. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26703. return;
  26704. }
  26705. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26706. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26707. }
  26708. } else {
  26709. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26710. return;
  26711. }
  26712. }
  26713. bindingType = this.BindingType.ArrayElement;
  26714. this.resolvedProperty = nodeProperty;
  26715. this.propertyIndex = propertyIndex;
  26716. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26717. // must use copy for Object3D.Euler/Quaternion
  26718. bindingType = this.BindingType.HasFromToArray;
  26719. this.resolvedProperty = nodeProperty;
  26720. } else if ( Array.isArray( nodeProperty ) ) {
  26721. bindingType = this.BindingType.EntireArray;
  26722. this.resolvedProperty = nodeProperty;
  26723. } else {
  26724. this.propertyName = propertyName;
  26725. }
  26726. // select getter / setter
  26727. this.getValue = this.GetterByBindingType[ bindingType ];
  26728. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26729. },
  26730. unbind: function () {
  26731. this.node = null;
  26732. // back to the prototype version of getValue / setValue
  26733. // note: avoiding to mutate the shape of 'this' via 'delete'
  26734. this.getValue = this._getValue_unbound;
  26735. this.setValue = this._setValue_unbound;
  26736. }
  26737. } );
  26738. // DECLARE ALIAS AFTER assign prototype
  26739. Object.assign( PropertyBinding.prototype, {
  26740. // initial state of these methods that calls 'bind'
  26741. _getValue_unbound: PropertyBinding.prototype.getValue,
  26742. _setValue_unbound: PropertyBinding.prototype.setValue,
  26743. } );
  26744. /**
  26745. *
  26746. * A group of objects that receives a shared animation state.
  26747. *
  26748. * Usage:
  26749. *
  26750. * - Add objects you would otherwise pass as 'root' to the
  26751. * constructor or the .clipAction method of AnimationMixer.
  26752. *
  26753. * - Instead pass this object as 'root'.
  26754. *
  26755. * - You can also add and remove objects later when the mixer
  26756. * is running.
  26757. *
  26758. * Note:
  26759. *
  26760. * Objects of this class appear as one object to the mixer,
  26761. * so cache control of the individual objects must be done
  26762. * on the group.
  26763. *
  26764. * Limitation:
  26765. *
  26766. * - The animated properties must be compatible among the
  26767. * all objects in the group.
  26768. *
  26769. * - A single property can either be controlled through a
  26770. * target group or directly, but not both.
  26771. *
  26772. * @author tschw
  26773. */
  26774. function AnimationObjectGroup() {
  26775. this.uuid = MathUtils.generateUUID();
  26776. // cached objects followed by the active ones
  26777. this._objects = Array.prototype.slice.call( arguments );
  26778. this.nCachedObjects_ = 0; // threshold
  26779. // note: read by PropertyBinding.Composite
  26780. var indices = {};
  26781. this._indicesByUUID = indices; // for bookkeeping
  26782. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26783. indices[ arguments[ i ].uuid ] = i;
  26784. }
  26785. this._paths = []; // inside: string
  26786. this._parsedPaths = []; // inside: { we don't care, here }
  26787. this._bindings = []; // inside: Array< PropertyBinding >
  26788. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26789. var scope = this;
  26790. this.stats = {
  26791. objects: {
  26792. get total() {
  26793. return scope._objects.length;
  26794. },
  26795. get inUse() {
  26796. return this.total - scope.nCachedObjects_;
  26797. }
  26798. },
  26799. get bindingsPerObject() {
  26800. return scope._bindings.length;
  26801. }
  26802. };
  26803. }
  26804. Object.assign( AnimationObjectGroup.prototype, {
  26805. isAnimationObjectGroup: true,
  26806. add: function () {
  26807. var objects = this._objects,
  26808. indicesByUUID = this._indicesByUUID,
  26809. paths = this._paths,
  26810. parsedPaths = this._parsedPaths,
  26811. bindings = this._bindings,
  26812. nBindings = bindings.length;
  26813. var knownObject = undefined,
  26814. nObjects = objects.length,
  26815. nCachedObjects = this.nCachedObjects_;
  26816. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26817. var object = arguments[ i ],
  26818. uuid = object.uuid;
  26819. var index = indicesByUUID[ uuid ];
  26820. if ( index === undefined ) {
  26821. // unknown object -> add it to the ACTIVE region
  26822. index = nObjects ++;
  26823. indicesByUUID[ uuid ] = index;
  26824. objects.push( object );
  26825. // accounting is done, now do the same for all bindings
  26826. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26827. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26828. }
  26829. } else if ( index < nCachedObjects ) {
  26830. knownObject = objects[ index ];
  26831. // move existing object to the ACTIVE region
  26832. var firstActiveIndex = -- nCachedObjects,
  26833. lastCachedObject = objects[ firstActiveIndex ];
  26834. indicesByUUID[ lastCachedObject.uuid ] = index;
  26835. objects[ index ] = lastCachedObject;
  26836. indicesByUUID[ uuid ] = firstActiveIndex;
  26837. objects[ firstActiveIndex ] = object;
  26838. // accounting is done, now do the same for all bindings
  26839. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26840. var bindingsForPath = bindings[ j$1 ],
  26841. lastCached = bindingsForPath[ firstActiveIndex ];
  26842. var binding = bindingsForPath[ index ];
  26843. bindingsForPath[ index ] = lastCached;
  26844. if ( binding === undefined ) {
  26845. // since we do not bother to create new bindings
  26846. // for objects that are cached, the binding may
  26847. // or may not exist
  26848. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26849. }
  26850. bindingsForPath[ firstActiveIndex ] = binding;
  26851. }
  26852. } else if ( objects[ index ] !== knownObject ) {
  26853. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26854. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26855. } // else the object is already where we want it to be
  26856. } // for arguments
  26857. this.nCachedObjects_ = nCachedObjects;
  26858. },
  26859. remove: function () {
  26860. var objects = this._objects,
  26861. indicesByUUID = this._indicesByUUID,
  26862. bindings = this._bindings,
  26863. nBindings = bindings.length;
  26864. var nCachedObjects = this.nCachedObjects_;
  26865. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26866. var object = arguments[ i ],
  26867. uuid = object.uuid,
  26868. index = indicesByUUID[ uuid ];
  26869. if ( index !== undefined && index >= nCachedObjects ) {
  26870. // move existing object into the CACHED region
  26871. var lastCachedIndex = nCachedObjects ++,
  26872. firstActiveObject = objects[ lastCachedIndex ];
  26873. indicesByUUID[ firstActiveObject.uuid ] = index;
  26874. objects[ index ] = firstActiveObject;
  26875. indicesByUUID[ uuid ] = lastCachedIndex;
  26876. objects[ lastCachedIndex ] = object;
  26877. // accounting is done, now do the same for all bindings
  26878. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26879. var bindingsForPath = bindings[ j ],
  26880. firstActive = bindingsForPath[ lastCachedIndex ],
  26881. binding = bindingsForPath[ index ];
  26882. bindingsForPath[ index ] = firstActive;
  26883. bindingsForPath[ lastCachedIndex ] = binding;
  26884. }
  26885. }
  26886. } // for arguments
  26887. this.nCachedObjects_ = nCachedObjects;
  26888. },
  26889. // remove & forget
  26890. uncache: function () {
  26891. var objects = this._objects,
  26892. indicesByUUID = this._indicesByUUID,
  26893. bindings = this._bindings,
  26894. nBindings = bindings.length;
  26895. var nCachedObjects = this.nCachedObjects_,
  26896. nObjects = objects.length;
  26897. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26898. var object = arguments[ i ],
  26899. uuid = object.uuid,
  26900. index = indicesByUUID[ uuid ];
  26901. if ( index !== undefined ) {
  26902. delete indicesByUUID[ uuid ];
  26903. if ( index < nCachedObjects ) {
  26904. // object is cached, shrink the CACHED region
  26905. var firstActiveIndex = -- nCachedObjects,
  26906. lastCachedObject = objects[ firstActiveIndex ],
  26907. lastIndex = -- nObjects,
  26908. lastObject = objects[ lastIndex ];
  26909. // last cached object takes this object's place
  26910. indicesByUUID[ lastCachedObject.uuid ] = index;
  26911. objects[ index ] = lastCachedObject;
  26912. // last object goes to the activated slot and pop
  26913. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26914. objects[ firstActiveIndex ] = lastObject;
  26915. objects.pop();
  26916. // accounting is done, now do the same for all bindings
  26917. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26918. var bindingsForPath = bindings[ j ],
  26919. lastCached = bindingsForPath[ firstActiveIndex ],
  26920. last = bindingsForPath[ lastIndex ];
  26921. bindingsForPath[ index ] = lastCached;
  26922. bindingsForPath[ firstActiveIndex ] = last;
  26923. bindingsForPath.pop();
  26924. }
  26925. } else {
  26926. // object is active, just swap with the last and pop
  26927. var lastIndex$1 = -- nObjects,
  26928. lastObject$1 = objects[ lastIndex$1 ];
  26929. indicesByUUID[ lastObject$1.uuid ] = index;
  26930. objects[ index ] = lastObject$1;
  26931. objects.pop();
  26932. // accounting is done, now do the same for all bindings
  26933. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26934. var bindingsForPath$1 = bindings[ j$1 ];
  26935. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26936. bindingsForPath$1.pop();
  26937. }
  26938. } // cached or active
  26939. } // if object is known
  26940. } // for arguments
  26941. this.nCachedObjects_ = nCachedObjects;
  26942. },
  26943. // Internal interface used by befriended PropertyBinding.Composite:
  26944. subscribe_: function ( path, parsedPath ) {
  26945. // returns an array of bindings for the given path that is changed
  26946. // according to the contained objects in the group
  26947. var indicesByPath = this._bindingsIndicesByPath,
  26948. index = indicesByPath[ path ],
  26949. bindings = this._bindings;
  26950. if ( index !== undefined ) { return bindings[ index ]; }
  26951. var paths = this._paths,
  26952. parsedPaths = this._parsedPaths,
  26953. objects = this._objects,
  26954. nObjects = objects.length,
  26955. nCachedObjects = this.nCachedObjects_,
  26956. bindingsForPath = new Array( nObjects );
  26957. index = bindings.length;
  26958. indicesByPath[ path ] = index;
  26959. paths.push( path );
  26960. parsedPaths.push( parsedPath );
  26961. bindings.push( bindingsForPath );
  26962. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26963. var object = objects[ i ];
  26964. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26965. }
  26966. return bindingsForPath;
  26967. },
  26968. unsubscribe_: function ( path ) {
  26969. // tells the group to forget about a property path and no longer
  26970. // update the array previously obtained with 'subscribe_'
  26971. var indicesByPath = this._bindingsIndicesByPath,
  26972. index = indicesByPath[ path ];
  26973. if ( index !== undefined ) {
  26974. var paths = this._paths,
  26975. parsedPaths = this._parsedPaths,
  26976. bindings = this._bindings,
  26977. lastBindingsIndex = bindings.length - 1,
  26978. lastBindings = bindings[ lastBindingsIndex ],
  26979. lastBindingsPath = path[ lastBindingsIndex ];
  26980. indicesByPath[ lastBindingsPath ] = index;
  26981. bindings[ index ] = lastBindings;
  26982. bindings.pop();
  26983. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26984. parsedPaths.pop();
  26985. paths[ index ] = paths[ lastBindingsIndex ];
  26986. paths.pop();
  26987. }
  26988. }
  26989. } );
  26990. /**
  26991. *
  26992. * Action provided by AnimationMixer for scheduling clip playback on specific
  26993. * objects.
  26994. *
  26995. * @author Ben Houston / http://clara.io/
  26996. * @author David Sarno / http://lighthaus.us/
  26997. * @author tschw
  26998. *
  26999. */
  27000. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  27001. this._mixer = mixer;
  27002. this._clip = clip;
  27003. this._localRoot = localRoot || null;
  27004. this.blendMode = blendMode || clip.blendMode;
  27005. var tracks = clip.tracks,
  27006. nTracks = tracks.length,
  27007. interpolants = new Array( nTracks );
  27008. var interpolantSettings = {
  27009. endingStart: ZeroCurvatureEnding,
  27010. endingEnd: ZeroCurvatureEnding
  27011. };
  27012. for ( var i = 0; i !== nTracks; ++ i ) {
  27013. var interpolant = tracks[ i ].createInterpolant( null );
  27014. interpolants[ i ] = interpolant;
  27015. interpolant.settings = interpolantSettings;
  27016. }
  27017. this._interpolantSettings = interpolantSettings;
  27018. this._interpolants = interpolants; // bound by the mixer
  27019. // inside: PropertyMixer (managed by the mixer)
  27020. this._propertyBindings = new Array( nTracks );
  27021. this._cacheIndex = null; // for the memory manager
  27022. this._byClipCacheIndex = null; // for the memory manager
  27023. this._timeScaleInterpolant = null;
  27024. this._weightInterpolant = null;
  27025. this.loop = LoopRepeat;
  27026. this._loopCount = - 1;
  27027. // global mixer time when the action is to be started
  27028. // it's set back to 'null' upon start of the action
  27029. this._startTime = null;
  27030. // scaled local time of the action
  27031. // gets clamped or wrapped to 0..clip.duration according to loop
  27032. this.time = 0;
  27033. this.timeScale = 1;
  27034. this._effectiveTimeScale = 1;
  27035. this.weight = 1;
  27036. this._effectiveWeight = 1;
  27037. this.repetitions = Infinity; // no. of repetitions when looping
  27038. this.paused = false; // true -> zero effective time scale
  27039. this.enabled = true; // false -> zero effective weight
  27040. this.clampWhenFinished = false;// keep feeding the last frame?
  27041. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  27042. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  27043. }
  27044. Object.assign( AnimationAction.prototype, {
  27045. // State & Scheduling
  27046. play: function () {
  27047. this._mixer._activateAction( this );
  27048. return this;
  27049. },
  27050. stop: function () {
  27051. this._mixer._deactivateAction( this );
  27052. return this.reset();
  27053. },
  27054. reset: function () {
  27055. this.paused = false;
  27056. this.enabled = true;
  27057. this.time = 0; // restart clip
  27058. this._loopCount = - 1;// forget previous loops
  27059. this._startTime = null;// forget scheduling
  27060. return this.stopFading().stopWarping();
  27061. },
  27062. isRunning: function () {
  27063. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  27064. this._startTime === null && this._mixer._isActiveAction( this );
  27065. },
  27066. // return true when play has been called
  27067. isScheduled: function () {
  27068. return this._mixer._isActiveAction( this );
  27069. },
  27070. startAt: function ( time ) {
  27071. this._startTime = time;
  27072. return this;
  27073. },
  27074. setLoop: function ( mode, repetitions ) {
  27075. this.loop = mode;
  27076. this.repetitions = repetitions;
  27077. return this;
  27078. },
  27079. // Weight
  27080. // set the weight stopping any scheduled fading
  27081. // although .enabled = false yields an effective weight of zero, this
  27082. // method does *not* change .enabled, because it would be confusing
  27083. setEffectiveWeight: function ( weight ) {
  27084. this.weight = weight;
  27085. // note: same logic as when updated at runtime
  27086. this._effectiveWeight = this.enabled ? weight : 0;
  27087. return this.stopFading();
  27088. },
  27089. // return the weight considering fading and .enabled
  27090. getEffectiveWeight: function () {
  27091. return this._effectiveWeight;
  27092. },
  27093. fadeIn: function ( duration ) {
  27094. return this._scheduleFading( duration, 0, 1 );
  27095. },
  27096. fadeOut: function ( duration ) {
  27097. return this._scheduleFading( duration, 1, 0 );
  27098. },
  27099. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  27100. fadeOutAction.fadeOut( duration );
  27101. this.fadeIn( duration );
  27102. if ( warp ) {
  27103. var fadeInDuration = this._clip.duration,
  27104. fadeOutDuration = fadeOutAction._clip.duration,
  27105. startEndRatio = fadeOutDuration / fadeInDuration,
  27106. endStartRatio = fadeInDuration / fadeOutDuration;
  27107. fadeOutAction.warp( 1.0, startEndRatio, duration );
  27108. this.warp( endStartRatio, 1.0, duration );
  27109. }
  27110. return this;
  27111. },
  27112. crossFadeTo: function ( fadeInAction, duration, warp ) {
  27113. return fadeInAction.crossFadeFrom( this, duration, warp );
  27114. },
  27115. stopFading: function () {
  27116. var weightInterpolant = this._weightInterpolant;
  27117. if ( weightInterpolant !== null ) {
  27118. this._weightInterpolant = null;
  27119. this._mixer._takeBackControlInterpolant( weightInterpolant );
  27120. }
  27121. return this;
  27122. },
  27123. // Time Scale Control
  27124. // set the time scale stopping any scheduled warping
  27125. // although .paused = true yields an effective time scale of zero, this
  27126. // method does *not* change .paused, because it would be confusing
  27127. setEffectiveTimeScale: function ( timeScale ) {
  27128. this.timeScale = timeScale;
  27129. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27130. return this.stopWarping();
  27131. },
  27132. // return the time scale considering warping and .paused
  27133. getEffectiveTimeScale: function () {
  27134. return this._effectiveTimeScale;
  27135. },
  27136. setDuration: function ( duration ) {
  27137. this.timeScale = this._clip.duration / duration;
  27138. return this.stopWarping();
  27139. },
  27140. syncWith: function ( action ) {
  27141. this.time = action.time;
  27142. this.timeScale = action.timeScale;
  27143. return this.stopWarping();
  27144. },
  27145. halt: function ( duration ) {
  27146. return this.warp( this._effectiveTimeScale, 0, duration );
  27147. },
  27148. warp: function ( startTimeScale, endTimeScale, duration ) {
  27149. var mixer = this._mixer,
  27150. now = mixer.time,
  27151. timeScale = this.timeScale;
  27152. var interpolant = this._timeScaleInterpolant;
  27153. if ( interpolant === null ) {
  27154. interpolant = mixer._lendControlInterpolant();
  27155. this._timeScaleInterpolant = interpolant;
  27156. }
  27157. var times = interpolant.parameterPositions,
  27158. values = interpolant.sampleValues;
  27159. times[ 0 ] = now;
  27160. times[ 1 ] = now + duration;
  27161. values[ 0 ] = startTimeScale / timeScale;
  27162. values[ 1 ] = endTimeScale / timeScale;
  27163. return this;
  27164. },
  27165. stopWarping: function () {
  27166. var timeScaleInterpolant = this._timeScaleInterpolant;
  27167. if ( timeScaleInterpolant !== null ) {
  27168. this._timeScaleInterpolant = null;
  27169. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27170. }
  27171. return this;
  27172. },
  27173. // Object Accessors
  27174. getMixer: function () {
  27175. return this._mixer;
  27176. },
  27177. getClip: function () {
  27178. return this._clip;
  27179. },
  27180. getRoot: function () {
  27181. return this._localRoot || this._mixer._root;
  27182. },
  27183. // Interna
  27184. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27185. // called by the mixer
  27186. if ( ! this.enabled ) {
  27187. // call ._updateWeight() to update ._effectiveWeight
  27188. this._updateWeight( time );
  27189. return;
  27190. }
  27191. var startTime = this._startTime;
  27192. if ( startTime !== null ) {
  27193. // check for scheduled start of action
  27194. var timeRunning = ( time - startTime ) * timeDirection;
  27195. if ( timeRunning < 0 || timeDirection === 0 ) {
  27196. return; // yet to come / don't decide when delta = 0
  27197. }
  27198. // start
  27199. this._startTime = null; // unschedule
  27200. deltaTime = timeDirection * timeRunning;
  27201. }
  27202. // apply time scale and advance time
  27203. deltaTime *= this._updateTimeScale( time );
  27204. var clipTime = this._updateTime( deltaTime );
  27205. // note: _updateTime may disable the action resulting in
  27206. // an effective weight of 0
  27207. var weight = this._updateWeight( time );
  27208. if ( weight > 0 ) {
  27209. var interpolants = this._interpolants;
  27210. var propertyMixers = this._propertyBindings;
  27211. switch ( this.blendMode ) {
  27212. case AdditiveAnimationBlendMode:
  27213. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27214. interpolants[ j ].evaluate( clipTime );
  27215. propertyMixers[ j ].accumulateAdditive( weight );
  27216. }
  27217. break;
  27218. case NormalAnimationBlendMode:
  27219. default:
  27220. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27221. interpolants[ j$1 ].evaluate( clipTime );
  27222. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27223. }
  27224. }
  27225. }
  27226. },
  27227. _updateWeight: function ( time ) {
  27228. var weight = 0;
  27229. if ( this.enabled ) {
  27230. weight = this.weight;
  27231. var interpolant = this._weightInterpolant;
  27232. if ( interpolant !== null ) {
  27233. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27234. weight *= interpolantValue;
  27235. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27236. this.stopFading();
  27237. if ( interpolantValue === 0 ) {
  27238. // faded out, disable
  27239. this.enabled = false;
  27240. }
  27241. }
  27242. }
  27243. }
  27244. this._effectiveWeight = weight;
  27245. return weight;
  27246. },
  27247. _updateTimeScale: function ( time ) {
  27248. var timeScale = 0;
  27249. if ( ! this.paused ) {
  27250. timeScale = this.timeScale;
  27251. var interpolant = this._timeScaleInterpolant;
  27252. if ( interpolant !== null ) {
  27253. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27254. timeScale *= interpolantValue;
  27255. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27256. this.stopWarping();
  27257. if ( timeScale === 0 ) {
  27258. // motion has halted, pause
  27259. this.paused = true;
  27260. } else {
  27261. // warp done - apply final time scale
  27262. this.timeScale = timeScale;
  27263. }
  27264. }
  27265. }
  27266. }
  27267. this._effectiveTimeScale = timeScale;
  27268. return timeScale;
  27269. },
  27270. _updateTime: function ( deltaTime ) {
  27271. var duration = this._clip.duration;
  27272. var loop = this.loop;
  27273. var time = this.time + deltaTime;
  27274. var loopCount = this._loopCount;
  27275. var pingPong = ( loop === LoopPingPong );
  27276. if ( deltaTime === 0 ) {
  27277. if ( loopCount === - 1 ) { return time; }
  27278. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27279. }
  27280. if ( loop === LoopOnce ) {
  27281. if ( loopCount === - 1 ) {
  27282. // just started
  27283. this._loopCount = 0;
  27284. this._setEndings( true, true, false );
  27285. }
  27286. handle_stop: {
  27287. if ( time >= duration ) {
  27288. time = duration;
  27289. } else if ( time < 0 ) {
  27290. time = 0;
  27291. } else {
  27292. this.time = time;
  27293. break handle_stop;
  27294. }
  27295. if ( this.clampWhenFinished ) { this.paused = true; }
  27296. else { this.enabled = false; }
  27297. this.time = time;
  27298. this._mixer.dispatchEvent( {
  27299. type: 'finished', action: this,
  27300. direction: deltaTime < 0 ? - 1 : 1
  27301. } );
  27302. }
  27303. } else { // repetitive Repeat or PingPong
  27304. if ( loopCount === - 1 ) {
  27305. // just started
  27306. if ( deltaTime >= 0 ) {
  27307. loopCount = 0;
  27308. this._setEndings( true, this.repetitions === 0, pingPong );
  27309. } else {
  27310. // when looping in reverse direction, the initial
  27311. // transition through zero counts as a repetition,
  27312. // so leave loopCount at -1
  27313. this._setEndings( this.repetitions === 0, true, pingPong );
  27314. }
  27315. }
  27316. if ( time >= duration || time < 0 ) {
  27317. // wrap around
  27318. var loopDelta = Math.floor( time / duration ); // signed
  27319. time -= duration * loopDelta;
  27320. loopCount += Math.abs( loopDelta );
  27321. var pending = this.repetitions - loopCount;
  27322. if ( pending <= 0 ) {
  27323. // have to stop (switch state, clamp time, fire event)
  27324. if ( this.clampWhenFinished ) { this.paused = true; }
  27325. else { this.enabled = false; }
  27326. time = deltaTime > 0 ? duration : 0;
  27327. this.time = time;
  27328. this._mixer.dispatchEvent( {
  27329. type: 'finished', action: this,
  27330. direction: deltaTime > 0 ? 1 : - 1
  27331. } );
  27332. } else {
  27333. // keep running
  27334. if ( pending === 1 ) {
  27335. // entering the last round
  27336. var atStart = deltaTime < 0;
  27337. this._setEndings( atStart, ! atStart, pingPong );
  27338. } else {
  27339. this._setEndings( false, false, pingPong );
  27340. }
  27341. this._loopCount = loopCount;
  27342. this.time = time;
  27343. this._mixer.dispatchEvent( {
  27344. type: 'loop', action: this, loopDelta: loopDelta
  27345. } );
  27346. }
  27347. } else {
  27348. this.time = time;
  27349. }
  27350. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27351. // invert time for the "pong round"
  27352. return duration - time;
  27353. }
  27354. }
  27355. return time;
  27356. },
  27357. _setEndings: function ( atStart, atEnd, pingPong ) {
  27358. var settings = this._interpolantSettings;
  27359. if ( pingPong ) {
  27360. settings.endingStart = ZeroSlopeEnding;
  27361. settings.endingEnd = ZeroSlopeEnding;
  27362. } else {
  27363. // assuming for LoopOnce atStart == atEnd == true
  27364. if ( atStart ) {
  27365. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27366. } else {
  27367. settings.endingStart = WrapAroundEnding;
  27368. }
  27369. if ( atEnd ) {
  27370. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27371. } else {
  27372. settings.endingEnd = WrapAroundEnding;
  27373. }
  27374. }
  27375. },
  27376. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27377. var mixer = this._mixer, now = mixer.time;
  27378. var interpolant = this._weightInterpolant;
  27379. if ( interpolant === null ) {
  27380. interpolant = mixer._lendControlInterpolant();
  27381. this._weightInterpolant = interpolant;
  27382. }
  27383. var times = interpolant.parameterPositions,
  27384. values = interpolant.sampleValues;
  27385. times[ 0 ] = now;
  27386. values[ 0 ] = weightNow;
  27387. times[ 1 ] = now + duration;
  27388. values[ 1 ] = weightThen;
  27389. return this;
  27390. }
  27391. } );
  27392. /**
  27393. *
  27394. * Player for AnimationClips.
  27395. *
  27396. *
  27397. * @author Ben Houston / http://clara.io/
  27398. * @author David Sarno / http://lighthaus.us/
  27399. * @author tschw
  27400. */
  27401. function AnimationMixer( root ) {
  27402. this._root = root;
  27403. this._initMemoryManager();
  27404. this._accuIndex = 0;
  27405. this.time = 0;
  27406. this.timeScale = 1.0;
  27407. }
  27408. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27409. constructor: AnimationMixer,
  27410. _bindAction: function ( action, prototypeAction ) {
  27411. var root = action._localRoot || this._root,
  27412. tracks = action._clip.tracks,
  27413. nTracks = tracks.length,
  27414. bindings = action._propertyBindings,
  27415. interpolants = action._interpolants,
  27416. rootUuid = root.uuid,
  27417. bindingsByRoot = this._bindingsByRootAndName;
  27418. var bindingsByName = bindingsByRoot[ rootUuid ];
  27419. if ( bindingsByName === undefined ) {
  27420. bindingsByName = {};
  27421. bindingsByRoot[ rootUuid ] = bindingsByName;
  27422. }
  27423. for ( var i = 0; i !== nTracks; ++ i ) {
  27424. var track = tracks[ i ],
  27425. trackName = track.name;
  27426. var binding = bindingsByName[ trackName ];
  27427. if ( binding !== undefined ) {
  27428. bindings[ i ] = binding;
  27429. } else {
  27430. binding = bindings[ i ];
  27431. if ( binding !== undefined ) {
  27432. // existing binding, make sure the cache knows
  27433. if ( binding._cacheIndex === null ) {
  27434. ++ binding.referenceCount;
  27435. this._addInactiveBinding( binding, rootUuid, trackName );
  27436. }
  27437. continue;
  27438. }
  27439. var path = prototypeAction && prototypeAction.
  27440. _propertyBindings[ i ].binding.parsedPath;
  27441. binding = new PropertyMixer(
  27442. PropertyBinding.create( root, trackName, path ),
  27443. track.ValueTypeName, track.getValueSize() );
  27444. ++ binding.referenceCount;
  27445. this._addInactiveBinding( binding, rootUuid, trackName );
  27446. bindings[ i ] = binding;
  27447. }
  27448. interpolants[ i ].resultBuffer = binding.buffer;
  27449. }
  27450. },
  27451. _activateAction: function ( action ) {
  27452. if ( ! this._isActiveAction( action ) ) {
  27453. if ( action._cacheIndex === null ) {
  27454. // this action has been forgotten by the cache, but the user
  27455. // appears to be still using it -> rebind
  27456. var rootUuid = ( action._localRoot || this._root ).uuid,
  27457. clipUuid = action._clip.uuid,
  27458. actionsForClip = this._actionsByClip[ clipUuid ];
  27459. this._bindAction( action,
  27460. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27461. this._addInactiveAction( action, clipUuid, rootUuid );
  27462. }
  27463. var bindings = action._propertyBindings;
  27464. // increment reference counts / sort out state
  27465. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27466. var binding = bindings[ i ];
  27467. if ( binding.useCount ++ === 0 ) {
  27468. this._lendBinding( binding );
  27469. binding.saveOriginalState();
  27470. }
  27471. }
  27472. this._lendAction( action );
  27473. }
  27474. },
  27475. _deactivateAction: function ( action ) {
  27476. if ( this._isActiveAction( action ) ) {
  27477. var bindings = action._propertyBindings;
  27478. // decrement reference counts / sort out state
  27479. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27480. var binding = bindings[ i ];
  27481. if ( -- binding.useCount === 0 ) {
  27482. binding.restoreOriginalState();
  27483. this._takeBackBinding( binding );
  27484. }
  27485. }
  27486. this._takeBackAction( action );
  27487. }
  27488. },
  27489. // Memory manager
  27490. _initMemoryManager: function () {
  27491. this._actions = []; // 'nActiveActions' followed by inactive ones
  27492. this._nActiveActions = 0;
  27493. this._actionsByClip = {};
  27494. // inside:
  27495. // {
  27496. // knownActions: Array< AnimationAction > - used as prototypes
  27497. // actionByRoot: AnimationAction - lookup
  27498. // }
  27499. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27500. this._nActiveBindings = 0;
  27501. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27502. this._controlInterpolants = []; // same game as above
  27503. this._nActiveControlInterpolants = 0;
  27504. var scope = this;
  27505. this.stats = {
  27506. actions: {
  27507. get total() {
  27508. return scope._actions.length;
  27509. },
  27510. get inUse() {
  27511. return scope._nActiveActions;
  27512. }
  27513. },
  27514. bindings: {
  27515. get total() {
  27516. return scope._bindings.length;
  27517. },
  27518. get inUse() {
  27519. return scope._nActiveBindings;
  27520. }
  27521. },
  27522. controlInterpolants: {
  27523. get total() {
  27524. return scope._controlInterpolants.length;
  27525. },
  27526. get inUse() {
  27527. return scope._nActiveControlInterpolants;
  27528. }
  27529. }
  27530. };
  27531. },
  27532. // Memory management for AnimationAction objects
  27533. _isActiveAction: function ( action ) {
  27534. var index = action._cacheIndex;
  27535. return index !== null && index < this._nActiveActions;
  27536. },
  27537. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27538. var actions = this._actions,
  27539. actionsByClip = this._actionsByClip;
  27540. var actionsForClip = actionsByClip[ clipUuid ];
  27541. if ( actionsForClip === undefined ) {
  27542. actionsForClip = {
  27543. knownActions: [ action ],
  27544. actionByRoot: {}
  27545. };
  27546. action._byClipCacheIndex = 0;
  27547. actionsByClip[ clipUuid ] = actionsForClip;
  27548. } else {
  27549. var knownActions = actionsForClip.knownActions;
  27550. action._byClipCacheIndex = knownActions.length;
  27551. knownActions.push( action );
  27552. }
  27553. action._cacheIndex = actions.length;
  27554. actions.push( action );
  27555. actionsForClip.actionByRoot[ rootUuid ] = action;
  27556. },
  27557. _removeInactiveAction: function ( action ) {
  27558. var actions = this._actions,
  27559. lastInactiveAction = actions[ actions.length - 1 ],
  27560. cacheIndex = action._cacheIndex;
  27561. lastInactiveAction._cacheIndex = cacheIndex;
  27562. actions[ cacheIndex ] = lastInactiveAction;
  27563. actions.pop();
  27564. action._cacheIndex = null;
  27565. var clipUuid = action._clip.uuid,
  27566. actionsByClip = this._actionsByClip,
  27567. actionsForClip = actionsByClip[ clipUuid ],
  27568. knownActionsForClip = actionsForClip.knownActions,
  27569. lastKnownAction =
  27570. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27571. byClipCacheIndex = action._byClipCacheIndex;
  27572. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27573. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27574. knownActionsForClip.pop();
  27575. action._byClipCacheIndex = null;
  27576. var actionByRoot = actionsForClip.actionByRoot,
  27577. rootUuid = ( action._localRoot || this._root ).uuid;
  27578. delete actionByRoot[ rootUuid ];
  27579. if ( knownActionsForClip.length === 0 ) {
  27580. delete actionsByClip[ clipUuid ];
  27581. }
  27582. this._removeInactiveBindingsForAction( action );
  27583. },
  27584. _removeInactiveBindingsForAction: function ( action ) {
  27585. var bindings = action._propertyBindings;
  27586. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27587. var binding = bindings[ i ];
  27588. if ( -- binding.referenceCount === 0 ) {
  27589. this._removeInactiveBinding( binding );
  27590. }
  27591. }
  27592. },
  27593. _lendAction: function ( action ) {
  27594. // [ active actions | inactive actions ]
  27595. // [ active actions >| inactive actions ]
  27596. // s a
  27597. // <-swap->
  27598. // a s
  27599. var actions = this._actions,
  27600. prevIndex = action._cacheIndex,
  27601. lastActiveIndex = this._nActiveActions ++,
  27602. firstInactiveAction = actions[ lastActiveIndex ];
  27603. action._cacheIndex = lastActiveIndex;
  27604. actions[ lastActiveIndex ] = action;
  27605. firstInactiveAction._cacheIndex = prevIndex;
  27606. actions[ prevIndex ] = firstInactiveAction;
  27607. },
  27608. _takeBackAction: function ( action ) {
  27609. // [ active actions | inactive actions ]
  27610. // [ active actions |< inactive actions ]
  27611. // a s
  27612. // <-swap->
  27613. // s a
  27614. var actions = this._actions,
  27615. prevIndex = action._cacheIndex,
  27616. firstInactiveIndex = -- this._nActiveActions,
  27617. lastActiveAction = actions[ firstInactiveIndex ];
  27618. action._cacheIndex = firstInactiveIndex;
  27619. actions[ firstInactiveIndex ] = action;
  27620. lastActiveAction._cacheIndex = prevIndex;
  27621. actions[ prevIndex ] = lastActiveAction;
  27622. },
  27623. // Memory management for PropertyMixer objects
  27624. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27625. var bindingsByRoot = this._bindingsByRootAndName,
  27626. bindings = this._bindings;
  27627. var bindingByName = bindingsByRoot[ rootUuid ];
  27628. if ( bindingByName === undefined ) {
  27629. bindingByName = {};
  27630. bindingsByRoot[ rootUuid ] = bindingByName;
  27631. }
  27632. bindingByName[ trackName ] = binding;
  27633. binding._cacheIndex = bindings.length;
  27634. bindings.push( binding );
  27635. },
  27636. _removeInactiveBinding: function ( binding ) {
  27637. var bindings = this._bindings,
  27638. propBinding = binding.binding,
  27639. rootUuid = propBinding.rootNode.uuid,
  27640. trackName = propBinding.path,
  27641. bindingsByRoot = this._bindingsByRootAndName,
  27642. bindingByName = bindingsByRoot[ rootUuid ],
  27643. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27644. cacheIndex = binding._cacheIndex;
  27645. lastInactiveBinding._cacheIndex = cacheIndex;
  27646. bindings[ cacheIndex ] = lastInactiveBinding;
  27647. bindings.pop();
  27648. delete bindingByName[ trackName ];
  27649. if ( Object.keys( bindingByName ).length === 0 ) {
  27650. delete bindingsByRoot[ rootUuid ];
  27651. }
  27652. },
  27653. _lendBinding: function ( binding ) {
  27654. var bindings = this._bindings,
  27655. prevIndex = binding._cacheIndex,
  27656. lastActiveIndex = this._nActiveBindings ++,
  27657. firstInactiveBinding = bindings[ lastActiveIndex ];
  27658. binding._cacheIndex = lastActiveIndex;
  27659. bindings[ lastActiveIndex ] = binding;
  27660. firstInactiveBinding._cacheIndex = prevIndex;
  27661. bindings[ prevIndex ] = firstInactiveBinding;
  27662. },
  27663. _takeBackBinding: function ( binding ) {
  27664. var bindings = this._bindings,
  27665. prevIndex = binding._cacheIndex,
  27666. firstInactiveIndex = -- this._nActiveBindings,
  27667. lastActiveBinding = bindings[ firstInactiveIndex ];
  27668. binding._cacheIndex = firstInactiveIndex;
  27669. bindings[ firstInactiveIndex ] = binding;
  27670. lastActiveBinding._cacheIndex = prevIndex;
  27671. bindings[ prevIndex ] = lastActiveBinding;
  27672. },
  27673. // Memory management of Interpolants for weight and time scale
  27674. _lendControlInterpolant: function () {
  27675. var interpolants = this._controlInterpolants,
  27676. lastActiveIndex = this._nActiveControlInterpolants ++;
  27677. var interpolant = interpolants[ lastActiveIndex ];
  27678. if ( interpolant === undefined ) {
  27679. interpolant = new LinearInterpolant(
  27680. new Float32Array( 2 ), new Float32Array( 2 ),
  27681. 1, this._controlInterpolantsResultBuffer );
  27682. interpolant.__cacheIndex = lastActiveIndex;
  27683. interpolants[ lastActiveIndex ] = interpolant;
  27684. }
  27685. return interpolant;
  27686. },
  27687. _takeBackControlInterpolant: function ( interpolant ) {
  27688. var interpolants = this._controlInterpolants,
  27689. prevIndex = interpolant.__cacheIndex,
  27690. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27691. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27692. interpolant.__cacheIndex = firstInactiveIndex;
  27693. interpolants[ firstInactiveIndex ] = interpolant;
  27694. lastActiveInterpolant.__cacheIndex = prevIndex;
  27695. interpolants[ prevIndex ] = lastActiveInterpolant;
  27696. },
  27697. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27698. // return an action for a clip optionally using a custom root target
  27699. // object (this method allocates a lot of dynamic memory in case a
  27700. // previously unknown clip/root combination is specified)
  27701. clipAction: function ( clip, optionalRoot, blendMode ) {
  27702. var root = optionalRoot || this._root,
  27703. rootUuid = root.uuid;
  27704. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27705. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27706. var actionsForClip = this._actionsByClip[ clipUuid ],
  27707. prototypeAction = null;
  27708. if ( blendMode === undefined ) {
  27709. if ( clipObject !== null ) {
  27710. blendMode = clipObject.blendMode;
  27711. } else {
  27712. blendMode = NormalAnimationBlendMode;
  27713. }
  27714. }
  27715. if ( actionsForClip !== undefined ) {
  27716. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27717. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27718. return existingAction;
  27719. }
  27720. // we know the clip, so we don't have to parse all
  27721. // the bindings again but can just copy
  27722. prototypeAction = actionsForClip.knownActions[ 0 ];
  27723. // also, take the clip from the prototype action
  27724. if ( clipObject === null )
  27725. { clipObject = prototypeAction._clip; }
  27726. }
  27727. // clip must be known when specified via string
  27728. if ( clipObject === null ) { return null; }
  27729. // allocate all resources required to run it
  27730. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27731. this._bindAction( newAction, prototypeAction );
  27732. // and make the action known to the memory manager
  27733. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27734. return newAction;
  27735. },
  27736. // get an existing action
  27737. existingAction: function ( clip, optionalRoot ) {
  27738. var root = optionalRoot || this._root,
  27739. rootUuid = root.uuid,
  27740. clipObject = typeof clip === 'string' ?
  27741. AnimationClip.findByName( root, clip ) : clip,
  27742. clipUuid = clipObject ? clipObject.uuid : clip,
  27743. actionsForClip = this._actionsByClip[ clipUuid ];
  27744. if ( actionsForClip !== undefined ) {
  27745. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27746. }
  27747. return null;
  27748. },
  27749. // deactivates all previously scheduled actions
  27750. stopAllAction: function () {
  27751. var actions = this._actions,
  27752. nActions = this._nActiveActions;
  27753. for ( var i = nActions - 1; i >= 0; -- i ) {
  27754. actions[ i ].stop();
  27755. }
  27756. return this;
  27757. },
  27758. // advance the time and update apply the animation
  27759. update: function ( deltaTime ) {
  27760. deltaTime *= this.timeScale;
  27761. var actions = this._actions,
  27762. nActions = this._nActiveActions,
  27763. time = this.time += deltaTime,
  27764. timeDirection = Math.sign( deltaTime ),
  27765. accuIndex = this._accuIndex ^= 1;
  27766. // run active actions
  27767. for ( var i = 0; i !== nActions; ++ i ) {
  27768. var action = actions[ i ];
  27769. action._update( time, deltaTime, timeDirection, accuIndex );
  27770. }
  27771. // update scene graph
  27772. var bindings = this._bindings,
  27773. nBindings = this._nActiveBindings;
  27774. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27775. bindings[ i$1 ].apply( accuIndex );
  27776. }
  27777. return this;
  27778. },
  27779. // Allows you to seek to a specific time in an animation.
  27780. setTime: function ( timeInSeconds ) {
  27781. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27782. for ( var i = 0; i < this._actions.length; i ++ ) {
  27783. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27784. }
  27785. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27786. },
  27787. // return this mixer's root target object
  27788. getRoot: function () {
  27789. return this._root;
  27790. },
  27791. // free all resources specific to a particular clip
  27792. uncacheClip: function ( clip ) {
  27793. var actions = this._actions,
  27794. clipUuid = clip.uuid,
  27795. actionsByClip = this._actionsByClip,
  27796. actionsForClip = actionsByClip[ clipUuid ];
  27797. if ( actionsForClip !== undefined ) {
  27798. // note: just calling _removeInactiveAction would mess up the
  27799. // iteration state and also require updating the state we can
  27800. // just throw away
  27801. var actionsToRemove = actionsForClip.knownActions;
  27802. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27803. var action = actionsToRemove[ i ];
  27804. this._deactivateAction( action );
  27805. var cacheIndex = action._cacheIndex,
  27806. lastInactiveAction = actions[ actions.length - 1 ];
  27807. action._cacheIndex = null;
  27808. action._byClipCacheIndex = null;
  27809. lastInactiveAction._cacheIndex = cacheIndex;
  27810. actions[ cacheIndex ] = lastInactiveAction;
  27811. actions.pop();
  27812. this._removeInactiveBindingsForAction( action );
  27813. }
  27814. delete actionsByClip[ clipUuid ];
  27815. }
  27816. },
  27817. // free all resources specific to a particular root target object
  27818. uncacheRoot: function ( root ) {
  27819. var rootUuid = root.uuid,
  27820. actionsByClip = this._actionsByClip;
  27821. for ( var clipUuid in actionsByClip ) {
  27822. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27823. action = actionByRoot[ rootUuid ];
  27824. if ( action !== undefined ) {
  27825. this._deactivateAction( action );
  27826. this._removeInactiveAction( action );
  27827. }
  27828. }
  27829. var bindingsByRoot = this._bindingsByRootAndName,
  27830. bindingByName = bindingsByRoot[ rootUuid ];
  27831. if ( bindingByName !== undefined ) {
  27832. for ( var trackName in bindingByName ) {
  27833. var binding = bindingByName[ trackName ];
  27834. binding.restoreOriginalState();
  27835. this._removeInactiveBinding( binding );
  27836. }
  27837. }
  27838. },
  27839. // remove a targeted clip from the cache
  27840. uncacheAction: function ( clip, optionalRoot ) {
  27841. var action = this.existingAction( clip, optionalRoot );
  27842. if ( action !== null ) {
  27843. this._deactivateAction( action );
  27844. this._removeInactiveAction( action );
  27845. }
  27846. }
  27847. } );
  27848. /**
  27849. * @author mrdoob / http://mrdoob.com/
  27850. */
  27851. function Uniform( value ) {
  27852. if ( typeof value === 'string' ) {
  27853. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27854. value = arguments[ 1 ];
  27855. }
  27856. this.value = value;
  27857. }
  27858. Uniform.prototype.clone = function () {
  27859. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27860. };
  27861. /**
  27862. * @author benaadams / https://twitter.com/ben_a_adams
  27863. */
  27864. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27865. InterleavedBuffer.call( this, array, stride );
  27866. this.meshPerAttribute = meshPerAttribute || 1;
  27867. }
  27868. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27869. constructor: InstancedInterleavedBuffer,
  27870. isInstancedInterleavedBuffer: true,
  27871. copy: function ( source ) {
  27872. InterleavedBuffer.prototype.copy.call( this, source );
  27873. this.meshPerAttribute = source.meshPerAttribute;
  27874. return this;
  27875. },
  27876. clone: function ( data ) {
  27877. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27878. ib.meshPerAttribute = this.meshPerAttribute;
  27879. return ib;
  27880. },
  27881. toJSON: function ( data ) {
  27882. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27883. json.isInstancedInterleavedBuffer = true;
  27884. json.meshPerAttribute = this.meshPerAttribute;
  27885. return json;
  27886. }
  27887. } );
  27888. /**
  27889. * @author mrdoob / http://mrdoob.com/
  27890. * @author bhouston / http://clara.io/
  27891. * @author stephomi / http://stephaneginier.com/
  27892. */
  27893. function Raycaster( origin, direction, near, far ) {
  27894. this.ray = new Ray( origin, direction );
  27895. // direction is assumed to be normalized (for accurate distance calculations)
  27896. this.near = near || 0;
  27897. this.far = far || Infinity;
  27898. this.camera = null;
  27899. this.layers = new Layers();
  27900. this.params = {
  27901. Mesh: {},
  27902. Line: { threshold: 1 },
  27903. LOD: {},
  27904. Points: { threshold: 1 },
  27905. Sprite: {}
  27906. };
  27907. Object.defineProperties( this.params, {
  27908. PointCloud: {
  27909. get: function () {
  27910. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27911. return this.Points;
  27912. }
  27913. }
  27914. } );
  27915. }
  27916. function ascSort( a, b ) {
  27917. return a.distance - b.distance;
  27918. }
  27919. function intersectObject( object, raycaster, intersects, recursive ) {
  27920. if ( object.layers.test( raycaster.layers ) ) {
  27921. object.raycast( raycaster, intersects );
  27922. }
  27923. if ( recursive === true ) {
  27924. var children = object.children;
  27925. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27926. intersectObject( children[ i ], raycaster, intersects, true );
  27927. }
  27928. }
  27929. }
  27930. Object.assign( Raycaster.prototype, {
  27931. set: function ( origin, direction ) {
  27932. // direction is assumed to be normalized (for accurate distance calculations)
  27933. this.ray.set( origin, direction );
  27934. },
  27935. setFromCamera: function ( coords, camera ) {
  27936. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27937. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27938. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27939. this.camera = camera;
  27940. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27941. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27942. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27943. this.camera = camera;
  27944. } else {
  27945. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27946. }
  27947. },
  27948. intersectObject: function ( object, recursive, optionalTarget ) {
  27949. var intersects = optionalTarget || [];
  27950. intersectObject( object, this, intersects, recursive );
  27951. intersects.sort( ascSort );
  27952. return intersects;
  27953. },
  27954. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27955. var intersects = optionalTarget || [];
  27956. if ( Array.isArray( objects ) === false ) {
  27957. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27958. return intersects;
  27959. }
  27960. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27961. intersectObject( objects[ i ], this, intersects, recursive );
  27962. }
  27963. intersects.sort( ascSort );
  27964. return intersects;
  27965. }
  27966. } );
  27967. /**
  27968. * @author bhouston / http://clara.io
  27969. * @author WestLangley / http://github.com/WestLangley
  27970. *
  27971. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27972. *
  27973. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27974. * The azimuthal angle (theta) is measured from the positive z-axis.
  27975. */
  27976. function Spherical( radius, phi, theta ) {
  27977. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27978. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27979. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27980. return this;
  27981. }
  27982. Object.assign( Spherical.prototype, {
  27983. set: function ( radius, phi, theta ) {
  27984. this.radius = radius;
  27985. this.phi = phi;
  27986. this.theta = theta;
  27987. return this;
  27988. },
  27989. clone: function () {
  27990. return new this.constructor().copy( this );
  27991. },
  27992. copy: function ( other ) {
  27993. this.radius = other.radius;
  27994. this.phi = other.phi;
  27995. this.theta = other.theta;
  27996. return this;
  27997. },
  27998. // restrict phi to be betwee EPS and PI-EPS
  27999. makeSafe: function () {
  28000. var EPS = 0.000001;
  28001. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  28002. return this;
  28003. },
  28004. setFromVector3: function ( v ) {
  28005. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28006. },
  28007. setFromCartesianCoords: function ( x, y, z ) {
  28008. this.radius = Math.sqrt( x * x + y * y + z * z );
  28009. if ( this.radius === 0 ) {
  28010. this.theta = 0;
  28011. this.phi = 0;
  28012. } else {
  28013. this.theta = Math.atan2( x, z );
  28014. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  28015. }
  28016. return this;
  28017. }
  28018. } );
  28019. /**
  28020. * @author Mugen87 / https://github.com/Mugen87
  28021. *
  28022. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  28023. *
  28024. */
  28025. function Cylindrical( radius, theta, y ) {
  28026. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  28027. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  28028. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  28029. return this;
  28030. }
  28031. Object.assign( Cylindrical.prototype, {
  28032. set: function ( radius, theta, y ) {
  28033. this.radius = radius;
  28034. this.theta = theta;
  28035. this.y = y;
  28036. return this;
  28037. },
  28038. clone: function () {
  28039. return new this.constructor().copy( this );
  28040. },
  28041. copy: function ( other ) {
  28042. this.radius = other.radius;
  28043. this.theta = other.theta;
  28044. this.y = other.y;
  28045. return this;
  28046. },
  28047. setFromVector3: function ( v ) {
  28048. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28049. },
  28050. setFromCartesianCoords: function ( x, y, z ) {
  28051. this.radius = Math.sqrt( x * x + z * z );
  28052. this.theta = Math.atan2( x, z );
  28053. this.y = y;
  28054. return this;
  28055. }
  28056. } );
  28057. /**
  28058. * @author bhouston / http://clara.io
  28059. */
  28060. var _vector$7 = new Vector2();
  28061. function Box2( min, max ) {
  28062. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  28063. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  28064. }
  28065. Object.assign( Box2.prototype, {
  28066. set: function ( min, max ) {
  28067. this.min.copy( min );
  28068. this.max.copy( max );
  28069. return this;
  28070. },
  28071. setFromPoints: function ( points ) {
  28072. this.makeEmpty();
  28073. for ( var i = 0, il = points.length; i < il; i ++ ) {
  28074. this.expandByPoint( points[ i ] );
  28075. }
  28076. return this;
  28077. },
  28078. setFromCenterAndSize: function ( center, size ) {
  28079. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  28080. this.min.copy( center ).sub( halfSize );
  28081. this.max.copy( center ).add( halfSize );
  28082. return this;
  28083. },
  28084. clone: function () {
  28085. return new this.constructor().copy( this );
  28086. },
  28087. copy: function ( box ) {
  28088. this.min.copy( box.min );
  28089. this.max.copy( box.max );
  28090. return this;
  28091. },
  28092. makeEmpty: function () {
  28093. this.min.x = this.min.y = + Infinity;
  28094. this.max.x = this.max.y = - Infinity;
  28095. return this;
  28096. },
  28097. isEmpty: function () {
  28098. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28099. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  28100. },
  28101. getCenter: function ( target ) {
  28102. if ( target === undefined ) {
  28103. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  28104. target = new Vector2();
  28105. }
  28106. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  28107. },
  28108. getSize: function ( target ) {
  28109. if ( target === undefined ) {
  28110. console.warn( 'THREE.Box2: .getSize() target is now required' );
  28111. target = new Vector2();
  28112. }
  28113. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  28114. },
  28115. expandByPoint: function ( point ) {
  28116. this.min.min( point );
  28117. this.max.max( point );
  28118. return this;
  28119. },
  28120. expandByVector: function ( vector ) {
  28121. this.min.sub( vector );
  28122. this.max.add( vector );
  28123. return this;
  28124. },
  28125. expandByScalar: function ( scalar ) {
  28126. this.min.addScalar( - scalar );
  28127. this.max.addScalar( scalar );
  28128. return this;
  28129. },
  28130. containsPoint: function ( point ) {
  28131. return point.x < this.min.x || point.x > this.max.x ||
  28132. point.y < this.min.y || point.y > this.max.y ? false : true;
  28133. },
  28134. containsBox: function ( box ) {
  28135. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  28136. this.min.y <= box.min.y && box.max.y <= this.max.y;
  28137. },
  28138. getParameter: function ( point, target ) {
  28139. // This can potentially have a divide by zero if the box
  28140. // has a size dimension of 0.
  28141. if ( target === undefined ) {
  28142. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  28143. target = new Vector2();
  28144. }
  28145. return target.set(
  28146. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  28147. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  28148. );
  28149. },
  28150. intersectsBox: function ( box ) {
  28151. // using 4 splitting planes to rule out intersections
  28152. return box.max.x < this.min.x || box.min.x > this.max.x ||
  28153. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28154. },
  28155. clampPoint: function ( point, target ) {
  28156. if ( target === undefined ) {
  28157. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28158. target = new Vector2();
  28159. }
  28160. return target.copy( point ).clamp( this.min, this.max );
  28161. },
  28162. distanceToPoint: function ( point ) {
  28163. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28164. return clampedPoint.sub( point ).length();
  28165. },
  28166. intersect: function ( box ) {
  28167. this.min.max( box.min );
  28168. this.max.min( box.max );
  28169. return this;
  28170. },
  28171. union: function ( box ) {
  28172. this.min.min( box.min );
  28173. this.max.max( box.max );
  28174. return this;
  28175. },
  28176. translate: function ( offset ) {
  28177. this.min.add( offset );
  28178. this.max.add( offset );
  28179. return this;
  28180. },
  28181. equals: function ( box ) {
  28182. return box.min.equals( this.min ) && box.max.equals( this.max );
  28183. }
  28184. } );
  28185. /**
  28186. * @author bhouston / http://clara.io
  28187. */
  28188. var _startP = new Vector3();
  28189. var _startEnd = new Vector3();
  28190. function Line3( start, end ) {
  28191. this.start = ( start !== undefined ) ? start : new Vector3();
  28192. this.end = ( end !== undefined ) ? end : new Vector3();
  28193. }
  28194. Object.assign( Line3.prototype, {
  28195. set: function ( start, end ) {
  28196. this.start.copy( start );
  28197. this.end.copy( end );
  28198. return this;
  28199. },
  28200. clone: function () {
  28201. return new this.constructor().copy( this );
  28202. },
  28203. copy: function ( line ) {
  28204. this.start.copy( line.start );
  28205. this.end.copy( line.end );
  28206. return this;
  28207. },
  28208. getCenter: function ( target ) {
  28209. if ( target === undefined ) {
  28210. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28211. target = new Vector3();
  28212. }
  28213. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28214. },
  28215. delta: function ( target ) {
  28216. if ( target === undefined ) {
  28217. console.warn( 'THREE.Line3: .delta() target is now required' );
  28218. target = new Vector3();
  28219. }
  28220. return target.subVectors( this.end, this.start );
  28221. },
  28222. distanceSq: function () {
  28223. return this.start.distanceToSquared( this.end );
  28224. },
  28225. distance: function () {
  28226. return this.start.distanceTo( this.end );
  28227. },
  28228. at: function ( t, target ) {
  28229. if ( target === undefined ) {
  28230. console.warn( 'THREE.Line3: .at() target is now required' );
  28231. target = new Vector3();
  28232. }
  28233. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28234. },
  28235. closestPointToPointParameter: function ( point, clampToLine ) {
  28236. _startP.subVectors( point, this.start );
  28237. _startEnd.subVectors( this.end, this.start );
  28238. var startEnd2 = _startEnd.dot( _startEnd );
  28239. var startEnd_startP = _startEnd.dot( _startP );
  28240. var t = startEnd_startP / startEnd2;
  28241. if ( clampToLine ) {
  28242. t = MathUtils.clamp( t, 0, 1 );
  28243. }
  28244. return t;
  28245. },
  28246. closestPointToPoint: function ( point, clampToLine, target ) {
  28247. var t = this.closestPointToPointParameter( point, clampToLine );
  28248. if ( target === undefined ) {
  28249. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28250. target = new Vector3();
  28251. }
  28252. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28253. },
  28254. applyMatrix4: function ( matrix ) {
  28255. this.start.applyMatrix4( matrix );
  28256. this.end.applyMatrix4( matrix );
  28257. return this;
  28258. },
  28259. equals: function ( line ) {
  28260. return line.start.equals( this.start ) && line.end.equals( this.end );
  28261. }
  28262. } );
  28263. /**
  28264. * @author alteredq / http://alteredqualia.com/
  28265. */
  28266. function ImmediateRenderObject( material ) {
  28267. Object3D.call( this );
  28268. this.material = material;
  28269. this.render = function ( /* renderCallback */ ) {};
  28270. this.hasPositions = false;
  28271. this.hasNormals = false;
  28272. this.hasColors = false;
  28273. this.hasUvs = false;
  28274. this.positionArray = null;
  28275. this.normalArray = null;
  28276. this.colorArray = null;
  28277. this.uvArray = null;
  28278. this.count = 0;
  28279. }
  28280. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28281. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28282. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28283. /**
  28284. * @author alteredq / http://alteredqualia.com/
  28285. * @author mrdoob / http://mrdoob.com/
  28286. * @author WestLangley / http://github.com/WestLangley
  28287. */
  28288. var _vector$8 = new Vector3();
  28289. function SpotLightHelper( light, color ) {
  28290. Object3D.call( this );
  28291. this.light = light;
  28292. this.light.updateMatrixWorld();
  28293. this.matrix = light.matrixWorld;
  28294. this.matrixAutoUpdate = false;
  28295. this.color = color;
  28296. var geometry = new BufferGeometry();
  28297. var positions = [
  28298. 0, 0, 0, 0, 0, 1,
  28299. 0, 0, 0, 1, 0, 1,
  28300. 0, 0, 0, - 1, 0, 1,
  28301. 0, 0, 0, 0, 1, 1,
  28302. 0, 0, 0, 0, - 1, 1
  28303. ];
  28304. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28305. var p1 = ( i / l ) * Math.PI * 2;
  28306. var p2 = ( j / l ) * Math.PI * 2;
  28307. positions.push(
  28308. Math.cos( p1 ), Math.sin( p1 ), 1,
  28309. Math.cos( p2 ), Math.sin( p2 ), 1
  28310. );
  28311. }
  28312. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28313. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28314. this.cone = new LineSegments( geometry, material );
  28315. this.add( this.cone );
  28316. this.update();
  28317. }
  28318. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28319. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28320. SpotLightHelper.prototype.dispose = function () {
  28321. this.cone.geometry.dispose();
  28322. this.cone.material.dispose();
  28323. };
  28324. SpotLightHelper.prototype.update = function () {
  28325. this.light.updateMatrixWorld();
  28326. var coneLength = this.light.distance ? this.light.distance : 1000;
  28327. var coneWidth = coneLength * Math.tan( this.light.angle );
  28328. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28329. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28330. this.cone.lookAt( _vector$8 );
  28331. if ( this.color !== undefined ) {
  28332. this.cone.material.color.set( this.color );
  28333. } else {
  28334. this.cone.material.color.copy( this.light.color );
  28335. }
  28336. };
  28337. /**
  28338. * @author Sean Griffin / http://twitter.com/sgrif
  28339. * @author Michael Guerrero / http://realitymeltdown.com
  28340. * @author mrdoob / http://mrdoob.com/
  28341. * @author ikerr / http://verold.com
  28342. * @author Mugen87 / https://github.com/Mugen87
  28343. */
  28344. var _vector$9 = new Vector3();
  28345. var _boneMatrix = new Matrix4();
  28346. var _matrixWorldInv = new Matrix4();
  28347. function getBoneList( object ) {
  28348. var boneList = [];
  28349. if ( object && object.isBone ) {
  28350. boneList.push( object );
  28351. }
  28352. for ( var i = 0; i < object.children.length; i ++ ) {
  28353. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28354. }
  28355. return boneList;
  28356. }
  28357. function SkeletonHelper( object ) {
  28358. var bones = getBoneList( object );
  28359. var geometry = new BufferGeometry();
  28360. var vertices = [];
  28361. var colors = [];
  28362. var color1 = new Color( 0, 0, 1 );
  28363. var color2 = new Color( 0, 1, 0 );
  28364. for ( var i = 0; i < bones.length; i ++ ) {
  28365. var bone = bones[ i ];
  28366. if ( bone.parent && bone.parent.isBone ) {
  28367. vertices.push( 0, 0, 0 );
  28368. vertices.push( 0, 0, 0 );
  28369. colors.push( color1.r, color1.g, color1.b );
  28370. colors.push( color2.r, color2.g, color2.b );
  28371. }
  28372. }
  28373. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28374. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28375. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28376. LineSegments.call( this, geometry, material );
  28377. this.type = 'SkeletonHelper';
  28378. this.root = object;
  28379. this.bones = bones;
  28380. this.matrix = object.matrixWorld;
  28381. this.matrixAutoUpdate = false;
  28382. }
  28383. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28384. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28385. SkeletonHelper.prototype.isSkeletonHelper = true;
  28386. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28387. var bones = this.bones;
  28388. var geometry = this.geometry;
  28389. var position = geometry.getAttribute( 'position' );
  28390. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28391. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28392. var bone = bones[ i ];
  28393. if ( bone.parent && bone.parent.isBone ) {
  28394. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28395. _vector$9.setFromMatrixPosition( _boneMatrix );
  28396. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28397. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28398. _vector$9.setFromMatrixPosition( _boneMatrix );
  28399. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28400. j += 2;
  28401. }
  28402. }
  28403. geometry.getAttribute( 'position' ).needsUpdate = true;
  28404. Object3D.prototype.updateMatrixWorld.call( this, force );
  28405. };
  28406. /**
  28407. * @author alteredq / http://alteredqualia.com/
  28408. * @author mrdoob / http://mrdoob.com/
  28409. */
  28410. function PointLightHelper( light, sphereSize, color ) {
  28411. this.light = light;
  28412. this.light.updateMatrixWorld();
  28413. this.color = color;
  28414. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28415. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28416. Mesh.call( this, geometry, material );
  28417. this.type = 'PointLightHelper';
  28418. this.matrix = this.light.matrixWorld;
  28419. this.matrixAutoUpdate = false;
  28420. this.update();
  28421. /*
  28422. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28423. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28424. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28425. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28426. const d = light.distance;
  28427. if ( d === 0.0 ) {
  28428. this.lightDistance.visible = false;
  28429. } else {
  28430. this.lightDistance.scale.set( d, d, d );
  28431. }
  28432. this.add( this.lightDistance );
  28433. */
  28434. }
  28435. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28436. PointLightHelper.prototype.constructor = PointLightHelper;
  28437. PointLightHelper.prototype.dispose = function () {
  28438. this.geometry.dispose();
  28439. this.material.dispose();
  28440. };
  28441. PointLightHelper.prototype.update = function () {
  28442. if ( this.color !== undefined ) {
  28443. this.material.color.set( this.color );
  28444. } else {
  28445. this.material.color.copy( this.light.color );
  28446. }
  28447. /*
  28448. const d = this.light.distance;
  28449. if ( d === 0.0 ) {
  28450. this.lightDistance.visible = false;
  28451. } else {
  28452. this.lightDistance.visible = true;
  28453. this.lightDistance.scale.set( d, d, d );
  28454. }
  28455. */
  28456. };
  28457. /**
  28458. * @author alteredq / http://alteredqualia.com/
  28459. * @author mrdoob / http://mrdoob.com/
  28460. * @author Mugen87 / https://github.com/Mugen87
  28461. */
  28462. var _vector$a = new Vector3();
  28463. var _color1 = new Color();
  28464. var _color2 = new Color();
  28465. function HemisphereLightHelper( light, size, color ) {
  28466. Object3D.call( this );
  28467. this.light = light;
  28468. this.light.updateMatrixWorld();
  28469. this.matrix = light.matrixWorld;
  28470. this.matrixAutoUpdate = false;
  28471. this.color = color;
  28472. var geometry = new OctahedronBufferGeometry( size );
  28473. geometry.rotateY( Math.PI * 0.5 );
  28474. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28475. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28476. var position = geometry.getAttribute( 'position' );
  28477. var colors = new Float32Array( position.count * 3 );
  28478. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28479. this.add( new Mesh( geometry, this.material ) );
  28480. this.update();
  28481. }
  28482. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28483. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28484. HemisphereLightHelper.prototype.dispose = function () {
  28485. this.children[ 0 ].geometry.dispose();
  28486. this.children[ 0 ].material.dispose();
  28487. };
  28488. HemisphereLightHelper.prototype.update = function () {
  28489. var mesh = this.children[ 0 ];
  28490. if ( this.color !== undefined ) {
  28491. this.material.color.set( this.color );
  28492. } else {
  28493. var colors = mesh.geometry.getAttribute( 'color' );
  28494. _color1.copy( this.light.color );
  28495. _color2.copy( this.light.groundColor );
  28496. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28497. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28498. colors.setXYZ( i, color.r, color.g, color.b );
  28499. }
  28500. colors.needsUpdate = true;
  28501. }
  28502. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28503. };
  28504. /**
  28505. * @author mrdoob / http://mrdoob.com/
  28506. */
  28507. function GridHelper( size, divisions, color1, color2 ) {
  28508. size = size || 10;
  28509. divisions = divisions || 10;
  28510. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28511. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28512. var center = divisions / 2;
  28513. var step = size / divisions;
  28514. var halfSize = size / 2;
  28515. var vertices = [], colors = [];
  28516. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28517. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28518. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28519. var color = i === center ? color1 : color2;
  28520. color.toArray( colors, j ); j += 3;
  28521. color.toArray( colors, j ); j += 3;
  28522. color.toArray( colors, j ); j += 3;
  28523. color.toArray( colors, j ); j += 3;
  28524. }
  28525. var geometry = new BufferGeometry();
  28526. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28527. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28528. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28529. LineSegments.call( this, geometry, material );
  28530. this.type = 'GridHelper';
  28531. }
  28532. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28533. constructor: GridHelper,
  28534. copy: function ( source ) {
  28535. LineSegments.prototype.copy.call( this, source );
  28536. this.geometry.copy( source.geometry );
  28537. this.material.copy( source.material );
  28538. return this;
  28539. },
  28540. clone: function () {
  28541. return new this.constructor().copy( this );
  28542. }
  28543. } );
  28544. /**
  28545. * @author mrdoob / http://mrdoob.com/
  28546. * @author Mugen87 / http://github.com/Mugen87
  28547. * @author Hectate / http://www.github.com/Hectate
  28548. */
  28549. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28550. radius = radius || 10;
  28551. radials = radials || 16;
  28552. circles = circles || 8;
  28553. divisions = divisions || 64;
  28554. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28555. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28556. var vertices = [];
  28557. var colors = [];
  28558. // create the radials
  28559. for ( var i = 0; i <= radials; i ++ ) {
  28560. var v = ( i / radials ) * ( Math.PI * 2 );
  28561. var x = Math.sin( v ) * radius;
  28562. var z = Math.cos( v ) * radius;
  28563. vertices.push( 0, 0, 0 );
  28564. vertices.push( x, 0, z );
  28565. var color = ( i & 1 ) ? color1 : color2;
  28566. colors.push( color.r, color.g, color.b );
  28567. colors.push( color.r, color.g, color.b );
  28568. }
  28569. // create the circles
  28570. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28571. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28572. var r = radius - ( radius / circles * i$1 );
  28573. for ( var j = 0; j < divisions; j ++ ) {
  28574. // first vertex
  28575. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28576. var x$1 = Math.sin( v$1 ) * r;
  28577. var z$1 = Math.cos( v$1 ) * r;
  28578. vertices.push( x$1, 0, z$1 );
  28579. colors.push( color$1.r, color$1.g, color$1.b );
  28580. // second vertex
  28581. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28582. x$1 = Math.sin( v$1 ) * r;
  28583. z$1 = Math.cos( v$1 ) * r;
  28584. vertices.push( x$1, 0, z$1 );
  28585. colors.push( color$1.r, color$1.g, color$1.b );
  28586. }
  28587. }
  28588. var geometry = new BufferGeometry();
  28589. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28590. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28591. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28592. LineSegments.call( this, geometry, material );
  28593. this.type = 'PolarGridHelper';
  28594. }
  28595. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28596. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28597. /**
  28598. * @author alteredq / http://alteredqualia.com/
  28599. * @author mrdoob / http://mrdoob.com/
  28600. * @author WestLangley / http://github.com/WestLangley
  28601. */
  28602. var _v1$5 = new Vector3();
  28603. var _v2$3 = new Vector3();
  28604. var _v3$1 = new Vector3();
  28605. function DirectionalLightHelper( light, size, color ) {
  28606. Object3D.call( this );
  28607. this.light = light;
  28608. this.light.updateMatrixWorld();
  28609. this.matrix = light.matrixWorld;
  28610. this.matrixAutoUpdate = false;
  28611. this.color = color;
  28612. if ( size === undefined ) { size = 1; }
  28613. var geometry = new BufferGeometry();
  28614. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28615. - size, size, 0,
  28616. size, size, 0,
  28617. size, - size, 0,
  28618. - size, - size, 0,
  28619. - size, size, 0
  28620. ], 3 ) );
  28621. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28622. this.lightPlane = new Line( geometry, material );
  28623. this.add( this.lightPlane );
  28624. geometry = new BufferGeometry();
  28625. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28626. this.targetLine = new Line( geometry, material );
  28627. this.add( this.targetLine );
  28628. this.update();
  28629. }
  28630. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28631. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28632. DirectionalLightHelper.prototype.dispose = function () {
  28633. this.lightPlane.geometry.dispose();
  28634. this.lightPlane.material.dispose();
  28635. this.targetLine.geometry.dispose();
  28636. this.targetLine.material.dispose();
  28637. };
  28638. DirectionalLightHelper.prototype.update = function () {
  28639. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28640. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28641. _v3$1.subVectors( _v2$3, _v1$5 );
  28642. this.lightPlane.lookAt( _v2$3 );
  28643. if ( this.color !== undefined ) {
  28644. this.lightPlane.material.color.set( this.color );
  28645. this.targetLine.material.color.set( this.color );
  28646. } else {
  28647. this.lightPlane.material.color.copy( this.light.color );
  28648. this.targetLine.material.color.copy( this.light.color );
  28649. }
  28650. this.targetLine.lookAt( _v2$3 );
  28651. this.targetLine.scale.z = _v3$1.length();
  28652. };
  28653. /**
  28654. * @author alteredq / http://alteredqualia.com/
  28655. * @author Mugen87 / https://github.com/Mugen87
  28656. *
  28657. * - shows frustum, line of sight and up of the camera
  28658. * - suitable for fast updates
  28659. * - based on frustum visualization in lightgl.js shadowmap example
  28660. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28661. */
  28662. var _vector$b = new Vector3();
  28663. var _camera = new Camera();
  28664. function CameraHelper( camera ) {
  28665. var geometry = new BufferGeometry();
  28666. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28667. var vertices = [];
  28668. var colors = [];
  28669. var pointMap = {};
  28670. // colors
  28671. var colorFrustum = new Color( 0xffaa00 );
  28672. var colorCone = new Color( 0xff0000 );
  28673. var colorUp = new Color( 0x00aaff );
  28674. var colorTarget = new Color( 0xffffff );
  28675. var colorCross = new Color( 0x333333 );
  28676. // near
  28677. addLine( 'n1', 'n2', colorFrustum );
  28678. addLine( 'n2', 'n4', colorFrustum );
  28679. addLine( 'n4', 'n3', colorFrustum );
  28680. addLine( 'n3', 'n1', colorFrustum );
  28681. // far
  28682. addLine( 'f1', 'f2', colorFrustum );
  28683. addLine( 'f2', 'f4', colorFrustum );
  28684. addLine( 'f4', 'f3', colorFrustum );
  28685. addLine( 'f3', 'f1', colorFrustum );
  28686. // sides
  28687. addLine( 'n1', 'f1', colorFrustum );
  28688. addLine( 'n2', 'f2', colorFrustum );
  28689. addLine( 'n3', 'f3', colorFrustum );
  28690. addLine( 'n4', 'f4', colorFrustum );
  28691. // cone
  28692. addLine( 'p', 'n1', colorCone );
  28693. addLine( 'p', 'n2', colorCone );
  28694. addLine( 'p', 'n3', colorCone );
  28695. addLine( 'p', 'n4', colorCone );
  28696. // up
  28697. addLine( 'u1', 'u2', colorUp );
  28698. addLine( 'u2', 'u3', colorUp );
  28699. addLine( 'u3', 'u1', colorUp );
  28700. // target
  28701. addLine( 'c', 't', colorTarget );
  28702. addLine( 'p', 'c', colorCross );
  28703. // cross
  28704. addLine( 'cn1', 'cn2', colorCross );
  28705. addLine( 'cn3', 'cn4', colorCross );
  28706. addLine( 'cf1', 'cf2', colorCross );
  28707. addLine( 'cf3', 'cf4', colorCross );
  28708. function addLine( a, b, color ) {
  28709. addPoint( a, color );
  28710. addPoint( b, color );
  28711. }
  28712. function addPoint( id, color ) {
  28713. vertices.push( 0, 0, 0 );
  28714. colors.push( color.r, color.g, color.b );
  28715. if ( pointMap[ id ] === undefined ) {
  28716. pointMap[ id ] = [];
  28717. }
  28718. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28719. }
  28720. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28721. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28722. LineSegments.call( this, geometry, material );
  28723. this.type = 'CameraHelper';
  28724. this.camera = camera;
  28725. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28726. this.matrix = camera.matrixWorld;
  28727. this.matrixAutoUpdate = false;
  28728. this.pointMap = pointMap;
  28729. this.update();
  28730. }
  28731. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28732. CameraHelper.prototype.constructor = CameraHelper;
  28733. CameraHelper.prototype.update = function () {
  28734. var geometry = this.geometry;
  28735. var pointMap = this.pointMap;
  28736. var w = 1, h = 1;
  28737. // we need just camera projection matrix inverse
  28738. // world matrix must be identity
  28739. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28740. // center / target
  28741. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28742. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28743. // near
  28744. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28745. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28746. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28747. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28748. // far
  28749. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28750. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28751. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28752. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28753. // up
  28754. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28755. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28756. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28757. // cross
  28758. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28759. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28760. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28761. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28762. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28763. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28764. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28765. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28766. geometry.getAttribute( 'position' ).needsUpdate = true;
  28767. };
  28768. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28769. _vector$b.set( x, y, z ).unproject( camera );
  28770. var points = pointMap[ point ];
  28771. if ( points !== undefined ) {
  28772. var position = geometry.getAttribute( 'position' );
  28773. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28774. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28775. }
  28776. }
  28777. }
  28778. /**
  28779. * @author mrdoob / http://mrdoob.com/
  28780. * @author Mugen87 / http://github.com/Mugen87
  28781. */
  28782. var _box$3 = new Box3();
  28783. function BoxHelper( object, color ) {
  28784. this.object = object;
  28785. if ( color === undefined ) { color = 0xffff00; }
  28786. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28787. var positions = new Float32Array( 8 * 3 );
  28788. var geometry = new BufferGeometry();
  28789. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28790. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28791. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28792. this.type = 'BoxHelper';
  28793. this.matrixAutoUpdate = false;
  28794. this.update();
  28795. }
  28796. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28797. BoxHelper.prototype.constructor = BoxHelper;
  28798. BoxHelper.prototype.update = function ( object ) {
  28799. if ( object !== undefined ) {
  28800. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28801. }
  28802. if ( this.object !== undefined ) {
  28803. _box$3.setFromObject( this.object );
  28804. }
  28805. if ( _box$3.isEmpty() ) { return; }
  28806. var min = _box$3.min;
  28807. var max = _box$3.max;
  28808. /*
  28809. 5____4
  28810. 1/___0/|
  28811. | 6__|_7
  28812. 2/___3/
  28813. 0: max.x, max.y, max.z
  28814. 1: min.x, max.y, max.z
  28815. 2: min.x, min.y, max.z
  28816. 3: max.x, min.y, max.z
  28817. 4: max.x, max.y, min.z
  28818. 5: min.x, max.y, min.z
  28819. 6: min.x, min.y, min.z
  28820. 7: max.x, min.y, min.z
  28821. */
  28822. var position = this.geometry.attributes.position;
  28823. var array = position.array;
  28824. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28825. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28826. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28827. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28828. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28829. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28830. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28831. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28832. position.needsUpdate = true;
  28833. this.geometry.computeBoundingSphere();
  28834. };
  28835. BoxHelper.prototype.setFromObject = function ( object ) {
  28836. this.object = object;
  28837. this.update();
  28838. return this;
  28839. };
  28840. BoxHelper.prototype.copy = function ( source ) {
  28841. LineSegments.prototype.copy.call( this, source );
  28842. this.object = source.object;
  28843. return this;
  28844. };
  28845. BoxHelper.prototype.clone = function () {
  28846. return new this.constructor().copy( this );
  28847. };
  28848. /**
  28849. * @author WestLangley / http://github.com/WestLangley
  28850. */
  28851. function Box3Helper( box, color ) {
  28852. this.type = 'Box3Helper';
  28853. this.box = box;
  28854. if ( color === undefined ) { color = 0xffff00; }
  28855. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28856. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  28857. var geometry = new BufferGeometry();
  28858. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28859. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28860. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28861. this.type = 'Box3Helper';
  28862. this.geometry.computeBoundingSphere();
  28863. }
  28864. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28865. Box3Helper.prototype.constructor = Box3Helper;
  28866. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28867. var box = this.box;
  28868. if ( box.isEmpty() ) { return; }
  28869. box.getCenter( this.position );
  28870. box.getSize( this.scale );
  28871. this.scale.multiplyScalar( 0.5 );
  28872. Object3D.prototype.updateMatrixWorld.call( this, force );
  28873. };
  28874. /**
  28875. * @author WestLangley / http://github.com/WestLangley
  28876. */
  28877. function PlaneHelper( plane, size, hex ) {
  28878. this.plane = plane;
  28879. this.size = ( size === undefined ) ? 1 : size;
  28880. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28881. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  28882. var geometry = new BufferGeometry();
  28883. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28884. geometry.computeBoundingSphere();
  28885. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28886. this.type = 'PlaneHelper';
  28887. //
  28888. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28889. var geometry2 = new BufferGeometry();
  28890. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28891. geometry2.computeBoundingSphere();
  28892. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28893. }
  28894. PlaneHelper.prototype = Object.create( Line.prototype );
  28895. PlaneHelper.prototype.constructor = PlaneHelper;
  28896. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28897. var scale = - this.plane.constant;
  28898. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28899. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28900. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28901. this.lookAt( this.plane.normal );
  28902. Object3D.prototype.updateMatrixWorld.call( this, force );
  28903. };
  28904. /**
  28905. * @author WestLangley / http://github.com/WestLangley
  28906. * @author zz85 / http://github.com/zz85
  28907. * @author bhouston / http://clara.io
  28908. *
  28909. * Creates an arrow for visualizing directions
  28910. *
  28911. * Parameters:
  28912. * dir - Vector3
  28913. * origin - Vector3
  28914. * length - Number
  28915. * color - color in hex value
  28916. * headLength - Number
  28917. * headWidth - Number
  28918. */
  28919. var _axis = new Vector3();
  28920. var _lineGeometry, _coneGeometry;
  28921. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28922. // dir is assumed to be normalized
  28923. Object3D.call( this );
  28924. this.type = 'ArrowHelper';
  28925. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28926. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28927. if ( length === undefined ) { length = 1; }
  28928. if ( color === undefined ) { color = 0xffff00; }
  28929. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28930. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28931. if ( _lineGeometry === undefined ) {
  28932. _lineGeometry = new BufferGeometry();
  28933. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28934. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28935. _coneGeometry.translate( 0, - 0.5, 0 );
  28936. }
  28937. this.position.copy( origin );
  28938. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28939. this.line.matrixAutoUpdate = false;
  28940. this.add( this.line );
  28941. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28942. this.cone.matrixAutoUpdate = false;
  28943. this.add( this.cone );
  28944. this.setDirection( dir );
  28945. this.setLength( length, headLength, headWidth );
  28946. }
  28947. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28948. ArrowHelper.prototype.constructor = ArrowHelper;
  28949. ArrowHelper.prototype.setDirection = function ( dir ) {
  28950. // dir is assumed to be normalized
  28951. if ( dir.y > 0.99999 ) {
  28952. this.quaternion.set( 0, 0, 0, 1 );
  28953. } else if ( dir.y < - 0.99999 ) {
  28954. this.quaternion.set( 1, 0, 0, 0 );
  28955. } else {
  28956. _axis.set( dir.z, 0, - dir.x ).normalize();
  28957. var radians = Math.acos( dir.y );
  28958. this.quaternion.setFromAxisAngle( _axis, radians );
  28959. }
  28960. };
  28961. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28962. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28963. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28964. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28965. this.line.updateMatrix();
  28966. this.cone.scale.set( headWidth, headLength, headWidth );
  28967. this.cone.position.y = length;
  28968. this.cone.updateMatrix();
  28969. };
  28970. ArrowHelper.prototype.setColor = function ( color ) {
  28971. this.line.material.color.set( color );
  28972. this.cone.material.color.set( color );
  28973. };
  28974. ArrowHelper.prototype.copy = function ( source ) {
  28975. Object3D.prototype.copy.call( this, source, false );
  28976. this.line.copy( source.line );
  28977. this.cone.copy( source.cone );
  28978. return this;
  28979. };
  28980. ArrowHelper.prototype.clone = function () {
  28981. return new this.constructor().copy( this );
  28982. };
  28983. /**
  28984. * @author sroucheray / http://sroucheray.org/
  28985. * @author mrdoob / http://mrdoob.com/
  28986. */
  28987. function AxesHelper( size ) {
  28988. size = size || 1;
  28989. var vertices = [
  28990. 0, 0, 0, size, 0, 0,
  28991. 0, 0, 0, 0, size, 0,
  28992. 0, 0, 0, 0, 0, size
  28993. ];
  28994. var colors = [
  28995. 1, 0, 0, 1, 0.6, 0,
  28996. 0, 1, 0, 0.6, 1, 0,
  28997. 0, 0, 1, 0, 0.6, 1
  28998. ];
  28999. var geometry = new BufferGeometry();
  29000. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  29001. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  29002. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  29003. LineSegments.call( this, geometry, material );
  29004. this.type = 'AxesHelper';
  29005. }
  29006. AxesHelper.prototype = Object.create( LineSegments.prototype );
  29007. AxesHelper.prototype.constructor = AxesHelper;
  29008. /**
  29009. * @author Emmett Lalish / elalish
  29010. *
  29011. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29012. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29013. * blur to be quickly accessed based on material roughness. It is packed into a
  29014. * special CubeUV format that allows us to perform custom interpolation so that
  29015. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29016. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29017. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29018. * higher roughness levels. In this way we maintain resolution to smoothly
  29019. * interpolate diffuse lighting while limiting sampling computation.
  29020. */
  29021. var LOD_MIN = 4;
  29022. var LOD_MAX = 8;
  29023. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  29024. // The standard deviations (radians) associated with the extra mips. These are
  29025. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29026. // geometric shadowing function. These sigma values squared must match the
  29027. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29028. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  29029. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29030. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29031. // samples and exit early, but not recompile the shader.
  29032. var MAX_SAMPLES = 20;
  29033. var ENCODINGS = {};
  29034. ENCODINGS[ LinearEncoding ] = 0;
  29035. ENCODINGS[ sRGBEncoding ] = 1;
  29036. ENCODINGS[ RGBEEncoding ] = 2;
  29037. ENCODINGS[ RGBM7Encoding ] = 3;
  29038. ENCODINGS[ RGBM16Encoding ] = 4;
  29039. ENCODINGS[ RGBDEncoding ] = 5;
  29040. ENCODINGS[ GammaEncoding ] = 6;
  29041. var _flatCamera = new OrthographicCamera();
  29042. var ref = _createPlanes();
  29043. var _lodPlanes = ref._lodPlanes;
  29044. var _sizeLods = ref._sizeLods;
  29045. var _sigmas = ref._sigmas;
  29046. var _oldTarget = null;
  29047. // Golden Ratio
  29048. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  29049. var INV_PHI = 1 / PHI;
  29050. // Vertices of a dodecahedron (except the opposites, which represent the
  29051. // same axis), used as axis directions evenly spread on a sphere.
  29052. var _axisDirections = [
  29053. new Vector3( 1, 1, 1 ),
  29054. new Vector3( - 1, 1, 1 ),
  29055. new Vector3( 1, 1, - 1 ),
  29056. new Vector3( - 1, 1, - 1 ),
  29057. new Vector3( 0, PHI, INV_PHI ),
  29058. new Vector3( 0, PHI, - INV_PHI ),
  29059. new Vector3( INV_PHI, 0, PHI ),
  29060. new Vector3( - INV_PHI, 0, PHI ),
  29061. new Vector3( PHI, INV_PHI, 0 ),
  29062. new Vector3( - PHI, INV_PHI, 0 ) ];
  29063. function PMREMGenerator( renderer ) {
  29064. this._renderer = renderer;
  29065. this._pingPongRenderTarget = null;
  29066. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  29067. this._equirectShader = null;
  29068. this._cubemapShader = null;
  29069. this._compileMaterial( this._blurMaterial );
  29070. }
  29071. PMREMGenerator.prototype = {
  29072. constructor: PMREMGenerator,
  29073. /**
  29074. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29075. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29076. * in radians to be applied to the scene before PMREM generation. Optional near
  29077. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29078. * is placed at the origin).
  29079. */
  29080. fromScene: function ( scene, sigma, near, far ) {
  29081. if ( sigma === void 0 ) sigma = 0;
  29082. if ( near === void 0 ) near = 0.1;
  29083. if ( far === void 0 ) far = 100;
  29084. _oldTarget = this._renderer.getRenderTarget();
  29085. var cubeUVRenderTarget = this._allocateTargets();
  29086. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  29087. if ( sigma > 0 ) {
  29088. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  29089. }
  29090. this._applyPMREM( cubeUVRenderTarget );
  29091. this._cleanup( cubeUVRenderTarget );
  29092. return cubeUVRenderTarget;
  29093. },
  29094. /**
  29095. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29096. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29097. * as this matches best with the 256 x 256 cubemap output.
  29098. */
  29099. fromEquirectangular: function ( equirectangular ) {
  29100. return this._fromTexture( equirectangular );
  29101. },
  29102. /**
  29103. * Generates a PMREM from an cubemap texture, which can be either LDR
  29104. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29105. * as this matches best with the 256 x 256 cubemap output.
  29106. */
  29107. fromCubemap: function ( cubemap ) {
  29108. return this._fromTexture( cubemap );
  29109. },
  29110. /**
  29111. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29112. * your texture's network fetch for increased concurrency.
  29113. */
  29114. compileCubemapShader: function () {
  29115. if ( this._cubemapShader === null ) {
  29116. this._cubemapShader = _getCubemapShader();
  29117. this._compileMaterial( this._cubemapShader );
  29118. }
  29119. },
  29120. /**
  29121. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29122. * your texture's network fetch for increased concurrency.
  29123. */
  29124. compileEquirectangularShader: function () {
  29125. if ( this._equirectShader === null ) {
  29126. this._equirectShader = _getEquirectShader();
  29127. this._compileMaterial( this._equirectShader );
  29128. }
  29129. },
  29130. /**
  29131. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29132. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29133. * one of them will cause any others to also become unusable.
  29134. */
  29135. dispose: function () {
  29136. this._blurMaterial.dispose();
  29137. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  29138. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  29139. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  29140. _lodPlanes[ i ].dispose();
  29141. }
  29142. },
  29143. // private interface
  29144. _cleanup: function ( outputTarget ) {
  29145. this._pingPongRenderTarget.dispose();
  29146. this._renderer.setRenderTarget( _oldTarget );
  29147. outputTarget.scissorTest = false;
  29148. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  29149. },
  29150. _fromTexture: function ( texture ) {
  29151. _oldTarget = this._renderer.getRenderTarget();
  29152. var cubeUVRenderTarget = this._allocateTargets( texture );
  29153. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29154. this._applyPMREM( cubeUVRenderTarget );
  29155. this._cleanup( cubeUVRenderTarget );
  29156. return cubeUVRenderTarget;
  29157. },
  29158. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29159. var params = {
  29160. magFilter: NearestFilter,
  29161. minFilter: NearestFilter,
  29162. generateMipmaps: false,
  29163. type: UnsignedByteType,
  29164. format: RGBEFormat,
  29165. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29166. depthBuffer: false,
  29167. stencilBuffer: false
  29168. };
  29169. var cubeUVRenderTarget = _createRenderTarget( params );
  29170. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29171. this._pingPongRenderTarget = _createRenderTarget( params );
  29172. return cubeUVRenderTarget;
  29173. },
  29174. _compileMaterial: function ( material ) {
  29175. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29176. this._renderer.compile( tmpMesh, _flatCamera );
  29177. },
  29178. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29179. var fov = 90;
  29180. var aspect = 1;
  29181. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29182. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29183. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29184. var renderer = this._renderer;
  29185. var outputEncoding = renderer.outputEncoding;
  29186. var toneMapping = renderer.toneMapping;
  29187. var clearColor = renderer.getClearColor();
  29188. var clearAlpha = renderer.getClearAlpha();
  29189. renderer.toneMapping = NoToneMapping;
  29190. renderer.outputEncoding = LinearEncoding;
  29191. var background = scene.background;
  29192. if ( background && background.isColor ) {
  29193. background.convertSRGBToLinear();
  29194. // Convert linear to RGBE
  29195. var maxComponent = Math.max( background.r, background.g, background.b );
  29196. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29197. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29198. var alpha = ( fExp + 128.0 ) / 255.0;
  29199. renderer.setClearColor( background, alpha );
  29200. scene.background = null;
  29201. }
  29202. for ( var i = 0; i < 6; i ++ ) {
  29203. var col = i % 3;
  29204. if ( col == 0 ) {
  29205. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29206. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29207. } else if ( col == 1 ) {
  29208. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29209. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29210. } else {
  29211. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29212. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29213. }
  29214. _setViewport( cubeUVRenderTarget,
  29215. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29216. renderer.setRenderTarget( cubeUVRenderTarget );
  29217. renderer.render( scene, cubeCamera );
  29218. }
  29219. renderer.toneMapping = toneMapping;
  29220. renderer.outputEncoding = outputEncoding;
  29221. renderer.setClearColor( clearColor, clearAlpha );
  29222. },
  29223. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29224. var renderer = this._renderer;
  29225. if ( texture.isCubeTexture ) {
  29226. if ( this._cubemapShader == null ) {
  29227. this._cubemapShader = _getCubemapShader();
  29228. }
  29229. } else {
  29230. if ( this._equirectShader == null ) {
  29231. this._equirectShader = _getEquirectShader();
  29232. }
  29233. }
  29234. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29235. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29236. var uniforms = material.uniforms;
  29237. uniforms[ 'envMap' ].value = texture;
  29238. if ( ! texture.isCubeTexture ) {
  29239. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29240. }
  29241. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29242. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29243. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29244. renderer.setRenderTarget( cubeUVRenderTarget );
  29245. renderer.render( mesh, _flatCamera );
  29246. },
  29247. _applyPMREM: function ( cubeUVRenderTarget ) {
  29248. var renderer = this._renderer;
  29249. var autoClear = renderer.autoClear;
  29250. renderer.autoClear = false;
  29251. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29252. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29253. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29254. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29255. }
  29256. renderer.autoClear = autoClear;
  29257. },
  29258. /**
  29259. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29260. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29261. * the blur latitudinally (around the poles), and then longitudinally (towards
  29262. * the poles) to approximate the orthogonally-separable blur. It is least
  29263. * accurate at the poles, but still does a decent job.
  29264. */
  29265. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29266. var pingPongRenderTarget = this._pingPongRenderTarget;
  29267. this._halfBlur(
  29268. cubeUVRenderTarget,
  29269. pingPongRenderTarget,
  29270. lodIn,
  29271. lodOut,
  29272. sigma,
  29273. 'latitudinal',
  29274. poleAxis );
  29275. this._halfBlur(
  29276. pingPongRenderTarget,
  29277. cubeUVRenderTarget,
  29278. lodOut,
  29279. lodOut,
  29280. sigma,
  29281. 'longitudinal',
  29282. poleAxis );
  29283. },
  29284. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29285. var renderer = this._renderer;
  29286. var blurMaterial = this._blurMaterial;
  29287. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29288. console.error(
  29289. 'blur direction must be either latitudinal or longitudinal!' );
  29290. }
  29291. // Number of standard deviations at which to cut off the discrete approximation.
  29292. var STANDARD_DEVIATIONS = 3;
  29293. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29294. var blurUniforms = blurMaterial.uniforms;
  29295. var pixels = _sizeLods[ lodIn ] - 1;
  29296. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29297. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29298. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29299. if ( samples > MAX_SAMPLES ) {
  29300. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29301. }
  29302. var weights = [];
  29303. var sum = 0;
  29304. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29305. var x$1 = i / sigmaPixels;
  29306. var weight = Math.exp( - x$1 * x$1 / 2 );
  29307. weights.push( weight );
  29308. if ( i == 0 ) {
  29309. sum += weight;
  29310. } else if ( i < samples ) {
  29311. sum += 2 * weight;
  29312. }
  29313. }
  29314. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29315. weights[ i$1 ] = weights[ i$1 ] / sum;
  29316. }
  29317. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29318. blurUniforms[ 'samples' ].value = samples;
  29319. blurUniforms[ 'weights' ].value = weights;
  29320. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29321. if ( poleAxis ) {
  29322. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29323. }
  29324. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29325. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29326. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29327. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29328. var outputSize = _sizeLods[ lodOut ];
  29329. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29330. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29331. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29332. renderer.setRenderTarget( targetOut );
  29333. renderer.render( blurMesh, _flatCamera );
  29334. }
  29335. };
  29336. function _isLDR( texture ) {
  29337. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29338. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29339. }
  29340. function _createPlanes() {
  29341. var _lodPlanes = [];
  29342. var _sizeLods = [];
  29343. var _sigmas = [];
  29344. var lod = LOD_MAX;
  29345. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29346. var sizeLod = Math.pow( 2, lod );
  29347. _sizeLods.push( sizeLod );
  29348. var sigma = 1.0 / sizeLod;
  29349. if ( i > LOD_MAX - LOD_MIN ) {
  29350. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29351. } else if ( i == 0 ) {
  29352. sigma = 0;
  29353. }
  29354. _sigmas.push( sigma );
  29355. var texelSize = 1.0 / ( sizeLod - 1 );
  29356. var min = - texelSize / 2;
  29357. var max = 1 + texelSize / 2;
  29358. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29359. var cubeFaces = 6;
  29360. var vertices = 6;
  29361. var positionSize = 3;
  29362. var uvSize = 2;
  29363. var faceIndexSize = 1;
  29364. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29365. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29366. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29367. for ( var face = 0; face < cubeFaces; face ++ ) {
  29368. var x = ( face % 3 ) * 2 / 3 - 1;
  29369. var y = face > 2 ? 0 : - 1;
  29370. var coordinates = [
  29371. x, y, 0,
  29372. x + 2 / 3, y, 0,
  29373. x + 2 / 3, y + 1, 0,
  29374. x, y, 0,
  29375. x + 2 / 3, y + 1, 0,
  29376. x, y + 1, 0
  29377. ];
  29378. position.set( coordinates, positionSize * vertices * face );
  29379. uv.set( uv1, uvSize * vertices * face );
  29380. var fill = [ face, face, face, face, face, face ];
  29381. faceIndex.set( fill, faceIndexSize * vertices * face );
  29382. }
  29383. var planes = new BufferGeometry();
  29384. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29385. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29386. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29387. _lodPlanes.push( planes );
  29388. if ( lod > LOD_MIN ) {
  29389. lod --;
  29390. }
  29391. }
  29392. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29393. }
  29394. function _createRenderTarget( params ) {
  29395. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29396. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29397. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29398. cubeUVRenderTarget.scissorTest = true;
  29399. return cubeUVRenderTarget;
  29400. }
  29401. function _setViewport( target, x, y, width, height ) {
  29402. target.viewport.set( x, y, width, height );
  29403. target.scissor.set( x, y, width, height );
  29404. }
  29405. function _getBlurShader( maxSamples ) {
  29406. var weights = new Float32Array( maxSamples );
  29407. var poleAxis = new Vector3( 0, 1, 0 );
  29408. var shaderMaterial = new RawShaderMaterial( {
  29409. name: 'SphericalGaussianBlur',
  29410. defines: { 'n': maxSamples },
  29411. uniforms: {
  29412. 'envMap': { value: null },
  29413. 'samples': { value: 1 },
  29414. 'weights': { value: weights },
  29415. 'latitudinal': { value: false },
  29416. 'dTheta': { value: 0 },
  29417. 'mipInt': { value: 0 },
  29418. 'poleAxis': { value: poleAxis },
  29419. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29420. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29421. },
  29422. vertexShader: _getCommonVertexShader(),
  29423. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29424. blending: NoBlending,
  29425. depthTest: false,
  29426. depthWrite: false
  29427. } );
  29428. return shaderMaterial;
  29429. }
  29430. function _getEquirectShader() {
  29431. var texelSize = new Vector2( 1, 1 );
  29432. var shaderMaterial = new RawShaderMaterial( {
  29433. name: 'EquirectangularToCubeUV',
  29434. uniforms: {
  29435. 'envMap': { value: null },
  29436. 'texelSize': { value: texelSize },
  29437. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29438. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29439. },
  29440. vertexShader: _getCommonVertexShader(),
  29441. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29442. blending: NoBlending,
  29443. depthTest: false,
  29444. depthWrite: false
  29445. } );
  29446. return shaderMaterial;
  29447. }
  29448. function _getCubemapShader() {
  29449. var shaderMaterial = new RawShaderMaterial( {
  29450. name: 'CubemapToCubeUV',
  29451. uniforms: {
  29452. 'envMap': { value: null },
  29453. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29454. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29455. },
  29456. vertexShader: _getCommonVertexShader(),
  29457. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29458. blending: NoBlending,
  29459. depthTest: false,
  29460. depthWrite: false
  29461. } );
  29462. return shaderMaterial;
  29463. }
  29464. function _getCommonVertexShader() {
  29465. return /* glsl */"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t";
  29466. }
  29467. function _getEncodings() {
  29468. return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
  29469. }
  29470. /**
  29471. * @author mrdoob / http://mrdoob.com/
  29472. */
  29473. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29474. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29475. return new Face3( a, b, c, normal, color, materialIndex );
  29476. }
  29477. var LineStrip = 0;
  29478. var LinePieces = 1;
  29479. var NoColors = 0;
  29480. var FaceColors = 1;
  29481. var VertexColors = 2;
  29482. function MeshFaceMaterial( materials ) {
  29483. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29484. return materials;
  29485. }
  29486. function MultiMaterial( materials ) {
  29487. if ( materials === undefined ) { materials = []; }
  29488. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29489. materials.isMultiMaterial = true;
  29490. materials.materials = materials;
  29491. materials.clone = function () {
  29492. return materials.slice();
  29493. };
  29494. return materials;
  29495. }
  29496. function PointCloud( geometry, material ) {
  29497. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29498. return new Points( geometry, material );
  29499. }
  29500. function Particle( material ) {
  29501. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29502. return new Sprite( material );
  29503. }
  29504. function ParticleSystem( geometry, material ) {
  29505. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29506. return new Points( geometry, material );
  29507. }
  29508. function PointCloudMaterial( parameters ) {
  29509. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29510. return new PointsMaterial( parameters );
  29511. }
  29512. function ParticleBasicMaterial( parameters ) {
  29513. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29514. return new PointsMaterial( parameters );
  29515. }
  29516. function ParticleSystemMaterial( parameters ) {
  29517. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29518. return new PointsMaterial( parameters );
  29519. }
  29520. function Vertex( x, y, z ) {
  29521. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29522. return new Vector3( x, y, z );
  29523. }
  29524. //
  29525. function DynamicBufferAttribute( array, itemSize ) {
  29526. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29527. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29528. }
  29529. function Int8Attribute( array, itemSize ) {
  29530. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29531. return new Int8BufferAttribute( array, itemSize );
  29532. }
  29533. function Uint8Attribute( array, itemSize ) {
  29534. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29535. return new Uint8BufferAttribute( array, itemSize );
  29536. }
  29537. function Uint8ClampedAttribute( array, itemSize ) {
  29538. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29539. return new Uint8ClampedBufferAttribute( array, itemSize );
  29540. }
  29541. function Int16Attribute( array, itemSize ) {
  29542. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29543. return new Int16BufferAttribute( array, itemSize );
  29544. }
  29545. function Uint16Attribute( array, itemSize ) {
  29546. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29547. return new Uint16BufferAttribute( array, itemSize );
  29548. }
  29549. function Int32Attribute( array, itemSize ) {
  29550. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29551. return new Int32BufferAttribute( array, itemSize );
  29552. }
  29553. function Uint32Attribute( array, itemSize ) {
  29554. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29555. return new Uint32BufferAttribute( array, itemSize );
  29556. }
  29557. function Float32Attribute( array, itemSize ) {
  29558. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29559. return new Float32BufferAttribute( array, itemSize );
  29560. }
  29561. function Float64Attribute( array, itemSize ) {
  29562. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29563. return new Float64BufferAttribute( array, itemSize );
  29564. }
  29565. //
  29566. Curve.create = function ( construct, getPoint ) {
  29567. console.log( 'THREE.Curve.create() has been deprecated' );
  29568. construct.prototype = Object.create( Curve.prototype );
  29569. construct.prototype.constructor = construct;
  29570. construct.prototype.getPoint = getPoint;
  29571. return construct;
  29572. };
  29573. //
  29574. Object.assign( CurvePath.prototype, {
  29575. createPointsGeometry: function ( divisions ) {
  29576. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29577. // generate geometry from path points (for Line or Points objects)
  29578. var pts = this.getPoints( divisions );
  29579. return this.createGeometry( pts );
  29580. },
  29581. createSpacedPointsGeometry: function ( divisions ) {
  29582. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29583. // generate geometry from equidistant sampling along the path
  29584. var pts = this.getSpacedPoints( divisions );
  29585. return this.createGeometry( pts );
  29586. },
  29587. createGeometry: function ( points ) {
  29588. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29589. var geometry = new Geometry();
  29590. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29591. var point = points[ i ];
  29592. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29593. }
  29594. return geometry;
  29595. }
  29596. } );
  29597. //
  29598. Object.assign( Path.prototype, {
  29599. fromPoints: function ( points ) {
  29600. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29601. return this.setFromPoints( points );
  29602. }
  29603. } );
  29604. //
  29605. function ClosedSplineCurve3( points ) {
  29606. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29607. CatmullRomCurve3.call( this, points );
  29608. this.type = 'catmullrom';
  29609. this.closed = true;
  29610. }
  29611. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29612. //
  29613. function SplineCurve3( points ) {
  29614. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29615. CatmullRomCurve3.call( this, points );
  29616. this.type = 'catmullrom';
  29617. }
  29618. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29619. //
  29620. function Spline( points ) {
  29621. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29622. CatmullRomCurve3.call( this, points );
  29623. this.type = 'catmullrom';
  29624. }
  29625. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29626. Object.assign( Spline.prototype, {
  29627. initFromArray: function ( /* a */ ) {
  29628. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29629. },
  29630. getControlPointsArray: function ( /* optionalTarget */ ) {
  29631. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29632. },
  29633. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29634. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29635. }
  29636. } );
  29637. //
  29638. function AxisHelper( size ) {
  29639. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29640. return new AxesHelper( size );
  29641. }
  29642. function BoundingBoxHelper( object, color ) {
  29643. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29644. return new BoxHelper( object, color );
  29645. }
  29646. function EdgesHelper( object, hex ) {
  29647. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29648. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29649. }
  29650. GridHelper.prototype.setColors = function () {
  29651. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29652. };
  29653. SkeletonHelper.prototype.update = function () {
  29654. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29655. };
  29656. function WireframeHelper( object, hex ) {
  29657. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29658. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29659. }
  29660. //
  29661. Object.assign( Loader.prototype, {
  29662. extractUrlBase: function ( url ) {
  29663. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29664. return LoaderUtils.extractUrlBase( url );
  29665. }
  29666. } );
  29667. Loader.Handlers = {
  29668. add: function ( /* regex, loader */ ) {
  29669. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29670. },
  29671. get: function ( /* file */ ) {
  29672. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29673. }
  29674. };
  29675. function XHRLoader( manager ) {
  29676. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29677. return new FileLoader( manager );
  29678. }
  29679. function BinaryTextureLoader( manager ) {
  29680. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29681. return new DataTextureLoader( manager );
  29682. }
  29683. Object.assign( ObjectLoader.prototype, {
  29684. setTexturePath: function ( value ) {
  29685. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29686. return this.setResourcePath( value );
  29687. }
  29688. } );
  29689. //
  29690. Object.assign( Box2.prototype, {
  29691. center: function ( optionalTarget ) {
  29692. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29693. return this.getCenter( optionalTarget );
  29694. },
  29695. empty: function () {
  29696. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29697. return this.isEmpty();
  29698. },
  29699. isIntersectionBox: function ( box ) {
  29700. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29701. return this.intersectsBox( box );
  29702. },
  29703. size: function ( optionalTarget ) {
  29704. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29705. return this.getSize( optionalTarget );
  29706. }
  29707. } );
  29708. Object.assign( Box3.prototype, {
  29709. center: function ( optionalTarget ) {
  29710. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29711. return this.getCenter( optionalTarget );
  29712. },
  29713. empty: function () {
  29714. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29715. return this.isEmpty();
  29716. },
  29717. isIntersectionBox: function ( box ) {
  29718. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29719. return this.intersectsBox( box );
  29720. },
  29721. isIntersectionSphere: function ( sphere ) {
  29722. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29723. return this.intersectsSphere( sphere );
  29724. },
  29725. size: function ( optionalTarget ) {
  29726. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29727. return this.getSize( optionalTarget );
  29728. }
  29729. } );
  29730. Object.assign( Sphere.prototype, {
  29731. empty: function () {
  29732. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29733. return this.isEmpty();
  29734. },
  29735. } );
  29736. Frustum.prototype.setFromMatrix = function ( m ) {
  29737. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29738. return this.setFromProjectionMatrix( m );
  29739. };
  29740. Line3.prototype.center = function ( optionalTarget ) {
  29741. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29742. return this.getCenter( optionalTarget );
  29743. };
  29744. Object.assign( MathUtils, {
  29745. random16: function () {
  29746. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29747. return Math.random();
  29748. },
  29749. nearestPowerOfTwo: function ( value ) {
  29750. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29751. return MathUtils.floorPowerOfTwo( value );
  29752. },
  29753. nextPowerOfTwo: function ( value ) {
  29754. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29755. return MathUtils.ceilPowerOfTwo( value );
  29756. }
  29757. } );
  29758. Object.assign( Matrix3.prototype, {
  29759. flattenToArrayOffset: function ( array, offset ) {
  29760. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29761. return this.toArray( array, offset );
  29762. },
  29763. multiplyVector3: function ( vector ) {
  29764. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29765. return vector.applyMatrix3( this );
  29766. },
  29767. multiplyVector3Array: function ( /* a */ ) {
  29768. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29769. },
  29770. applyToBufferAttribute: function ( attribute ) {
  29771. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29772. return attribute.applyMatrix3( this );
  29773. },
  29774. applyToVector3Array: function ( /* array, offset, length */ ) {
  29775. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29776. }
  29777. } );
  29778. Object.assign( Matrix4.prototype, {
  29779. extractPosition: function ( m ) {
  29780. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29781. return this.copyPosition( m );
  29782. },
  29783. flattenToArrayOffset: function ( array, offset ) {
  29784. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29785. return this.toArray( array, offset );
  29786. },
  29787. getPosition: function () {
  29788. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29789. return new Vector3().setFromMatrixColumn( this, 3 );
  29790. },
  29791. setRotationFromQuaternion: function ( q ) {
  29792. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29793. return this.makeRotationFromQuaternion( q );
  29794. },
  29795. multiplyToArray: function () {
  29796. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29797. },
  29798. multiplyVector3: function ( vector ) {
  29799. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29800. return vector.applyMatrix4( this );
  29801. },
  29802. multiplyVector4: function ( vector ) {
  29803. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29804. return vector.applyMatrix4( this );
  29805. },
  29806. multiplyVector3Array: function ( /* a */ ) {
  29807. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29808. },
  29809. rotateAxis: function ( v ) {
  29810. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29811. v.transformDirection( this );
  29812. },
  29813. crossVector: function ( vector ) {
  29814. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29815. return vector.applyMatrix4( this );
  29816. },
  29817. translate: function () {
  29818. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29819. },
  29820. rotateX: function () {
  29821. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29822. },
  29823. rotateY: function () {
  29824. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29825. },
  29826. rotateZ: function () {
  29827. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29828. },
  29829. rotateByAxis: function () {
  29830. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29831. },
  29832. applyToBufferAttribute: function ( attribute ) {
  29833. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29834. return attribute.applyMatrix4( this );
  29835. },
  29836. applyToVector3Array: function ( /* array, offset, length */ ) {
  29837. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29838. },
  29839. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29840. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29841. return this.makePerspective( left, right, top, bottom, near, far );
  29842. }
  29843. } );
  29844. Plane.prototype.isIntersectionLine = function ( line ) {
  29845. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29846. return this.intersectsLine( line );
  29847. };
  29848. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29849. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29850. return vector.applyQuaternion( this );
  29851. };
  29852. Object.assign( Ray.prototype, {
  29853. isIntersectionBox: function ( box ) {
  29854. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29855. return this.intersectsBox( box );
  29856. },
  29857. isIntersectionPlane: function ( plane ) {
  29858. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29859. return this.intersectsPlane( plane );
  29860. },
  29861. isIntersectionSphere: function ( sphere ) {
  29862. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29863. return this.intersectsSphere( sphere );
  29864. }
  29865. } );
  29866. Object.assign( Triangle.prototype, {
  29867. area: function () {
  29868. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29869. return this.getArea();
  29870. },
  29871. barycoordFromPoint: function ( point, target ) {
  29872. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29873. return this.getBarycoord( point, target );
  29874. },
  29875. midpoint: function ( target ) {
  29876. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29877. return this.getMidpoint( target );
  29878. },
  29879. normal: function ( target ) {
  29880. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29881. return this.getNormal( target );
  29882. },
  29883. plane: function ( target ) {
  29884. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29885. return this.getPlane( target );
  29886. }
  29887. } );
  29888. Object.assign( Triangle, {
  29889. barycoordFromPoint: function ( point, a, b, c, target ) {
  29890. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29891. return Triangle.getBarycoord( point, a, b, c, target );
  29892. },
  29893. normal: function ( a, b, c, target ) {
  29894. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29895. return Triangle.getNormal( a, b, c, target );
  29896. }
  29897. } );
  29898. Object.assign( Shape.prototype, {
  29899. extractAllPoints: function ( divisions ) {
  29900. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29901. return this.extractPoints( divisions );
  29902. },
  29903. extrude: function ( options ) {
  29904. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29905. return new ExtrudeGeometry( this, options );
  29906. },
  29907. makeGeometry: function ( options ) {
  29908. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29909. return new ShapeGeometry( this, options );
  29910. }
  29911. } );
  29912. Object.assign( Vector2.prototype, {
  29913. fromAttribute: function ( attribute, index, offset ) {
  29914. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29915. return this.fromBufferAttribute( attribute, index, offset );
  29916. },
  29917. distanceToManhattan: function ( v ) {
  29918. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29919. return this.manhattanDistanceTo( v );
  29920. },
  29921. lengthManhattan: function () {
  29922. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29923. return this.manhattanLength();
  29924. }
  29925. } );
  29926. Object.assign( Vector3.prototype, {
  29927. setEulerFromRotationMatrix: function () {
  29928. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29929. },
  29930. setEulerFromQuaternion: function () {
  29931. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29932. },
  29933. getPositionFromMatrix: function ( m ) {
  29934. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29935. return this.setFromMatrixPosition( m );
  29936. },
  29937. getScaleFromMatrix: function ( m ) {
  29938. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29939. return this.setFromMatrixScale( m );
  29940. },
  29941. getColumnFromMatrix: function ( index, matrix ) {
  29942. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29943. return this.setFromMatrixColumn( matrix, index );
  29944. },
  29945. applyProjection: function ( m ) {
  29946. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29947. return this.applyMatrix4( m );
  29948. },
  29949. fromAttribute: function ( attribute, index, offset ) {
  29950. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29951. return this.fromBufferAttribute( attribute, index, offset );
  29952. },
  29953. distanceToManhattan: function ( v ) {
  29954. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29955. return this.manhattanDistanceTo( v );
  29956. },
  29957. lengthManhattan: function () {
  29958. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29959. return this.manhattanLength();
  29960. }
  29961. } );
  29962. Object.assign( Vector4.prototype, {
  29963. fromAttribute: function ( attribute, index, offset ) {
  29964. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29965. return this.fromBufferAttribute( attribute, index, offset );
  29966. },
  29967. lengthManhattan: function () {
  29968. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29969. return this.manhattanLength();
  29970. }
  29971. } );
  29972. //
  29973. Object.assign( Geometry.prototype, {
  29974. computeTangents: function () {
  29975. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29976. },
  29977. computeLineDistances: function () {
  29978. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29979. },
  29980. applyMatrix: function ( matrix ) {
  29981. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29982. return this.applyMatrix4( matrix );
  29983. }
  29984. } );
  29985. Object.assign( Object3D.prototype, {
  29986. getChildByName: function ( name ) {
  29987. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29988. return this.getObjectByName( name );
  29989. },
  29990. renderDepth: function () {
  29991. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29992. },
  29993. translate: function ( distance, axis ) {
  29994. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29995. return this.translateOnAxis( axis, distance );
  29996. },
  29997. getWorldRotation: function () {
  29998. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29999. },
  30000. applyMatrix: function ( matrix ) {
  30001. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  30002. return this.applyMatrix4( matrix );
  30003. }
  30004. } );
  30005. Object.defineProperties( Object3D.prototype, {
  30006. eulerOrder: {
  30007. get: function () {
  30008. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30009. return this.rotation.order;
  30010. },
  30011. set: function ( value ) {
  30012. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30013. this.rotation.order = value;
  30014. }
  30015. },
  30016. useQuaternion: {
  30017. get: function () {
  30018. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30019. },
  30020. set: function () {
  30021. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30022. }
  30023. }
  30024. } );
  30025. Object.assign( Mesh.prototype, {
  30026. setDrawMode: function () {
  30027. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30028. },
  30029. } );
  30030. Object.defineProperties( Mesh.prototype, {
  30031. drawMode: {
  30032. get: function () {
  30033. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  30034. return TrianglesDrawMode;
  30035. },
  30036. set: function () {
  30037. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30038. }
  30039. }
  30040. } );
  30041. Object.defineProperties( LOD.prototype, {
  30042. objects: {
  30043. get: function () {
  30044. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  30045. return this.levels;
  30046. }
  30047. }
  30048. } );
  30049. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  30050. get: function () {
  30051. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30052. },
  30053. set: function () {
  30054. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30055. }
  30056. } );
  30057. SkinnedMesh.prototype.initBones = function () {
  30058. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  30059. };
  30060. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  30061. get: function () {
  30062. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30063. return this.arcLengthDivisions;
  30064. },
  30065. set: function ( value ) {
  30066. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30067. this.arcLengthDivisions = value;
  30068. }
  30069. } );
  30070. //
  30071. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30072. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30073. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30074. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  30075. this.setFocalLength( focalLength );
  30076. };
  30077. //
  30078. Object.defineProperties( Light.prototype, {
  30079. onlyShadow: {
  30080. set: function () {
  30081. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30082. }
  30083. },
  30084. shadowCameraFov: {
  30085. set: function ( value ) {
  30086. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30087. this.shadow.camera.fov = value;
  30088. }
  30089. },
  30090. shadowCameraLeft: {
  30091. set: function ( value ) {
  30092. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30093. this.shadow.camera.left = value;
  30094. }
  30095. },
  30096. shadowCameraRight: {
  30097. set: function ( value ) {
  30098. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30099. this.shadow.camera.right = value;
  30100. }
  30101. },
  30102. shadowCameraTop: {
  30103. set: function ( value ) {
  30104. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30105. this.shadow.camera.top = value;
  30106. }
  30107. },
  30108. shadowCameraBottom: {
  30109. set: function ( value ) {
  30110. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30111. this.shadow.camera.bottom = value;
  30112. }
  30113. },
  30114. shadowCameraNear: {
  30115. set: function ( value ) {
  30116. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30117. this.shadow.camera.near = value;
  30118. }
  30119. },
  30120. shadowCameraFar: {
  30121. set: function ( value ) {
  30122. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30123. this.shadow.camera.far = value;
  30124. }
  30125. },
  30126. shadowCameraVisible: {
  30127. set: function () {
  30128. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30129. }
  30130. },
  30131. shadowBias: {
  30132. set: function ( value ) {
  30133. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30134. this.shadow.bias = value;
  30135. }
  30136. },
  30137. shadowDarkness: {
  30138. set: function () {
  30139. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30140. }
  30141. },
  30142. shadowMapWidth: {
  30143. set: function ( value ) {
  30144. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30145. this.shadow.mapSize.width = value;
  30146. }
  30147. },
  30148. shadowMapHeight: {
  30149. set: function ( value ) {
  30150. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30151. this.shadow.mapSize.height = value;
  30152. }
  30153. }
  30154. } );
  30155. //
  30156. Object.defineProperties( BufferAttribute.prototype, {
  30157. length: {
  30158. get: function () {
  30159. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30160. return this.array.length;
  30161. }
  30162. },
  30163. dynamic: {
  30164. get: function () {
  30165. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30166. return this.usage === DynamicDrawUsage;
  30167. },
  30168. set: function ( /* value */ ) {
  30169. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30170. this.setUsage( DynamicDrawUsage );
  30171. }
  30172. }
  30173. } );
  30174. Object.assign( BufferAttribute.prototype, {
  30175. setDynamic: function ( value ) {
  30176. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30177. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30178. return this;
  30179. },
  30180. copyIndicesArray: function ( /* indices */ ) {
  30181. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30182. },
  30183. setArray: function ( /* array */ ) {
  30184. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30185. }
  30186. } );
  30187. Object.assign( BufferGeometry.prototype, {
  30188. addIndex: function ( index ) {
  30189. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30190. this.setIndex( index );
  30191. },
  30192. addAttribute: function ( name, attribute ) {
  30193. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30194. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30195. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30196. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30197. }
  30198. if ( name === 'index' ) {
  30199. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30200. this.setIndex( attribute );
  30201. return this;
  30202. }
  30203. return this.setAttribute( name, attribute );
  30204. },
  30205. addDrawCall: function ( start, count, indexOffset ) {
  30206. if ( indexOffset !== undefined ) {
  30207. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30208. }
  30209. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30210. this.addGroup( start, count );
  30211. },
  30212. clearDrawCalls: function () {
  30213. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30214. this.clearGroups();
  30215. },
  30216. computeTangents: function () {
  30217. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30218. },
  30219. computeOffsets: function () {
  30220. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30221. },
  30222. removeAttribute: function ( name ) {
  30223. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30224. return this.deleteAttribute( name );
  30225. },
  30226. applyMatrix: function ( matrix ) {
  30227. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30228. return this.applyMatrix4( matrix );
  30229. }
  30230. } );
  30231. Object.defineProperties( BufferGeometry.prototype, {
  30232. drawcalls: {
  30233. get: function () {
  30234. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30235. return this.groups;
  30236. }
  30237. },
  30238. offsets: {
  30239. get: function () {
  30240. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30241. return this.groups;
  30242. }
  30243. }
  30244. } );
  30245. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30246. maxInstancedCount: {
  30247. get: function () {
  30248. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30249. return this.instanceCount;
  30250. },
  30251. set: function ( value ) {
  30252. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30253. this.instanceCount = value;
  30254. }
  30255. }
  30256. } );
  30257. Object.defineProperties( Raycaster.prototype, {
  30258. linePrecision: {
  30259. get: function () {
  30260. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30261. return this.params.Line.threshold;
  30262. },
  30263. set: function ( value ) {
  30264. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30265. this.params.Line.threshold = value;
  30266. }
  30267. }
  30268. } );
  30269. Object.defineProperties( InterleavedBuffer.prototype, {
  30270. dynamic: {
  30271. get: function () {
  30272. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30273. return this.usage === DynamicDrawUsage;
  30274. },
  30275. set: function ( value ) {
  30276. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30277. this.setUsage( value );
  30278. }
  30279. }
  30280. } );
  30281. Object.assign( InterleavedBuffer.prototype, {
  30282. setDynamic: function ( value ) {
  30283. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30284. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30285. return this;
  30286. },
  30287. setArray: function ( /* array */ ) {
  30288. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30289. }
  30290. } );
  30291. //
  30292. Object.assign( ExtrudeBufferGeometry.prototype, {
  30293. getArrays: function () {
  30294. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30295. },
  30296. addShapeList: function () {
  30297. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30298. },
  30299. addShape: function () {
  30300. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30301. }
  30302. } );
  30303. //
  30304. Object.defineProperties( Uniform.prototype, {
  30305. dynamic: {
  30306. set: function () {
  30307. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30308. }
  30309. },
  30310. onUpdate: {
  30311. value: function () {
  30312. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30313. return this;
  30314. }
  30315. }
  30316. } );
  30317. //
  30318. Object.defineProperties( Material.prototype, {
  30319. wrapAround: {
  30320. get: function () {
  30321. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30322. },
  30323. set: function () {
  30324. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30325. }
  30326. },
  30327. overdraw: {
  30328. get: function () {
  30329. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30330. },
  30331. set: function () {
  30332. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30333. }
  30334. },
  30335. wrapRGB: {
  30336. get: function () {
  30337. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30338. return new Color();
  30339. }
  30340. },
  30341. shading: {
  30342. get: function () {
  30343. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30344. },
  30345. set: function ( value ) {
  30346. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30347. this.flatShading = ( value === FlatShading );
  30348. }
  30349. },
  30350. stencilMask: {
  30351. get: function () {
  30352. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30353. return this.stencilFuncMask;
  30354. },
  30355. set: function ( value ) {
  30356. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30357. this.stencilFuncMask = value;
  30358. }
  30359. }
  30360. } );
  30361. Object.defineProperties( MeshPhongMaterial.prototype, {
  30362. metal: {
  30363. get: function () {
  30364. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30365. return false;
  30366. },
  30367. set: function () {
  30368. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30369. }
  30370. }
  30371. } );
  30372. Object.defineProperties( ShaderMaterial.prototype, {
  30373. derivatives: {
  30374. get: function () {
  30375. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30376. return this.extensions.derivatives;
  30377. },
  30378. set: function ( value ) {
  30379. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30380. this.extensions.derivatives = value;
  30381. }
  30382. }
  30383. } );
  30384. //
  30385. Object.assign( WebGLRenderer.prototype, {
  30386. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30387. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30388. this.setRenderTarget( renderTarget );
  30389. this.clear( color, depth, stencil );
  30390. },
  30391. animate: function ( callback ) {
  30392. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30393. this.setAnimationLoop( callback );
  30394. },
  30395. getCurrentRenderTarget: function () {
  30396. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30397. return this.getRenderTarget();
  30398. },
  30399. getMaxAnisotropy: function () {
  30400. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30401. return this.capabilities.getMaxAnisotropy();
  30402. },
  30403. getPrecision: function () {
  30404. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30405. return this.capabilities.precision;
  30406. },
  30407. resetGLState: function () {
  30408. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30409. return this.state.reset();
  30410. },
  30411. supportsFloatTextures: function () {
  30412. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30413. return this.extensions.get( 'OES_texture_float' );
  30414. },
  30415. supportsHalfFloatTextures: function () {
  30416. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30417. return this.extensions.get( 'OES_texture_half_float' );
  30418. },
  30419. supportsStandardDerivatives: function () {
  30420. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30421. return this.extensions.get( 'OES_standard_derivatives' );
  30422. },
  30423. supportsCompressedTextureS3TC: function () {
  30424. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30425. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30426. },
  30427. supportsCompressedTexturePVRTC: function () {
  30428. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30429. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30430. },
  30431. supportsBlendMinMax: function () {
  30432. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30433. return this.extensions.get( 'EXT_blend_minmax' );
  30434. },
  30435. supportsVertexTextures: function () {
  30436. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30437. return this.capabilities.vertexTextures;
  30438. },
  30439. supportsInstancedArrays: function () {
  30440. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30441. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30442. },
  30443. enableScissorTest: function ( boolean ) {
  30444. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30445. this.setScissorTest( boolean );
  30446. },
  30447. initMaterial: function () {
  30448. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30449. },
  30450. addPrePlugin: function () {
  30451. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30452. },
  30453. addPostPlugin: function () {
  30454. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30455. },
  30456. updateShadowMap: function () {
  30457. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30458. },
  30459. setFaceCulling: function () {
  30460. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30461. },
  30462. allocTextureUnit: function () {
  30463. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30464. },
  30465. setTexture: function () {
  30466. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30467. },
  30468. setTexture2D: function () {
  30469. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30470. },
  30471. setTextureCube: function () {
  30472. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30473. },
  30474. getActiveMipMapLevel: function () {
  30475. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30476. return this.getActiveMipmapLevel();
  30477. }
  30478. } );
  30479. Object.defineProperties( WebGLRenderer.prototype, {
  30480. shadowMapEnabled: {
  30481. get: function () {
  30482. return this.shadowMap.enabled;
  30483. },
  30484. set: function ( value ) {
  30485. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30486. this.shadowMap.enabled = value;
  30487. }
  30488. },
  30489. shadowMapType: {
  30490. get: function () {
  30491. return this.shadowMap.type;
  30492. },
  30493. set: function ( value ) {
  30494. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30495. this.shadowMap.type = value;
  30496. }
  30497. },
  30498. shadowMapCullFace: {
  30499. get: function () {
  30500. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30501. return undefined;
  30502. },
  30503. set: function ( /* value */ ) {
  30504. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30505. }
  30506. },
  30507. context: {
  30508. get: function () {
  30509. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30510. return this.getContext();
  30511. }
  30512. },
  30513. vr: {
  30514. get: function () {
  30515. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30516. return this.xr;
  30517. }
  30518. },
  30519. gammaInput: {
  30520. get: function () {
  30521. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30522. return false;
  30523. },
  30524. set: function () {
  30525. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30526. }
  30527. },
  30528. gammaOutput: {
  30529. get: function () {
  30530. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30531. return false;
  30532. },
  30533. set: function ( value ) {
  30534. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30535. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30536. }
  30537. },
  30538. toneMappingWhitePoint: {
  30539. get: function () {
  30540. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30541. return 1.0;
  30542. },
  30543. set: function () {
  30544. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30545. }
  30546. },
  30547. } );
  30548. Object.defineProperties( WebGLShadowMap.prototype, {
  30549. cullFace: {
  30550. get: function () {
  30551. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30552. return undefined;
  30553. },
  30554. set: function ( /* cullFace */ ) {
  30555. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30556. }
  30557. },
  30558. renderReverseSided: {
  30559. get: function () {
  30560. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30561. return undefined;
  30562. },
  30563. set: function () {
  30564. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30565. }
  30566. },
  30567. renderSingleSided: {
  30568. get: function () {
  30569. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30570. return undefined;
  30571. },
  30572. set: function () {
  30573. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30574. }
  30575. }
  30576. } );
  30577. function WebGLRenderTargetCube( width, height, options ) {
  30578. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30579. return new WebGLCubeRenderTarget( width, options );
  30580. }
  30581. //
  30582. Object.defineProperties( WebGLRenderTarget.prototype, {
  30583. wrapS: {
  30584. get: function () {
  30585. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30586. return this.texture.wrapS;
  30587. },
  30588. set: function ( value ) {
  30589. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30590. this.texture.wrapS = value;
  30591. }
  30592. },
  30593. wrapT: {
  30594. get: function () {
  30595. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30596. return this.texture.wrapT;
  30597. },
  30598. set: function ( value ) {
  30599. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30600. this.texture.wrapT = value;
  30601. }
  30602. },
  30603. magFilter: {
  30604. get: function () {
  30605. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30606. return this.texture.magFilter;
  30607. },
  30608. set: function ( value ) {
  30609. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30610. this.texture.magFilter = value;
  30611. }
  30612. },
  30613. minFilter: {
  30614. get: function () {
  30615. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30616. return this.texture.minFilter;
  30617. },
  30618. set: function ( value ) {
  30619. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30620. this.texture.minFilter = value;
  30621. }
  30622. },
  30623. anisotropy: {
  30624. get: function () {
  30625. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30626. return this.texture.anisotropy;
  30627. },
  30628. set: function ( value ) {
  30629. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30630. this.texture.anisotropy = value;
  30631. }
  30632. },
  30633. offset: {
  30634. get: function () {
  30635. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30636. return this.texture.offset;
  30637. },
  30638. set: function ( value ) {
  30639. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30640. this.texture.offset = value;
  30641. }
  30642. },
  30643. repeat: {
  30644. get: function () {
  30645. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30646. return this.texture.repeat;
  30647. },
  30648. set: function ( value ) {
  30649. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30650. this.texture.repeat = value;
  30651. }
  30652. },
  30653. format: {
  30654. get: function () {
  30655. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30656. return this.texture.format;
  30657. },
  30658. set: function ( value ) {
  30659. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30660. this.texture.format = value;
  30661. }
  30662. },
  30663. type: {
  30664. get: function () {
  30665. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30666. return this.texture.type;
  30667. },
  30668. set: function ( value ) {
  30669. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30670. this.texture.type = value;
  30671. }
  30672. },
  30673. generateMipmaps: {
  30674. get: function () {
  30675. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30676. return this.texture.generateMipmaps;
  30677. },
  30678. set: function ( value ) {
  30679. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30680. this.texture.generateMipmaps = value;
  30681. }
  30682. }
  30683. } );
  30684. //
  30685. Object.defineProperties( Audio.prototype, {
  30686. load: {
  30687. value: function ( file ) {
  30688. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30689. var scope = this;
  30690. var audioLoader = new AudioLoader();
  30691. audioLoader.load( file, function ( buffer ) {
  30692. scope.setBuffer( buffer );
  30693. } );
  30694. return this;
  30695. }
  30696. },
  30697. startTime: {
  30698. set: function () {
  30699. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30700. }
  30701. }
  30702. } );
  30703. AudioAnalyser.prototype.getData = function () {
  30704. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30705. return this.getFrequencyData();
  30706. };
  30707. //
  30708. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30709. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30710. return this.update( renderer, scene );
  30711. };
  30712. //
  30713. var GeometryUtils = {
  30714. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30715. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30716. var matrix;
  30717. if ( geometry2.isMesh ) {
  30718. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30719. matrix = geometry2.matrix;
  30720. geometry2 = geometry2.geometry;
  30721. }
  30722. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30723. },
  30724. center: function ( geometry ) {
  30725. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30726. return geometry.center();
  30727. }
  30728. };
  30729. ImageUtils.crossOrigin = undefined;
  30730. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30731. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30732. var loader = new TextureLoader();
  30733. loader.setCrossOrigin( this.crossOrigin );
  30734. var texture = loader.load( url, onLoad, undefined, onError );
  30735. if ( mapping ) { texture.mapping = mapping; }
  30736. return texture;
  30737. };
  30738. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30739. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30740. var loader = new CubeTextureLoader();
  30741. loader.setCrossOrigin( this.crossOrigin );
  30742. var texture = loader.load( urls, onLoad, undefined, onError );
  30743. if ( mapping ) { texture.mapping = mapping; }
  30744. return texture;
  30745. };
  30746. ImageUtils.loadCompressedTexture = function () {
  30747. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30748. };
  30749. ImageUtils.loadCompressedTextureCube = function () {
  30750. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30751. };
  30752. //
  30753. function CanvasRenderer() {
  30754. console.error( 'THREE.CanvasRenderer has been removed' );
  30755. }
  30756. //
  30757. function JSONLoader() {
  30758. console.error( 'THREE.JSONLoader has been removed.' );
  30759. }
  30760. //
  30761. var SceneUtils = {
  30762. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30763. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30764. },
  30765. detach: function ( /* child, parent, scene */ ) {
  30766. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30767. },
  30768. attach: function ( /* child, scene, parent */ ) {
  30769. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30770. }
  30771. };
  30772. //
  30773. function LensFlare() {
  30774. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30775. }
  30776. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30777. /* eslint-disable no-undef */
  30778. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30779. revision: REVISION,
  30780. } } ) );
  30781. /* eslint-enable no-undef */
  30782. }
  30783. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30784. exports.AddEquation = AddEquation;
  30785. exports.AddOperation = AddOperation;
  30786. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30787. exports.AdditiveBlending = AdditiveBlending;
  30788. exports.AlphaFormat = AlphaFormat;
  30789. exports.AlwaysDepth = AlwaysDepth;
  30790. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30791. exports.AmbientLight = AmbientLight;
  30792. exports.AmbientLightProbe = AmbientLightProbe;
  30793. exports.AnimationClip = AnimationClip;
  30794. exports.AnimationLoader = AnimationLoader;
  30795. exports.AnimationMixer = AnimationMixer;
  30796. exports.AnimationObjectGroup = AnimationObjectGroup;
  30797. exports.AnimationUtils = AnimationUtils;
  30798. exports.ArcCurve = ArcCurve;
  30799. exports.ArrayCamera = ArrayCamera;
  30800. exports.ArrowHelper = ArrowHelper;
  30801. exports.Audio = Audio;
  30802. exports.AudioAnalyser = AudioAnalyser;
  30803. exports.AudioContext = AudioContext;
  30804. exports.AudioListener = AudioListener;
  30805. exports.AudioLoader = AudioLoader;
  30806. exports.AxesHelper = AxesHelper;
  30807. exports.AxisHelper = AxisHelper;
  30808. exports.BackSide = BackSide;
  30809. exports.BasicDepthPacking = BasicDepthPacking;
  30810. exports.BasicShadowMap = BasicShadowMap;
  30811. exports.BinaryTextureLoader = BinaryTextureLoader;
  30812. exports.Bone = Bone;
  30813. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30814. exports.BoundingBoxHelper = BoundingBoxHelper;
  30815. exports.Box2 = Box2;
  30816. exports.Box3 = Box3;
  30817. exports.Box3Helper = Box3Helper;
  30818. exports.BoxBufferGeometry = BoxBufferGeometry;
  30819. exports.BoxGeometry = BoxGeometry;
  30820. exports.BoxHelper = BoxHelper;
  30821. exports.BufferAttribute = BufferAttribute;
  30822. exports.BufferGeometry = BufferGeometry;
  30823. exports.BufferGeometryLoader = BufferGeometryLoader;
  30824. exports.ByteType = ByteType;
  30825. exports.Cache = Cache;
  30826. exports.Camera = Camera;
  30827. exports.CameraHelper = CameraHelper;
  30828. exports.CanvasRenderer = CanvasRenderer;
  30829. exports.CanvasTexture = CanvasTexture;
  30830. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30831. exports.CineonToneMapping = CineonToneMapping;
  30832. exports.CircleBufferGeometry = CircleBufferGeometry;
  30833. exports.CircleGeometry = CircleGeometry;
  30834. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30835. exports.Clock = Clock;
  30836. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30837. exports.Color = Color;
  30838. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30839. exports.CompressedTexture = CompressedTexture;
  30840. exports.CompressedTextureLoader = CompressedTextureLoader;
  30841. exports.ConeBufferGeometry = ConeBufferGeometry;
  30842. exports.ConeGeometry = ConeGeometry;
  30843. exports.CubeCamera = CubeCamera;
  30844. exports.CubeGeometry = BoxGeometry;
  30845. exports.CubeReflectionMapping = CubeReflectionMapping;
  30846. exports.CubeRefractionMapping = CubeRefractionMapping;
  30847. exports.CubeTexture = CubeTexture;
  30848. exports.CubeTextureLoader = CubeTextureLoader;
  30849. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30850. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30851. exports.CubicBezierCurve = CubicBezierCurve;
  30852. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30853. exports.CubicInterpolant = CubicInterpolant;
  30854. exports.CullFaceBack = CullFaceBack;
  30855. exports.CullFaceFront = CullFaceFront;
  30856. exports.CullFaceFrontBack = CullFaceFrontBack;
  30857. exports.CullFaceNone = CullFaceNone;
  30858. exports.Curve = Curve;
  30859. exports.CurvePath = CurvePath;
  30860. exports.CustomBlending = CustomBlending;
  30861. exports.CustomToneMapping = CustomToneMapping;
  30862. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30863. exports.CylinderGeometry = CylinderGeometry;
  30864. exports.Cylindrical = Cylindrical;
  30865. exports.DataTexture = DataTexture;
  30866. exports.DataTexture2DArray = DataTexture2DArray;
  30867. exports.DataTexture3D = DataTexture3D;
  30868. exports.DataTextureLoader = DataTextureLoader;
  30869. exports.DecrementStencilOp = DecrementStencilOp;
  30870. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30871. exports.DefaultLoadingManager = DefaultLoadingManager;
  30872. exports.DepthFormat = DepthFormat;
  30873. exports.DepthStencilFormat = DepthStencilFormat;
  30874. exports.DepthTexture = DepthTexture;
  30875. exports.DirectionalLight = DirectionalLight;
  30876. exports.DirectionalLightHelper = DirectionalLightHelper;
  30877. exports.DirectionalLightShadow = DirectionalLightShadow;
  30878. exports.DiscreteInterpolant = DiscreteInterpolant;
  30879. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30880. exports.DodecahedronGeometry = DodecahedronGeometry;
  30881. exports.DoubleSide = DoubleSide;
  30882. exports.DstAlphaFactor = DstAlphaFactor;
  30883. exports.DstColorFactor = DstColorFactor;
  30884. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30885. exports.DynamicCopyUsage = DynamicCopyUsage;
  30886. exports.DynamicDrawUsage = DynamicDrawUsage;
  30887. exports.DynamicReadUsage = DynamicReadUsage;
  30888. exports.EdgesGeometry = EdgesGeometry;
  30889. exports.EdgesHelper = EdgesHelper;
  30890. exports.EllipseCurve = EllipseCurve;
  30891. exports.EqualDepth = EqualDepth;
  30892. exports.EqualStencilFunc = EqualStencilFunc;
  30893. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30894. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30895. exports.Euler = Euler;
  30896. exports.EventDispatcher = EventDispatcher;
  30897. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30898. exports.ExtrudeGeometry = ExtrudeGeometry;
  30899. exports.Face3 = Face3;
  30900. exports.Face4 = Face4;
  30901. exports.FaceColors = FaceColors;
  30902. exports.FileLoader = FileLoader;
  30903. exports.FlatShading = FlatShading;
  30904. exports.Float32Attribute = Float32Attribute;
  30905. exports.Float32BufferAttribute = Float32BufferAttribute;
  30906. exports.Float64Attribute = Float64Attribute;
  30907. exports.Float64BufferAttribute = Float64BufferAttribute;
  30908. exports.FloatType = FloatType;
  30909. exports.Fog = Fog;
  30910. exports.FogExp2 = FogExp2;
  30911. exports.Font = Font;
  30912. exports.FontLoader = FontLoader;
  30913. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30914. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30915. exports.FrontSide = FrontSide;
  30916. exports.Frustum = Frustum;
  30917. exports.GammaEncoding = GammaEncoding;
  30918. exports.Geometry = Geometry;
  30919. exports.GeometryUtils = GeometryUtils;
  30920. exports.GreaterDepth = GreaterDepth;
  30921. exports.GreaterEqualDepth = GreaterEqualDepth;
  30922. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30923. exports.GreaterStencilFunc = GreaterStencilFunc;
  30924. exports.GridHelper = GridHelper;
  30925. exports.Group = Group;
  30926. exports.HalfFloatType = HalfFloatType;
  30927. exports.HemisphereLight = HemisphereLight;
  30928. exports.HemisphereLightHelper = HemisphereLightHelper;
  30929. exports.HemisphereLightProbe = HemisphereLightProbe;
  30930. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30931. exports.IcosahedronGeometry = IcosahedronGeometry;
  30932. exports.ImageBitmapLoader = ImageBitmapLoader;
  30933. exports.ImageLoader = ImageLoader;
  30934. exports.ImageUtils = ImageUtils;
  30935. exports.ImmediateRenderObject = ImmediateRenderObject;
  30936. exports.IncrementStencilOp = IncrementStencilOp;
  30937. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30938. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30939. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30940. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30941. exports.InstancedMesh = InstancedMesh;
  30942. exports.Int16Attribute = Int16Attribute;
  30943. exports.Int16BufferAttribute = Int16BufferAttribute;
  30944. exports.Int32Attribute = Int32Attribute;
  30945. exports.Int32BufferAttribute = Int32BufferAttribute;
  30946. exports.Int8Attribute = Int8Attribute;
  30947. exports.Int8BufferAttribute = Int8BufferAttribute;
  30948. exports.IntType = IntType;
  30949. exports.InterleavedBuffer = InterleavedBuffer;
  30950. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30951. exports.Interpolant = Interpolant;
  30952. exports.InterpolateDiscrete = InterpolateDiscrete;
  30953. exports.InterpolateLinear = InterpolateLinear;
  30954. exports.InterpolateSmooth = InterpolateSmooth;
  30955. exports.InvertStencilOp = InvertStencilOp;
  30956. exports.JSONLoader = JSONLoader;
  30957. exports.KeepStencilOp = KeepStencilOp;
  30958. exports.KeyframeTrack = KeyframeTrack;
  30959. exports.LOD = LOD;
  30960. exports.LatheBufferGeometry = LatheBufferGeometry;
  30961. exports.LatheGeometry = LatheGeometry;
  30962. exports.Layers = Layers;
  30963. exports.LensFlare = LensFlare;
  30964. exports.LessDepth = LessDepth;
  30965. exports.LessEqualDepth = LessEqualDepth;
  30966. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30967. exports.LessStencilFunc = LessStencilFunc;
  30968. exports.Light = Light;
  30969. exports.LightProbe = LightProbe;
  30970. exports.LightShadow = LightShadow;
  30971. exports.Line = Line;
  30972. exports.Line3 = Line3;
  30973. exports.LineBasicMaterial = LineBasicMaterial;
  30974. exports.LineCurve = LineCurve;
  30975. exports.LineCurve3 = LineCurve3;
  30976. exports.LineDashedMaterial = LineDashedMaterial;
  30977. exports.LineLoop = LineLoop;
  30978. exports.LinePieces = LinePieces;
  30979. exports.LineSegments = LineSegments;
  30980. exports.LineStrip = LineStrip;
  30981. exports.LinearEncoding = LinearEncoding;
  30982. exports.LinearFilter = LinearFilter;
  30983. exports.LinearInterpolant = LinearInterpolant;
  30984. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30985. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30986. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30987. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30988. exports.LinearToneMapping = LinearToneMapping;
  30989. exports.Loader = Loader;
  30990. exports.LoaderUtils = LoaderUtils;
  30991. exports.LoadingManager = LoadingManager;
  30992. exports.LogLuvEncoding = LogLuvEncoding;
  30993. exports.LoopOnce = LoopOnce;
  30994. exports.LoopPingPong = LoopPingPong;
  30995. exports.LoopRepeat = LoopRepeat;
  30996. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30997. exports.LuminanceFormat = LuminanceFormat;
  30998. exports.MOUSE = MOUSE;
  30999. exports.Material = Material;
  31000. exports.MaterialLoader = MaterialLoader;
  31001. exports.Math = MathUtils;
  31002. exports.MathUtils = MathUtils;
  31003. exports.Matrix3 = Matrix3;
  31004. exports.Matrix4 = Matrix4;
  31005. exports.MaxEquation = MaxEquation;
  31006. exports.Mesh = Mesh;
  31007. exports.MeshBasicMaterial = MeshBasicMaterial;
  31008. exports.MeshDepthMaterial = MeshDepthMaterial;
  31009. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31010. exports.MeshFaceMaterial = MeshFaceMaterial;
  31011. exports.MeshLambertMaterial = MeshLambertMaterial;
  31012. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31013. exports.MeshNormalMaterial = MeshNormalMaterial;
  31014. exports.MeshPhongMaterial = MeshPhongMaterial;
  31015. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31016. exports.MeshStandardMaterial = MeshStandardMaterial;
  31017. exports.MeshToonMaterial = MeshToonMaterial;
  31018. exports.MinEquation = MinEquation;
  31019. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31020. exports.MixOperation = MixOperation;
  31021. exports.MultiMaterial = MultiMaterial;
  31022. exports.MultiplyBlending = MultiplyBlending;
  31023. exports.MultiplyOperation = MultiplyOperation;
  31024. exports.NearestFilter = NearestFilter;
  31025. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31026. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31027. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31028. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31029. exports.NeverDepth = NeverDepth;
  31030. exports.NeverStencilFunc = NeverStencilFunc;
  31031. exports.NoBlending = NoBlending;
  31032. exports.NoColors = NoColors;
  31033. exports.NoToneMapping = NoToneMapping;
  31034. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31035. exports.NormalBlending = NormalBlending;
  31036. exports.NotEqualDepth = NotEqualDepth;
  31037. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31038. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31039. exports.Object3D = Object3D;
  31040. exports.ObjectLoader = ObjectLoader;
  31041. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31042. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31043. exports.OctahedronGeometry = OctahedronGeometry;
  31044. exports.OneFactor = OneFactor;
  31045. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31046. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31047. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31048. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31049. exports.OrthographicCamera = OrthographicCamera;
  31050. exports.PCFShadowMap = PCFShadowMap;
  31051. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31052. exports.PMREMGenerator = PMREMGenerator;
  31053. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31054. exports.ParametricGeometry = ParametricGeometry;
  31055. exports.Particle = Particle;
  31056. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31057. exports.ParticleSystem = ParticleSystem;
  31058. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31059. exports.Path = Path;
  31060. exports.PerspectiveCamera = PerspectiveCamera;
  31061. exports.Plane = Plane;
  31062. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31063. exports.PlaneGeometry = PlaneGeometry;
  31064. exports.PlaneHelper = PlaneHelper;
  31065. exports.PointCloud = PointCloud;
  31066. exports.PointCloudMaterial = PointCloudMaterial;
  31067. exports.PointLight = PointLight;
  31068. exports.PointLightHelper = PointLightHelper;
  31069. exports.Points = Points;
  31070. exports.PointsMaterial = PointsMaterial;
  31071. exports.PolarGridHelper = PolarGridHelper;
  31072. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31073. exports.PolyhedronGeometry = PolyhedronGeometry;
  31074. exports.PositionalAudio = PositionalAudio;
  31075. exports.PropertyBinding = PropertyBinding;
  31076. exports.PropertyMixer = PropertyMixer;
  31077. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31078. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31079. exports.Quaternion = Quaternion;
  31080. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31081. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31082. exports.REVISION = REVISION;
  31083. exports.RGBADepthPacking = RGBADepthPacking;
  31084. exports.RGBAFormat = RGBAFormat;
  31085. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31086. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31087. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31088. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31089. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31090. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31091. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31092. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31093. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31094. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31095. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31096. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31097. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31098. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31099. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31100. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31101. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31102. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31103. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31104. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31105. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31106. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31107. exports.RGBDEncoding = RGBDEncoding;
  31108. exports.RGBEEncoding = RGBEEncoding;
  31109. exports.RGBEFormat = RGBEFormat;
  31110. exports.RGBFormat = RGBFormat;
  31111. exports.RGBIntegerFormat = RGBIntegerFormat;
  31112. exports.RGBM16Encoding = RGBM16Encoding;
  31113. exports.RGBM7Encoding = RGBM7Encoding;
  31114. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31115. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31116. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31117. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31118. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31119. exports.RGFormat = RGFormat;
  31120. exports.RGIntegerFormat = RGIntegerFormat;
  31121. exports.RawShaderMaterial = RawShaderMaterial;
  31122. exports.Ray = Ray;
  31123. exports.Raycaster = Raycaster;
  31124. exports.RectAreaLight = RectAreaLight;
  31125. exports.RedFormat = RedFormat;
  31126. exports.RedIntegerFormat = RedIntegerFormat;
  31127. exports.ReinhardToneMapping = ReinhardToneMapping;
  31128. exports.RepeatWrapping = RepeatWrapping;
  31129. exports.ReplaceStencilOp = ReplaceStencilOp;
  31130. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31131. exports.RingBufferGeometry = RingBufferGeometry;
  31132. exports.RingGeometry = RingGeometry;
  31133. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31134. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31135. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31136. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31137. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31138. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31139. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31140. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31141. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31142. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31143. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31144. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31145. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31146. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31147. exports.Scene = Scene;
  31148. exports.SceneUtils = SceneUtils;
  31149. exports.ShaderChunk = ShaderChunk;
  31150. exports.ShaderLib = ShaderLib;
  31151. exports.ShaderMaterial = ShaderMaterial;
  31152. exports.ShadowMaterial = ShadowMaterial;
  31153. exports.Shape = Shape;
  31154. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31155. exports.ShapeGeometry = ShapeGeometry;
  31156. exports.ShapePath = ShapePath;
  31157. exports.ShapeUtils = ShapeUtils;
  31158. exports.ShortType = ShortType;
  31159. exports.Skeleton = Skeleton;
  31160. exports.SkeletonHelper = SkeletonHelper;
  31161. exports.SkinnedMesh = SkinnedMesh;
  31162. exports.SmoothShading = SmoothShading;
  31163. exports.Sphere = Sphere;
  31164. exports.SphereBufferGeometry = SphereBufferGeometry;
  31165. exports.SphereGeometry = SphereGeometry;
  31166. exports.Spherical = Spherical;
  31167. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31168. exports.Spline = Spline;
  31169. exports.SplineCurve = SplineCurve;
  31170. exports.SplineCurve3 = SplineCurve3;
  31171. exports.SpotLight = SpotLight;
  31172. exports.SpotLightHelper = SpotLightHelper;
  31173. exports.SpotLightShadow = SpotLightShadow;
  31174. exports.Sprite = Sprite;
  31175. exports.SpriteMaterial = SpriteMaterial;
  31176. exports.SrcAlphaFactor = SrcAlphaFactor;
  31177. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31178. exports.SrcColorFactor = SrcColorFactor;
  31179. exports.StaticCopyUsage = StaticCopyUsage;
  31180. exports.StaticDrawUsage = StaticDrawUsage;
  31181. exports.StaticReadUsage = StaticReadUsage;
  31182. exports.StereoCamera = StereoCamera;
  31183. exports.StreamCopyUsage = StreamCopyUsage;
  31184. exports.StreamDrawUsage = StreamDrawUsage;
  31185. exports.StreamReadUsage = StreamReadUsage;
  31186. exports.StringKeyframeTrack = StringKeyframeTrack;
  31187. exports.SubtractEquation = SubtractEquation;
  31188. exports.SubtractiveBlending = SubtractiveBlending;
  31189. exports.TOUCH = TOUCH;
  31190. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31191. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31192. exports.TetrahedronGeometry = TetrahedronGeometry;
  31193. exports.TextBufferGeometry = TextBufferGeometry;
  31194. exports.TextGeometry = TextGeometry;
  31195. exports.Texture = Texture;
  31196. exports.TextureLoader = TextureLoader;
  31197. exports.TorusBufferGeometry = TorusBufferGeometry;
  31198. exports.TorusGeometry = TorusGeometry;
  31199. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31200. exports.TorusKnotGeometry = TorusKnotGeometry;
  31201. exports.Triangle = Triangle;
  31202. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31203. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31204. exports.TrianglesDrawMode = TrianglesDrawMode;
  31205. exports.TubeBufferGeometry = TubeBufferGeometry;
  31206. exports.TubeGeometry = TubeGeometry;
  31207. exports.UVMapping = UVMapping;
  31208. exports.Uint16Attribute = Uint16Attribute;
  31209. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31210. exports.Uint32Attribute = Uint32Attribute;
  31211. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31212. exports.Uint8Attribute = Uint8Attribute;
  31213. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31214. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31215. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31216. exports.Uniform = Uniform;
  31217. exports.UniformsLib = UniformsLib;
  31218. exports.UniformsUtils = UniformsUtils;
  31219. exports.UnsignedByteType = UnsignedByteType;
  31220. exports.UnsignedInt248Type = UnsignedInt248Type;
  31221. exports.UnsignedIntType = UnsignedIntType;
  31222. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31223. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31224. exports.UnsignedShort565Type = UnsignedShort565Type;
  31225. exports.UnsignedShortType = UnsignedShortType;
  31226. exports.VSMShadowMap = VSMShadowMap;
  31227. exports.Vector2 = Vector2;
  31228. exports.Vector3 = Vector3;
  31229. exports.Vector4 = Vector4;
  31230. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31231. exports.Vertex = Vertex;
  31232. exports.VertexColors = VertexColors;
  31233. exports.VideoTexture = VideoTexture;
  31234. exports.WebGL1Renderer = WebGL1Renderer;
  31235. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31236. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31237. exports.WebGLRenderTarget = WebGLRenderTarget;
  31238. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31239. exports.WebGLRenderer = WebGLRenderer;
  31240. exports.WebGLUtils = WebGLUtils;
  31241. exports.WireframeGeometry = WireframeGeometry;
  31242. exports.WireframeHelper = WireframeHelper;
  31243. exports.WrapAroundEnding = WrapAroundEnding;
  31244. exports.XHRLoader = XHRLoader;
  31245. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31246. exports.ZeroFactor = ZeroFactor;
  31247. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31248. exports.ZeroStencilOp = ZeroStencilOp;
  31249. exports.sRGBEncoding = sRGBEncoding;
  31250. Object.defineProperty(exports, '__esModule', { value: true });
  31251. })));
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