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 BasicShadowMap = 0;
  62. var PCFShadowMap = 1;
  63. var PCFSoftShadowMap = 2;
  64. var VSMShadowMap = 3;
  65. var FrontSide = 0;
  66. var BackSide = 1;
  67. var DoubleSide = 2;
  68. var FlatShading = 1;
  69. var SmoothShading = 2;
  70. var NoBlending = 0;
  71. var NormalBlending = 1;
  72. var AdditiveBlending = 2;
  73. var SubtractiveBlending = 3;
  74. var MultiplyBlending = 4;
  75. var CustomBlending = 5;
  76. var AddEquation = 100;
  77. var SubtractEquation = 101;
  78. var ReverseSubtractEquation = 102;
  79. var MinEquation = 103;
  80. var MaxEquation = 104;
  81. var ZeroFactor = 200;
  82. var OneFactor = 201;
  83. var SrcColorFactor = 202;
  84. var OneMinusSrcColorFactor = 203;
  85. var SrcAlphaFactor = 204;
  86. var OneMinusSrcAlphaFactor = 205;
  87. var DstAlphaFactor = 206;
  88. var OneMinusDstAlphaFactor = 207;
  89. var DstColorFactor = 208;
  90. var OneMinusDstColorFactor = 209;
  91. var SrcAlphaSaturateFactor = 210;
  92. var NeverDepth = 0;
  93. var AlwaysDepth = 1;
  94. var LessDepth = 2;
  95. var LessEqualDepth = 3;
  96. var EqualDepth = 4;
  97. var GreaterEqualDepth = 5;
  98. var GreaterDepth = 6;
  99. var NotEqualDepth = 7;
  100. var MultiplyOperation = 0;
  101. var MixOperation = 1;
  102. var AddOperation = 2;
  103. var NoToneMapping = 0;
  104. var LinearToneMapping = 1;
  105. var ReinhardToneMapping = 2;
  106. var CineonToneMapping = 3;
  107. var ACESFilmicToneMapping = 4;
  108. var CustomToneMapping = 5;
  109. var UVMapping = 300;
  110. var CubeReflectionMapping = 301;
  111. var CubeRefractionMapping = 302;
  112. var EquirectangularReflectionMapping = 303;
  113. var EquirectangularRefractionMapping = 304;
  114. var CubeUVReflectionMapping = 306;
  115. var CubeUVRefractionMapping = 307;
  116. var RepeatWrapping = 1000;
  117. var ClampToEdgeWrapping = 1001;
  118. var MirroredRepeatWrapping = 1002;
  119. var NearestFilter = 1003;
  120. var NearestMipmapNearestFilter = 1004;
  121. var NearestMipMapNearestFilter = 1004;
  122. var NearestMipmapLinearFilter = 1005;
  123. var NearestMipMapLinearFilter = 1005;
  124. var LinearFilter = 1006;
  125. var LinearMipmapNearestFilter = 1007;
  126. var LinearMipMapNearestFilter = 1007;
  127. var LinearMipmapLinearFilter = 1008;
  128. var LinearMipMapLinearFilter = 1008;
  129. var UnsignedByteType = 1009;
  130. var ByteType = 1010;
  131. var ShortType = 1011;
  132. var UnsignedShortType = 1012;
  133. var IntType = 1013;
  134. var UnsignedIntType = 1014;
  135. var FloatType = 1015;
  136. var HalfFloatType = 1016;
  137. var UnsignedShort4444Type = 1017;
  138. var UnsignedShort5551Type = 1018;
  139. var UnsignedShort565Type = 1019;
  140. var UnsignedInt248Type = 1020;
  141. var AlphaFormat = 1021;
  142. var RGBFormat = 1022;
  143. var RGBAFormat = 1023;
  144. var LuminanceFormat = 1024;
  145. var LuminanceAlphaFormat = 1025;
  146. var RGBEFormat = RGBAFormat;
  147. var DepthFormat = 1026;
  148. var DepthStencilFormat = 1027;
  149. var RedFormat = 1028;
  150. var RedIntegerFormat = 1029;
  151. var RGFormat = 1030;
  152. var RGIntegerFormat = 1031;
  153. var RGBIntegerFormat = 1032;
  154. var RGBAIntegerFormat = 1033;
  155. var RGB_S3TC_DXT1_Format = 33776;
  156. var RGBA_S3TC_DXT1_Format = 33777;
  157. var RGBA_S3TC_DXT3_Format = 33778;
  158. var RGBA_S3TC_DXT5_Format = 33779;
  159. var RGB_PVRTC_4BPPV1_Format = 35840;
  160. var RGB_PVRTC_2BPPV1_Format = 35841;
  161. var RGBA_PVRTC_4BPPV1_Format = 35842;
  162. var RGBA_PVRTC_2BPPV1_Format = 35843;
  163. var RGB_ETC1_Format = 36196;
  164. var RGB_ETC2_Format = 37492;
  165. var RGBA_ETC2_EAC_Format = 37496;
  166. var RGBA_ASTC_4x4_Format = 37808;
  167. var RGBA_ASTC_5x4_Format = 37809;
  168. var RGBA_ASTC_5x5_Format = 37810;
  169. var RGBA_ASTC_6x5_Format = 37811;
  170. var RGBA_ASTC_6x6_Format = 37812;
  171. var RGBA_ASTC_8x5_Format = 37813;
  172. var RGBA_ASTC_8x6_Format = 37814;
  173. var RGBA_ASTC_8x8_Format = 37815;
  174. var RGBA_ASTC_10x5_Format = 37816;
  175. var RGBA_ASTC_10x6_Format = 37817;
  176. var RGBA_ASTC_10x8_Format = 37818;
  177. var RGBA_ASTC_10x10_Format = 37819;
  178. var RGBA_ASTC_12x10_Format = 37820;
  179. var RGBA_ASTC_12x12_Format = 37821;
  180. var RGBA_BPTC_Format = 36492;
  181. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  182. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  183. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  184. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  185. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  186. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  187. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  188. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  189. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  190. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  191. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  192. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  193. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  194. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  195. var LoopOnce = 2200;
  196. var LoopRepeat = 2201;
  197. var LoopPingPong = 2202;
  198. var InterpolateDiscrete = 2300;
  199. var InterpolateLinear = 2301;
  200. var InterpolateSmooth = 2302;
  201. var ZeroCurvatureEnding = 2400;
  202. var ZeroSlopeEnding = 2401;
  203. var WrapAroundEnding = 2402;
  204. var NormalAnimationBlendMode = 2500;
  205. var AdditiveAnimationBlendMode = 2501;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. // Make a copy, in case listeners are removed while iterating.
  284. var array = listenerArray.slice( 0 );
  285. for ( var i = 0, l = array.length; i < l; i ++ ) {
  286. array[ i ].call( this, event );
  287. }
  288. }
  289. }
  290. } );
  291. /**
  292. * @author alteredq / http://alteredqualia.com/
  293. * @author mrdoob / http://mrdoob.com/
  294. * @author WestLangley / http://github.com/WestLangley
  295. * @author thezwap
  296. */
  297. var _lut = [];
  298. for ( var i = 0; i < 256; i ++ ) {
  299. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  300. }
  301. var _seed = 1234567;
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  360. seededRandom: function ( s ) {
  361. if ( s !== undefined ) { _seed = s % 2147483647; }
  362. // Park-Miller algorithm
  363. _seed = _seed * 16807 % 2147483647;
  364. return ( _seed - 1 ) / 2147483646;
  365. },
  366. degToRad: function ( degrees ) {
  367. return degrees * MathUtils.DEG2RAD;
  368. },
  369. radToDeg: function ( radians ) {
  370. return radians * MathUtils.RAD2DEG;
  371. },
  372. isPowerOfTwo: function ( value ) {
  373. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  374. },
  375. ceilPowerOfTwo: function ( value ) {
  376. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  377. },
  378. floorPowerOfTwo: function ( value ) {
  379. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  380. },
  381. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  382. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  383. // rotations are applied to the axes in the order specified by 'order'
  384. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  385. // angles are in radians
  386. var cos = Math.cos;
  387. var sin = Math.sin;
  388. var c2 = cos( b / 2 );
  389. var s2 = sin( b / 2 );
  390. var c13 = cos( ( a + c ) / 2 );
  391. var s13 = sin( ( a + c ) / 2 );
  392. var c1_3 = cos( ( a - c ) / 2 );
  393. var s1_3 = sin( ( a - c ) / 2 );
  394. var c3_1 = cos( ( c - a ) / 2 );
  395. var s3_1 = sin( ( c - a ) / 2 );
  396. switch ( order ) {
  397. case 'XYX':
  398. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  399. break;
  400. case 'YZY':
  401. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  402. break;
  403. case 'ZXZ':
  404. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  405. break;
  406. case 'XZX':
  407. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  408. break;
  409. case 'YXY':
  410. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  411. break;
  412. case 'ZYZ':
  413. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  414. break;
  415. default:
  416. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  417. }
  418. }
  419. };
  420. /**
  421. * @author mrdoob / http://mrdoob.com/
  422. * @author philogb / http://blog.thejit.org/
  423. * @author egraether / http://egraether.com/
  424. * @author zz85 / http://www.lab4games.net/zz85/blog
  425. */
  426. function Vector2( x, y ) {
  427. if ( x === void 0 ) x = 0;
  428. if ( y === void 0 ) y = 0;
  429. this.x = x;
  430. this.y = y;
  431. }
  432. Object.defineProperties( Vector2.prototype, {
  433. "width": {
  434. get: function () {
  435. return this.x;
  436. },
  437. set: function ( value ) {
  438. this.x = value;
  439. }
  440. },
  441. "height": {
  442. get: function () {
  443. return this.y;
  444. },
  445. set: function ( value ) {
  446. this.y = value;
  447. }
  448. }
  449. } );
  450. Object.assign( Vector2.prototype, {
  451. isVector2: true,
  452. set: function ( x, y ) {
  453. this.x = x;
  454. this.y = y;
  455. return this;
  456. },
  457. setScalar: function ( scalar ) {
  458. this.x = scalar;
  459. this.y = scalar;
  460. return this;
  461. },
  462. setX: function ( x ) {
  463. this.x = x;
  464. return this;
  465. },
  466. setY: function ( y ) {
  467. this.y = y;
  468. return this;
  469. },
  470. setComponent: function ( index, value ) {
  471. switch ( index ) {
  472. case 0: this.x = value; break;
  473. case 1: this.y = value; break;
  474. default: throw new Error( 'index is out of range: ' + index );
  475. }
  476. return this;
  477. },
  478. getComponent: function ( index ) {
  479. switch ( index ) {
  480. case 0: return this.x;
  481. case 1: return this.y;
  482. default: throw new Error( 'index is out of range: ' + index );
  483. }
  484. },
  485. clone: function () {
  486. return new this.constructor( this.x, this.y );
  487. },
  488. copy: function ( v ) {
  489. this.x = v.x;
  490. this.y = v.y;
  491. return this;
  492. },
  493. add: function ( v, w ) {
  494. if ( w !== undefined ) {
  495. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  496. return this.addVectors( v, w );
  497. }
  498. this.x += v.x;
  499. this.y += v.y;
  500. return this;
  501. },
  502. addScalar: function ( s ) {
  503. this.x += s;
  504. this.y += s;
  505. return this;
  506. },
  507. addVectors: function ( a, b ) {
  508. this.x = a.x + b.x;
  509. this.y = a.y + b.y;
  510. return this;
  511. },
  512. addScaledVector: function ( v, s ) {
  513. this.x += v.x * s;
  514. this.y += v.y * s;
  515. return this;
  516. },
  517. sub: function ( v, w ) {
  518. if ( w !== undefined ) {
  519. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  520. return this.subVectors( v, w );
  521. }
  522. this.x -= v.x;
  523. this.y -= v.y;
  524. return this;
  525. },
  526. subScalar: function ( s ) {
  527. this.x -= s;
  528. this.y -= s;
  529. return this;
  530. },
  531. subVectors: function ( a, b ) {
  532. this.x = a.x - b.x;
  533. this.y = a.y - b.y;
  534. return this;
  535. },
  536. multiply: function ( v ) {
  537. this.x *= v.x;
  538. this.y *= v.y;
  539. return this;
  540. },
  541. multiplyScalar: function ( scalar ) {
  542. this.x *= scalar;
  543. this.y *= scalar;
  544. return this;
  545. },
  546. divide: function ( v ) {
  547. this.x /= v.x;
  548. this.y /= v.y;
  549. return this;
  550. },
  551. divideScalar: function ( scalar ) {
  552. return this.multiplyScalar( 1 / scalar );
  553. },
  554. applyMatrix3: function ( m ) {
  555. var x = this.x, y = this.y;
  556. var e = m.elements;
  557. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  558. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  559. return this;
  560. },
  561. min: function ( v ) {
  562. this.x = Math.min( this.x, v.x );
  563. this.y = Math.min( this.y, v.y );
  564. return this;
  565. },
  566. max: function ( v ) {
  567. this.x = Math.max( this.x, v.x );
  568. this.y = Math.max( this.y, v.y );
  569. return this;
  570. },
  571. clamp: function ( min, max ) {
  572. // assumes min < max, componentwise
  573. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  574. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  575. return this;
  576. },
  577. clampScalar: function ( minVal, maxVal ) {
  578. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  579. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  580. return this;
  581. },
  582. clampLength: function ( min, max ) {
  583. var length = this.length();
  584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  585. },
  586. floor: function () {
  587. this.x = Math.floor( this.x );
  588. this.y = Math.floor( this.y );
  589. return this;
  590. },
  591. ceil: function () {
  592. this.x = Math.ceil( this.x );
  593. this.y = Math.ceil( this.y );
  594. return this;
  595. },
  596. round: function () {
  597. this.x = Math.round( this.x );
  598. this.y = Math.round( this.y );
  599. return this;
  600. },
  601. roundToZero: function () {
  602. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  603. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  604. return this;
  605. },
  606. negate: function () {
  607. this.x = - this.x;
  608. this.y = - this.y;
  609. return this;
  610. },
  611. dot: function ( v ) {
  612. return this.x * v.x + this.y * v.y;
  613. },
  614. cross: function ( v ) {
  615. return this.x * v.y - this.y * v.x;
  616. },
  617. lengthSq: function () {
  618. return this.x * this.x + this.y * this.y;
  619. },
  620. length: function () {
  621. return Math.sqrt( this.x * this.x + this.y * this.y );
  622. },
  623. manhattanLength: function () {
  624. return Math.abs( this.x ) + Math.abs( this.y );
  625. },
  626. normalize: function () {
  627. return this.divideScalar( this.length() || 1 );
  628. },
  629. angle: function () {
  630. // computes the angle in radians with respect to the positive x-axis
  631. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  632. return angle;
  633. },
  634. distanceTo: function ( v ) {
  635. return Math.sqrt( this.distanceToSquared( v ) );
  636. },
  637. distanceToSquared: function ( v ) {
  638. var dx = this.x - v.x, dy = this.y - v.y;
  639. return dx * dx + dy * dy;
  640. },
  641. manhattanDistanceTo: function ( v ) {
  642. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  643. },
  644. setLength: function ( length ) {
  645. return this.normalize().multiplyScalar( length );
  646. },
  647. lerp: function ( v, alpha ) {
  648. this.x += ( v.x - this.x ) * alpha;
  649. this.y += ( v.y - this.y ) * alpha;
  650. return this;
  651. },
  652. lerpVectors: function ( v1, v2, alpha ) {
  653. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  654. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  655. return this;
  656. },
  657. equals: function ( v ) {
  658. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  659. },
  660. fromArray: function ( array, offset ) {
  661. if ( offset === undefined ) { offset = 0; }
  662. this.x = array[ offset ];
  663. this.y = array[ offset + 1 ];
  664. return this;
  665. },
  666. toArray: function ( array, offset ) {
  667. if ( array === undefined ) { array = []; }
  668. if ( offset === undefined ) { offset = 0; }
  669. array[ offset ] = this.x;
  670. array[ offset + 1 ] = this.y;
  671. return array;
  672. },
  673. fromBufferAttribute: function ( attribute, index, offset ) {
  674. if ( offset !== undefined ) {
  675. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  676. }
  677. this.x = attribute.getX( index );
  678. this.y = attribute.getY( index );
  679. return this;
  680. },
  681. rotateAround: function ( center, angle ) {
  682. var c = Math.cos( angle ), s = Math.sin( angle );
  683. var x = this.x - center.x;
  684. var y = this.y - center.y;
  685. this.x = x * c - y * s + center.x;
  686. this.y = x * s + y * c + center.y;
  687. return this;
  688. },
  689. random: function () {
  690. this.x = Math.random();
  691. this.y = Math.random();
  692. return this;
  693. }
  694. } );
  695. /**
  696. * @author alteredq / http://alteredqualia.com/
  697. * @author WestLangley / http://github.com/WestLangley
  698. * @author bhouston / http://clara.io
  699. * @author tschw
  700. */
  701. function Matrix3() {
  702. this.elements = [
  703. 1, 0, 0,
  704. 0, 1, 0,
  705. 0, 0, 1
  706. ];
  707. if ( arguments.length > 0 ) {
  708. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  709. }
  710. }
  711. Object.assign( Matrix3.prototype, {
  712. isMatrix3: true,
  713. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  714. var te = this.elements;
  715. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  716. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  717. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  718. return this;
  719. },
  720. identity: function () {
  721. this.set(
  722. 1, 0, 0,
  723. 0, 1, 0,
  724. 0, 0, 1
  725. );
  726. return this;
  727. },
  728. clone: function () {
  729. return new this.constructor().fromArray( this.elements );
  730. },
  731. copy: function ( m ) {
  732. var te = this.elements;
  733. var me = m.elements;
  734. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  735. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  736. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  737. return this;
  738. },
  739. extractBasis: function ( xAxis, yAxis, zAxis ) {
  740. xAxis.setFromMatrix3Column( this, 0 );
  741. yAxis.setFromMatrix3Column( this, 1 );
  742. zAxis.setFromMatrix3Column( this, 2 );
  743. return this;
  744. },
  745. setFromMatrix4: function ( m ) {
  746. var me = m.elements;
  747. this.set(
  748. me[ 0 ], me[ 4 ], me[ 8 ],
  749. me[ 1 ], me[ 5 ], me[ 9 ],
  750. me[ 2 ], me[ 6 ], me[ 10 ]
  751. );
  752. return this;
  753. },
  754. multiply: function ( m ) {
  755. return this.multiplyMatrices( this, m );
  756. },
  757. premultiply: function ( m ) {
  758. return this.multiplyMatrices( m, this );
  759. },
  760. multiplyMatrices: function ( a, b ) {
  761. var ae = a.elements;
  762. var be = b.elements;
  763. var te = this.elements;
  764. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  765. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  766. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  767. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  768. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  769. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  770. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  771. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  772. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  773. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  774. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  775. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  776. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  777. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  778. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  779. return this;
  780. },
  781. multiplyScalar: function ( s ) {
  782. var te = this.elements;
  783. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  784. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  785. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  786. return this;
  787. },
  788. determinant: function () {
  789. var te = this.elements;
  790. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  791. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  792. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  793. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  794. },
  795. getInverse: function ( matrix, throwOnDegenerate ) {
  796. if ( throwOnDegenerate !== undefined ) {
  797. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  798. }
  799. var me = matrix.elements,
  800. te = this.elements,
  801. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  802. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  803. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  804. t11 = n33 * n22 - n32 * n23,
  805. t12 = n32 * n13 - n33 * n12,
  806. t13 = n23 * n12 - n22 * n13,
  807. det = n11 * t11 + n21 * t12 + n31 * t13;
  808. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  809. var detInv = 1 / det;
  810. te[ 0 ] = t11 * detInv;
  811. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  812. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  813. te[ 3 ] = t12 * detInv;
  814. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  815. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  816. te[ 6 ] = t13 * detInv;
  817. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  818. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  819. return this;
  820. },
  821. transpose: function () {
  822. var tmp;
  823. var m = this.elements;
  824. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  825. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  826. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  827. return this;
  828. },
  829. getNormalMatrix: function ( matrix4 ) {
  830. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  831. },
  832. transposeIntoArray: function ( r ) {
  833. var m = this.elements;
  834. r[ 0 ] = m[ 0 ];
  835. r[ 1 ] = m[ 3 ];
  836. r[ 2 ] = m[ 6 ];
  837. r[ 3 ] = m[ 1 ];
  838. r[ 4 ] = m[ 4 ];
  839. r[ 5 ] = m[ 7 ];
  840. r[ 6 ] = m[ 2 ];
  841. r[ 7 ] = m[ 5 ];
  842. r[ 8 ] = m[ 8 ];
  843. return this;
  844. },
  845. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  846. var c = Math.cos( rotation );
  847. var s = Math.sin( rotation );
  848. this.set(
  849. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  850. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  851. 0, 0, 1
  852. );
  853. },
  854. scale: function ( sx, sy ) {
  855. var te = this.elements;
  856. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  857. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  858. return this;
  859. },
  860. rotate: function ( theta ) {
  861. var c = Math.cos( theta );
  862. var s = Math.sin( theta );
  863. var te = this.elements;
  864. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  865. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  866. te[ 0 ] = c * a11 + s * a21;
  867. te[ 3 ] = c * a12 + s * a22;
  868. te[ 6 ] = c * a13 + s * a23;
  869. te[ 1 ] = - s * a11 + c * a21;
  870. te[ 4 ] = - s * a12 + c * a22;
  871. te[ 7 ] = - s * a13 + c * a23;
  872. return this;
  873. },
  874. translate: function ( tx, ty ) {
  875. var te = this.elements;
  876. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  877. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  878. return this;
  879. },
  880. equals: function ( matrix ) {
  881. var te = this.elements;
  882. var me = matrix.elements;
  883. for ( var i = 0; i < 9; i ++ ) {
  884. if ( te[ i ] !== me[ i ] ) { return false; }
  885. }
  886. return true;
  887. },
  888. fromArray: function ( array, offset ) {
  889. if ( offset === undefined ) { offset = 0; }
  890. for ( var i = 0; i < 9; i ++ ) {
  891. this.elements[ i ] = array[ i + offset ];
  892. }
  893. return this;
  894. },
  895. toArray: function ( array, offset ) {
  896. if ( array === undefined ) { array = []; }
  897. if ( offset === undefined ) { offset = 0; }
  898. var te = this.elements;
  899. array[ offset ] = te[ 0 ];
  900. array[ offset + 1 ] = te[ 1 ];
  901. array[ offset + 2 ] = te[ 2 ];
  902. array[ offset + 3 ] = te[ 3 ];
  903. array[ offset + 4 ] = te[ 4 ];
  904. array[ offset + 5 ] = te[ 5 ];
  905. array[ offset + 6 ] = te[ 6 ];
  906. array[ offset + 7 ] = te[ 7 ];
  907. array[ offset + 8 ] = te[ 8 ];
  908. return array;
  909. }
  910. } );
  911. /**
  912. * @author mrdoob / http://mrdoob.com/
  913. * @author alteredq / http://alteredqualia.com/
  914. * @author szimek / https://github.com/szimek/
  915. */
  916. var _canvas;
  917. var ImageUtils = {
  918. getDataURL: function ( image ) {
  919. if ( /^data:/i.test( image.src ) ) {
  920. return image.src;
  921. }
  922. if ( typeof HTMLCanvasElement == 'undefined' ) {
  923. return image.src;
  924. }
  925. var canvas;
  926. if ( image instanceof HTMLCanvasElement ) {
  927. canvas = image;
  928. } else {
  929. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  930. _canvas.width = image.width;
  931. _canvas.height = image.height;
  932. var context = _canvas.getContext( '2d' );
  933. if ( image instanceof ImageData ) {
  934. context.putImageData( image, 0, 0 );
  935. } else {
  936. context.drawImage( image, 0, 0, image.width, image.height );
  937. }
  938. canvas = _canvas;
  939. }
  940. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  941. return canvas.toDataURL( 'image/jpeg', 0.6 );
  942. } else {
  943. return canvas.toDataURL( 'image/png' );
  944. }
  945. }
  946. };
  947. /**
  948. * @author mrdoob / http://mrdoob.com/
  949. * @author alteredq / http://alteredqualia.com/
  950. * @author szimek / https://github.com/szimek/
  951. */
  952. var textureId = 0;
  953. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  954. Object.defineProperty( this, 'id', { value: textureId ++ } );
  955. this.uuid = MathUtils.generateUUID();
  956. this.name = '';
  957. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  958. this.mipmaps = [];
  959. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  960. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  961. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  962. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  963. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  964. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  965. this.format = format !== undefined ? format : RGBAFormat;
  966. this.internalFormat = null;
  967. this.type = type !== undefined ? type : UnsignedByteType;
  968. this.offset = new Vector2( 0, 0 );
  969. this.repeat = new Vector2( 1, 1 );
  970. this.center = new Vector2( 0, 0 );
  971. this.rotation = 0;
  972. this.matrixAutoUpdate = true;
  973. this.matrix = new Matrix3();
  974. this.generateMipmaps = true;
  975. this.premultiplyAlpha = false;
  976. this.flipY = true;
  977. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  978. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  979. //
  980. // Also changing the encoding after already used by a Material will not automatically make the Material
  981. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  982. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  983. this.version = 0;
  984. this.onUpdate = null;
  985. }
  986. Texture.DEFAULT_IMAGE = undefined;
  987. Texture.DEFAULT_MAPPING = UVMapping;
  988. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  989. constructor: Texture,
  990. isTexture: true,
  991. updateMatrix: function () {
  992. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  993. },
  994. clone: function () {
  995. return new this.constructor().copy( this );
  996. },
  997. copy: function ( source ) {
  998. this.name = source.name;
  999. this.image = source.image;
  1000. this.mipmaps = source.mipmaps.slice( 0 );
  1001. this.mapping = source.mapping;
  1002. this.wrapS = source.wrapS;
  1003. this.wrapT = source.wrapT;
  1004. this.magFilter = source.magFilter;
  1005. this.minFilter = source.minFilter;
  1006. this.anisotropy = source.anisotropy;
  1007. this.format = source.format;
  1008. this.internalFormat = source.internalFormat;
  1009. this.type = source.type;
  1010. this.offset.copy( source.offset );
  1011. this.repeat.copy( source.repeat );
  1012. this.center.copy( source.center );
  1013. this.rotation = source.rotation;
  1014. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1015. this.matrix.copy( source.matrix );
  1016. this.generateMipmaps = source.generateMipmaps;
  1017. this.premultiplyAlpha = source.premultiplyAlpha;
  1018. this.flipY = source.flipY;
  1019. this.unpackAlignment = source.unpackAlignment;
  1020. this.encoding = source.encoding;
  1021. return this;
  1022. },
  1023. toJSON: function ( meta ) {
  1024. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1025. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1026. return meta.textures[ this.uuid ];
  1027. }
  1028. var output = {
  1029. metadata: {
  1030. version: 4.5,
  1031. type: 'Texture',
  1032. generator: 'Texture.toJSON'
  1033. },
  1034. uuid: this.uuid,
  1035. name: this.name,
  1036. mapping: this.mapping,
  1037. repeat: [ this.repeat.x, this.repeat.y ],
  1038. offset: [ this.offset.x, this.offset.y ],
  1039. center: [ this.center.x, this.center.y ],
  1040. rotation: this.rotation,
  1041. wrap: [ this.wrapS, this.wrapT ],
  1042. format: this.format,
  1043. type: this.type,
  1044. encoding: this.encoding,
  1045. minFilter: this.minFilter,
  1046. magFilter: this.magFilter,
  1047. anisotropy: this.anisotropy,
  1048. flipY: this.flipY,
  1049. premultiplyAlpha: this.premultiplyAlpha,
  1050. unpackAlignment: this.unpackAlignment
  1051. };
  1052. if ( this.image !== undefined ) {
  1053. // TODO: Move to THREE.Image
  1054. var image = this.image;
  1055. if ( image.uuid === undefined ) {
  1056. image.uuid = MathUtils.generateUUID(); // UGH
  1057. }
  1058. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1059. var url;
  1060. if ( Array.isArray( image ) ) {
  1061. // process array of images e.g. CubeTexture
  1062. url = [];
  1063. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1064. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1065. }
  1066. } else {
  1067. // process single image
  1068. url = ImageUtils.getDataURL( image );
  1069. }
  1070. meta.images[ image.uuid ] = {
  1071. uuid: image.uuid,
  1072. url: url
  1073. };
  1074. }
  1075. output.image = image.uuid;
  1076. }
  1077. if ( ! isRootObject ) {
  1078. meta.textures[ this.uuid ] = output;
  1079. }
  1080. return output;
  1081. },
  1082. dispose: function () {
  1083. this.dispatchEvent( { type: 'dispose' } );
  1084. },
  1085. transformUv: function ( uv ) {
  1086. if ( this.mapping !== UVMapping ) { return uv; }
  1087. uv.applyMatrix3( this.matrix );
  1088. if ( uv.x < 0 || uv.x > 1 ) {
  1089. switch ( this.wrapS ) {
  1090. case RepeatWrapping:
  1091. uv.x = uv.x - Math.floor( uv.x );
  1092. break;
  1093. case ClampToEdgeWrapping:
  1094. uv.x = uv.x < 0 ? 0 : 1;
  1095. break;
  1096. case MirroredRepeatWrapping:
  1097. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1098. uv.x = Math.ceil( uv.x ) - uv.x;
  1099. } else {
  1100. uv.x = uv.x - Math.floor( uv.x );
  1101. }
  1102. break;
  1103. }
  1104. }
  1105. if ( uv.y < 0 || uv.y > 1 ) {
  1106. switch ( this.wrapT ) {
  1107. case RepeatWrapping:
  1108. uv.y = uv.y - Math.floor( uv.y );
  1109. break;
  1110. case ClampToEdgeWrapping:
  1111. uv.y = uv.y < 0 ? 0 : 1;
  1112. break;
  1113. case MirroredRepeatWrapping:
  1114. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1115. uv.y = Math.ceil( uv.y ) - uv.y;
  1116. } else {
  1117. uv.y = uv.y - Math.floor( uv.y );
  1118. }
  1119. break;
  1120. }
  1121. }
  1122. if ( this.flipY ) {
  1123. uv.y = 1 - uv.y;
  1124. }
  1125. return uv;
  1126. }
  1127. } );
  1128. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1129. set: function ( value ) {
  1130. if ( value === true ) { this.version ++; }
  1131. }
  1132. } );
  1133. /**
  1134. * @author supereggbert / http://www.paulbrunt.co.uk/
  1135. * @author philogb / http://blog.thejit.org/
  1136. * @author mikael emtinger / http://gomo.se/
  1137. * @author egraether / http://egraether.com/
  1138. * @author WestLangley / http://github.com/WestLangley
  1139. */
  1140. function Vector4( x, y, z, w ) {
  1141. if ( x === void 0 ) x = 0;
  1142. if ( y === void 0 ) y = 0;
  1143. if ( z === void 0 ) z = 0;
  1144. if ( w === void 0 ) w = 1;
  1145. this.x = x;
  1146. this.y = y;
  1147. this.z = z;
  1148. this.w = w;
  1149. }
  1150. Object.defineProperties( Vector4.prototype, {
  1151. "width": {
  1152. get: function () {
  1153. return this.z;
  1154. },
  1155. set: function ( value ) {
  1156. this.z = value;
  1157. }
  1158. },
  1159. "height": {
  1160. get: function () {
  1161. return this.w;
  1162. },
  1163. set: function ( value ) {
  1164. this.w = value;
  1165. }
  1166. }
  1167. } );
  1168. Object.assign( Vector4.prototype, {
  1169. isVector4: true,
  1170. set: function ( x, y, z, w ) {
  1171. this.x = x;
  1172. this.y = y;
  1173. this.z = z;
  1174. this.w = w;
  1175. return this;
  1176. },
  1177. setScalar: function ( scalar ) {
  1178. this.x = scalar;
  1179. this.y = scalar;
  1180. this.z = scalar;
  1181. this.w = scalar;
  1182. return this;
  1183. },
  1184. setX: function ( x ) {
  1185. this.x = x;
  1186. return this;
  1187. },
  1188. setY: function ( y ) {
  1189. this.y = y;
  1190. return this;
  1191. },
  1192. setZ: function ( z ) {
  1193. this.z = z;
  1194. return this;
  1195. },
  1196. setW: function ( w ) {
  1197. this.w = w;
  1198. return this;
  1199. },
  1200. setComponent: function ( index, value ) {
  1201. switch ( index ) {
  1202. case 0: this.x = value; break;
  1203. case 1: this.y = value; break;
  1204. case 2: this.z = value; break;
  1205. case 3: this.w = value; break;
  1206. default: throw new Error( 'index is out of range: ' + index );
  1207. }
  1208. return this;
  1209. },
  1210. getComponent: function ( index ) {
  1211. switch ( index ) {
  1212. case 0: return this.x;
  1213. case 1: return this.y;
  1214. case 2: return this.z;
  1215. case 3: return this.w;
  1216. default: throw new Error( 'index is out of range: ' + index );
  1217. }
  1218. },
  1219. clone: function () {
  1220. return new this.constructor( this.x, this.y, this.z, this.w );
  1221. },
  1222. copy: function ( v ) {
  1223. this.x = v.x;
  1224. this.y = v.y;
  1225. this.z = v.z;
  1226. this.w = ( v.w !== undefined ) ? v.w : 1;
  1227. return this;
  1228. },
  1229. add: function ( v, w ) {
  1230. if ( w !== undefined ) {
  1231. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1232. return this.addVectors( v, w );
  1233. }
  1234. this.x += v.x;
  1235. this.y += v.y;
  1236. this.z += v.z;
  1237. this.w += v.w;
  1238. return this;
  1239. },
  1240. addScalar: function ( s ) {
  1241. this.x += s;
  1242. this.y += s;
  1243. this.z += s;
  1244. this.w += s;
  1245. return this;
  1246. },
  1247. addVectors: function ( a, b ) {
  1248. this.x = a.x + b.x;
  1249. this.y = a.y + b.y;
  1250. this.z = a.z + b.z;
  1251. this.w = a.w + b.w;
  1252. return this;
  1253. },
  1254. addScaledVector: function ( v, s ) {
  1255. this.x += v.x * s;
  1256. this.y += v.y * s;
  1257. this.z += v.z * s;
  1258. this.w += v.w * s;
  1259. return this;
  1260. },
  1261. sub: function ( v, w ) {
  1262. if ( w !== undefined ) {
  1263. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1264. return this.subVectors( v, w );
  1265. }
  1266. this.x -= v.x;
  1267. this.y -= v.y;
  1268. this.z -= v.z;
  1269. this.w -= v.w;
  1270. return this;
  1271. },
  1272. subScalar: function ( s ) {
  1273. this.x -= s;
  1274. this.y -= s;
  1275. this.z -= s;
  1276. this.w -= s;
  1277. return this;
  1278. },
  1279. subVectors: function ( a, b ) {
  1280. this.x = a.x - b.x;
  1281. this.y = a.y - b.y;
  1282. this.z = a.z - b.z;
  1283. this.w = a.w - b.w;
  1284. return this;
  1285. },
  1286. multiplyScalar: function ( scalar ) {
  1287. this.x *= scalar;
  1288. this.y *= scalar;
  1289. this.z *= scalar;
  1290. this.w *= scalar;
  1291. return this;
  1292. },
  1293. applyMatrix4: function ( m ) {
  1294. var x = this.x, y = this.y, z = this.z, w = this.w;
  1295. var e = m.elements;
  1296. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1297. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1298. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1299. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1300. return this;
  1301. },
  1302. divideScalar: function ( scalar ) {
  1303. return this.multiplyScalar( 1 / scalar );
  1304. },
  1305. setAxisAngleFromQuaternion: function ( q ) {
  1306. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1307. // q is assumed to be normalized
  1308. this.w = 2 * Math.acos( q.w );
  1309. var s = Math.sqrt( 1 - q.w * q.w );
  1310. if ( s < 0.0001 ) {
  1311. this.x = 1;
  1312. this.y = 0;
  1313. this.z = 0;
  1314. } else {
  1315. this.x = q.x / s;
  1316. this.y = q.y / s;
  1317. this.z = q.z / s;
  1318. }
  1319. return this;
  1320. },
  1321. setAxisAngleFromRotationMatrix: function ( m ) {
  1322. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1323. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1324. var angle, x, y, z; // variables for result
  1325. var epsilon = 0.01, // margin to allow for rounding errors
  1326. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1327. te = m.elements,
  1328. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1329. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1330. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1331. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1332. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1333. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1334. // singularity found
  1335. // first check for identity matrix which must have +1 for all terms
  1336. // in leading diagonal and zero in other terms
  1337. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1338. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1339. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1340. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1341. // this singularity is identity matrix so angle = 0
  1342. this.set( 1, 0, 0, 0 );
  1343. return this; // zero angle, arbitrary axis
  1344. }
  1345. // otherwise this singularity is angle = 180
  1346. angle = Math.PI;
  1347. var xx = ( m11 + 1 ) / 2;
  1348. var yy = ( m22 + 1 ) / 2;
  1349. var zz = ( m33 + 1 ) / 2;
  1350. var xy = ( m12 + m21 ) / 4;
  1351. var xz = ( m13 + m31 ) / 4;
  1352. var yz = ( m23 + m32 ) / 4;
  1353. if ( ( xx > yy ) && ( xx > zz ) ) {
  1354. // m11 is the largest diagonal term
  1355. if ( xx < epsilon ) {
  1356. x = 0;
  1357. y = 0.707106781;
  1358. z = 0.707106781;
  1359. } else {
  1360. x = Math.sqrt( xx );
  1361. y = xy / x;
  1362. z = xz / x;
  1363. }
  1364. } else if ( yy > zz ) {
  1365. // m22 is the largest diagonal term
  1366. if ( yy < epsilon ) {
  1367. x = 0.707106781;
  1368. y = 0;
  1369. z = 0.707106781;
  1370. } else {
  1371. y = Math.sqrt( yy );
  1372. x = xy / y;
  1373. z = yz / y;
  1374. }
  1375. } else {
  1376. // m33 is the largest diagonal term so base result on this
  1377. if ( zz < epsilon ) {
  1378. x = 0.707106781;
  1379. y = 0.707106781;
  1380. z = 0;
  1381. } else {
  1382. z = Math.sqrt( zz );
  1383. x = xz / z;
  1384. y = yz / z;
  1385. }
  1386. }
  1387. this.set( x, y, z, angle );
  1388. return this; // return 180 deg rotation
  1389. }
  1390. // as we have reached here there are no singularities so we can handle normally
  1391. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1392. ( m13 - m31 ) * ( m13 - m31 ) +
  1393. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1394. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1395. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1396. // caught by singularity test above, but I've left it in just in case
  1397. this.x = ( m32 - m23 ) / s;
  1398. this.y = ( m13 - m31 ) / s;
  1399. this.z = ( m21 - m12 ) / s;
  1400. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1401. return this;
  1402. },
  1403. min: function ( v ) {
  1404. this.x = Math.min( this.x, v.x );
  1405. this.y = Math.min( this.y, v.y );
  1406. this.z = Math.min( this.z, v.z );
  1407. this.w = Math.min( this.w, v.w );
  1408. return this;
  1409. },
  1410. max: function ( v ) {
  1411. this.x = Math.max( this.x, v.x );
  1412. this.y = Math.max( this.y, v.y );
  1413. this.z = Math.max( this.z, v.z );
  1414. this.w = Math.max( this.w, v.w );
  1415. return this;
  1416. },
  1417. clamp: function ( min, max ) {
  1418. // assumes min < max, componentwise
  1419. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1420. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1421. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1422. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1423. return this;
  1424. },
  1425. clampScalar: function ( minVal, maxVal ) {
  1426. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1427. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1428. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1429. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1430. return this;
  1431. },
  1432. clampLength: function ( min, max ) {
  1433. var length = this.length();
  1434. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1435. },
  1436. floor: function () {
  1437. this.x = Math.floor( this.x );
  1438. this.y = Math.floor( this.y );
  1439. this.z = Math.floor( this.z );
  1440. this.w = Math.floor( this.w );
  1441. return this;
  1442. },
  1443. ceil: function () {
  1444. this.x = Math.ceil( this.x );
  1445. this.y = Math.ceil( this.y );
  1446. this.z = Math.ceil( this.z );
  1447. this.w = Math.ceil( this.w );
  1448. return this;
  1449. },
  1450. round: function () {
  1451. this.x = Math.round( this.x );
  1452. this.y = Math.round( this.y );
  1453. this.z = Math.round( this.z );
  1454. this.w = Math.round( this.w );
  1455. return this;
  1456. },
  1457. roundToZero: function () {
  1458. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1459. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1460. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1461. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1462. return this;
  1463. },
  1464. negate: function () {
  1465. this.x = - this.x;
  1466. this.y = - this.y;
  1467. this.z = - this.z;
  1468. this.w = - this.w;
  1469. return this;
  1470. },
  1471. dot: function ( v ) {
  1472. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1473. },
  1474. lengthSq: function () {
  1475. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1476. },
  1477. length: function () {
  1478. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1479. },
  1480. manhattanLength: function () {
  1481. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1482. },
  1483. normalize: function () {
  1484. return this.divideScalar( this.length() || 1 );
  1485. },
  1486. setLength: function ( length ) {
  1487. return this.normalize().multiplyScalar( length );
  1488. },
  1489. lerp: function ( v, alpha ) {
  1490. this.x += ( v.x - this.x ) * alpha;
  1491. this.y += ( v.y - this.y ) * alpha;
  1492. this.z += ( v.z - this.z ) * alpha;
  1493. this.w += ( v.w - this.w ) * alpha;
  1494. return this;
  1495. },
  1496. lerpVectors: function ( v1, v2, alpha ) {
  1497. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1498. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1499. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1500. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1501. return this;
  1502. },
  1503. equals: function ( v ) {
  1504. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1505. },
  1506. fromArray: function ( array, offset ) {
  1507. if ( offset === undefined ) { offset = 0; }
  1508. this.x = array[ offset ];
  1509. this.y = array[ offset + 1 ];
  1510. this.z = array[ offset + 2 ];
  1511. this.w = array[ offset + 3 ];
  1512. return this;
  1513. },
  1514. toArray: function ( array, offset ) {
  1515. if ( array === undefined ) { array = []; }
  1516. if ( offset === undefined ) { offset = 0; }
  1517. array[ offset ] = this.x;
  1518. array[ offset + 1 ] = this.y;
  1519. array[ offset + 2 ] = this.z;
  1520. array[ offset + 3 ] = this.w;
  1521. return array;
  1522. },
  1523. fromBufferAttribute: function ( attribute, index, offset ) {
  1524. if ( offset !== undefined ) {
  1525. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1526. }
  1527. this.x = attribute.getX( index );
  1528. this.y = attribute.getY( index );
  1529. this.z = attribute.getZ( index );
  1530. this.w = attribute.getW( index );
  1531. return this;
  1532. },
  1533. random: function () {
  1534. this.x = Math.random();
  1535. this.y = Math.random();
  1536. this.z = Math.random();
  1537. this.w = Math.random();
  1538. return this;
  1539. }
  1540. } );
  1541. /**
  1542. * @author szimek / https://github.com/szimek/
  1543. * @author alteredq / http://alteredqualia.com/
  1544. * @author Marius Kintel / https://github.com/kintel
  1545. */
  1546. /*
  1547. In options, we can specify:
  1548. * Texture parameters for an auto-generated target texture
  1549. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1550. */
  1551. function WebGLRenderTarget( width, height, options ) {
  1552. this.width = width;
  1553. this.height = height;
  1554. this.scissor = new Vector4( 0, 0, width, height );
  1555. this.scissorTest = false;
  1556. this.viewport = new Vector4( 0, 0, width, height );
  1557. options = options || {};
  1558. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1559. this.texture.image = {};
  1560. this.texture.image.width = width;
  1561. this.texture.image.height = height;
  1562. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1563. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1564. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1565. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1566. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1567. }
  1568. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1569. constructor: WebGLRenderTarget,
  1570. isWebGLRenderTarget: true,
  1571. setSize: function ( width, height ) {
  1572. if ( this.width !== width || this.height !== height ) {
  1573. this.width = width;
  1574. this.height = height;
  1575. this.texture.image.width = width;
  1576. this.texture.image.height = height;
  1577. this.dispose();
  1578. }
  1579. this.viewport.set( 0, 0, width, height );
  1580. this.scissor.set( 0, 0, width, height );
  1581. },
  1582. clone: function () {
  1583. return new this.constructor().copy( this );
  1584. },
  1585. copy: function ( source ) {
  1586. this.width = source.width;
  1587. this.height = source.height;
  1588. this.viewport.copy( source.viewport );
  1589. this.texture = source.texture.clone();
  1590. this.depthBuffer = source.depthBuffer;
  1591. this.stencilBuffer = source.stencilBuffer;
  1592. this.depthTexture = source.depthTexture;
  1593. return this;
  1594. },
  1595. dispose: function () {
  1596. this.dispatchEvent( { type: 'dispose' } );
  1597. }
  1598. } );
  1599. /**
  1600. * @author Mugen87 / https://github.com/Mugen87
  1601. * @author Matt DesLauriers / @mattdesl
  1602. */
  1603. function WebGLMultisampleRenderTarget( width, height, options ) {
  1604. WebGLRenderTarget.call( this, width, height, options );
  1605. this.samples = 4;
  1606. }
  1607. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1608. constructor: WebGLMultisampleRenderTarget,
  1609. isWebGLMultisampleRenderTarget: true,
  1610. copy: function ( source ) {
  1611. WebGLRenderTarget.prototype.copy.call( this, source );
  1612. this.samples = source.samples;
  1613. return this;
  1614. }
  1615. } );
  1616. /**
  1617. * @author mikael emtinger / http://gomo.se/
  1618. * @author alteredq / http://alteredqualia.com/
  1619. * @author WestLangley / http://github.com/WestLangley
  1620. * @author bhouston / http://clara.io
  1621. */
  1622. function Quaternion( x, y, z, w ) {
  1623. if ( x === void 0 ) x = 0;
  1624. if ( y === void 0 ) y = 0;
  1625. if ( z === void 0 ) z = 0;
  1626. if ( w === void 0 ) w = 1;
  1627. this._x = x;
  1628. this._y = y;
  1629. this._z = z;
  1630. this._w = w;
  1631. }
  1632. Object.assign( Quaternion, {
  1633. slerp: function ( qa, qb, qm, t ) {
  1634. return qm.copy( qa ).slerp( qb, t );
  1635. },
  1636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1637. // fuzz-free, array-based Quaternion SLERP operation
  1638. var x0 = src0[ srcOffset0 + 0 ],
  1639. y0 = src0[ srcOffset0 + 1 ],
  1640. z0 = src0[ srcOffset0 + 2 ],
  1641. w0 = src0[ srcOffset0 + 3 ];
  1642. var x1 = src1[ srcOffset1 + 0 ],
  1643. y1 = src1[ srcOffset1 + 1 ],
  1644. z1 = src1[ srcOffset1 + 2 ],
  1645. w1 = src1[ srcOffset1 + 3 ];
  1646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1647. var s = 1 - t,
  1648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1649. dir = ( cos >= 0 ? 1 : - 1 ),
  1650. sqrSin = 1 - cos * cos;
  1651. // Skip the Slerp for tiny steps to avoid numeric problems:
  1652. if ( sqrSin > Number.EPSILON ) {
  1653. var sin = Math.sqrt( sqrSin ),
  1654. len = Math.atan2( sin, cos * dir );
  1655. s = Math.sin( s * len ) / sin;
  1656. t = Math.sin( t * len ) / sin;
  1657. }
  1658. var tDir = t * dir;
  1659. x0 = x0 * s + x1 * tDir;
  1660. y0 = y0 * s + y1 * tDir;
  1661. z0 = z0 * s + z1 * tDir;
  1662. w0 = w0 * s + w1 * tDir;
  1663. // Normalize in case we just did a lerp:
  1664. if ( s === 1 - t ) {
  1665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1666. x0 *= f;
  1667. y0 *= f;
  1668. z0 *= f;
  1669. w0 *= f;
  1670. }
  1671. }
  1672. dst[ dstOffset ] = x0;
  1673. dst[ dstOffset + 1 ] = y0;
  1674. dst[ dstOffset + 2 ] = z0;
  1675. dst[ dstOffset + 3 ] = w0;
  1676. },
  1677. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1678. var x0 = src0[ srcOffset0 ];
  1679. var y0 = src0[ srcOffset0 + 1 ];
  1680. var z0 = src0[ srcOffset0 + 2 ];
  1681. var w0 = src0[ srcOffset0 + 3 ];
  1682. var x1 = src1[ srcOffset1 ];
  1683. var y1 = src1[ srcOffset1 + 1 ];
  1684. var z1 = src1[ srcOffset1 + 2 ];
  1685. var w1 = src1[ srcOffset1 + 3 ];
  1686. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1687. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1688. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1689. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1690. return dst;
  1691. }
  1692. } );
  1693. Object.defineProperties( Quaternion.prototype, {
  1694. x: {
  1695. get: function () {
  1696. return this._x;
  1697. },
  1698. set: function ( value ) {
  1699. this._x = value;
  1700. this._onChangeCallback();
  1701. }
  1702. },
  1703. y: {
  1704. get: function () {
  1705. return this._y;
  1706. },
  1707. set: function ( value ) {
  1708. this._y = value;
  1709. this._onChangeCallback();
  1710. }
  1711. },
  1712. z: {
  1713. get: function () {
  1714. return this._z;
  1715. },
  1716. set: function ( value ) {
  1717. this._z = value;
  1718. this._onChangeCallback();
  1719. }
  1720. },
  1721. w: {
  1722. get: function () {
  1723. return this._w;
  1724. },
  1725. set: function ( value ) {
  1726. this._w = value;
  1727. this._onChangeCallback();
  1728. }
  1729. }
  1730. } );
  1731. Object.assign( Quaternion.prototype, {
  1732. isQuaternion: true,
  1733. set: function ( x, y, z, w ) {
  1734. this._x = x;
  1735. this._y = y;
  1736. this._z = z;
  1737. this._w = w;
  1738. this._onChangeCallback();
  1739. return this;
  1740. },
  1741. clone: function () {
  1742. return new this.constructor( this._x, this._y, this._z, this._w );
  1743. },
  1744. copy: function ( quaternion ) {
  1745. this._x = quaternion.x;
  1746. this._y = quaternion.y;
  1747. this._z = quaternion.z;
  1748. this._w = quaternion.w;
  1749. this._onChangeCallback();
  1750. return this;
  1751. },
  1752. setFromEuler: function ( euler, update ) {
  1753. if ( ! ( euler && euler.isEuler ) ) {
  1754. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1755. }
  1756. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1757. // http://www.mathworks.com/matlabcentral/fileexchange/
  1758. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1759. // content/SpinCalc.m
  1760. var cos = Math.cos;
  1761. var sin = Math.sin;
  1762. var c1 = cos( x / 2 );
  1763. var c2 = cos( y / 2 );
  1764. var c3 = cos( z / 2 );
  1765. var s1 = sin( x / 2 );
  1766. var s2 = sin( y / 2 );
  1767. var s3 = sin( z / 2 );
  1768. switch ( order ) {
  1769. case 'XYZ':
  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 'YXZ':
  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 'ZXY':
  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 'ZYX':
  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 'YZX':
  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. case 'XZY':
  1800. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1801. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1802. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1803. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1804. break;
  1805. default:
  1806. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1807. }
  1808. if ( update !== false ) { this._onChangeCallback(); }
  1809. return this;
  1810. },
  1811. setFromAxisAngle: function ( axis, angle ) {
  1812. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1813. // assumes axis is normalized
  1814. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1815. this._x = axis.x * s;
  1816. this._y = axis.y * s;
  1817. this._z = axis.z * s;
  1818. this._w = Math.cos( halfAngle );
  1819. this._onChangeCallback();
  1820. return this;
  1821. },
  1822. setFromRotationMatrix: function ( m ) {
  1823. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1824. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1825. var te = m.elements,
  1826. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1827. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1828. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1829. trace = m11 + m22 + m33;
  1830. if ( trace > 0 ) {
  1831. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1832. this._w = 0.25 / s;
  1833. this._x = ( m32 - m23 ) * s;
  1834. this._y = ( m13 - m31 ) * s;
  1835. this._z = ( m21 - m12 ) * s;
  1836. } else if ( m11 > m22 && m11 > m33 ) {
  1837. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1838. this._w = ( m32 - m23 ) / s$1;
  1839. this._x = 0.25 * s$1;
  1840. this._y = ( m12 + m21 ) / s$1;
  1841. this._z = ( m13 + m31 ) / s$1;
  1842. } else if ( m22 > m33 ) {
  1843. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1844. this._w = ( m13 - m31 ) / s$2;
  1845. this._x = ( m12 + m21 ) / s$2;
  1846. this._y = 0.25 * s$2;
  1847. this._z = ( m23 + m32 ) / s$2;
  1848. } else {
  1849. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1850. this._w = ( m21 - m12 ) / s$3;
  1851. this._x = ( m13 + m31 ) / s$3;
  1852. this._y = ( m23 + m32 ) / s$3;
  1853. this._z = 0.25 * s$3;
  1854. }
  1855. this._onChangeCallback();
  1856. return this;
  1857. },
  1858. setFromUnitVectors: function ( vFrom, vTo ) {
  1859. // assumes direction vectors vFrom and vTo are normalized
  1860. var EPS = 0.000001;
  1861. var r = vFrom.dot( vTo ) + 1;
  1862. if ( r < EPS ) {
  1863. r = 0;
  1864. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1865. this._x = - vFrom.y;
  1866. this._y = vFrom.x;
  1867. this._z = 0;
  1868. this._w = r;
  1869. } else {
  1870. this._x = 0;
  1871. this._y = - vFrom.z;
  1872. this._z = vFrom.y;
  1873. this._w = r;
  1874. }
  1875. } else {
  1876. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1877. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1878. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1879. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1880. this._w = r;
  1881. }
  1882. return this.normalize();
  1883. },
  1884. angleTo: function ( q ) {
  1885. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1886. },
  1887. rotateTowards: function ( q, step ) {
  1888. var angle = this.angleTo( q );
  1889. if ( angle === 0 ) { return this; }
  1890. var t = Math.min( 1, step / angle );
  1891. this.slerp( q, t );
  1892. return this;
  1893. },
  1894. identity: function () {
  1895. return this.set( 0, 0, 0, 1 );
  1896. },
  1897. inverse: function () {
  1898. // quaternion is assumed to have unit length
  1899. return this.conjugate();
  1900. },
  1901. conjugate: function () {
  1902. this._x *= - 1;
  1903. this._y *= - 1;
  1904. this._z *= - 1;
  1905. this._onChangeCallback();
  1906. return this;
  1907. },
  1908. dot: function ( v ) {
  1909. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1910. },
  1911. lengthSq: function () {
  1912. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1913. },
  1914. length: function () {
  1915. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1916. },
  1917. normalize: function () {
  1918. var l = this.length();
  1919. if ( l === 0 ) {
  1920. this._x = 0;
  1921. this._y = 0;
  1922. this._z = 0;
  1923. this._w = 1;
  1924. } else {
  1925. l = 1 / l;
  1926. this._x = this._x * l;
  1927. this._y = this._y * l;
  1928. this._z = this._z * l;
  1929. this._w = this._w * l;
  1930. }
  1931. this._onChangeCallback();
  1932. return this;
  1933. },
  1934. multiply: function ( q, p ) {
  1935. if ( p !== undefined ) {
  1936. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1937. return this.multiplyQuaternions( q, p );
  1938. }
  1939. return this.multiplyQuaternions( this, q );
  1940. },
  1941. premultiply: function ( q ) {
  1942. return this.multiplyQuaternions( q, this );
  1943. },
  1944. multiplyQuaternions: function ( a, b ) {
  1945. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1946. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1947. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1948. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1949. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1950. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1951. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1952. this._onChangeCallback();
  1953. return this;
  1954. },
  1955. slerp: function ( qb, t ) {
  1956. if ( t === 0 ) { return this; }
  1957. if ( t === 1 ) { return this.copy( qb ); }
  1958. var x = this._x, y = this._y, z = this._z, w = this._w;
  1959. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1960. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1961. if ( cosHalfTheta < 0 ) {
  1962. this._w = - qb._w;
  1963. this._x = - qb._x;
  1964. this._y = - qb._y;
  1965. this._z = - qb._z;
  1966. cosHalfTheta = - cosHalfTheta;
  1967. } else {
  1968. this.copy( qb );
  1969. }
  1970. if ( cosHalfTheta >= 1.0 ) {
  1971. this._w = w;
  1972. this._x = x;
  1973. this._y = y;
  1974. this._z = z;
  1975. return this;
  1976. }
  1977. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1978. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1979. var s = 1 - t;
  1980. this._w = s * w + t * this._w;
  1981. this._x = s * x + t * this._x;
  1982. this._y = s * y + t * this._y;
  1983. this._z = s * z + t * this._z;
  1984. this.normalize();
  1985. this._onChangeCallback();
  1986. return this;
  1987. }
  1988. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1989. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1990. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1991. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1992. this._w = ( w * ratioA + this._w * ratioB );
  1993. this._x = ( x * ratioA + this._x * ratioB );
  1994. this._y = ( y * ratioA + this._y * ratioB );
  1995. this._z = ( z * ratioA + this._z * ratioB );
  1996. this._onChangeCallback();
  1997. return this;
  1998. },
  1999. equals: function ( quaternion ) {
  2000. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2001. },
  2002. fromArray: function ( array, offset ) {
  2003. if ( offset === undefined ) { offset = 0; }
  2004. this._x = array[ offset ];
  2005. this._y = array[ offset + 1 ];
  2006. this._z = array[ offset + 2 ];
  2007. this._w = array[ offset + 3 ];
  2008. this._onChangeCallback();
  2009. return this;
  2010. },
  2011. toArray: function ( array, offset ) {
  2012. if ( array === undefined ) { array = []; }
  2013. if ( offset === undefined ) { offset = 0; }
  2014. array[ offset ] = this._x;
  2015. array[ offset + 1 ] = this._y;
  2016. array[ offset + 2 ] = this._z;
  2017. array[ offset + 3 ] = this._w;
  2018. return array;
  2019. },
  2020. fromBufferAttribute: function ( attribute, index ) {
  2021. this._x = attribute.getX( index );
  2022. this._y = attribute.getY( index );
  2023. this._z = attribute.getZ( index );
  2024. this._w = attribute.getW( index );
  2025. return this;
  2026. },
  2027. _onChange: function ( callback ) {
  2028. this._onChangeCallback = callback;
  2029. return this;
  2030. },
  2031. _onChangeCallback: function () {}
  2032. } );
  2033. /**
  2034. * @author mrdoob / http://mrdoob.com/
  2035. * @author kile / http://kile.stravaganza.org/
  2036. * @author philogb / http://blog.thejit.org/
  2037. * @author mikael emtinger / http://gomo.se/
  2038. * @author egraether / http://egraether.com/
  2039. * @author WestLangley / http://github.com/WestLangley
  2040. */
  2041. var _vector = new Vector3();
  2042. var _quaternion = new Quaternion();
  2043. function Vector3( x, y, z ) {
  2044. if ( x === void 0 ) x = 0;
  2045. if ( y === void 0 ) y = 0;
  2046. if ( z === void 0 ) z = 0;
  2047. this.x = x;
  2048. this.y = y;
  2049. this.z = z;
  2050. }
  2051. Object.assign( Vector3.prototype, {
  2052. isVector3: true,
  2053. set: function ( x, y, z ) {
  2054. this.x = x;
  2055. this.y = y;
  2056. this.z = z;
  2057. return this;
  2058. },
  2059. setScalar: function ( scalar ) {
  2060. this.x = scalar;
  2061. this.y = scalar;
  2062. this.z = scalar;
  2063. return this;
  2064. },
  2065. setX: function ( x ) {
  2066. this.x = x;
  2067. return this;
  2068. },
  2069. setY: function ( y ) {
  2070. this.y = y;
  2071. return this;
  2072. },
  2073. setZ: function ( z ) {
  2074. this.z = z;
  2075. return this;
  2076. },
  2077. setComponent: function ( index, value ) {
  2078. switch ( index ) {
  2079. case 0: this.x = value; break;
  2080. case 1: this.y = value; break;
  2081. case 2: this.z = value; break;
  2082. default: throw new Error( 'index is out of range: ' + index );
  2083. }
  2084. return this;
  2085. },
  2086. getComponent: function ( index ) {
  2087. switch ( index ) {
  2088. case 0: return this.x;
  2089. case 1: return this.y;
  2090. case 2: return this.z;
  2091. default: throw new Error( 'index is out of range: ' + index );
  2092. }
  2093. },
  2094. clone: function () {
  2095. return new this.constructor( this.x, this.y, this.z );
  2096. },
  2097. copy: function ( v ) {
  2098. this.x = v.x;
  2099. this.y = v.y;
  2100. this.z = v.z;
  2101. return this;
  2102. },
  2103. add: function ( v, w ) {
  2104. if ( w !== undefined ) {
  2105. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2106. return this.addVectors( v, w );
  2107. }
  2108. this.x += v.x;
  2109. this.y += v.y;
  2110. this.z += v.z;
  2111. return this;
  2112. },
  2113. addScalar: function ( s ) {
  2114. this.x += s;
  2115. this.y += s;
  2116. this.z += s;
  2117. return this;
  2118. },
  2119. addVectors: function ( a, b ) {
  2120. this.x = a.x + b.x;
  2121. this.y = a.y + b.y;
  2122. this.z = a.z + b.z;
  2123. return this;
  2124. },
  2125. addScaledVector: function ( v, s ) {
  2126. this.x += v.x * s;
  2127. this.y += v.y * s;
  2128. this.z += v.z * s;
  2129. return this;
  2130. },
  2131. sub: function ( v, w ) {
  2132. if ( w !== undefined ) {
  2133. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2134. return this.subVectors( v, w );
  2135. }
  2136. this.x -= v.x;
  2137. this.y -= v.y;
  2138. this.z -= v.z;
  2139. return this;
  2140. },
  2141. subScalar: function ( s ) {
  2142. this.x -= s;
  2143. this.y -= s;
  2144. this.z -= s;
  2145. return this;
  2146. },
  2147. subVectors: function ( a, b ) {
  2148. this.x = a.x - b.x;
  2149. this.y = a.y - b.y;
  2150. this.z = a.z - b.z;
  2151. return this;
  2152. },
  2153. multiply: function ( v, w ) {
  2154. if ( w !== undefined ) {
  2155. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2156. return this.multiplyVectors( v, w );
  2157. }
  2158. this.x *= v.x;
  2159. this.y *= v.y;
  2160. this.z *= v.z;
  2161. return this;
  2162. },
  2163. multiplyScalar: function ( scalar ) {
  2164. this.x *= scalar;
  2165. this.y *= scalar;
  2166. this.z *= scalar;
  2167. return this;
  2168. },
  2169. multiplyVectors: function ( a, b ) {
  2170. this.x = a.x * b.x;
  2171. this.y = a.y * b.y;
  2172. this.z = a.z * b.z;
  2173. return this;
  2174. },
  2175. applyEuler: function ( euler ) {
  2176. if ( ! ( euler && euler.isEuler ) ) {
  2177. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2178. }
  2179. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2180. },
  2181. applyAxisAngle: function ( axis, angle ) {
  2182. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2183. },
  2184. applyMatrix3: function ( m ) {
  2185. var x = this.x, y = this.y, z = this.z;
  2186. var e = m.elements;
  2187. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2188. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2189. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2190. return this;
  2191. },
  2192. applyNormalMatrix: function ( m ) {
  2193. return this.applyMatrix3( m ).normalize();
  2194. },
  2195. applyMatrix4: function ( m ) {
  2196. var x = this.x, y = this.y, z = this.z;
  2197. var e = m.elements;
  2198. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2199. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2200. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2201. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2202. return this;
  2203. },
  2204. applyQuaternion: function ( q ) {
  2205. var x = this.x, y = this.y, z = this.z;
  2206. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2207. // calculate quat * vector
  2208. var ix = qw * x + qy * z - qz * y;
  2209. var iy = qw * y + qz * x - qx * z;
  2210. var iz = qw * z + qx * y - qy * x;
  2211. var iw = - qx * x - qy * y - qz * z;
  2212. // calculate result * inverse quat
  2213. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2214. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2215. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2216. return this;
  2217. },
  2218. project: function ( camera ) {
  2219. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2220. },
  2221. unproject: function ( camera ) {
  2222. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2223. },
  2224. transformDirection: function ( m ) {
  2225. // input: THREE.Matrix4 affine matrix
  2226. // vector interpreted as a direction
  2227. var x = this.x, y = this.y, z = this.z;
  2228. var e = m.elements;
  2229. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2230. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2231. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2232. return this.normalize();
  2233. },
  2234. divide: function ( v ) {
  2235. this.x /= v.x;
  2236. this.y /= v.y;
  2237. this.z /= v.z;
  2238. return this;
  2239. },
  2240. divideScalar: function ( scalar ) {
  2241. return this.multiplyScalar( 1 / scalar );
  2242. },
  2243. min: function ( v ) {
  2244. this.x = Math.min( this.x, v.x );
  2245. this.y = Math.min( this.y, v.y );
  2246. this.z = Math.min( this.z, v.z );
  2247. return this;
  2248. },
  2249. max: function ( v ) {
  2250. this.x = Math.max( this.x, v.x );
  2251. this.y = Math.max( this.y, v.y );
  2252. this.z = Math.max( this.z, v.z );
  2253. return this;
  2254. },
  2255. clamp: function ( min, max ) {
  2256. // assumes min < max, componentwise
  2257. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2258. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2259. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2260. return this;
  2261. },
  2262. clampScalar: function ( minVal, maxVal ) {
  2263. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2264. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2265. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2266. return this;
  2267. },
  2268. clampLength: function ( min, max ) {
  2269. var length = this.length();
  2270. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2271. },
  2272. floor: function () {
  2273. this.x = Math.floor( this.x );
  2274. this.y = Math.floor( this.y );
  2275. this.z = Math.floor( this.z );
  2276. return this;
  2277. },
  2278. ceil: function () {
  2279. this.x = Math.ceil( this.x );
  2280. this.y = Math.ceil( this.y );
  2281. this.z = Math.ceil( this.z );
  2282. return this;
  2283. },
  2284. round: function () {
  2285. this.x = Math.round( this.x );
  2286. this.y = Math.round( this.y );
  2287. this.z = Math.round( this.z );
  2288. return this;
  2289. },
  2290. roundToZero: function () {
  2291. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2292. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2293. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2294. return this;
  2295. },
  2296. negate: function () {
  2297. this.x = - this.x;
  2298. this.y = - this.y;
  2299. this.z = - this.z;
  2300. return this;
  2301. },
  2302. dot: function ( v ) {
  2303. return this.x * v.x + this.y * v.y + this.z * v.z;
  2304. },
  2305. // TODO lengthSquared?
  2306. lengthSq: function () {
  2307. return this.x * this.x + this.y * this.y + this.z * this.z;
  2308. },
  2309. length: function () {
  2310. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2311. },
  2312. manhattanLength: function () {
  2313. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2314. },
  2315. normalize: function () {
  2316. return this.divideScalar( this.length() || 1 );
  2317. },
  2318. setLength: function ( length ) {
  2319. return this.normalize().multiplyScalar( length );
  2320. },
  2321. lerp: function ( v, alpha ) {
  2322. this.x += ( v.x - this.x ) * alpha;
  2323. this.y += ( v.y - this.y ) * alpha;
  2324. this.z += ( v.z - this.z ) * alpha;
  2325. return this;
  2326. },
  2327. lerpVectors: function ( v1, v2, alpha ) {
  2328. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2329. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2330. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2331. return this;
  2332. },
  2333. cross: function ( v, w ) {
  2334. if ( w !== undefined ) {
  2335. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2336. return this.crossVectors( v, w );
  2337. }
  2338. return this.crossVectors( this, v );
  2339. },
  2340. crossVectors: function ( a, b ) {
  2341. var ax = a.x, ay = a.y, az = a.z;
  2342. var bx = b.x, by = b.y, bz = b.z;
  2343. this.x = ay * bz - az * by;
  2344. this.y = az * bx - ax * bz;
  2345. this.z = ax * by - ay * bx;
  2346. return this;
  2347. },
  2348. projectOnVector: function ( v ) {
  2349. var denominator = v.lengthSq();
  2350. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2351. var scalar = v.dot( this ) / denominator;
  2352. return this.copy( v ).multiplyScalar( scalar );
  2353. },
  2354. projectOnPlane: function ( planeNormal ) {
  2355. _vector.copy( this ).projectOnVector( planeNormal );
  2356. return this.sub( _vector );
  2357. },
  2358. reflect: function ( normal ) {
  2359. // reflect incident vector off plane orthogonal to normal
  2360. // normal is assumed to have unit length
  2361. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2362. },
  2363. angleTo: function ( v ) {
  2364. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2365. if ( denominator === 0 ) { return Math.PI / 2; }
  2366. var theta = this.dot( v ) / denominator;
  2367. // clamp, to handle numerical problems
  2368. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2369. },
  2370. distanceTo: function ( v ) {
  2371. return Math.sqrt( this.distanceToSquared( v ) );
  2372. },
  2373. distanceToSquared: function ( v ) {
  2374. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2375. return dx * dx + dy * dy + dz * dz;
  2376. },
  2377. manhattanDistanceTo: function ( v ) {
  2378. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2379. },
  2380. setFromSpherical: function ( s ) {
  2381. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2382. },
  2383. setFromSphericalCoords: function ( radius, phi, theta ) {
  2384. var sinPhiRadius = Math.sin( phi ) * radius;
  2385. this.x = sinPhiRadius * Math.sin( theta );
  2386. this.y = Math.cos( phi ) * radius;
  2387. this.z = sinPhiRadius * Math.cos( theta );
  2388. return this;
  2389. },
  2390. setFromCylindrical: function ( c ) {
  2391. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2392. },
  2393. setFromCylindricalCoords: function ( radius, theta, y ) {
  2394. this.x = radius * Math.sin( theta );
  2395. this.y = y;
  2396. this.z = radius * Math.cos( theta );
  2397. return this;
  2398. },
  2399. setFromMatrixPosition: function ( m ) {
  2400. var e = m.elements;
  2401. this.x = e[ 12 ];
  2402. this.y = e[ 13 ];
  2403. this.z = e[ 14 ];
  2404. return this;
  2405. },
  2406. setFromMatrixScale: function ( m ) {
  2407. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2408. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2409. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2410. this.x = sx;
  2411. this.y = sy;
  2412. this.z = sz;
  2413. return this;
  2414. },
  2415. setFromMatrixColumn: function ( m, index ) {
  2416. return this.fromArray( m.elements, index * 4 );
  2417. },
  2418. setFromMatrix3Column: function ( m, index ) {
  2419. return this.fromArray( m.elements, index * 3 );
  2420. },
  2421. equals: function ( v ) {
  2422. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2423. },
  2424. fromArray: function ( array, offset ) {
  2425. if ( offset === undefined ) { offset = 0; }
  2426. this.x = array[ offset ];
  2427. this.y = array[ offset + 1 ];
  2428. this.z = array[ offset + 2 ];
  2429. return this;
  2430. },
  2431. toArray: function ( array, offset ) {
  2432. if ( array === undefined ) { array = []; }
  2433. if ( offset === undefined ) { offset = 0; }
  2434. array[ offset ] = this.x;
  2435. array[ offset + 1 ] = this.y;
  2436. array[ offset + 2 ] = this.z;
  2437. return array;
  2438. },
  2439. fromBufferAttribute: function ( attribute, index, offset ) {
  2440. if ( offset !== undefined ) {
  2441. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2442. }
  2443. this.x = attribute.getX( index );
  2444. this.y = attribute.getY( index );
  2445. this.z = attribute.getZ( index );
  2446. return this;
  2447. },
  2448. random: function () {
  2449. this.x = Math.random();
  2450. this.y = Math.random();
  2451. this.z = Math.random();
  2452. return this;
  2453. }
  2454. } );
  2455. var _v1 = new Vector3();
  2456. var _m1 = new Matrix4();
  2457. var _zero = new Vector3( 0, 0, 0 );
  2458. var _one = new Vector3( 1, 1, 1 );
  2459. var _x = new Vector3();
  2460. var _y = new Vector3();
  2461. var _z = new Vector3();
  2462. /**
  2463. * @author mrdoob / http://mrdoob.com/
  2464. * @author supereggbert / http://www.paulbrunt.co.uk/
  2465. * @author philogb / http://blog.thejit.org/
  2466. * @author jordi_ros / http://plattsoft.com
  2467. * @author D1plo1d / http://github.com/D1plo1d
  2468. * @author alteredq / http://alteredqualia.com/
  2469. * @author mikael emtinger / http://gomo.se/
  2470. * @author timknip / http://www.floorplanner.com/
  2471. * @author bhouston / http://clara.io
  2472. * @author WestLangley / http://github.com/WestLangley
  2473. */
  2474. function Matrix4() {
  2475. this.elements = [
  2476. 1, 0, 0, 0,
  2477. 0, 1, 0, 0,
  2478. 0, 0, 1, 0,
  2479. 0, 0, 0, 1
  2480. ];
  2481. if ( arguments.length > 0 ) {
  2482. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2483. }
  2484. }
  2485. Object.assign( Matrix4.prototype, {
  2486. isMatrix4: true,
  2487. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2488. var te = this.elements;
  2489. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2490. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2491. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2492. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2493. return this;
  2494. },
  2495. identity: function () {
  2496. this.set(
  2497. 1, 0, 0, 0,
  2498. 0, 1, 0, 0,
  2499. 0, 0, 1, 0,
  2500. 0, 0, 0, 1
  2501. );
  2502. return this;
  2503. },
  2504. clone: function () {
  2505. return new Matrix4().fromArray( this.elements );
  2506. },
  2507. copy: function ( m ) {
  2508. var te = this.elements;
  2509. var me = m.elements;
  2510. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2511. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2512. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2513. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2514. return this;
  2515. },
  2516. copyPosition: function ( m ) {
  2517. var te = this.elements, me = m.elements;
  2518. te[ 12 ] = me[ 12 ];
  2519. te[ 13 ] = me[ 13 ];
  2520. te[ 14 ] = me[ 14 ];
  2521. return this;
  2522. },
  2523. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2524. xAxis.setFromMatrixColumn( this, 0 );
  2525. yAxis.setFromMatrixColumn( this, 1 );
  2526. zAxis.setFromMatrixColumn( this, 2 );
  2527. return this;
  2528. },
  2529. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2530. this.set(
  2531. xAxis.x, yAxis.x, zAxis.x, 0,
  2532. xAxis.y, yAxis.y, zAxis.y, 0,
  2533. xAxis.z, yAxis.z, zAxis.z, 0,
  2534. 0, 0, 0, 1
  2535. );
  2536. return this;
  2537. },
  2538. extractRotation: function ( m ) {
  2539. // this method does not support reflection matrices
  2540. var te = this.elements;
  2541. var me = m.elements;
  2542. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2543. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2544. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2545. te[ 0 ] = me[ 0 ] * scaleX;
  2546. te[ 1 ] = me[ 1 ] * scaleX;
  2547. te[ 2 ] = me[ 2 ] * scaleX;
  2548. te[ 3 ] = 0;
  2549. te[ 4 ] = me[ 4 ] * scaleY;
  2550. te[ 5 ] = me[ 5 ] * scaleY;
  2551. te[ 6 ] = me[ 6 ] * scaleY;
  2552. te[ 7 ] = 0;
  2553. te[ 8 ] = me[ 8 ] * scaleZ;
  2554. te[ 9 ] = me[ 9 ] * scaleZ;
  2555. te[ 10 ] = me[ 10 ] * scaleZ;
  2556. te[ 11 ] = 0;
  2557. te[ 12 ] = 0;
  2558. te[ 13 ] = 0;
  2559. te[ 14 ] = 0;
  2560. te[ 15 ] = 1;
  2561. return this;
  2562. },
  2563. makeRotationFromEuler: function ( euler ) {
  2564. if ( ! ( euler && euler.isEuler ) ) {
  2565. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2566. }
  2567. var te = this.elements;
  2568. var x = euler.x, y = euler.y, z = euler.z;
  2569. var a = Math.cos( x ), b = Math.sin( x );
  2570. var c = Math.cos( y ), d = Math.sin( y );
  2571. var e = Math.cos( z ), f = Math.sin( z );
  2572. if ( euler.order === 'XYZ' ) {
  2573. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2574. te[ 0 ] = c * e;
  2575. te[ 4 ] = - c * f;
  2576. te[ 8 ] = d;
  2577. te[ 1 ] = af + be * d;
  2578. te[ 5 ] = ae - bf * d;
  2579. te[ 9 ] = - b * c;
  2580. te[ 2 ] = bf - ae * d;
  2581. te[ 6 ] = be + af * d;
  2582. te[ 10 ] = a * c;
  2583. } else if ( euler.order === 'YXZ' ) {
  2584. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2585. te[ 0 ] = ce + df * b;
  2586. te[ 4 ] = de * b - cf;
  2587. te[ 8 ] = a * d;
  2588. te[ 1 ] = a * f;
  2589. te[ 5 ] = a * e;
  2590. te[ 9 ] = - b;
  2591. te[ 2 ] = cf * b - de;
  2592. te[ 6 ] = df + ce * b;
  2593. te[ 10 ] = a * c;
  2594. } else if ( euler.order === 'ZXY' ) {
  2595. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2596. te[ 0 ] = ce$1 - df$1 * b;
  2597. te[ 4 ] = - a * f;
  2598. te[ 8 ] = de$1 + cf$1 * b;
  2599. te[ 1 ] = cf$1 + de$1 * b;
  2600. te[ 5 ] = a * e;
  2601. te[ 9 ] = df$1 - ce$1 * b;
  2602. te[ 2 ] = - a * d;
  2603. te[ 6 ] = b;
  2604. te[ 10 ] = a * c;
  2605. } else if ( euler.order === 'ZYX' ) {
  2606. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2607. te[ 0 ] = c * e;
  2608. te[ 4 ] = be$1 * d - af$1;
  2609. te[ 8 ] = ae$1 * d + bf$1;
  2610. te[ 1 ] = c * f;
  2611. te[ 5 ] = bf$1 * d + ae$1;
  2612. te[ 9 ] = af$1 * d - be$1;
  2613. te[ 2 ] = - d;
  2614. te[ 6 ] = b * c;
  2615. te[ 10 ] = a * c;
  2616. } else if ( euler.order === 'YZX' ) {
  2617. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2618. te[ 0 ] = c * e;
  2619. te[ 4 ] = bd - ac * f;
  2620. te[ 8 ] = bc * f + ad;
  2621. te[ 1 ] = f;
  2622. te[ 5 ] = a * e;
  2623. te[ 9 ] = - b * e;
  2624. te[ 2 ] = - d * e;
  2625. te[ 6 ] = ad * f + bc;
  2626. te[ 10 ] = ac - bd * f;
  2627. } else if ( euler.order === 'XZY' ) {
  2628. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2629. te[ 0 ] = c * e;
  2630. te[ 4 ] = - f;
  2631. te[ 8 ] = d * e;
  2632. te[ 1 ] = ac$1 * f + bd$1;
  2633. te[ 5 ] = a * e;
  2634. te[ 9 ] = ad$1 * f - bc$1;
  2635. te[ 2 ] = bc$1 * f - ad$1;
  2636. te[ 6 ] = b * e;
  2637. te[ 10 ] = bd$1 * f + ac$1;
  2638. }
  2639. // bottom row
  2640. te[ 3 ] = 0;
  2641. te[ 7 ] = 0;
  2642. te[ 11 ] = 0;
  2643. // last column
  2644. te[ 12 ] = 0;
  2645. te[ 13 ] = 0;
  2646. te[ 14 ] = 0;
  2647. te[ 15 ] = 1;
  2648. return this;
  2649. },
  2650. makeRotationFromQuaternion: function ( q ) {
  2651. return this.compose( _zero, q, _one );
  2652. },
  2653. lookAt: function ( eye, target, up ) {
  2654. var te = this.elements;
  2655. _z.subVectors( eye, target );
  2656. if ( _z.lengthSq() === 0 ) {
  2657. // eye and target are in the same position
  2658. _z.z = 1;
  2659. }
  2660. _z.normalize();
  2661. _x.crossVectors( up, _z );
  2662. if ( _x.lengthSq() === 0 ) {
  2663. // up and z are parallel
  2664. if ( Math.abs( up.z ) === 1 ) {
  2665. _z.x += 0.0001;
  2666. } else {
  2667. _z.z += 0.0001;
  2668. }
  2669. _z.normalize();
  2670. _x.crossVectors( up, _z );
  2671. }
  2672. _x.normalize();
  2673. _y.crossVectors( _z, _x );
  2674. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2675. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2676. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2677. return this;
  2678. },
  2679. multiply: function ( m, n ) {
  2680. if ( n !== undefined ) {
  2681. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2682. return this.multiplyMatrices( m, n );
  2683. }
  2684. return this.multiplyMatrices( this, m );
  2685. },
  2686. premultiply: function ( m ) {
  2687. return this.multiplyMatrices( m, this );
  2688. },
  2689. multiplyMatrices: function ( a, b ) {
  2690. var ae = a.elements;
  2691. var be = b.elements;
  2692. var te = this.elements;
  2693. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2694. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2695. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2696. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2697. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2698. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2699. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2700. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2701. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2702. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2703. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2704. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2705. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2706. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2707. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2708. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2709. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2710. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2711. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2712. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2713. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2714. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2715. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2716. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2717. return this;
  2718. },
  2719. multiplyScalar: function ( s ) {
  2720. var te = this.elements;
  2721. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2722. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2723. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2724. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2725. return this;
  2726. },
  2727. determinant: function () {
  2728. var te = this.elements;
  2729. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2730. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2731. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2732. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2733. //TODO: make this more efficient
  2734. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2735. return (
  2736. n41 * (
  2737. + n14 * n23 * n32
  2738. - n13 * n24 * n32
  2739. - n14 * n22 * n33
  2740. + n12 * n24 * n33
  2741. + n13 * n22 * n34
  2742. - n12 * n23 * n34
  2743. ) +
  2744. n42 * (
  2745. + n11 * n23 * n34
  2746. - n11 * n24 * n33
  2747. + n14 * n21 * n33
  2748. - n13 * n21 * n34
  2749. + n13 * n24 * n31
  2750. - n14 * n23 * n31
  2751. ) +
  2752. n43 * (
  2753. + n11 * n24 * n32
  2754. - n11 * n22 * n34
  2755. - n14 * n21 * n32
  2756. + n12 * n21 * n34
  2757. + n14 * n22 * n31
  2758. - n12 * n24 * n31
  2759. ) +
  2760. n44 * (
  2761. - n13 * n22 * n31
  2762. - n11 * n23 * n32
  2763. + n11 * n22 * n33
  2764. + n13 * n21 * n32
  2765. - n12 * n21 * n33
  2766. + n12 * n23 * n31
  2767. )
  2768. );
  2769. },
  2770. transpose: function () {
  2771. var te = this.elements;
  2772. var tmp;
  2773. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2774. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2775. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2776. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2777. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2778. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2779. return this;
  2780. },
  2781. setPosition: function ( x, y, z ) {
  2782. var te = this.elements;
  2783. if ( x.isVector3 ) {
  2784. te[ 12 ] = x.x;
  2785. te[ 13 ] = x.y;
  2786. te[ 14 ] = x.z;
  2787. } else {
  2788. te[ 12 ] = x;
  2789. te[ 13 ] = y;
  2790. te[ 14 ] = z;
  2791. }
  2792. return this;
  2793. },
  2794. getInverse: function ( m, throwOnDegenerate ) {
  2795. if ( throwOnDegenerate !== undefined ) {
  2796. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2797. }
  2798. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2799. var te = this.elements,
  2800. me = m.elements,
  2801. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2802. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2803. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2804. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2805. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2806. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2807. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2808. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2809. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2810. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2811. var detInv = 1 / det;
  2812. te[ 0 ] = t11 * detInv;
  2813. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2814. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2815. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2816. te[ 4 ] = t12 * detInv;
  2817. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2818. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2819. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2820. te[ 8 ] = t13 * detInv;
  2821. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2822. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2823. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2824. te[ 12 ] = t14 * detInv;
  2825. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2826. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2827. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2828. return this;
  2829. },
  2830. scale: function ( v ) {
  2831. var te = this.elements;
  2832. var x = v.x, y = v.y, z = v.z;
  2833. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2834. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2835. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2836. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2837. return this;
  2838. },
  2839. getMaxScaleOnAxis: function () {
  2840. var te = this.elements;
  2841. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2842. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2843. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2844. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2845. },
  2846. makeTranslation: function ( x, y, z ) {
  2847. this.set(
  2848. 1, 0, 0, x,
  2849. 0, 1, 0, y,
  2850. 0, 0, 1, z,
  2851. 0, 0, 0, 1
  2852. );
  2853. return this;
  2854. },
  2855. makeRotationX: function ( theta ) {
  2856. var c = Math.cos( theta ), s = Math.sin( theta );
  2857. this.set(
  2858. 1, 0, 0, 0,
  2859. 0, c, - s, 0,
  2860. 0, s, c, 0,
  2861. 0, 0, 0, 1
  2862. );
  2863. return this;
  2864. },
  2865. makeRotationY: function ( theta ) {
  2866. var c = Math.cos( theta ), s = Math.sin( theta );
  2867. this.set(
  2868. c, 0, s, 0,
  2869. 0, 1, 0, 0,
  2870. - s, 0, c, 0,
  2871. 0, 0, 0, 1
  2872. );
  2873. return this;
  2874. },
  2875. makeRotationZ: function ( theta ) {
  2876. var c = Math.cos( theta ), s = Math.sin( theta );
  2877. this.set(
  2878. c, - s, 0, 0,
  2879. s, c, 0, 0,
  2880. 0, 0, 1, 0,
  2881. 0, 0, 0, 1
  2882. );
  2883. return this;
  2884. },
  2885. makeRotationAxis: function ( axis, angle ) {
  2886. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2887. var c = Math.cos( angle );
  2888. var s = Math.sin( angle );
  2889. var t = 1 - c;
  2890. var x = axis.x, y = axis.y, z = axis.z;
  2891. var tx = t * x, ty = t * y;
  2892. this.set(
  2893. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2894. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2895. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2896. 0, 0, 0, 1
  2897. );
  2898. return this;
  2899. },
  2900. makeScale: function ( x, y, z ) {
  2901. this.set(
  2902. x, 0, 0, 0,
  2903. 0, y, 0, 0,
  2904. 0, 0, z, 0,
  2905. 0, 0, 0, 1
  2906. );
  2907. return this;
  2908. },
  2909. makeShear: function ( x, y, z ) {
  2910. this.set(
  2911. 1, y, z, 0,
  2912. x, 1, z, 0,
  2913. x, y, 1, 0,
  2914. 0, 0, 0, 1
  2915. );
  2916. return this;
  2917. },
  2918. compose: function ( position, quaternion, scale ) {
  2919. var te = this.elements;
  2920. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2921. var x2 = x + x, y2 = y + y, z2 = z + z;
  2922. var xx = x * x2, xy = x * y2, xz = x * z2;
  2923. var yy = y * y2, yz = y * z2, zz = z * z2;
  2924. var wx = w * x2, wy = w * y2, wz = w * z2;
  2925. var sx = scale.x, sy = scale.y, sz = scale.z;
  2926. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2927. te[ 1 ] = ( xy + wz ) * sx;
  2928. te[ 2 ] = ( xz - wy ) * sx;
  2929. te[ 3 ] = 0;
  2930. te[ 4 ] = ( xy - wz ) * sy;
  2931. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2932. te[ 6 ] = ( yz + wx ) * sy;
  2933. te[ 7 ] = 0;
  2934. te[ 8 ] = ( xz + wy ) * sz;
  2935. te[ 9 ] = ( yz - wx ) * sz;
  2936. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2937. te[ 11 ] = 0;
  2938. te[ 12 ] = position.x;
  2939. te[ 13 ] = position.y;
  2940. te[ 14 ] = position.z;
  2941. te[ 15 ] = 1;
  2942. return this;
  2943. },
  2944. decompose: function ( position, quaternion, scale ) {
  2945. var te = this.elements;
  2946. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2947. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2948. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2949. // if determine is negative, we need to invert one scale
  2950. var det = this.determinant();
  2951. if ( det < 0 ) { sx = - sx; }
  2952. position.x = te[ 12 ];
  2953. position.y = te[ 13 ];
  2954. position.z = te[ 14 ];
  2955. // scale the rotation part
  2956. _m1.copy( this );
  2957. var invSX = 1 / sx;
  2958. var invSY = 1 / sy;
  2959. var invSZ = 1 / sz;
  2960. _m1.elements[ 0 ] *= invSX;
  2961. _m1.elements[ 1 ] *= invSX;
  2962. _m1.elements[ 2 ] *= invSX;
  2963. _m1.elements[ 4 ] *= invSY;
  2964. _m1.elements[ 5 ] *= invSY;
  2965. _m1.elements[ 6 ] *= invSY;
  2966. _m1.elements[ 8 ] *= invSZ;
  2967. _m1.elements[ 9 ] *= invSZ;
  2968. _m1.elements[ 10 ] *= invSZ;
  2969. quaternion.setFromRotationMatrix( _m1 );
  2970. scale.x = sx;
  2971. scale.y = sy;
  2972. scale.z = sz;
  2973. return this;
  2974. },
  2975. makePerspective: function ( left, right, top, bottom, near, far ) {
  2976. if ( far === undefined ) {
  2977. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2978. }
  2979. var te = this.elements;
  2980. var x = 2 * near / ( right - left );
  2981. var y = 2 * near / ( top - bottom );
  2982. var a = ( right + left ) / ( right - left );
  2983. var b = ( top + bottom ) / ( top - bottom );
  2984. var c = - ( far + near ) / ( far - near );
  2985. var d = - 2 * far * near / ( far - near );
  2986. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2987. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2988. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2989. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2990. return this;
  2991. },
  2992. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2993. var te = this.elements;
  2994. var w = 1.0 / ( right - left );
  2995. var h = 1.0 / ( top - bottom );
  2996. var p = 1.0 / ( far - near );
  2997. var x = ( right + left ) * w;
  2998. var y = ( top + bottom ) * h;
  2999. var z = ( far + near ) * p;
  3000. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3001. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  3002. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  3003. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3004. return this;
  3005. },
  3006. equals: function ( matrix ) {
  3007. var te = this.elements;
  3008. var me = matrix.elements;
  3009. for ( var i = 0; i < 16; i ++ ) {
  3010. if ( te[ i ] !== me[ i ] ) { return false; }
  3011. }
  3012. return true;
  3013. },
  3014. fromArray: function ( array, offset ) {
  3015. if ( offset === undefined ) { offset = 0; }
  3016. for ( var i = 0; i < 16; i ++ ) {
  3017. this.elements[ i ] = array[ i + offset ];
  3018. }
  3019. return this;
  3020. },
  3021. toArray: function ( array, offset ) {
  3022. if ( array === undefined ) { array = []; }
  3023. if ( offset === undefined ) { offset = 0; }
  3024. var te = this.elements;
  3025. array[ offset ] = te[ 0 ];
  3026. array[ offset + 1 ] = te[ 1 ];
  3027. array[ offset + 2 ] = te[ 2 ];
  3028. array[ offset + 3 ] = te[ 3 ];
  3029. array[ offset + 4 ] = te[ 4 ];
  3030. array[ offset + 5 ] = te[ 5 ];
  3031. array[ offset + 6 ] = te[ 6 ];
  3032. array[ offset + 7 ] = te[ 7 ];
  3033. array[ offset + 8 ] = te[ 8 ];
  3034. array[ offset + 9 ] = te[ 9 ];
  3035. array[ offset + 10 ] = te[ 10 ];
  3036. array[ offset + 11 ] = te[ 11 ];
  3037. array[ offset + 12 ] = te[ 12 ];
  3038. array[ offset + 13 ] = te[ 13 ];
  3039. array[ offset + 14 ] = te[ 14 ];
  3040. array[ offset + 15 ] = te[ 15 ];
  3041. return array;
  3042. }
  3043. } );
  3044. /**
  3045. * @author mrdoob / http://mrdoob.com/
  3046. * @author WestLangley / http://github.com/WestLangley
  3047. * @author bhouston / http://clara.io
  3048. */
  3049. var _matrix = new Matrix4();
  3050. var _quaternion$1 = new Quaternion();
  3051. function Euler( x, y, z, order ) {
  3052. if ( x === void 0 ) x = 0;
  3053. if ( y === void 0 ) y = 0;
  3054. if ( z === void 0 ) z = 0;
  3055. if ( order === void 0 ) order = Euler.DefaultOrder;
  3056. this._x = x;
  3057. this._y = y;
  3058. this._z = z;
  3059. this._order = order;
  3060. }
  3061. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3062. Euler.DefaultOrder = 'XYZ';
  3063. Object.defineProperties( Euler.prototype, {
  3064. x: {
  3065. get: function () {
  3066. return this._x;
  3067. },
  3068. set: function ( value ) {
  3069. this._x = value;
  3070. this._onChangeCallback();
  3071. }
  3072. },
  3073. y: {
  3074. get: function () {
  3075. return this._y;
  3076. },
  3077. set: function ( value ) {
  3078. this._y = value;
  3079. this._onChangeCallback();
  3080. }
  3081. },
  3082. z: {
  3083. get: function () {
  3084. return this._z;
  3085. },
  3086. set: function ( value ) {
  3087. this._z = value;
  3088. this._onChangeCallback();
  3089. }
  3090. },
  3091. order: {
  3092. get: function () {
  3093. return this._order;
  3094. },
  3095. set: function ( value ) {
  3096. this._order = value;
  3097. this._onChangeCallback();
  3098. }
  3099. }
  3100. } );
  3101. Object.assign( Euler.prototype, {
  3102. isEuler: true,
  3103. set: function ( x, y, z, order ) {
  3104. this._x = x;
  3105. this._y = y;
  3106. this._z = z;
  3107. this._order = order || this._order;
  3108. this._onChangeCallback();
  3109. return this;
  3110. },
  3111. clone: function () {
  3112. return new this.constructor( this._x, this._y, this._z, this._order );
  3113. },
  3114. copy: function ( euler ) {
  3115. this._x = euler._x;
  3116. this._y = euler._y;
  3117. this._z = euler._z;
  3118. this._order = euler._order;
  3119. this._onChangeCallback();
  3120. return this;
  3121. },
  3122. setFromRotationMatrix: function ( m, order, update ) {
  3123. var clamp = MathUtils.clamp;
  3124. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3125. var te = m.elements;
  3126. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3127. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3128. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3129. order = order || this._order;
  3130. switch ( order ) {
  3131. case 'XYZ':
  3132. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3133. if ( Math.abs( m13 ) < 0.9999999 ) {
  3134. this._x = Math.atan2( - m23, m33 );
  3135. this._z = Math.atan2( - m12, m11 );
  3136. } else {
  3137. this._x = Math.atan2( m32, m22 );
  3138. this._z = 0;
  3139. }
  3140. break;
  3141. case 'YXZ':
  3142. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3143. if ( Math.abs( m23 ) < 0.9999999 ) {
  3144. this._y = Math.atan2( m13, m33 );
  3145. this._z = Math.atan2( m21, m22 );
  3146. } else {
  3147. this._y = Math.atan2( - m31, m11 );
  3148. this._z = 0;
  3149. }
  3150. break;
  3151. case 'ZXY':
  3152. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3153. if ( Math.abs( m32 ) < 0.9999999 ) {
  3154. this._y = Math.atan2( - m31, m33 );
  3155. this._z = Math.atan2( - m12, m22 );
  3156. } else {
  3157. this._y = 0;
  3158. this._z = Math.atan2( m21, m11 );
  3159. }
  3160. break;
  3161. case 'ZYX':
  3162. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3163. if ( Math.abs( m31 ) < 0.9999999 ) {
  3164. this._x = Math.atan2( m32, m33 );
  3165. this._z = Math.atan2( m21, m11 );
  3166. } else {
  3167. this._x = 0;
  3168. this._z = Math.atan2( - m12, m22 );
  3169. }
  3170. break;
  3171. case 'YZX':
  3172. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3173. if ( Math.abs( m21 ) < 0.9999999 ) {
  3174. this._x = Math.atan2( - m23, m22 );
  3175. this._y = Math.atan2( - m31, m11 );
  3176. } else {
  3177. this._x = 0;
  3178. this._y = Math.atan2( m13, m33 );
  3179. }
  3180. break;
  3181. case 'XZY':
  3182. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3183. if ( Math.abs( m12 ) < 0.9999999 ) {
  3184. this._x = Math.atan2( m32, m22 );
  3185. this._y = Math.atan2( m13, m11 );
  3186. } else {
  3187. this._x = Math.atan2( - m23, m33 );
  3188. this._y = 0;
  3189. }
  3190. break;
  3191. default:
  3192. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3193. }
  3194. this._order = order;
  3195. if ( update !== false ) { this._onChangeCallback(); }
  3196. return this;
  3197. },
  3198. setFromQuaternion: function ( q, order, update ) {
  3199. _matrix.makeRotationFromQuaternion( q );
  3200. return this.setFromRotationMatrix( _matrix, order, update );
  3201. },
  3202. setFromVector3: function ( v, order ) {
  3203. return this.set( v.x, v.y, v.z, order || this._order );
  3204. },
  3205. reorder: function ( newOrder ) {
  3206. // WARNING: this discards revolution information -bhouston
  3207. _quaternion$1.setFromEuler( this );
  3208. return this.setFromQuaternion( _quaternion$1, newOrder );
  3209. },
  3210. equals: function ( euler ) {
  3211. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3212. },
  3213. fromArray: function ( array ) {
  3214. this._x = array[ 0 ];
  3215. this._y = array[ 1 ];
  3216. this._z = array[ 2 ];
  3217. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3218. this._onChangeCallback();
  3219. return this;
  3220. },
  3221. toArray: function ( array, offset ) {
  3222. if ( array === undefined ) { array = []; }
  3223. if ( offset === undefined ) { offset = 0; }
  3224. array[ offset ] = this._x;
  3225. array[ offset + 1 ] = this._y;
  3226. array[ offset + 2 ] = this._z;
  3227. array[ offset + 3 ] = this._order;
  3228. return array;
  3229. },
  3230. toVector3: function ( optionalResult ) {
  3231. if ( optionalResult ) {
  3232. return optionalResult.set( this._x, this._y, this._z );
  3233. } else {
  3234. return new Vector3( this._x, this._y, this._z );
  3235. }
  3236. },
  3237. _onChange: function ( callback ) {
  3238. this._onChangeCallback = callback;
  3239. return this;
  3240. },
  3241. _onChangeCallback: function () {}
  3242. } );
  3243. /**
  3244. * @author mrdoob / http://mrdoob.com/
  3245. */
  3246. function Layers() {
  3247. this.mask = 1 | 0;
  3248. }
  3249. Object.assign( Layers.prototype, {
  3250. set: function ( channel ) {
  3251. this.mask = 1 << channel | 0;
  3252. },
  3253. enable: function ( channel ) {
  3254. this.mask |= 1 << channel | 0;
  3255. },
  3256. enableAll: function () {
  3257. this.mask = 0xffffffff | 0;
  3258. },
  3259. toggle: function ( channel ) {
  3260. this.mask ^= 1 << channel | 0;
  3261. },
  3262. disable: function ( channel ) {
  3263. this.mask &= ~ ( 1 << channel | 0 );
  3264. },
  3265. disableAll: function () {
  3266. this.mask = 0;
  3267. },
  3268. test: function ( layers ) {
  3269. return ( this.mask & layers.mask ) !== 0;
  3270. }
  3271. } );
  3272. var _object3DId = 0;
  3273. var _v1$1 = new Vector3();
  3274. var _q1 = new Quaternion();
  3275. var _m1$1 = new Matrix4();
  3276. var _target = new Vector3();
  3277. var _position = new Vector3();
  3278. var _scale = new Vector3();
  3279. var _quaternion$2 = new Quaternion();
  3280. var _xAxis = new Vector3( 1, 0, 0 );
  3281. var _yAxis = new Vector3( 0, 1, 0 );
  3282. var _zAxis = new Vector3( 0, 0, 1 );
  3283. var _addedEvent = { type: 'added' };
  3284. var _removedEvent = { type: 'removed' };
  3285. /**
  3286. * @author mrdoob / http://mrdoob.com/
  3287. * @author mikael emtinger / http://gomo.se/
  3288. * @author alteredq / http://alteredqualia.com/
  3289. * @author WestLangley / http://github.com/WestLangley
  3290. * @author elephantatwork / www.elephantatwork.ch
  3291. */
  3292. function Object3D() {
  3293. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3294. this.uuid = MathUtils.generateUUID();
  3295. this.name = '';
  3296. this.type = 'Object3D';
  3297. this.parent = null;
  3298. this.children = [];
  3299. this.up = Object3D.DefaultUp.clone();
  3300. var position = new Vector3();
  3301. var rotation = new Euler();
  3302. var quaternion = new Quaternion();
  3303. var scale = new Vector3( 1, 1, 1 );
  3304. function onRotationChange() {
  3305. quaternion.setFromEuler( rotation, false );
  3306. }
  3307. function onQuaternionChange() {
  3308. rotation.setFromQuaternion( quaternion, undefined, false );
  3309. }
  3310. rotation._onChange( onRotationChange );
  3311. quaternion._onChange( onQuaternionChange );
  3312. Object.defineProperties( this, {
  3313. position: {
  3314. configurable: true,
  3315. enumerable: true,
  3316. value: position
  3317. },
  3318. rotation: {
  3319. configurable: true,
  3320. enumerable: true,
  3321. value: rotation
  3322. },
  3323. quaternion: {
  3324. configurable: true,
  3325. enumerable: true,
  3326. value: quaternion
  3327. },
  3328. scale: {
  3329. configurable: true,
  3330. enumerable: true,
  3331. value: scale
  3332. },
  3333. modelViewMatrix: {
  3334. value: new Matrix4()
  3335. },
  3336. normalMatrix: {
  3337. value: new Matrix3()
  3338. }
  3339. } );
  3340. this.matrix = new Matrix4();
  3341. this.matrixWorld = new Matrix4();
  3342. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3343. this.matrixWorldNeedsUpdate = false;
  3344. this.layers = new Layers();
  3345. this.visible = true;
  3346. this.castShadow = false;
  3347. this.receiveShadow = false;
  3348. this.frustumCulled = true;
  3349. this.renderOrder = 0;
  3350. this.userData = {};
  3351. }
  3352. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3353. Object3D.DefaultMatrixAutoUpdate = true;
  3354. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3355. constructor: Object3D,
  3356. isObject3D: true,
  3357. onBeforeRender: function () {},
  3358. onAfterRender: function () {},
  3359. applyMatrix4: function ( matrix ) {
  3360. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3361. this.matrix.premultiply( matrix );
  3362. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3363. },
  3364. applyQuaternion: function ( q ) {
  3365. this.quaternion.premultiply( q );
  3366. return this;
  3367. },
  3368. setRotationFromAxisAngle: function ( axis, angle ) {
  3369. // assumes axis is normalized
  3370. this.quaternion.setFromAxisAngle( axis, angle );
  3371. },
  3372. setRotationFromEuler: function ( euler ) {
  3373. this.quaternion.setFromEuler( euler, true );
  3374. },
  3375. setRotationFromMatrix: function ( m ) {
  3376. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3377. this.quaternion.setFromRotationMatrix( m );
  3378. },
  3379. setRotationFromQuaternion: function ( q ) {
  3380. // assumes q is normalized
  3381. this.quaternion.copy( q );
  3382. },
  3383. rotateOnAxis: function ( axis, angle ) {
  3384. // rotate object on axis in object space
  3385. // axis is assumed to be normalized
  3386. _q1.setFromAxisAngle( axis, angle );
  3387. this.quaternion.multiply( _q1 );
  3388. return this;
  3389. },
  3390. rotateOnWorldAxis: function ( axis, angle ) {
  3391. // rotate object on axis in world space
  3392. // axis is assumed to be normalized
  3393. // method assumes no rotated parent
  3394. _q1.setFromAxisAngle( axis, angle );
  3395. this.quaternion.premultiply( _q1 );
  3396. return this;
  3397. },
  3398. rotateX: function ( angle ) {
  3399. return this.rotateOnAxis( _xAxis, angle );
  3400. },
  3401. rotateY: function ( angle ) {
  3402. return this.rotateOnAxis( _yAxis, angle );
  3403. },
  3404. rotateZ: function ( angle ) {
  3405. return this.rotateOnAxis( _zAxis, angle );
  3406. },
  3407. translateOnAxis: function ( axis, distance ) {
  3408. // translate object by distance along axis in object space
  3409. // axis is assumed to be normalized
  3410. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3411. this.position.add( _v1$1.multiplyScalar( distance ) );
  3412. return this;
  3413. },
  3414. translateX: function ( distance ) {
  3415. return this.translateOnAxis( _xAxis, distance );
  3416. },
  3417. translateY: function ( distance ) {
  3418. return this.translateOnAxis( _yAxis, distance );
  3419. },
  3420. translateZ: function ( distance ) {
  3421. return this.translateOnAxis( _zAxis, distance );
  3422. },
  3423. localToWorld: function ( vector ) {
  3424. return vector.applyMatrix4( this.matrixWorld );
  3425. },
  3426. worldToLocal: function ( vector ) {
  3427. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3428. },
  3429. lookAt: function ( x, y, z ) {
  3430. // This method does not support objects having non-uniformly-scaled parent(s)
  3431. if ( x.isVector3 ) {
  3432. _target.copy( x );
  3433. } else {
  3434. _target.set( x, y, z );
  3435. }
  3436. var parent = this.parent;
  3437. this.updateWorldMatrix( true, false );
  3438. _position.setFromMatrixPosition( this.matrixWorld );
  3439. if ( this.isCamera || this.isLight ) {
  3440. _m1$1.lookAt( _position, _target, this.up );
  3441. } else {
  3442. _m1$1.lookAt( _target, _position, this.up );
  3443. }
  3444. this.quaternion.setFromRotationMatrix( _m1$1 );
  3445. if ( parent ) {
  3446. _m1$1.extractRotation( parent.matrixWorld );
  3447. _q1.setFromRotationMatrix( _m1$1 );
  3448. this.quaternion.premultiply( _q1.inverse() );
  3449. }
  3450. },
  3451. add: function ( object ) {
  3452. if ( arguments.length > 1 ) {
  3453. for ( var i = 0; i < arguments.length; i ++ ) {
  3454. this.add( arguments[ i ] );
  3455. }
  3456. return this;
  3457. }
  3458. if ( object === this ) {
  3459. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3460. return this;
  3461. }
  3462. if ( ( object && object.isObject3D ) ) {
  3463. if ( object.parent !== null ) {
  3464. object.parent.remove( object );
  3465. }
  3466. object.parent = this;
  3467. this.children.push( object );
  3468. object.dispatchEvent( _addedEvent );
  3469. } else {
  3470. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3471. }
  3472. return this;
  3473. },
  3474. remove: function ( object ) {
  3475. if ( arguments.length > 1 ) {
  3476. for ( var i = 0; i < arguments.length; i ++ ) {
  3477. this.remove( arguments[ i ] );
  3478. }
  3479. return this;
  3480. }
  3481. var index = this.children.indexOf( object );
  3482. if ( index !== - 1 ) {
  3483. object.parent = null;
  3484. this.children.splice( index, 1 );
  3485. object.dispatchEvent( _removedEvent );
  3486. }
  3487. return this;
  3488. },
  3489. attach: function ( object ) {
  3490. // adds object as a child of this, while maintaining the object's world transform
  3491. this.updateWorldMatrix( true, false );
  3492. _m1$1.getInverse( this.matrixWorld );
  3493. if ( object.parent !== null ) {
  3494. object.parent.updateWorldMatrix( true, false );
  3495. _m1$1.multiply( object.parent.matrixWorld );
  3496. }
  3497. object.applyMatrix4( _m1$1 );
  3498. object.updateWorldMatrix( false, false );
  3499. this.add( object );
  3500. return this;
  3501. },
  3502. getObjectById: function ( id ) {
  3503. return this.getObjectByProperty( 'id', id );
  3504. },
  3505. getObjectByName: function ( name ) {
  3506. return this.getObjectByProperty( 'name', name );
  3507. },
  3508. getObjectByProperty: function ( name, value ) {
  3509. if ( this[ name ] === value ) { return this; }
  3510. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3511. var child = this.children[ i ];
  3512. var object = child.getObjectByProperty( name, value );
  3513. if ( object !== undefined ) {
  3514. return object;
  3515. }
  3516. }
  3517. return undefined;
  3518. },
  3519. getWorldPosition: function ( target ) {
  3520. if ( target === undefined ) {
  3521. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3522. target = new Vector3();
  3523. }
  3524. this.updateMatrixWorld( true );
  3525. return target.setFromMatrixPosition( this.matrixWorld );
  3526. },
  3527. getWorldQuaternion: function ( target ) {
  3528. if ( target === undefined ) {
  3529. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3530. target = new Quaternion();
  3531. }
  3532. this.updateMatrixWorld( true );
  3533. this.matrixWorld.decompose( _position, target, _scale );
  3534. return target;
  3535. },
  3536. getWorldScale: function ( target ) {
  3537. if ( target === undefined ) {
  3538. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3539. target = new Vector3();
  3540. }
  3541. this.updateMatrixWorld( true );
  3542. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3543. return target;
  3544. },
  3545. getWorldDirection: function ( target ) {
  3546. if ( target === undefined ) {
  3547. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3548. target = new Vector3();
  3549. }
  3550. this.updateMatrixWorld( true );
  3551. var e = this.matrixWorld.elements;
  3552. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3553. },
  3554. raycast: function () {},
  3555. traverse: function ( callback ) {
  3556. callback( this );
  3557. var children = this.children;
  3558. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3559. children[ i ].traverse( callback );
  3560. }
  3561. },
  3562. traverseVisible: function ( callback ) {
  3563. if ( this.visible === false ) { return; }
  3564. callback( this );
  3565. var children = this.children;
  3566. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3567. children[ i ].traverseVisible( callback );
  3568. }
  3569. },
  3570. traverseAncestors: function ( callback ) {
  3571. var parent = this.parent;
  3572. if ( parent !== null ) {
  3573. callback( parent );
  3574. parent.traverseAncestors( callback );
  3575. }
  3576. },
  3577. updateMatrix: function () {
  3578. this.matrix.compose( this.position, this.quaternion, this.scale );
  3579. this.matrixWorldNeedsUpdate = true;
  3580. },
  3581. updateMatrixWorld: function ( force ) {
  3582. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3583. if ( this.matrixWorldNeedsUpdate || force ) {
  3584. if ( this.parent === null ) {
  3585. this.matrixWorld.copy( this.matrix );
  3586. } else {
  3587. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3588. }
  3589. this.matrixWorldNeedsUpdate = false;
  3590. force = true;
  3591. }
  3592. // update children
  3593. var children = this.children;
  3594. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3595. children[ i ].updateMatrixWorld( force );
  3596. }
  3597. },
  3598. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3599. var parent = this.parent;
  3600. if ( updateParents === true && parent !== null ) {
  3601. parent.updateWorldMatrix( true, false );
  3602. }
  3603. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3604. if ( this.parent === null ) {
  3605. this.matrixWorld.copy( this.matrix );
  3606. } else {
  3607. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3608. }
  3609. // update children
  3610. if ( updateChildren === true ) {
  3611. var children = this.children;
  3612. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3613. children[ i ].updateWorldMatrix( false, true );
  3614. }
  3615. }
  3616. },
  3617. toJSON: function ( meta ) {
  3618. // meta is a string when called from JSON.stringify
  3619. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3620. var output = {};
  3621. // meta is a hash used to collect geometries, materials.
  3622. // not providing it implies that this is the root object
  3623. // being serialized.
  3624. if ( isRootObject ) {
  3625. // initialize meta obj
  3626. meta = {
  3627. geometries: {},
  3628. materials: {},
  3629. textures: {},
  3630. images: {},
  3631. shapes: {}
  3632. };
  3633. output.metadata = {
  3634. version: 4.5,
  3635. type: 'Object',
  3636. generator: 'Object3D.toJSON'
  3637. };
  3638. }
  3639. // standard Object3D serialization
  3640. var object = {};
  3641. object.uuid = this.uuid;
  3642. object.type = this.type;
  3643. if ( this.name !== '' ) { object.name = this.name; }
  3644. if ( this.castShadow === true ) { object.castShadow = true; }
  3645. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3646. if ( this.visible === false ) { object.visible = false; }
  3647. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3648. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3649. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3650. object.layers = this.layers.mask;
  3651. object.matrix = this.matrix.toArray();
  3652. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3653. // object specific properties
  3654. if ( this.isInstancedMesh ) {
  3655. object.type = 'InstancedMesh';
  3656. object.count = this.count;
  3657. object.instanceMatrix = this.instanceMatrix.toJSON();
  3658. }
  3659. //
  3660. function serialize( library, element ) {
  3661. if ( library[ element.uuid ] === undefined ) {
  3662. library[ element.uuid ] = element.toJSON( meta );
  3663. }
  3664. return element.uuid;
  3665. }
  3666. if ( this.isMesh || this.isLine || this.isPoints ) {
  3667. object.geometry = serialize( meta.geometries, this.geometry );
  3668. var parameters = this.geometry.parameters;
  3669. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3670. var shapes = parameters.shapes;
  3671. if ( Array.isArray( shapes ) ) {
  3672. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3673. var shape = shapes[ i ];
  3674. serialize( meta.shapes, shape );
  3675. }
  3676. } else {
  3677. serialize( meta.shapes, shapes );
  3678. }
  3679. }
  3680. }
  3681. if ( this.material !== undefined ) {
  3682. if ( Array.isArray( this.material ) ) {
  3683. var uuids = [];
  3684. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3685. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3686. }
  3687. object.material = uuids;
  3688. } else {
  3689. object.material = serialize( meta.materials, this.material );
  3690. }
  3691. }
  3692. //
  3693. if ( this.children.length > 0 ) {
  3694. object.children = [];
  3695. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3696. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3697. }
  3698. }
  3699. if ( isRootObject ) {
  3700. var geometries = extractFromCache( meta.geometries );
  3701. var materials = extractFromCache( meta.materials );
  3702. var textures = extractFromCache( meta.textures );
  3703. var images = extractFromCache( meta.images );
  3704. var shapes$1 = extractFromCache( meta.shapes );
  3705. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3706. if ( materials.length > 0 ) { output.materials = materials; }
  3707. if ( textures.length > 0 ) { output.textures = textures; }
  3708. if ( images.length > 0 ) { output.images = images; }
  3709. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3710. }
  3711. output.object = object;
  3712. return output;
  3713. // extract data from the cache hash
  3714. // remove metadata on each item
  3715. // and return as array
  3716. function extractFromCache( cache ) {
  3717. var values = [];
  3718. for ( var key in cache ) {
  3719. var data = cache[ key ];
  3720. delete data.metadata;
  3721. values.push( data );
  3722. }
  3723. return values;
  3724. }
  3725. },
  3726. clone: function ( recursive ) {
  3727. return new this.constructor().copy( this, recursive );
  3728. },
  3729. copy: function ( source, recursive ) {
  3730. if ( recursive === undefined ) { recursive = true; }
  3731. this.name = source.name;
  3732. this.up.copy( source.up );
  3733. this.position.copy( source.position );
  3734. this.rotation.order = source.rotation.order;
  3735. this.quaternion.copy( source.quaternion );
  3736. this.scale.copy( source.scale );
  3737. this.matrix.copy( source.matrix );
  3738. this.matrixWorld.copy( source.matrixWorld );
  3739. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3740. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3741. this.layers.mask = source.layers.mask;
  3742. this.visible = source.visible;
  3743. this.castShadow = source.castShadow;
  3744. this.receiveShadow = source.receiveShadow;
  3745. this.frustumCulled = source.frustumCulled;
  3746. this.renderOrder = source.renderOrder;
  3747. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3748. if ( recursive === true ) {
  3749. for ( var i = 0; i < source.children.length; i ++ ) {
  3750. var child = source.children[ i ];
  3751. this.add( child.clone() );
  3752. }
  3753. }
  3754. return this;
  3755. }
  3756. } );
  3757. /**
  3758. * @author mrdoob / http://mrdoob.com/
  3759. */
  3760. function Scene() {
  3761. Object3D.call( this );
  3762. this.type = 'Scene';
  3763. this.background = null;
  3764. this.environment = null;
  3765. this.fog = null;
  3766. this.overrideMaterial = null;
  3767. this.autoUpdate = true; // checked by the renderer
  3768. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3769. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3770. }
  3771. }
  3772. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3773. constructor: Scene,
  3774. isScene: true,
  3775. copy: function ( source, recursive ) {
  3776. Object3D.prototype.copy.call( this, source, recursive );
  3777. if ( source.background !== null ) { this.background = source.background.clone(); }
  3778. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3779. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3780. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3781. this.autoUpdate = source.autoUpdate;
  3782. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3783. return this;
  3784. },
  3785. toJSON: function ( meta ) {
  3786. var data = Object3D.prototype.toJSON.call( this, meta );
  3787. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3788. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3789. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3790. return data;
  3791. },
  3792. dispose: function () {
  3793. this.dispatchEvent( { type: 'dispose' } );
  3794. }
  3795. } );
  3796. var _points = [
  3797. new Vector3(),
  3798. new Vector3(),
  3799. new Vector3(),
  3800. new Vector3(),
  3801. new Vector3(),
  3802. new Vector3(),
  3803. new Vector3(),
  3804. new Vector3()
  3805. ];
  3806. var _vector$1 = new Vector3();
  3807. var _box = new Box3();
  3808. // triangle centered vertices
  3809. var _v0 = new Vector3();
  3810. var _v1$2 = new Vector3();
  3811. var _v2 = new Vector3();
  3812. // triangle edge vectors
  3813. var _f0 = new Vector3();
  3814. var _f1 = new Vector3();
  3815. var _f2 = new Vector3();
  3816. var _center = new Vector3();
  3817. var _extents = new Vector3();
  3818. var _triangleNormal = new Vector3();
  3819. var _testAxis = new Vector3();
  3820. /**
  3821. * @author bhouston / http://clara.io
  3822. * @author WestLangley / http://github.com/WestLangley
  3823. */
  3824. function Box3( min, max ) {
  3825. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3826. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3827. }
  3828. Object.assign( Box3.prototype, {
  3829. isBox3: true,
  3830. set: function ( min, max ) {
  3831. this.min.copy( min );
  3832. this.max.copy( max );
  3833. return this;
  3834. },
  3835. setFromArray: function ( array ) {
  3836. var minX = + Infinity;
  3837. var minY = + Infinity;
  3838. var minZ = + Infinity;
  3839. var maxX = - Infinity;
  3840. var maxY = - Infinity;
  3841. var maxZ = - Infinity;
  3842. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3843. var x = array[ i ];
  3844. var y = array[ i + 1 ];
  3845. var z = array[ i + 2 ];
  3846. if ( x < minX ) { minX = x; }
  3847. if ( y < minY ) { minY = y; }
  3848. if ( z < minZ ) { minZ = z; }
  3849. if ( x > maxX ) { maxX = x; }
  3850. if ( y > maxY ) { maxY = y; }
  3851. if ( z > maxZ ) { maxZ = z; }
  3852. }
  3853. this.min.set( minX, minY, minZ );
  3854. this.max.set( maxX, maxY, maxZ );
  3855. return this;
  3856. },
  3857. setFromBufferAttribute: function ( attribute ) {
  3858. var minX = + Infinity;
  3859. var minY = + Infinity;
  3860. var minZ = + Infinity;
  3861. var maxX = - Infinity;
  3862. var maxY = - Infinity;
  3863. var maxZ = - Infinity;
  3864. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3865. var x = attribute.getX( i );
  3866. var y = attribute.getY( i );
  3867. var z = attribute.getZ( i );
  3868. if ( x < minX ) { minX = x; }
  3869. if ( y < minY ) { minY = y; }
  3870. if ( z < minZ ) { minZ = z; }
  3871. if ( x > maxX ) { maxX = x; }
  3872. if ( y > maxY ) { maxY = y; }
  3873. if ( z > maxZ ) { maxZ = z; }
  3874. }
  3875. this.min.set( minX, minY, minZ );
  3876. this.max.set( maxX, maxY, maxZ );
  3877. return this;
  3878. },
  3879. setFromPoints: function ( points ) {
  3880. this.makeEmpty();
  3881. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3882. this.expandByPoint( points[ i ] );
  3883. }
  3884. return this;
  3885. },
  3886. setFromCenterAndSize: function ( center, size ) {
  3887. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3888. this.min.copy( center ).sub( halfSize );
  3889. this.max.copy( center ).add( halfSize );
  3890. return this;
  3891. },
  3892. setFromObject: function ( object ) {
  3893. this.makeEmpty();
  3894. return this.expandByObject( object );
  3895. },
  3896. clone: function () {
  3897. return new this.constructor().copy( this );
  3898. },
  3899. copy: function ( box ) {
  3900. this.min.copy( box.min );
  3901. this.max.copy( box.max );
  3902. return this;
  3903. },
  3904. makeEmpty: function () {
  3905. this.min.x = this.min.y = this.min.z = + Infinity;
  3906. this.max.x = this.max.y = this.max.z = - Infinity;
  3907. return this;
  3908. },
  3909. isEmpty: function () {
  3910. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3911. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3912. },
  3913. getCenter: function ( target ) {
  3914. if ( target === undefined ) {
  3915. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3916. target = new Vector3();
  3917. }
  3918. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3919. },
  3920. getSize: function ( target ) {
  3921. if ( target === undefined ) {
  3922. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3923. target = new Vector3();
  3924. }
  3925. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3926. },
  3927. expandByPoint: function ( point ) {
  3928. this.min.min( point );
  3929. this.max.max( point );
  3930. return this;
  3931. },
  3932. expandByVector: function ( vector ) {
  3933. this.min.sub( vector );
  3934. this.max.add( vector );
  3935. return this;
  3936. },
  3937. expandByScalar: function ( scalar ) {
  3938. this.min.addScalar( - scalar );
  3939. this.max.addScalar( scalar );
  3940. return this;
  3941. },
  3942. expandByObject: function ( object ) {
  3943. // Computes the world-axis-aligned bounding box of an object (including its children),
  3944. // accounting for both the object's, and children's, world transforms
  3945. object.updateWorldMatrix( false, false );
  3946. var geometry = object.geometry;
  3947. if ( geometry !== undefined ) {
  3948. if ( geometry.boundingBox === null ) {
  3949. geometry.computeBoundingBox();
  3950. }
  3951. _box.copy( geometry.boundingBox );
  3952. _box.applyMatrix4( object.matrixWorld );
  3953. this.union( _box );
  3954. }
  3955. var children = object.children;
  3956. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3957. this.expandByObject( children[ i ] );
  3958. }
  3959. return this;
  3960. },
  3961. containsPoint: function ( point ) {
  3962. return point.x < this.min.x || point.x > this.max.x ||
  3963. point.y < this.min.y || point.y > this.max.y ||
  3964. point.z < this.min.z || point.z > this.max.z ? false : true;
  3965. },
  3966. containsBox: function ( box ) {
  3967. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3968. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3969. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3970. },
  3971. getParameter: function ( point, target ) {
  3972. // This can potentially have a divide by zero if the box
  3973. // has a size dimension of 0.
  3974. if ( target === undefined ) {
  3975. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3976. target = new Vector3();
  3977. }
  3978. return target.set(
  3979. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3980. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3981. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3982. );
  3983. },
  3984. intersectsBox: function ( box ) {
  3985. // using 6 splitting planes to rule out intersections.
  3986. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3987. box.max.y < this.min.y || box.min.y > this.max.y ||
  3988. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3989. },
  3990. intersectsSphere: function ( sphere ) {
  3991. // Find the point on the AABB closest to the sphere center.
  3992. this.clampPoint( sphere.center, _vector$1 );
  3993. // If that point is inside the sphere, the AABB and sphere intersect.
  3994. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3995. },
  3996. intersectsPlane: function ( plane ) {
  3997. // We compute the minimum and maximum dot product values. If those values
  3998. // are on the same side (back or front) of the plane, then there is no intersection.
  3999. var min, max;
  4000. if ( plane.normal.x > 0 ) {
  4001. min = plane.normal.x * this.min.x;
  4002. max = plane.normal.x * this.max.x;
  4003. } else {
  4004. min = plane.normal.x * this.max.x;
  4005. max = plane.normal.x * this.min.x;
  4006. }
  4007. if ( plane.normal.y > 0 ) {
  4008. min += plane.normal.y * this.min.y;
  4009. max += plane.normal.y * this.max.y;
  4010. } else {
  4011. min += plane.normal.y * this.max.y;
  4012. max += plane.normal.y * this.min.y;
  4013. }
  4014. if ( plane.normal.z > 0 ) {
  4015. min += plane.normal.z * this.min.z;
  4016. max += plane.normal.z * this.max.z;
  4017. } else {
  4018. min += plane.normal.z * this.max.z;
  4019. max += plane.normal.z * this.min.z;
  4020. }
  4021. return ( min <= - plane.constant && max >= - plane.constant );
  4022. },
  4023. intersectsTriangle: function ( triangle ) {
  4024. if ( this.isEmpty() ) {
  4025. return false;
  4026. }
  4027. // compute box center and extents
  4028. this.getCenter( _center );
  4029. _extents.subVectors( this.max, _center );
  4030. // translate triangle to aabb origin
  4031. _v0.subVectors( triangle.a, _center );
  4032. _v1$2.subVectors( triangle.b, _center );
  4033. _v2.subVectors( triangle.c, _center );
  4034. // compute edge vectors for triangle
  4035. _f0.subVectors( _v1$2, _v0 );
  4036. _f1.subVectors( _v2, _v1$2 );
  4037. _f2.subVectors( _v0, _v2 );
  4038. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4039. // 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
  4040. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4041. var axes = [
  4042. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4043. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4044. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4045. ];
  4046. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4047. return false;
  4048. }
  4049. // test 3 face normals from the aabb
  4050. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4051. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4052. return false;
  4053. }
  4054. // finally testing the face normal of the triangle
  4055. // use already existing triangle edge vectors here
  4056. _triangleNormal.crossVectors( _f0, _f1 );
  4057. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4058. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4059. },
  4060. clampPoint: function ( point, target ) {
  4061. if ( target === undefined ) {
  4062. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4063. target = new Vector3();
  4064. }
  4065. return target.copy( point ).clamp( this.min, this.max );
  4066. },
  4067. distanceToPoint: function ( point ) {
  4068. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4069. return clampedPoint.sub( point ).length();
  4070. },
  4071. getBoundingSphere: function ( target ) {
  4072. if ( target === undefined ) {
  4073. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4074. //target = new Sphere(); // removed to avoid cyclic dependency
  4075. }
  4076. this.getCenter( target.center );
  4077. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4078. return target;
  4079. },
  4080. intersect: function ( box ) {
  4081. this.min.max( box.min );
  4082. this.max.min( box.max );
  4083. // 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.
  4084. if ( this.isEmpty() ) { this.makeEmpty(); }
  4085. return this;
  4086. },
  4087. union: function ( box ) {
  4088. this.min.min( box.min );
  4089. this.max.max( box.max );
  4090. return this;
  4091. },
  4092. applyMatrix4: function ( matrix ) {
  4093. // transform of empty box is an empty box.
  4094. if ( this.isEmpty() ) { return this; }
  4095. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4096. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4097. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4098. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4099. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4100. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4101. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4102. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4103. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4104. this.setFromPoints( _points );
  4105. return this;
  4106. },
  4107. translate: function ( offset ) {
  4108. this.min.add( offset );
  4109. this.max.add( offset );
  4110. return this;
  4111. },
  4112. equals: function ( box ) {
  4113. return box.min.equals( this.min ) && box.max.equals( this.max );
  4114. }
  4115. } );
  4116. function satForAxes( axes, v0, v1, v2, extents ) {
  4117. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4118. _testAxis.fromArray( axes, i );
  4119. // project the aabb onto the seperating axis
  4120. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4121. // project all 3 vertices of the triangle onto the seperating axis
  4122. var p0 = v0.dot( _testAxis );
  4123. var p1 = v1.dot( _testAxis );
  4124. var p2 = v2.dot( _testAxis );
  4125. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4126. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4127. // points of the projected triangle are outside the projected half-length of the aabb
  4128. // the axis is seperating and we can exit
  4129. return false;
  4130. }
  4131. }
  4132. return true;
  4133. }
  4134. var _box$1 = new Box3();
  4135. /**
  4136. * @author bhouston / http://clara.io
  4137. * @author mrdoob / http://mrdoob.com/
  4138. */
  4139. function Sphere( center, radius ) {
  4140. this.center = ( center !== undefined ) ? center : new Vector3();
  4141. this.radius = ( radius !== undefined ) ? radius : - 1;
  4142. }
  4143. Object.assign( Sphere.prototype, {
  4144. set: function ( center, radius ) {
  4145. this.center.copy( center );
  4146. this.radius = radius;
  4147. return this;
  4148. },
  4149. setFromPoints: function ( points, optionalCenter ) {
  4150. var center = this.center;
  4151. if ( optionalCenter !== undefined ) {
  4152. center.copy( optionalCenter );
  4153. } else {
  4154. _box$1.setFromPoints( points ).getCenter( center );
  4155. }
  4156. var maxRadiusSq = 0;
  4157. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4158. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4159. }
  4160. this.radius = Math.sqrt( maxRadiusSq );
  4161. return this;
  4162. },
  4163. clone: function () {
  4164. return new this.constructor().copy( this );
  4165. },
  4166. copy: function ( sphere ) {
  4167. this.center.copy( sphere.center );
  4168. this.radius = sphere.radius;
  4169. return this;
  4170. },
  4171. isEmpty: function () {
  4172. return ( this.radius < 0 );
  4173. },
  4174. makeEmpty: function () {
  4175. this.center.set( 0, 0, 0 );
  4176. this.radius = - 1;
  4177. return this;
  4178. },
  4179. containsPoint: function ( point ) {
  4180. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4181. },
  4182. distanceToPoint: function ( point ) {
  4183. return ( point.distanceTo( this.center ) - this.radius );
  4184. },
  4185. intersectsSphere: function ( sphere ) {
  4186. var radiusSum = this.radius + sphere.radius;
  4187. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4188. },
  4189. intersectsBox: function ( box ) {
  4190. return box.intersectsSphere( this );
  4191. },
  4192. intersectsPlane: function ( plane ) {
  4193. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4194. },
  4195. clampPoint: function ( point, target ) {
  4196. var deltaLengthSq = this.center.distanceToSquared( point );
  4197. if ( target === undefined ) {
  4198. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4199. target = new Vector3();
  4200. }
  4201. target.copy( point );
  4202. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4203. target.sub( this.center ).normalize();
  4204. target.multiplyScalar( this.radius ).add( this.center );
  4205. }
  4206. return target;
  4207. },
  4208. getBoundingBox: function ( target ) {
  4209. if ( target === undefined ) {
  4210. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4211. target = new Box3();
  4212. }
  4213. if ( this.isEmpty() ) {
  4214. // Empty sphere produces empty bounding box
  4215. target.makeEmpty();
  4216. return target;
  4217. }
  4218. target.set( this.center, this.center );
  4219. target.expandByScalar( this.radius );
  4220. return target;
  4221. },
  4222. applyMatrix4: function ( matrix ) {
  4223. this.center.applyMatrix4( matrix );
  4224. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4225. return this;
  4226. },
  4227. translate: function ( offset ) {
  4228. this.center.add( offset );
  4229. return this;
  4230. },
  4231. equals: function ( sphere ) {
  4232. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4233. }
  4234. } );
  4235. var _vector$2 = new Vector3();
  4236. var _segCenter = new Vector3();
  4237. var _segDir = new Vector3();
  4238. var _diff = new Vector3();
  4239. var _edge1 = new Vector3();
  4240. var _edge2 = new Vector3();
  4241. var _normal = new Vector3();
  4242. /**
  4243. * @author bhouston / http://clara.io
  4244. */
  4245. function Ray( origin, direction ) {
  4246. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4247. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4248. }
  4249. Object.assign( Ray.prototype, {
  4250. set: function ( origin, direction ) {
  4251. this.origin.copy( origin );
  4252. this.direction.copy( direction );
  4253. return this;
  4254. },
  4255. clone: function () {
  4256. return new this.constructor().copy( this );
  4257. },
  4258. copy: function ( ray ) {
  4259. this.origin.copy( ray.origin );
  4260. this.direction.copy( ray.direction );
  4261. return this;
  4262. },
  4263. at: function ( t, target ) {
  4264. if ( target === undefined ) {
  4265. console.warn( 'THREE.Ray: .at() target is now required' );
  4266. target = new Vector3();
  4267. }
  4268. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4269. },
  4270. lookAt: function ( v ) {
  4271. this.direction.copy( v ).sub( this.origin ).normalize();
  4272. return this;
  4273. },
  4274. recast: function ( t ) {
  4275. this.origin.copy( this.at( t, _vector$2 ) );
  4276. return this;
  4277. },
  4278. closestPointToPoint: function ( point, target ) {
  4279. if ( target === undefined ) {
  4280. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4281. target = new Vector3();
  4282. }
  4283. target.subVectors( point, this.origin );
  4284. var directionDistance = target.dot( this.direction );
  4285. if ( directionDistance < 0 ) {
  4286. return target.copy( this.origin );
  4287. }
  4288. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4289. },
  4290. distanceToPoint: function ( point ) {
  4291. return Math.sqrt( this.distanceSqToPoint( point ) );
  4292. },
  4293. distanceSqToPoint: function ( point ) {
  4294. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4295. // point behind the ray
  4296. if ( directionDistance < 0 ) {
  4297. return this.origin.distanceToSquared( point );
  4298. }
  4299. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4300. return _vector$2.distanceToSquared( point );
  4301. },
  4302. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4303. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4304. // It returns the min distance between the ray and the segment
  4305. // defined by v0 and v1
  4306. // It can also set two optional targets :
  4307. // - The closest point on the ray
  4308. // - The closest point on the segment
  4309. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4310. _segDir.copy( v1 ).sub( v0 ).normalize();
  4311. _diff.copy( this.origin ).sub( _segCenter );
  4312. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4313. var a01 = - this.direction.dot( _segDir );
  4314. var b0 = _diff.dot( this.direction );
  4315. var b1 = - _diff.dot( _segDir );
  4316. var c = _diff.lengthSq();
  4317. var det = Math.abs( 1 - a01 * a01 );
  4318. var s0, s1, sqrDist, extDet;
  4319. if ( det > 0 ) {
  4320. // The ray and segment are not parallel.
  4321. s0 = a01 * b1 - b0;
  4322. s1 = a01 * b0 - b1;
  4323. extDet = segExtent * det;
  4324. if ( s0 >= 0 ) {
  4325. if ( s1 >= - extDet ) {
  4326. if ( s1 <= extDet ) {
  4327. // region 0
  4328. // Minimum at interior points of ray and segment.
  4329. var invDet = 1 / det;
  4330. s0 *= invDet;
  4331. s1 *= invDet;
  4332. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4333. } else {
  4334. // region 1
  4335. s1 = segExtent;
  4336. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4337. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4338. }
  4339. } else {
  4340. // region 5
  4341. s1 = - segExtent;
  4342. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4343. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4344. }
  4345. } else {
  4346. if ( s1 <= - extDet ) {
  4347. // region 4
  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. } else if ( s1 <= extDet ) {
  4352. // region 3
  4353. s0 = 0;
  4354. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4355. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4356. } else {
  4357. // region 2
  4358. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4359. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4360. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4361. }
  4362. }
  4363. } else {
  4364. // Ray and segment are parallel.
  4365. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4366. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4367. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4368. }
  4369. if ( optionalPointOnRay ) {
  4370. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4371. }
  4372. if ( optionalPointOnSegment ) {
  4373. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4374. }
  4375. return sqrDist;
  4376. },
  4377. intersectSphere: function ( sphere, target ) {
  4378. _vector$2.subVectors( sphere.center, this.origin );
  4379. var tca = _vector$2.dot( this.direction );
  4380. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4381. var radius2 = sphere.radius * sphere.radius;
  4382. if ( d2 > radius2 ) { return null; }
  4383. var thc = Math.sqrt( radius2 - d2 );
  4384. // t0 = first intersect point - entrance on front of sphere
  4385. var t0 = tca - thc;
  4386. // t1 = second intersect point - exit point on back of sphere
  4387. var t1 = tca + thc;
  4388. // test to see if both t0 and t1 are behind the ray - if so, return null
  4389. if ( t0 < 0 && t1 < 0 ) { return null; }
  4390. // test to see if t0 is behind the ray:
  4391. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4392. // in order to always return an intersect point that is in front of the ray.
  4393. if ( t0 < 0 ) { return this.at( t1, target ); }
  4394. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4395. return this.at( t0, target );
  4396. },
  4397. intersectsSphere: function ( sphere ) {
  4398. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4399. },
  4400. distanceToPlane: function ( plane ) {
  4401. var denominator = plane.normal.dot( this.direction );
  4402. if ( denominator === 0 ) {
  4403. // line is coplanar, return origin
  4404. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4405. return 0;
  4406. }
  4407. // Null is preferable to undefined since undefined means.... it is undefined
  4408. return null;
  4409. }
  4410. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4411. // Return if the ray never intersects the plane
  4412. return t >= 0 ? t : null;
  4413. },
  4414. intersectPlane: function ( plane, target ) {
  4415. var t = this.distanceToPlane( plane );
  4416. if ( t === null ) {
  4417. return null;
  4418. }
  4419. return this.at( t, target );
  4420. },
  4421. intersectsPlane: function ( plane ) {
  4422. // check if the ray lies on the plane first
  4423. var distToPoint = plane.distanceToPoint( this.origin );
  4424. if ( distToPoint === 0 ) {
  4425. return true;
  4426. }
  4427. var denominator = plane.normal.dot( this.direction );
  4428. if ( denominator * distToPoint < 0 ) {
  4429. return true;
  4430. }
  4431. // ray origin is behind the plane (and is pointing behind it)
  4432. return false;
  4433. },
  4434. intersectBox: function ( box, target ) {
  4435. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4436. var invdirx = 1 / this.direction.x,
  4437. invdiry = 1 / this.direction.y,
  4438. invdirz = 1 / this.direction.z;
  4439. var origin = this.origin;
  4440. if ( invdirx >= 0 ) {
  4441. tmin = ( box.min.x - origin.x ) * invdirx;
  4442. tmax = ( box.max.x - origin.x ) * invdirx;
  4443. } else {
  4444. tmin = ( box.max.x - origin.x ) * invdirx;
  4445. tmax = ( box.min.x - origin.x ) * invdirx;
  4446. }
  4447. if ( invdiry >= 0 ) {
  4448. tymin = ( box.min.y - origin.y ) * invdiry;
  4449. tymax = ( box.max.y - origin.y ) * invdiry;
  4450. } else {
  4451. tymin = ( box.max.y - origin.y ) * invdiry;
  4452. tymax = ( box.min.y - origin.y ) * invdiry;
  4453. }
  4454. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4455. // These lines also handle the case where tmin or tmax is NaN
  4456. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4457. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4458. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4459. if ( invdirz >= 0 ) {
  4460. tzmin = ( box.min.z - origin.z ) * invdirz;
  4461. tzmax = ( box.max.z - origin.z ) * invdirz;
  4462. } else {
  4463. tzmin = ( box.max.z - origin.z ) * invdirz;
  4464. tzmax = ( box.min.z - origin.z ) * invdirz;
  4465. }
  4466. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4467. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4468. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4469. //return point closest to the ray (positive side)
  4470. if ( tmax < 0 ) { return null; }
  4471. return this.at( tmin >= 0 ? tmin : tmax, target );
  4472. },
  4473. intersectsBox: function ( box ) {
  4474. return this.intersectBox( box, _vector$2 ) !== null;
  4475. },
  4476. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4477. // Compute the offset origin, edges, and normal.
  4478. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4479. _edge1.subVectors( b, a );
  4480. _edge2.subVectors( c, a );
  4481. _normal.crossVectors( _edge1, _edge2 );
  4482. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4483. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4484. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4485. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4486. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4487. var DdN = this.direction.dot( _normal );
  4488. var sign;
  4489. if ( DdN > 0 ) {
  4490. if ( backfaceCulling ) { return null; }
  4491. sign = 1;
  4492. } else if ( DdN < 0 ) {
  4493. sign = - 1;
  4494. DdN = - DdN;
  4495. } else {
  4496. return null;
  4497. }
  4498. _diff.subVectors( this.origin, a );
  4499. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4500. // b1 < 0, no intersection
  4501. if ( DdQxE2 < 0 ) {
  4502. return null;
  4503. }
  4504. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4505. // b2 < 0, no intersection
  4506. if ( DdE1xQ < 0 ) {
  4507. return null;
  4508. }
  4509. // b1+b2 > 1, no intersection
  4510. if ( DdQxE2 + DdE1xQ > DdN ) {
  4511. return null;
  4512. }
  4513. // Line intersects triangle, check if ray does.
  4514. var QdN = - sign * _diff.dot( _normal );
  4515. // t < 0, no intersection
  4516. if ( QdN < 0 ) {
  4517. return null;
  4518. }
  4519. // Ray intersects triangle.
  4520. return this.at( QdN / DdN, target );
  4521. },
  4522. applyMatrix4: function ( matrix4 ) {
  4523. this.origin.applyMatrix4( matrix4 );
  4524. this.direction.transformDirection( matrix4 );
  4525. return this;
  4526. },
  4527. equals: function ( ray ) {
  4528. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4529. }
  4530. } );
  4531. /**
  4532. * @author bhouston / http://clara.io
  4533. */
  4534. var _vector1 = new Vector3();
  4535. var _vector2 = new Vector3();
  4536. var _normalMatrix = new Matrix3();
  4537. function Plane( normal, constant ) {
  4538. // normal is assumed to be normalized
  4539. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4540. this.constant = ( constant !== undefined ) ? constant : 0;
  4541. }
  4542. Object.assign( Plane.prototype, {
  4543. isPlane: true,
  4544. set: function ( normal, constant ) {
  4545. this.normal.copy( normal );
  4546. this.constant = constant;
  4547. return this;
  4548. },
  4549. setComponents: function ( x, y, z, w ) {
  4550. this.normal.set( x, y, z );
  4551. this.constant = w;
  4552. return this;
  4553. },
  4554. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4555. this.normal.copy( normal );
  4556. this.constant = - point.dot( this.normal );
  4557. return this;
  4558. },
  4559. setFromCoplanarPoints: function ( a, b, c ) {
  4560. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4561. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4562. this.setFromNormalAndCoplanarPoint( normal, a );
  4563. return this;
  4564. },
  4565. clone: function () {
  4566. return new this.constructor().copy( this );
  4567. },
  4568. copy: function ( plane ) {
  4569. this.normal.copy( plane.normal );
  4570. this.constant = plane.constant;
  4571. return this;
  4572. },
  4573. normalize: function () {
  4574. // Note: will lead to a divide by zero if the plane is invalid.
  4575. var inverseNormalLength = 1.0 / this.normal.length();
  4576. this.normal.multiplyScalar( inverseNormalLength );
  4577. this.constant *= inverseNormalLength;
  4578. return this;
  4579. },
  4580. negate: function () {
  4581. this.constant *= - 1;
  4582. this.normal.negate();
  4583. return this;
  4584. },
  4585. distanceToPoint: function ( point ) {
  4586. return this.normal.dot( point ) + this.constant;
  4587. },
  4588. distanceToSphere: function ( sphere ) {
  4589. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4590. },
  4591. projectPoint: function ( point, target ) {
  4592. if ( target === undefined ) {
  4593. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4594. target = new Vector3();
  4595. }
  4596. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4597. },
  4598. intersectLine: function ( line, target ) {
  4599. if ( target === undefined ) {
  4600. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4601. target = new Vector3();
  4602. }
  4603. var direction = line.delta( _vector1 );
  4604. var denominator = this.normal.dot( direction );
  4605. if ( denominator === 0 ) {
  4606. // line is coplanar, return origin
  4607. if ( this.distanceToPoint( line.start ) === 0 ) {
  4608. return target.copy( line.start );
  4609. }
  4610. // Unsure if this is the correct method to handle this case.
  4611. return undefined;
  4612. }
  4613. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4614. if ( t < 0 || t > 1 ) {
  4615. return undefined;
  4616. }
  4617. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4618. },
  4619. intersectsLine: function ( line ) {
  4620. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4621. var startSign = this.distanceToPoint( line.start );
  4622. var endSign = this.distanceToPoint( line.end );
  4623. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4624. },
  4625. intersectsBox: function ( box ) {
  4626. return box.intersectsPlane( this );
  4627. },
  4628. intersectsSphere: function ( sphere ) {
  4629. return sphere.intersectsPlane( this );
  4630. },
  4631. coplanarPoint: function ( target ) {
  4632. if ( target === undefined ) {
  4633. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4634. target = new Vector3();
  4635. }
  4636. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4637. },
  4638. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4639. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4640. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4641. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4642. this.constant = - referencePoint.dot( normal );
  4643. return this;
  4644. },
  4645. translate: function ( offset ) {
  4646. this.constant -= offset.dot( this.normal );
  4647. return this;
  4648. },
  4649. equals: function ( plane ) {
  4650. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4651. }
  4652. } );
  4653. /**
  4654. * @author bhouston / http://clara.io
  4655. * @author mrdoob / http://mrdoob.com/
  4656. */
  4657. var _v0$1 = new Vector3();
  4658. var _v1$3 = new Vector3();
  4659. var _v2$1 = new Vector3();
  4660. var _v3 = new Vector3();
  4661. var _vab = new Vector3();
  4662. var _vac = new Vector3();
  4663. var _vbc = new Vector3();
  4664. var _vap = new Vector3();
  4665. var _vbp = new Vector3();
  4666. var _vcp = new Vector3();
  4667. function Triangle( a, b, c ) {
  4668. this.a = ( a !== undefined ) ? a : new Vector3();
  4669. this.b = ( b !== undefined ) ? b : new Vector3();
  4670. this.c = ( c !== undefined ) ? c : new Vector3();
  4671. }
  4672. Object.assign( Triangle, {
  4673. getNormal: function ( a, b, c, target ) {
  4674. if ( target === undefined ) {
  4675. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4676. target = new Vector3();
  4677. }
  4678. target.subVectors( c, b );
  4679. _v0$1.subVectors( a, b );
  4680. target.cross( _v0$1 );
  4681. var targetLengthSq = target.lengthSq();
  4682. if ( targetLengthSq > 0 ) {
  4683. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4684. }
  4685. return target.set( 0, 0, 0 );
  4686. },
  4687. // static/instance method to calculate barycentric coordinates
  4688. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4689. getBarycoord: function ( point, a, b, c, target ) {
  4690. _v0$1.subVectors( c, a );
  4691. _v1$3.subVectors( b, a );
  4692. _v2$1.subVectors( point, a );
  4693. var dot00 = _v0$1.dot( _v0$1 );
  4694. var dot01 = _v0$1.dot( _v1$3 );
  4695. var dot02 = _v0$1.dot( _v2$1 );
  4696. var dot11 = _v1$3.dot( _v1$3 );
  4697. var dot12 = _v1$3.dot( _v2$1 );
  4698. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4699. if ( target === undefined ) {
  4700. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4701. target = new Vector3();
  4702. }
  4703. // collinear or singular triangle
  4704. if ( denom === 0 ) {
  4705. // arbitrary location outside of triangle?
  4706. // not sure if this is the best idea, maybe should be returning undefined
  4707. return target.set( - 2, - 1, - 1 );
  4708. }
  4709. var invDenom = 1 / denom;
  4710. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4711. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4712. // barycentric coordinates must always sum to 1
  4713. return target.set( 1 - u - v, v, u );
  4714. },
  4715. containsPoint: function ( point, a, b, c ) {
  4716. Triangle.getBarycoord( point, a, b, c, _v3 );
  4717. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4718. },
  4719. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4720. this.getBarycoord( point, p1, p2, p3, _v3 );
  4721. target.set( 0, 0 );
  4722. target.addScaledVector( uv1, _v3.x );
  4723. target.addScaledVector( uv2, _v3.y );
  4724. target.addScaledVector( uv3, _v3.z );
  4725. return target;
  4726. },
  4727. isFrontFacing: function ( a, b, c, direction ) {
  4728. _v0$1.subVectors( c, b );
  4729. _v1$3.subVectors( a, b );
  4730. // strictly front facing
  4731. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4732. }
  4733. } );
  4734. Object.assign( Triangle.prototype, {
  4735. set: function ( a, b, c ) {
  4736. this.a.copy( a );
  4737. this.b.copy( b );
  4738. this.c.copy( c );
  4739. return this;
  4740. },
  4741. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4742. this.a.copy( points[ i0 ] );
  4743. this.b.copy( points[ i1 ] );
  4744. this.c.copy( points[ i2 ] );
  4745. return this;
  4746. },
  4747. clone: function () {
  4748. return new this.constructor().copy( this );
  4749. },
  4750. copy: function ( triangle ) {
  4751. this.a.copy( triangle.a );
  4752. this.b.copy( triangle.b );
  4753. this.c.copy( triangle.c );
  4754. return this;
  4755. },
  4756. getArea: function () {
  4757. _v0$1.subVectors( this.c, this.b );
  4758. _v1$3.subVectors( this.a, this.b );
  4759. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4760. },
  4761. getMidpoint: function ( target ) {
  4762. if ( target === undefined ) {
  4763. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4764. target = new Vector3();
  4765. }
  4766. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4767. },
  4768. getNormal: function ( target ) {
  4769. return Triangle.getNormal( this.a, this.b, this.c, target );
  4770. },
  4771. getPlane: function ( target ) {
  4772. if ( target === undefined ) {
  4773. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4774. target = new Plane();
  4775. }
  4776. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4777. },
  4778. getBarycoord: function ( point, target ) {
  4779. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4780. },
  4781. getUV: function ( point, uv1, uv2, uv3, target ) {
  4782. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4783. },
  4784. containsPoint: function ( point ) {
  4785. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4786. },
  4787. isFrontFacing: function ( direction ) {
  4788. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4789. },
  4790. intersectsBox: function ( box ) {
  4791. return box.intersectsTriangle( this );
  4792. },
  4793. closestPointToPoint: function ( p, target ) {
  4794. if ( target === undefined ) {
  4795. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4796. target = new Vector3();
  4797. }
  4798. var a = this.a, b = this.b, c = this.c;
  4799. var v, w;
  4800. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4801. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4802. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4803. // basically, we're distinguishing which of the voronoi regions of the triangle
  4804. // the point lies in with the minimum amount of redundant computation.
  4805. _vab.subVectors( b, a );
  4806. _vac.subVectors( c, a );
  4807. _vap.subVectors( p, a );
  4808. var d1 = _vab.dot( _vap );
  4809. var d2 = _vac.dot( _vap );
  4810. if ( d1 <= 0 && d2 <= 0 ) {
  4811. // vertex region of A; barycentric coords (1, 0, 0)
  4812. return target.copy( a );
  4813. }
  4814. _vbp.subVectors( p, b );
  4815. var d3 = _vab.dot( _vbp );
  4816. var d4 = _vac.dot( _vbp );
  4817. if ( d3 >= 0 && d4 <= d3 ) {
  4818. // vertex region of B; barycentric coords (0, 1, 0)
  4819. return target.copy( b );
  4820. }
  4821. var vc = d1 * d4 - d3 * d2;
  4822. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4823. v = d1 / ( d1 - d3 );
  4824. // edge region of AB; barycentric coords (1-v, v, 0)
  4825. return target.copy( a ).addScaledVector( _vab, v );
  4826. }
  4827. _vcp.subVectors( p, c );
  4828. var d5 = _vab.dot( _vcp );
  4829. var d6 = _vac.dot( _vcp );
  4830. if ( d6 >= 0 && d5 <= d6 ) {
  4831. // vertex region of C; barycentric coords (0, 0, 1)
  4832. return target.copy( c );
  4833. }
  4834. var vb = d5 * d2 - d1 * d6;
  4835. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4836. w = d2 / ( d2 - d6 );
  4837. // edge region of AC; barycentric coords (1-w, 0, w)
  4838. return target.copy( a ).addScaledVector( _vac, w );
  4839. }
  4840. var va = d3 * d6 - d5 * d4;
  4841. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4842. _vbc.subVectors( c, b );
  4843. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4844. // edge region of BC; barycentric coords (0, 1-w, w)
  4845. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4846. }
  4847. // face region
  4848. var denom = 1 / ( va + vb + vc );
  4849. // u = va * denom
  4850. v = vb * denom;
  4851. w = vc * denom;
  4852. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4853. },
  4854. equals: function ( triangle ) {
  4855. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4856. }
  4857. } );
  4858. /**
  4859. * @author mrdoob / http://mrdoob.com/
  4860. */
  4861. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4862. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4863. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4864. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4865. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4866. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4867. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4868. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4869. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4870. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4871. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4872. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4873. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4874. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4875. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4876. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4877. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4878. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4879. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4880. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4881. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4882. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4883. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4884. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4885. var _hslA = { h: 0, s: 0, l: 0 };
  4886. var _hslB = { h: 0, s: 0, l: 0 };
  4887. function Color( r, g, b ) {
  4888. if ( g === undefined && b === undefined ) {
  4889. // r is THREE.Color, hex or string
  4890. return this.set( r );
  4891. }
  4892. return this.setRGB( r, g, b );
  4893. }
  4894. function hue2rgb( p, q, t ) {
  4895. if ( t < 0 ) { t += 1; }
  4896. if ( t > 1 ) { t -= 1; }
  4897. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4898. if ( t < 1 / 2 ) { return q; }
  4899. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4900. return p;
  4901. }
  4902. function SRGBToLinear( c ) {
  4903. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4904. }
  4905. function LinearToSRGB( c ) {
  4906. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4907. }
  4908. Object.assign( Color.prototype, {
  4909. isColor: true,
  4910. r: 1, g: 1, b: 1,
  4911. set: function ( value ) {
  4912. if ( value && value.isColor ) {
  4913. this.copy( value );
  4914. } else if ( typeof value === 'number' ) {
  4915. this.setHex( value );
  4916. } else if ( typeof value === 'string' ) {
  4917. this.setStyle( value );
  4918. }
  4919. return this;
  4920. },
  4921. setScalar: function ( scalar ) {
  4922. this.r = scalar;
  4923. this.g = scalar;
  4924. this.b = scalar;
  4925. return this;
  4926. },
  4927. setHex: function ( hex ) {
  4928. hex = Math.floor( hex );
  4929. this.r = ( hex >> 16 & 255 ) / 255;
  4930. this.g = ( hex >> 8 & 255 ) / 255;
  4931. this.b = ( hex & 255 ) / 255;
  4932. return this;
  4933. },
  4934. setRGB: function ( r, g, b ) {
  4935. this.r = r;
  4936. this.g = g;
  4937. this.b = b;
  4938. return this;
  4939. },
  4940. setHSL: function ( h, s, l ) {
  4941. // h,s,l ranges are in 0.0 - 1.0
  4942. h = MathUtils.euclideanModulo( h, 1 );
  4943. s = MathUtils.clamp( s, 0, 1 );
  4944. l = MathUtils.clamp( l, 0, 1 );
  4945. if ( s === 0 ) {
  4946. this.r = this.g = this.b = l;
  4947. } else {
  4948. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4949. var q = ( 2 * l ) - p;
  4950. this.r = hue2rgb( q, p, h + 1 / 3 );
  4951. this.g = hue2rgb( q, p, h );
  4952. this.b = hue2rgb( q, p, h - 1 / 3 );
  4953. }
  4954. return this;
  4955. },
  4956. setStyle: function ( style ) {
  4957. function handleAlpha( string ) {
  4958. if ( string === undefined ) { return; }
  4959. if ( parseFloat( string ) < 1 ) {
  4960. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4961. }
  4962. }
  4963. var m;
  4964. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4965. // rgb / hsl
  4966. var color;
  4967. var name = m[ 1 ];
  4968. var components = m[ 2 ];
  4969. switch ( name ) {
  4970. case 'rgb':
  4971. case 'rgba':
  4972. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4973. // rgb(255,0,0) rgba(255,0,0,0.5)
  4974. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4975. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4976. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4977. handleAlpha( color[ 5 ] );
  4978. return this;
  4979. }
  4980. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4981. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4982. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4983. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4984. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4985. handleAlpha( color[ 5 ] );
  4986. return this;
  4987. }
  4988. break;
  4989. case 'hsl':
  4990. case 'hsla':
  4991. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4992. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4993. var h = parseFloat( color[ 1 ] ) / 360;
  4994. var s = parseInt( color[ 2 ], 10 ) / 100;
  4995. var l = parseInt( color[ 3 ], 10 ) / 100;
  4996. handleAlpha( color[ 5 ] );
  4997. return this.setHSL( h, s, l );
  4998. }
  4999. break;
  5000. }
  5001. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  5002. // hex color
  5003. var hex = m[ 1 ];
  5004. var size = hex.length;
  5005. if ( size === 3 ) {
  5006. // #ff0
  5007. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  5008. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  5009. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  5010. return this;
  5011. } else if ( size === 6 ) {
  5012. // #ff0000
  5013. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5014. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5015. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5016. return this;
  5017. }
  5018. }
  5019. if ( style && style.length > 0 ) {
  5020. return this.setColorName( style );
  5021. }
  5022. return this;
  5023. },
  5024. setColorName: function ( style ) {
  5025. // color keywords
  5026. var hex = _colorKeywords[ style ];
  5027. if ( hex !== undefined ) {
  5028. // red
  5029. this.setHex( hex );
  5030. } else {
  5031. // unknown color
  5032. console.warn( 'THREE.Color: Unknown color ' + style );
  5033. }
  5034. return this;
  5035. },
  5036. clone: function () {
  5037. return new this.constructor( this.r, this.g, this.b );
  5038. },
  5039. copy: function ( color ) {
  5040. this.r = color.r;
  5041. this.g = color.g;
  5042. this.b = color.b;
  5043. return this;
  5044. },
  5045. copyGammaToLinear: function ( color, gammaFactor ) {
  5046. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5047. this.r = Math.pow( color.r, gammaFactor );
  5048. this.g = Math.pow( color.g, gammaFactor );
  5049. this.b = Math.pow( color.b, gammaFactor );
  5050. return this;
  5051. },
  5052. copyLinearToGamma: function ( color, gammaFactor ) {
  5053. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5054. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5055. this.r = Math.pow( color.r, safeInverse );
  5056. this.g = Math.pow( color.g, safeInverse );
  5057. this.b = Math.pow( color.b, safeInverse );
  5058. return this;
  5059. },
  5060. convertGammaToLinear: function ( gammaFactor ) {
  5061. this.copyGammaToLinear( this, gammaFactor );
  5062. return this;
  5063. },
  5064. convertLinearToGamma: function ( gammaFactor ) {
  5065. this.copyLinearToGamma( this, gammaFactor );
  5066. return this;
  5067. },
  5068. copySRGBToLinear: function ( color ) {
  5069. this.r = SRGBToLinear( color.r );
  5070. this.g = SRGBToLinear( color.g );
  5071. this.b = SRGBToLinear( color.b );
  5072. return this;
  5073. },
  5074. copyLinearToSRGB: function ( color ) {
  5075. this.r = LinearToSRGB( color.r );
  5076. this.g = LinearToSRGB( color.g );
  5077. this.b = LinearToSRGB( color.b );
  5078. return this;
  5079. },
  5080. convertSRGBToLinear: function () {
  5081. this.copySRGBToLinear( this );
  5082. return this;
  5083. },
  5084. convertLinearToSRGB: function () {
  5085. this.copyLinearToSRGB( this );
  5086. return this;
  5087. },
  5088. getHex: function () {
  5089. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5090. },
  5091. getHexString: function () {
  5092. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5093. },
  5094. getHSL: function ( target ) {
  5095. // h,s,l ranges are in 0.0 - 1.0
  5096. if ( target === undefined ) {
  5097. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5098. target = { h: 0, s: 0, l: 0 };
  5099. }
  5100. var r = this.r, g = this.g, b = this.b;
  5101. var max = Math.max( r, g, b );
  5102. var min = Math.min( r, g, b );
  5103. var hue, saturation;
  5104. var lightness = ( min + max ) / 2.0;
  5105. if ( min === max ) {
  5106. hue = 0;
  5107. saturation = 0;
  5108. } else {
  5109. var delta = max - min;
  5110. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5111. switch ( max ) {
  5112. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5113. case g: hue = ( b - r ) / delta + 2; break;
  5114. case b: hue = ( r - g ) / delta + 4; break;
  5115. }
  5116. hue /= 6;
  5117. }
  5118. target.h = hue;
  5119. target.s = saturation;
  5120. target.l = lightness;
  5121. return target;
  5122. },
  5123. getStyle: function () {
  5124. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5125. },
  5126. offsetHSL: function ( h, s, l ) {
  5127. this.getHSL( _hslA );
  5128. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5129. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5130. return this;
  5131. },
  5132. add: function ( color ) {
  5133. this.r += color.r;
  5134. this.g += color.g;
  5135. this.b += color.b;
  5136. return this;
  5137. },
  5138. addColors: function ( color1, color2 ) {
  5139. this.r = color1.r + color2.r;
  5140. this.g = color1.g + color2.g;
  5141. this.b = color1.b + color2.b;
  5142. return this;
  5143. },
  5144. addScalar: function ( s ) {
  5145. this.r += s;
  5146. this.g += s;
  5147. this.b += s;
  5148. return this;
  5149. },
  5150. sub: function ( color ) {
  5151. this.r = Math.max( 0, this.r - color.r );
  5152. this.g = Math.max( 0, this.g - color.g );
  5153. this.b = Math.max( 0, this.b - color.b );
  5154. return this;
  5155. },
  5156. multiply: function ( color ) {
  5157. this.r *= color.r;
  5158. this.g *= color.g;
  5159. this.b *= color.b;
  5160. return this;
  5161. },
  5162. multiplyScalar: function ( s ) {
  5163. this.r *= s;
  5164. this.g *= s;
  5165. this.b *= s;
  5166. return this;
  5167. },
  5168. lerp: function ( color, alpha ) {
  5169. this.r += ( color.r - this.r ) * alpha;
  5170. this.g += ( color.g - this.g ) * alpha;
  5171. this.b += ( color.b - this.b ) * alpha;
  5172. return this;
  5173. },
  5174. lerpHSL: function ( color, alpha ) {
  5175. this.getHSL( _hslA );
  5176. color.getHSL( _hslB );
  5177. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5178. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5179. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5180. this.setHSL( h, s, l );
  5181. return this;
  5182. },
  5183. equals: function ( c ) {
  5184. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5185. },
  5186. fromArray: function ( array, offset ) {
  5187. if ( offset === undefined ) { offset = 0; }
  5188. this.r = array[ offset ];
  5189. this.g = array[ offset + 1 ];
  5190. this.b = array[ offset + 2 ];
  5191. return this;
  5192. },
  5193. toArray: function ( array, offset ) {
  5194. if ( array === undefined ) { array = []; }
  5195. if ( offset === undefined ) { offset = 0; }
  5196. array[ offset ] = this.r;
  5197. array[ offset + 1 ] = this.g;
  5198. array[ offset + 2 ] = this.b;
  5199. return array;
  5200. },
  5201. fromBufferAttribute: function ( attribute, index ) {
  5202. this.r = attribute.getX( index );
  5203. this.g = attribute.getY( index );
  5204. this.b = attribute.getZ( index );
  5205. if ( attribute.normalized === true ) {
  5206. // assuming Uint8Array
  5207. this.r /= 255;
  5208. this.g /= 255;
  5209. this.b /= 255;
  5210. }
  5211. return this;
  5212. },
  5213. toJSON: function () {
  5214. return this.getHex();
  5215. }
  5216. } );
  5217. Color.NAMES = _colorKeywords;
  5218. /**
  5219. * @author mrdoob / http://mrdoob.com/
  5220. * @author alteredq / http://alteredqualia.com/
  5221. */
  5222. function Face3( a, b, c, normal, color, materialIndex ) {
  5223. this.a = a;
  5224. this.b = b;
  5225. this.c = c;
  5226. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5227. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5228. this.color = ( color && color.isColor ) ? color : new Color();
  5229. this.vertexColors = Array.isArray( color ) ? color : [];
  5230. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5231. }
  5232. Object.assign( Face3.prototype, {
  5233. clone: function () {
  5234. return new this.constructor().copy( this );
  5235. },
  5236. copy: function ( source ) {
  5237. this.a = source.a;
  5238. this.b = source.b;
  5239. this.c = source.c;
  5240. this.normal.copy( source.normal );
  5241. this.color.copy( source.color );
  5242. this.materialIndex = source.materialIndex;
  5243. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5244. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5245. }
  5246. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5247. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5248. }
  5249. return this;
  5250. }
  5251. } );
  5252. /**
  5253. * @author mrdoob / http://mrdoob.com/
  5254. * @author alteredq / http://alteredqualia.com/
  5255. */
  5256. var materialId = 0;
  5257. function Material() {
  5258. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5259. this.uuid = MathUtils.generateUUID();
  5260. this.name = '';
  5261. this.type = 'Material';
  5262. this.fog = true;
  5263. this.blending = NormalBlending;
  5264. this.side = FrontSide;
  5265. this.flatShading = false;
  5266. this.vertexColors = false;
  5267. this.opacity = 1;
  5268. this.transparent = false;
  5269. this.blendSrc = SrcAlphaFactor;
  5270. this.blendDst = OneMinusSrcAlphaFactor;
  5271. this.blendEquation = AddEquation;
  5272. this.blendSrcAlpha = null;
  5273. this.blendDstAlpha = null;
  5274. this.blendEquationAlpha = null;
  5275. this.depthFunc = LessEqualDepth;
  5276. this.depthTest = true;
  5277. this.depthWrite = true;
  5278. this.stencilWriteMask = 0xff;
  5279. this.stencilFunc = AlwaysStencilFunc;
  5280. this.stencilRef = 0;
  5281. this.stencilFuncMask = 0xff;
  5282. this.stencilFail = KeepStencilOp;
  5283. this.stencilZFail = KeepStencilOp;
  5284. this.stencilZPass = KeepStencilOp;
  5285. this.stencilWrite = false;
  5286. this.clippingPlanes = null;
  5287. this.clipIntersection = false;
  5288. this.clipShadows = false;
  5289. this.shadowSide = null;
  5290. this.colorWrite = true;
  5291. this.precision = null; // override the renderer's default precision for this material
  5292. this.polygonOffset = false;
  5293. this.polygonOffsetFactor = 0;
  5294. this.polygonOffsetUnits = 0;
  5295. this.dithering = false;
  5296. this.alphaTest = 0;
  5297. this.premultipliedAlpha = false;
  5298. this.visible = true;
  5299. this.toneMapped = true;
  5300. this.userData = {};
  5301. this.version = 0;
  5302. }
  5303. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5304. constructor: Material,
  5305. isMaterial: true,
  5306. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5307. customProgramCacheKey: function () {
  5308. return this.onBeforeCompile.toString();
  5309. },
  5310. setValues: function ( values ) {
  5311. if ( values === undefined ) { return; }
  5312. for ( var key in values ) {
  5313. var newValue = values[ key ];
  5314. if ( newValue === undefined ) {
  5315. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5316. continue;
  5317. }
  5318. // for backward compatability if shading is set in the constructor
  5319. if ( key === 'shading' ) {
  5320. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5321. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5322. continue;
  5323. }
  5324. var currentValue = this[ key ];
  5325. if ( currentValue === undefined ) {
  5326. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5327. continue;
  5328. }
  5329. if ( currentValue && currentValue.isColor ) {
  5330. currentValue.set( newValue );
  5331. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5332. currentValue.copy( newValue );
  5333. } else {
  5334. this[ key ] = newValue;
  5335. }
  5336. }
  5337. },
  5338. toJSON: function ( meta ) {
  5339. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5340. if ( isRoot ) {
  5341. meta = {
  5342. textures: {},
  5343. images: {}
  5344. };
  5345. }
  5346. var data = {
  5347. metadata: {
  5348. version: 4.5,
  5349. type: 'Material',
  5350. generator: 'Material.toJSON'
  5351. }
  5352. };
  5353. // standard Material serialization
  5354. data.uuid = this.uuid;
  5355. data.type = this.type;
  5356. if ( this.name !== '' ) { data.name = this.name; }
  5357. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5358. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5359. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5360. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5361. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5362. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5363. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5364. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5365. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5366. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5367. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5368. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5369. }
  5370. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5371. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5372. }
  5373. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5374. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5375. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5376. }
  5377. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5378. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5379. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5380. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5381. if ( this.aoMap && this.aoMap.isTexture ) {
  5382. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5383. data.aoMapIntensity = this.aoMapIntensity;
  5384. }
  5385. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5386. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5387. data.bumpScale = this.bumpScale;
  5388. }
  5389. if ( this.normalMap && this.normalMap.isTexture ) {
  5390. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5391. data.normalMapType = this.normalMapType;
  5392. data.normalScale = this.normalScale.toArray();
  5393. }
  5394. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5395. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5396. data.displacementScale = this.displacementScale;
  5397. data.displacementBias = this.displacementBias;
  5398. }
  5399. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5400. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5401. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5402. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5403. if ( this.envMap && this.envMap.isTexture ) {
  5404. data.envMap = this.envMap.toJSON( meta ).uuid;
  5405. data.reflectivity = this.reflectivity; // Scale behind envMap
  5406. data.refractionRatio = this.refractionRatio;
  5407. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5408. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5409. }
  5410. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5411. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5412. }
  5413. if ( this.size !== undefined ) { data.size = this.size; }
  5414. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5415. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5416. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5417. if ( this.side !== FrontSide ) { data.side = this.side; }
  5418. if ( this.vertexColors ) { data.vertexColors = true; }
  5419. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5420. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5421. data.depthFunc = this.depthFunc;
  5422. data.depthTest = this.depthTest;
  5423. data.depthWrite = this.depthWrite;
  5424. data.stencilWrite = this.stencilWrite;
  5425. data.stencilWriteMask = this.stencilWriteMask;
  5426. data.stencilFunc = this.stencilFunc;
  5427. data.stencilRef = this.stencilRef;
  5428. data.stencilFuncMask = this.stencilFuncMask;
  5429. data.stencilFail = this.stencilFail;
  5430. data.stencilZFail = this.stencilZFail;
  5431. data.stencilZPass = this.stencilZPass;
  5432. // rotation (SpriteMaterial)
  5433. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5434. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5435. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5436. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5437. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5438. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5439. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5440. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5441. if ( this.dithering === true ) { data.dithering = true; }
  5442. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5443. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5444. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5445. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5446. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5447. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5448. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5449. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5450. if ( this.skinning === true ) { data.skinning = true; }
  5451. if ( this.visible === false ) { data.visible = false; }
  5452. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5453. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5454. // TODO: Copied from Object3D.toJSON
  5455. function extractFromCache( cache ) {
  5456. var values = [];
  5457. for ( var key in cache ) {
  5458. var data = cache[ key ];
  5459. delete data.metadata;
  5460. values.push( data );
  5461. }
  5462. return values;
  5463. }
  5464. if ( isRoot ) {
  5465. var textures = extractFromCache( meta.textures );
  5466. var images = extractFromCache( meta.images );
  5467. if ( textures.length > 0 ) { data.textures = textures; }
  5468. if ( images.length > 0 ) { data.images = images; }
  5469. }
  5470. return data;
  5471. },
  5472. clone: function () {
  5473. return new this.constructor().copy( this );
  5474. },
  5475. copy: function ( source ) {
  5476. this.name = source.name;
  5477. this.fog = source.fog;
  5478. this.blending = source.blending;
  5479. this.side = source.side;
  5480. this.flatShading = source.flatShading;
  5481. this.vertexColors = source.vertexColors;
  5482. this.opacity = source.opacity;
  5483. this.transparent = source.transparent;
  5484. this.blendSrc = source.blendSrc;
  5485. this.blendDst = source.blendDst;
  5486. this.blendEquation = source.blendEquation;
  5487. this.blendSrcAlpha = source.blendSrcAlpha;
  5488. this.blendDstAlpha = source.blendDstAlpha;
  5489. this.blendEquationAlpha = source.blendEquationAlpha;
  5490. this.depthFunc = source.depthFunc;
  5491. this.depthTest = source.depthTest;
  5492. this.depthWrite = source.depthWrite;
  5493. this.stencilWriteMask = source.stencilWriteMask;
  5494. this.stencilFunc = source.stencilFunc;
  5495. this.stencilRef = source.stencilRef;
  5496. this.stencilFuncMask = source.stencilFuncMask;
  5497. this.stencilFail = source.stencilFail;
  5498. this.stencilZFail = source.stencilZFail;
  5499. this.stencilZPass = source.stencilZPass;
  5500. this.stencilWrite = source.stencilWrite;
  5501. var srcPlanes = source.clippingPlanes;
  5502. var dstPlanes = null;
  5503. if ( srcPlanes !== null ) {
  5504. var n = srcPlanes.length;
  5505. dstPlanes = new Array( n );
  5506. for ( var i = 0; i !== n; ++ i ) {
  5507. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5508. }
  5509. }
  5510. this.clippingPlanes = dstPlanes;
  5511. this.clipIntersection = source.clipIntersection;
  5512. this.clipShadows = source.clipShadows;
  5513. this.shadowSide = source.shadowSide;
  5514. this.colorWrite = source.colorWrite;
  5515. this.precision = source.precision;
  5516. this.polygonOffset = source.polygonOffset;
  5517. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5518. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5519. this.dithering = source.dithering;
  5520. this.alphaTest = source.alphaTest;
  5521. this.premultipliedAlpha = source.premultipliedAlpha;
  5522. this.visible = source.visible;
  5523. this.toneMapped = source.toneMapped;
  5524. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5525. return this;
  5526. },
  5527. dispose: function () {
  5528. this.dispatchEvent( { type: 'dispose' } );
  5529. }
  5530. } );
  5531. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5532. set: function ( value ) {
  5533. if ( value === true ) { this.version ++; }
  5534. }
  5535. } );
  5536. /**
  5537. * @author mrdoob / http://mrdoob.com/
  5538. * @author alteredq / http://alteredqualia.com/
  5539. *
  5540. * parameters = {
  5541. * color: <hex>,
  5542. * opacity: <float>,
  5543. * map: new THREE.Texture( <Image> ),
  5544. *
  5545. * lightMap: new THREE.Texture( <Image> ),
  5546. * lightMapIntensity: <float>
  5547. *
  5548. * aoMap: new THREE.Texture( <Image> ),
  5549. * aoMapIntensity: <float>
  5550. *
  5551. * specularMap: new THREE.Texture( <Image> ),
  5552. *
  5553. * alphaMap: new THREE.Texture( <Image> ),
  5554. *
  5555. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5556. * combine: THREE.Multiply,
  5557. * reflectivity: <float>,
  5558. * refractionRatio: <float>,
  5559. *
  5560. * depthTest: <bool>,
  5561. * depthWrite: <bool>,
  5562. *
  5563. * wireframe: <boolean>,
  5564. * wireframeLinewidth: <float>,
  5565. *
  5566. * skinning: <bool>,
  5567. * morphTargets: <bool>
  5568. * }
  5569. */
  5570. function MeshBasicMaterial( parameters ) {
  5571. Material.call( this );
  5572. this.type = 'MeshBasicMaterial';
  5573. this.color = new Color( 0xffffff ); // emissive
  5574. this.map = null;
  5575. this.lightMap = null;
  5576. this.lightMapIntensity = 1.0;
  5577. this.aoMap = null;
  5578. this.aoMapIntensity = 1.0;
  5579. this.specularMap = null;
  5580. this.alphaMap = null;
  5581. this.envMap = null;
  5582. this.combine = MultiplyOperation;
  5583. this.reflectivity = 1;
  5584. this.refractionRatio = 0.98;
  5585. this.wireframe = false;
  5586. this.wireframeLinewidth = 1;
  5587. this.wireframeLinecap = 'round';
  5588. this.wireframeLinejoin = 'round';
  5589. this.skinning = false;
  5590. this.morphTargets = false;
  5591. this.setValues( parameters );
  5592. }
  5593. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5594. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5595. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5596. MeshBasicMaterial.prototype.copy = function ( source ) {
  5597. Material.prototype.copy.call( this, source );
  5598. this.color.copy( source.color );
  5599. this.map = source.map;
  5600. this.lightMap = source.lightMap;
  5601. this.lightMapIntensity = source.lightMapIntensity;
  5602. this.aoMap = source.aoMap;
  5603. this.aoMapIntensity = source.aoMapIntensity;
  5604. this.specularMap = source.specularMap;
  5605. this.alphaMap = source.alphaMap;
  5606. this.envMap = source.envMap;
  5607. this.combine = source.combine;
  5608. this.reflectivity = source.reflectivity;
  5609. this.refractionRatio = source.refractionRatio;
  5610. this.wireframe = source.wireframe;
  5611. this.wireframeLinewidth = source.wireframeLinewidth;
  5612. this.wireframeLinecap = source.wireframeLinecap;
  5613. this.wireframeLinejoin = source.wireframeLinejoin;
  5614. this.skinning = source.skinning;
  5615. this.morphTargets = source.morphTargets;
  5616. return this;
  5617. };
  5618. /**
  5619. * @author mrdoob / http://mrdoob.com/
  5620. */
  5621. var _vector$3 = new Vector3();
  5622. var _vector2$1 = new Vector2();
  5623. function BufferAttribute( array, itemSize, normalized ) {
  5624. if ( Array.isArray( array ) ) {
  5625. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5626. }
  5627. this.name = '';
  5628. this.array = array;
  5629. this.itemSize = itemSize;
  5630. this.count = array !== undefined ? array.length / itemSize : 0;
  5631. this.normalized = normalized === true;
  5632. this.usage = StaticDrawUsage;
  5633. this.updateRange = { offset: 0, count: - 1 };
  5634. this.version = 0;
  5635. }
  5636. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5637. set: function ( value ) {
  5638. if ( value === true ) { this.version ++; }
  5639. }
  5640. } );
  5641. Object.assign( BufferAttribute.prototype, {
  5642. isBufferAttribute: true,
  5643. onUploadCallback: function () {},
  5644. setUsage: function ( value ) {
  5645. this.usage = value;
  5646. return this;
  5647. },
  5648. copy: function ( source ) {
  5649. this.name = source.name;
  5650. this.array = new source.array.constructor( source.array );
  5651. this.itemSize = source.itemSize;
  5652. this.count = source.count;
  5653. this.normalized = source.normalized;
  5654. this.usage = source.usage;
  5655. return this;
  5656. },
  5657. copyAt: function ( index1, attribute, index2 ) {
  5658. index1 *= this.itemSize;
  5659. index2 *= attribute.itemSize;
  5660. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5661. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5662. }
  5663. return this;
  5664. },
  5665. copyArray: function ( array ) {
  5666. this.array.set( array );
  5667. return this;
  5668. },
  5669. copyColorsArray: function ( colors ) {
  5670. var array = this.array;
  5671. var offset = 0;
  5672. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5673. var color = colors[ i ];
  5674. if ( color === undefined ) {
  5675. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5676. color = new Color();
  5677. }
  5678. array[ offset ++ ] = color.r;
  5679. array[ offset ++ ] = color.g;
  5680. array[ offset ++ ] = color.b;
  5681. }
  5682. return this;
  5683. },
  5684. copyVector2sArray: function ( vectors ) {
  5685. var array = this.array;
  5686. var offset = 0;
  5687. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5688. var vector = vectors[ i ];
  5689. if ( vector === undefined ) {
  5690. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5691. vector = new Vector2();
  5692. }
  5693. array[ offset ++ ] = vector.x;
  5694. array[ offset ++ ] = vector.y;
  5695. }
  5696. return this;
  5697. },
  5698. copyVector3sArray: function ( vectors ) {
  5699. var array = this.array;
  5700. var offset = 0;
  5701. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5702. var vector = vectors[ i ];
  5703. if ( vector === undefined ) {
  5704. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5705. vector = new Vector3();
  5706. }
  5707. array[ offset ++ ] = vector.x;
  5708. array[ offset ++ ] = vector.y;
  5709. array[ offset ++ ] = vector.z;
  5710. }
  5711. return this;
  5712. },
  5713. copyVector4sArray: function ( vectors ) {
  5714. var array = this.array;
  5715. var offset = 0;
  5716. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5717. var vector = vectors[ i ];
  5718. if ( vector === undefined ) {
  5719. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5720. vector = new Vector4();
  5721. }
  5722. array[ offset ++ ] = vector.x;
  5723. array[ offset ++ ] = vector.y;
  5724. array[ offset ++ ] = vector.z;
  5725. array[ offset ++ ] = vector.w;
  5726. }
  5727. return this;
  5728. },
  5729. applyMatrix3: function ( m ) {
  5730. if ( this.itemSize === 2 ) {
  5731. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5732. _vector2$1.fromBufferAttribute( this, i );
  5733. _vector2$1.applyMatrix3( m );
  5734. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5735. }
  5736. } else if ( this.itemSize === 3 ) {
  5737. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5738. _vector$3.fromBufferAttribute( this, i$1 );
  5739. _vector$3.applyMatrix3( m );
  5740. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5741. }
  5742. }
  5743. return this;
  5744. },
  5745. applyMatrix4: 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.applyMatrix4( m );
  5751. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5752. }
  5753. return this;
  5754. },
  5755. applyNormalMatrix: 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.applyNormalMatrix( m );
  5761. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5762. }
  5763. return this;
  5764. },
  5765. transformDirection: function ( m ) {
  5766. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5767. _vector$3.x = this.getX( i );
  5768. _vector$3.y = this.getY( i );
  5769. _vector$3.z = this.getZ( i );
  5770. _vector$3.transformDirection( m );
  5771. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5772. }
  5773. return this;
  5774. },
  5775. set: function ( value, offset ) {
  5776. if ( offset === undefined ) { offset = 0; }
  5777. this.array.set( value, offset );
  5778. return this;
  5779. },
  5780. getX: function ( index ) {
  5781. return this.array[ index * this.itemSize ];
  5782. },
  5783. setX: function ( index, x ) {
  5784. this.array[ index * this.itemSize ] = x;
  5785. return this;
  5786. },
  5787. getY: function ( index ) {
  5788. return this.array[ index * this.itemSize + 1 ];
  5789. },
  5790. setY: function ( index, y ) {
  5791. this.array[ index * this.itemSize + 1 ] = y;
  5792. return this;
  5793. },
  5794. getZ: function ( index ) {
  5795. return this.array[ index * this.itemSize + 2 ];
  5796. },
  5797. setZ: function ( index, z ) {
  5798. this.array[ index * this.itemSize + 2 ] = z;
  5799. return this;
  5800. },
  5801. getW: function ( index ) {
  5802. return this.array[ index * this.itemSize + 3 ];
  5803. },
  5804. setW: function ( index, w ) {
  5805. this.array[ index * this.itemSize + 3 ] = w;
  5806. return this;
  5807. },
  5808. setXY: function ( index, x, y ) {
  5809. index *= this.itemSize;
  5810. this.array[ index + 0 ] = x;
  5811. this.array[ index + 1 ] = y;
  5812. return this;
  5813. },
  5814. setXYZ: function ( index, x, y, z ) {
  5815. index *= this.itemSize;
  5816. this.array[ index + 0 ] = x;
  5817. this.array[ index + 1 ] = y;
  5818. this.array[ index + 2 ] = z;
  5819. return this;
  5820. },
  5821. setXYZW: function ( index, x, y, z, w ) {
  5822. index *= this.itemSize;
  5823. this.array[ index + 0 ] = x;
  5824. this.array[ index + 1 ] = y;
  5825. this.array[ index + 2 ] = z;
  5826. this.array[ index + 3 ] = w;
  5827. return this;
  5828. },
  5829. onUpload: function ( callback ) {
  5830. this.onUploadCallback = callback;
  5831. return this;
  5832. },
  5833. clone: function () {
  5834. return new this.constructor( this.array, this.itemSize ).copy( this );
  5835. },
  5836. toJSON: function () {
  5837. return {
  5838. itemSize: this.itemSize,
  5839. type: this.array.constructor.name,
  5840. array: Array.prototype.slice.call( this.array ),
  5841. normalized: this.normalized
  5842. };
  5843. }
  5844. } );
  5845. //
  5846. function Int8BufferAttribute( array, itemSize, normalized ) {
  5847. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5848. }
  5849. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5850. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5851. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5852. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5853. }
  5854. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5855. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5856. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5857. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5858. }
  5859. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5860. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5861. function Int16BufferAttribute( array, itemSize, normalized ) {
  5862. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5863. }
  5864. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5865. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5866. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5867. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5868. }
  5869. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5870. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5871. function Int32BufferAttribute( array, itemSize, normalized ) {
  5872. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5873. }
  5874. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5875. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5876. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5877. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5878. }
  5879. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5880. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5881. function Float32BufferAttribute( array, itemSize, normalized ) {
  5882. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5883. }
  5884. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5885. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5886. function Float64BufferAttribute( array, itemSize, normalized ) {
  5887. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5888. }
  5889. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5890. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5891. /**
  5892. * @author mrdoob / http://mrdoob.com/
  5893. */
  5894. function DirectGeometry() {
  5895. this.vertices = [];
  5896. this.normals = [];
  5897. this.colors = [];
  5898. this.uvs = [];
  5899. this.uvs2 = [];
  5900. this.groups = [];
  5901. this.morphTargets = {};
  5902. this.skinWeights = [];
  5903. this.skinIndices = [];
  5904. // this.lineDistances = [];
  5905. this.boundingBox = null;
  5906. this.boundingSphere = null;
  5907. // update flags
  5908. this.verticesNeedUpdate = false;
  5909. this.normalsNeedUpdate = false;
  5910. this.colorsNeedUpdate = false;
  5911. this.uvsNeedUpdate = false;
  5912. this.groupsNeedUpdate = false;
  5913. }
  5914. Object.assign( DirectGeometry.prototype, {
  5915. computeGroups: function ( geometry ) {
  5916. var groups = [];
  5917. var group, i;
  5918. var materialIndex = undefined;
  5919. var faces = geometry.faces;
  5920. for ( i = 0; i < faces.length; i ++ ) {
  5921. var face = faces[ i ];
  5922. // materials
  5923. if ( face.materialIndex !== materialIndex ) {
  5924. materialIndex = face.materialIndex;
  5925. if ( group !== undefined ) {
  5926. group.count = ( i * 3 ) - group.start;
  5927. groups.push( group );
  5928. }
  5929. group = {
  5930. start: i * 3,
  5931. materialIndex: materialIndex
  5932. };
  5933. }
  5934. }
  5935. if ( group !== undefined ) {
  5936. group.count = ( i * 3 ) - group.start;
  5937. groups.push( group );
  5938. }
  5939. this.groups = groups;
  5940. },
  5941. fromGeometry: function ( geometry ) {
  5942. var faces = geometry.faces;
  5943. var vertices = geometry.vertices;
  5944. var faceVertexUvs = geometry.faceVertexUvs;
  5945. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5946. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5947. // morphs
  5948. var morphTargets = geometry.morphTargets;
  5949. var morphTargetsLength = morphTargets.length;
  5950. var morphTargetsPosition;
  5951. if ( morphTargetsLength > 0 ) {
  5952. morphTargetsPosition = [];
  5953. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5954. morphTargetsPosition[ i ] = {
  5955. name: morphTargets[ i ].name,
  5956. data: []
  5957. };
  5958. }
  5959. this.morphTargets.position = morphTargetsPosition;
  5960. }
  5961. var morphNormals = geometry.morphNormals;
  5962. var morphNormalsLength = morphNormals.length;
  5963. var morphTargetsNormal;
  5964. if ( morphNormalsLength > 0 ) {
  5965. morphTargetsNormal = [];
  5966. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5967. morphTargetsNormal[ i$1 ] = {
  5968. name: morphNormals[ i$1 ].name,
  5969. data: []
  5970. };
  5971. }
  5972. this.morphTargets.normal = morphTargetsNormal;
  5973. }
  5974. // skins
  5975. var skinIndices = geometry.skinIndices;
  5976. var skinWeights = geometry.skinWeights;
  5977. var hasSkinIndices = skinIndices.length === vertices.length;
  5978. var hasSkinWeights = skinWeights.length === vertices.length;
  5979. //
  5980. if ( vertices.length > 0 && faces.length === 0 ) {
  5981. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5982. }
  5983. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5984. var face = faces[ i$2 ];
  5985. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5986. var vertexNormals = face.vertexNormals;
  5987. if ( vertexNormals.length === 3 ) {
  5988. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5989. } else {
  5990. var normal = face.normal;
  5991. this.normals.push( normal, normal, normal );
  5992. }
  5993. var vertexColors = face.vertexColors;
  5994. if ( vertexColors.length === 3 ) {
  5995. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5996. } else {
  5997. var color = face.color;
  5998. this.colors.push( color, color, color );
  5999. }
  6000. if ( hasFaceVertexUv === true ) {
  6001. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  6002. if ( vertexUvs !== undefined ) {
  6003. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6004. } else {
  6005. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  6006. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6007. }
  6008. }
  6009. if ( hasFaceVertexUv2 === true ) {
  6010. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6011. if ( vertexUvs$1 !== undefined ) {
  6012. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6013. } else {
  6014. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6015. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6016. }
  6017. }
  6018. // morphs
  6019. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6020. var morphTarget = morphTargets[ j ].vertices;
  6021. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6022. }
  6023. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6024. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6025. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6026. }
  6027. // skins
  6028. if ( hasSkinIndices ) {
  6029. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6030. }
  6031. if ( hasSkinWeights ) {
  6032. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6033. }
  6034. }
  6035. this.computeGroups( geometry );
  6036. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6037. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6038. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6039. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6040. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6041. if ( geometry.boundingSphere !== null ) {
  6042. this.boundingSphere = geometry.boundingSphere.clone();
  6043. }
  6044. if ( geometry.boundingBox !== null ) {
  6045. this.boundingBox = geometry.boundingBox.clone();
  6046. }
  6047. return this;
  6048. }
  6049. } );
  6050. /**
  6051. * @author mrdoob / http://mrdoob.com/
  6052. */
  6053. function arrayMax( array ) {
  6054. if ( array.length === 0 ) { return - Infinity; }
  6055. var max = array[ 0 ];
  6056. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6057. if ( array[ i ] > max ) { max = array[ i ]; }
  6058. }
  6059. return max;
  6060. }
  6061. /**
  6062. * @author alteredq / http://alteredqualia.com/
  6063. * @author mrdoob / http://mrdoob.com/
  6064. */
  6065. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6066. var _m1$2 = new Matrix4();
  6067. var _obj = new Object3D();
  6068. var _offset = new Vector3();
  6069. var _box$2 = new Box3();
  6070. var _boxMorphTargets = new Box3();
  6071. var _vector$4 = new Vector3();
  6072. function BufferGeometry() {
  6073. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6074. this.uuid = MathUtils.generateUUID();
  6075. this.name = '';
  6076. this.type = 'BufferGeometry';
  6077. this.index = null;
  6078. this.attributes = {};
  6079. this.morphAttributes = {};
  6080. this.morphTargetsRelative = false;
  6081. this.groups = [];
  6082. this.boundingBox = null;
  6083. this.boundingSphere = null;
  6084. this.drawRange = { start: 0, count: Infinity };
  6085. this.userData = {};
  6086. }
  6087. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6088. constructor: BufferGeometry,
  6089. isBufferGeometry: true,
  6090. getIndex: function () {
  6091. return this.index;
  6092. },
  6093. setIndex: function ( index ) {
  6094. if ( Array.isArray( index ) ) {
  6095. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6096. } else {
  6097. this.index = index;
  6098. }
  6099. },
  6100. getAttribute: function ( name ) {
  6101. return this.attributes[ name ];
  6102. },
  6103. setAttribute: function ( name, attribute ) {
  6104. this.attributes[ name ] = attribute;
  6105. return this;
  6106. },
  6107. deleteAttribute: function ( name ) {
  6108. delete this.attributes[ name ];
  6109. return this;
  6110. },
  6111. addGroup: function ( start, count, materialIndex ) {
  6112. this.groups.push( {
  6113. start: start,
  6114. count: count,
  6115. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6116. } );
  6117. },
  6118. clearGroups: function () {
  6119. this.groups = [];
  6120. },
  6121. setDrawRange: function ( start, count ) {
  6122. this.drawRange.start = start;
  6123. this.drawRange.count = count;
  6124. },
  6125. applyMatrix4: function ( matrix ) {
  6126. var position = this.attributes.position;
  6127. if ( position !== undefined ) {
  6128. position.applyMatrix4( matrix );
  6129. position.needsUpdate = true;
  6130. }
  6131. var normal = this.attributes.normal;
  6132. if ( normal !== undefined ) {
  6133. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6134. normal.applyNormalMatrix( normalMatrix );
  6135. normal.needsUpdate = true;
  6136. }
  6137. var tangent = this.attributes.tangent;
  6138. if ( tangent !== undefined ) {
  6139. tangent.transformDirection( matrix );
  6140. tangent.needsUpdate = true;
  6141. }
  6142. if ( this.boundingBox !== null ) {
  6143. this.computeBoundingBox();
  6144. }
  6145. if ( this.boundingSphere !== null ) {
  6146. this.computeBoundingSphere();
  6147. }
  6148. return this;
  6149. },
  6150. rotateX: function ( angle ) {
  6151. // rotate geometry around world x-axis
  6152. _m1$2.makeRotationX( angle );
  6153. this.applyMatrix4( _m1$2 );
  6154. return this;
  6155. },
  6156. rotateY: function ( angle ) {
  6157. // rotate geometry around world y-axis
  6158. _m1$2.makeRotationY( angle );
  6159. this.applyMatrix4( _m1$2 );
  6160. return this;
  6161. },
  6162. rotateZ: function ( angle ) {
  6163. // rotate geometry around world z-axis
  6164. _m1$2.makeRotationZ( angle );
  6165. this.applyMatrix4( _m1$2 );
  6166. return this;
  6167. },
  6168. translate: function ( x, y, z ) {
  6169. // translate geometry
  6170. _m1$2.makeTranslation( x, y, z );
  6171. this.applyMatrix4( _m1$2 );
  6172. return this;
  6173. },
  6174. scale: function ( x, y, z ) {
  6175. // scale geometry
  6176. _m1$2.makeScale( x, y, z );
  6177. this.applyMatrix4( _m1$2 );
  6178. return this;
  6179. },
  6180. lookAt: function ( vector ) {
  6181. _obj.lookAt( vector );
  6182. _obj.updateMatrix();
  6183. this.applyMatrix4( _obj.matrix );
  6184. return this;
  6185. },
  6186. center: function () {
  6187. this.computeBoundingBox();
  6188. this.boundingBox.getCenter( _offset ).negate();
  6189. this.translate( _offset.x, _offset.y, _offset.z );
  6190. return this;
  6191. },
  6192. setFromObject: function ( object ) {
  6193. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6194. var geometry = object.geometry;
  6195. if ( object.isPoints || object.isLine ) {
  6196. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6197. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6198. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6199. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6200. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6201. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6202. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6203. }
  6204. if ( geometry.boundingSphere !== null ) {
  6205. this.boundingSphere = geometry.boundingSphere.clone();
  6206. }
  6207. if ( geometry.boundingBox !== null ) {
  6208. this.boundingBox = geometry.boundingBox.clone();
  6209. }
  6210. } else if ( object.isMesh ) {
  6211. if ( geometry && geometry.isGeometry ) {
  6212. this.fromGeometry( geometry );
  6213. }
  6214. }
  6215. return this;
  6216. },
  6217. setFromPoints: function ( points ) {
  6218. var position = [];
  6219. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6220. var point = points[ i ];
  6221. position.push( point.x, point.y, point.z || 0 );
  6222. }
  6223. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6224. return this;
  6225. },
  6226. updateFromObject: function ( object ) {
  6227. var geometry = object.geometry;
  6228. if ( object.isMesh ) {
  6229. var direct = geometry.__directGeometry;
  6230. if ( geometry.elementsNeedUpdate === true ) {
  6231. direct = undefined;
  6232. geometry.elementsNeedUpdate = false;
  6233. }
  6234. if ( direct === undefined ) {
  6235. return this.fromGeometry( geometry );
  6236. }
  6237. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6238. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6239. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6240. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6241. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6242. geometry.verticesNeedUpdate = false;
  6243. geometry.normalsNeedUpdate = false;
  6244. geometry.colorsNeedUpdate = false;
  6245. geometry.uvsNeedUpdate = false;
  6246. geometry.groupsNeedUpdate = false;
  6247. geometry = direct;
  6248. }
  6249. if ( geometry.verticesNeedUpdate === true ) {
  6250. var attribute = this.attributes.position;
  6251. if ( attribute !== undefined ) {
  6252. attribute.copyVector3sArray( geometry.vertices );
  6253. attribute.needsUpdate = true;
  6254. }
  6255. geometry.verticesNeedUpdate = false;
  6256. }
  6257. if ( geometry.normalsNeedUpdate === true ) {
  6258. var attribute$1 = this.attributes.normal;
  6259. if ( attribute$1 !== undefined ) {
  6260. attribute$1.copyVector3sArray( geometry.normals );
  6261. attribute$1.needsUpdate = true;
  6262. }
  6263. geometry.normalsNeedUpdate = false;
  6264. }
  6265. if ( geometry.colorsNeedUpdate === true ) {
  6266. var attribute$2 = this.attributes.color;
  6267. if ( attribute$2 !== undefined ) {
  6268. attribute$2.copyColorsArray( geometry.colors );
  6269. attribute$2.needsUpdate = true;
  6270. }
  6271. geometry.colorsNeedUpdate = false;
  6272. }
  6273. if ( geometry.uvsNeedUpdate ) {
  6274. var attribute$3 = this.attributes.uv;
  6275. if ( attribute$3 !== undefined ) {
  6276. attribute$3.copyVector2sArray( geometry.uvs );
  6277. attribute$3.needsUpdate = true;
  6278. }
  6279. geometry.uvsNeedUpdate = false;
  6280. }
  6281. if ( geometry.lineDistancesNeedUpdate ) {
  6282. var attribute$4 = this.attributes.lineDistance;
  6283. if ( attribute$4 !== undefined ) {
  6284. attribute$4.copyArray( geometry.lineDistances );
  6285. attribute$4.needsUpdate = true;
  6286. }
  6287. geometry.lineDistancesNeedUpdate = false;
  6288. }
  6289. if ( geometry.groupsNeedUpdate ) {
  6290. geometry.computeGroups( object.geometry );
  6291. this.groups = geometry.groups;
  6292. geometry.groupsNeedUpdate = false;
  6293. }
  6294. return this;
  6295. },
  6296. fromGeometry: function ( geometry ) {
  6297. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6298. return this.fromDirectGeometry( geometry.__directGeometry );
  6299. },
  6300. fromDirectGeometry: function ( geometry ) {
  6301. var positions = new Float32Array( geometry.vertices.length * 3 );
  6302. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6303. if ( geometry.normals.length > 0 ) {
  6304. var normals = new Float32Array( geometry.normals.length * 3 );
  6305. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6306. }
  6307. if ( geometry.colors.length > 0 ) {
  6308. var colors = new Float32Array( geometry.colors.length * 3 );
  6309. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6310. }
  6311. if ( geometry.uvs.length > 0 ) {
  6312. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6313. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6314. }
  6315. if ( geometry.uvs2.length > 0 ) {
  6316. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6317. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6318. }
  6319. // groups
  6320. this.groups = geometry.groups;
  6321. // morphs
  6322. for ( var name in geometry.morphTargets ) {
  6323. var array = [];
  6324. var morphTargets = geometry.morphTargets[ name ];
  6325. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6326. var morphTarget = morphTargets[ i ];
  6327. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6328. attribute.name = morphTarget.name;
  6329. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6330. }
  6331. this.morphAttributes[ name ] = array;
  6332. }
  6333. // skinning
  6334. if ( geometry.skinIndices.length > 0 ) {
  6335. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6336. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6337. }
  6338. if ( geometry.skinWeights.length > 0 ) {
  6339. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6340. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6341. }
  6342. //
  6343. if ( geometry.boundingSphere !== null ) {
  6344. this.boundingSphere = geometry.boundingSphere.clone();
  6345. }
  6346. if ( geometry.boundingBox !== null ) {
  6347. this.boundingBox = geometry.boundingBox.clone();
  6348. }
  6349. return this;
  6350. },
  6351. computeBoundingBox: function () {
  6352. if ( this.boundingBox === null ) {
  6353. this.boundingBox = new Box3();
  6354. }
  6355. var position = this.attributes.position;
  6356. var morphAttributesPosition = this.morphAttributes.position;
  6357. if ( position !== undefined ) {
  6358. this.boundingBox.setFromBufferAttribute( position );
  6359. // process morph attributes if present
  6360. if ( morphAttributesPosition ) {
  6361. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6362. var morphAttribute = morphAttributesPosition[ i ];
  6363. _box$2.setFromBufferAttribute( morphAttribute );
  6364. if ( this.morphTargetsRelative ) {
  6365. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6366. this.boundingBox.expandByPoint( _vector$4 );
  6367. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6368. this.boundingBox.expandByPoint( _vector$4 );
  6369. } else {
  6370. this.boundingBox.expandByPoint( _box$2.min );
  6371. this.boundingBox.expandByPoint( _box$2.max );
  6372. }
  6373. }
  6374. }
  6375. } else {
  6376. this.boundingBox.makeEmpty();
  6377. }
  6378. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6379. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6380. }
  6381. },
  6382. computeBoundingSphere: function () {
  6383. if ( this.boundingSphere === null ) {
  6384. this.boundingSphere = new Sphere();
  6385. }
  6386. var position = this.attributes.position;
  6387. var morphAttributesPosition = this.morphAttributes.position;
  6388. if ( position ) {
  6389. // first, find the center of the bounding sphere
  6390. var center = this.boundingSphere.center;
  6391. _box$2.setFromBufferAttribute( position );
  6392. // process morph attributes if present
  6393. if ( morphAttributesPosition ) {
  6394. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6395. var morphAttribute = morphAttributesPosition[ i ];
  6396. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6397. if ( this.morphTargetsRelative ) {
  6398. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6399. _box$2.expandByPoint( _vector$4 );
  6400. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6401. _box$2.expandByPoint( _vector$4 );
  6402. } else {
  6403. _box$2.expandByPoint( _boxMorphTargets.min );
  6404. _box$2.expandByPoint( _boxMorphTargets.max );
  6405. }
  6406. }
  6407. }
  6408. _box$2.getCenter( center );
  6409. // second, try to find a boundingSphere with a radius smaller than the
  6410. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6411. var maxRadiusSq = 0;
  6412. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6413. _vector$4.fromBufferAttribute( position, i$1 );
  6414. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6415. }
  6416. // process morph attributes if present
  6417. if ( morphAttributesPosition ) {
  6418. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6419. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6420. var morphTargetsRelative = this.morphTargetsRelative;
  6421. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6422. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6423. if ( morphTargetsRelative ) {
  6424. _offset.fromBufferAttribute( position, j );
  6425. _vector$4.add( _offset );
  6426. }
  6427. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6428. }
  6429. }
  6430. }
  6431. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6432. if ( isNaN( this.boundingSphere.radius ) ) {
  6433. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6434. }
  6435. }
  6436. },
  6437. computeFaceNormals: function () {
  6438. // backwards compatibility
  6439. },
  6440. computeVertexNormals: function () {
  6441. var index = this.index;
  6442. var positionAttribute = this.getAttribute( 'position' );
  6443. if ( positionAttribute !== undefined ) {
  6444. var normalAttribute = this.getAttribute( 'normal' );
  6445. if ( normalAttribute === undefined ) {
  6446. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6447. this.setAttribute( 'normal', normalAttribute );
  6448. } else {
  6449. // reset existing normals to zero
  6450. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6451. normalAttribute.setXYZ( i, 0, 0, 0 );
  6452. }
  6453. }
  6454. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6455. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6456. var cb = new Vector3(), ab = new Vector3();
  6457. // indexed elements
  6458. if ( index ) {
  6459. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6460. var vA = index.getX( i$1 + 0 );
  6461. var vB = index.getX( i$1 + 1 );
  6462. var vC = index.getX( i$1 + 2 );
  6463. pA.fromBufferAttribute( positionAttribute, vA );
  6464. pB.fromBufferAttribute( positionAttribute, vB );
  6465. pC.fromBufferAttribute( positionAttribute, vC );
  6466. cb.subVectors( pC, pB );
  6467. ab.subVectors( pA, pB );
  6468. cb.cross( ab );
  6469. nA.fromBufferAttribute( normalAttribute, vA );
  6470. nB.fromBufferAttribute( normalAttribute, vB );
  6471. nC.fromBufferAttribute( normalAttribute, vC );
  6472. nA.add( cb );
  6473. nB.add( cb );
  6474. nC.add( cb );
  6475. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6476. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6477. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6478. }
  6479. } else {
  6480. // non-indexed elements (unconnected triangle soup)
  6481. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6482. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6483. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6484. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6485. cb.subVectors( pC, pB );
  6486. ab.subVectors( pA, pB );
  6487. cb.cross( ab );
  6488. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6489. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6490. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6491. }
  6492. }
  6493. this.normalizeNormals();
  6494. normalAttribute.needsUpdate = true;
  6495. }
  6496. },
  6497. merge: function ( geometry, offset ) {
  6498. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6499. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6500. return;
  6501. }
  6502. if ( offset === undefined ) {
  6503. offset = 0;
  6504. console.warn(
  6505. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6506. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6507. );
  6508. }
  6509. var attributes = this.attributes;
  6510. for ( var key in attributes ) {
  6511. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6512. var attribute1 = attributes[ key ];
  6513. var attributeArray1 = attribute1.array;
  6514. var attribute2 = geometry.attributes[ key ];
  6515. var attributeArray2 = attribute2.array;
  6516. var attributeOffset = attribute2.itemSize * offset;
  6517. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6518. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6519. attributeArray1[ j ] = attributeArray2[ i ];
  6520. }
  6521. }
  6522. return this;
  6523. },
  6524. normalizeNormals: function () {
  6525. var normals = this.attributes.normal;
  6526. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6527. _vector$4.fromBufferAttribute( normals, i );
  6528. _vector$4.normalize();
  6529. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6530. }
  6531. },
  6532. toNonIndexed: function () {
  6533. function convertBufferAttribute( attribute, indices ) {
  6534. var array = attribute.array;
  6535. var itemSize = attribute.itemSize;
  6536. var normalized = attribute.normalized;
  6537. var array2 = new array.constructor( indices.length * itemSize );
  6538. var index = 0, index2 = 0;
  6539. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6540. index = indices[ i ] * itemSize;
  6541. for ( var j = 0; j < itemSize; j ++ ) {
  6542. array2[ index2 ++ ] = array[ index ++ ];
  6543. }
  6544. }
  6545. return new BufferAttribute( array2, itemSize, normalized );
  6546. }
  6547. //
  6548. if ( this.index === null ) {
  6549. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6550. return this;
  6551. }
  6552. var geometry2 = new BufferGeometry();
  6553. var indices = this.index.array;
  6554. var attributes = this.attributes;
  6555. // attributes
  6556. for ( var name in attributes ) {
  6557. var attribute = attributes[ name ];
  6558. var newAttribute = convertBufferAttribute( attribute, indices );
  6559. geometry2.setAttribute( name, newAttribute );
  6560. }
  6561. // morph attributes
  6562. var morphAttributes = this.morphAttributes;
  6563. for ( var name$1 in morphAttributes ) {
  6564. var morphArray = [];
  6565. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6566. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6567. var attribute$1 = morphAttribute[ i ];
  6568. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6569. morphArray.push( newAttribute$1 );
  6570. }
  6571. geometry2.morphAttributes[ name$1 ] = morphArray;
  6572. }
  6573. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6574. // groups
  6575. var groups = this.groups;
  6576. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6577. var group = groups[ i$1 ];
  6578. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6579. }
  6580. return geometry2;
  6581. },
  6582. toJSON: function () {
  6583. var data = {
  6584. metadata: {
  6585. version: 4.5,
  6586. type: 'BufferGeometry',
  6587. generator: 'BufferGeometry.toJSON'
  6588. }
  6589. };
  6590. // standard BufferGeometry serialization
  6591. data.uuid = this.uuid;
  6592. data.type = this.type;
  6593. if ( this.name !== '' ) { data.name = this.name; }
  6594. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6595. if ( this.parameters !== undefined ) {
  6596. var parameters = this.parameters;
  6597. for ( var key in parameters ) {
  6598. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6599. }
  6600. return data;
  6601. }
  6602. data.data = { attributes: {} };
  6603. var index = this.index;
  6604. if ( index !== null ) {
  6605. data.data.index = {
  6606. type: index.array.constructor.name,
  6607. array: Array.prototype.slice.call( index.array )
  6608. };
  6609. }
  6610. var attributes = this.attributes;
  6611. for ( var key$1 in attributes ) {
  6612. var attribute = attributes[ key$1 ];
  6613. var attributeData = attribute.toJSON( data.data );
  6614. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6615. data.data.attributes[ key$1 ] = attributeData;
  6616. }
  6617. var morphAttributes = {};
  6618. var hasMorphAttributes = false;
  6619. for ( var key$2 in this.morphAttributes ) {
  6620. var attributeArray = this.morphAttributes[ key$2 ];
  6621. var array = [];
  6622. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6623. var attribute$1 = attributeArray[ i ];
  6624. var attributeData$1 = attribute$1.toJSON( data.data );
  6625. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6626. array.push( attributeData$1 );
  6627. }
  6628. if ( array.length > 0 ) {
  6629. morphAttributes[ key$2 ] = array;
  6630. hasMorphAttributes = true;
  6631. }
  6632. }
  6633. if ( hasMorphAttributes ) {
  6634. data.data.morphAttributes = morphAttributes;
  6635. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6636. }
  6637. var groups = this.groups;
  6638. if ( groups.length > 0 ) {
  6639. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6640. }
  6641. var boundingSphere = this.boundingSphere;
  6642. if ( boundingSphere !== null ) {
  6643. data.data.boundingSphere = {
  6644. center: boundingSphere.center.toArray(),
  6645. radius: boundingSphere.radius
  6646. };
  6647. }
  6648. return data;
  6649. },
  6650. clone: function () {
  6651. /*
  6652. // Handle primitives
  6653. const parameters = this.parameters;
  6654. if ( parameters !== undefined ) {
  6655. const values = [];
  6656. for ( const key in parameters ) {
  6657. values.push( parameters[ key ] );
  6658. }
  6659. const geometry = Object.create( this.constructor.prototype );
  6660. this.constructor.apply( geometry, values );
  6661. return geometry;
  6662. }
  6663. return new this.constructor().copy( this );
  6664. */
  6665. return new BufferGeometry().copy( this );
  6666. },
  6667. copy: function ( source ) {
  6668. // reset
  6669. this.index = null;
  6670. this.attributes = {};
  6671. this.morphAttributes = {};
  6672. this.groups = [];
  6673. this.boundingBox = null;
  6674. this.boundingSphere = null;
  6675. // used for storing cloned, shared data
  6676. var data = {};
  6677. // name
  6678. this.name = source.name;
  6679. // index
  6680. var index = source.index;
  6681. if ( index !== null ) {
  6682. this.setIndex( index.clone( data ) );
  6683. }
  6684. // attributes
  6685. var attributes = source.attributes;
  6686. for ( var name in attributes ) {
  6687. var attribute = attributes[ name ];
  6688. this.setAttribute( name, attribute.clone( data ) );
  6689. }
  6690. // morph attributes
  6691. var morphAttributes = source.morphAttributes;
  6692. for ( var name$1 in morphAttributes ) {
  6693. var array = [];
  6694. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6695. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6696. array.push( morphAttribute[ i ].clone( data ) );
  6697. }
  6698. this.morphAttributes[ name$1 ] = array;
  6699. }
  6700. this.morphTargetsRelative = source.morphTargetsRelative;
  6701. // groups
  6702. var groups = source.groups;
  6703. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6704. var group = groups[ i$1 ];
  6705. this.addGroup( group.start, group.count, group.materialIndex );
  6706. }
  6707. // bounding box
  6708. var boundingBox = source.boundingBox;
  6709. if ( boundingBox !== null ) {
  6710. this.boundingBox = boundingBox.clone();
  6711. }
  6712. // bounding sphere
  6713. var boundingSphere = source.boundingSphere;
  6714. if ( boundingSphere !== null ) {
  6715. this.boundingSphere = boundingSphere.clone();
  6716. }
  6717. // draw range
  6718. this.drawRange.start = source.drawRange.start;
  6719. this.drawRange.count = source.drawRange.count;
  6720. // user data
  6721. this.userData = source.userData;
  6722. return this;
  6723. },
  6724. dispose: function () {
  6725. this.dispatchEvent( { type: 'dispose' } );
  6726. }
  6727. } );
  6728. /**
  6729. * @author mrdoob / http://mrdoob.com/
  6730. * @author alteredq / http://alteredqualia.com/
  6731. * @author mikael emtinger / http://gomo.se/
  6732. * @author jonobr1 / http://jonobr1.com/
  6733. */
  6734. var _inverseMatrix = new Matrix4();
  6735. var _ray = new Ray();
  6736. var _sphere = new Sphere();
  6737. var _vA = new Vector3();
  6738. var _vB = new Vector3();
  6739. var _vC = new Vector3();
  6740. var _tempA = new Vector3();
  6741. var _tempB = new Vector3();
  6742. var _tempC = new Vector3();
  6743. var _morphA = new Vector3();
  6744. var _morphB = new Vector3();
  6745. var _morphC = new Vector3();
  6746. var _uvA = new Vector2();
  6747. var _uvB = new Vector2();
  6748. var _uvC = new Vector2();
  6749. var _intersectionPoint = new Vector3();
  6750. var _intersectionPointWorld = new Vector3();
  6751. function Mesh( geometry, material ) {
  6752. Object3D.call( this );
  6753. this.type = 'Mesh';
  6754. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6755. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6756. this.updateMorphTargets();
  6757. }
  6758. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6759. constructor: Mesh,
  6760. isMesh: true,
  6761. copy: function ( source ) {
  6762. Object3D.prototype.copy.call( this, source );
  6763. if ( source.morphTargetInfluences !== undefined ) {
  6764. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6765. }
  6766. if ( source.morphTargetDictionary !== undefined ) {
  6767. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6768. }
  6769. this.material = source.material;
  6770. this.geometry = source.geometry;
  6771. return this;
  6772. },
  6773. updateMorphTargets: function () {
  6774. var geometry = this.geometry;
  6775. if ( geometry.isBufferGeometry ) {
  6776. var morphAttributes = geometry.morphAttributes;
  6777. var keys = Object.keys( morphAttributes );
  6778. if ( keys.length > 0 ) {
  6779. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6780. if ( morphAttribute !== undefined ) {
  6781. this.morphTargetInfluences = [];
  6782. this.morphTargetDictionary = {};
  6783. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6784. var name = morphAttribute[ m ].name || String( m );
  6785. this.morphTargetInfluences.push( 0 );
  6786. this.morphTargetDictionary[ name ] = m;
  6787. }
  6788. }
  6789. }
  6790. } else {
  6791. var morphTargets = geometry.morphTargets;
  6792. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6793. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6794. }
  6795. }
  6796. },
  6797. raycast: function ( raycaster, intersects ) {
  6798. var geometry = this.geometry;
  6799. var material = this.material;
  6800. var matrixWorld = this.matrixWorld;
  6801. if ( material === undefined ) { return; }
  6802. // Checking boundingSphere distance to ray
  6803. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6804. _sphere.copy( geometry.boundingSphere );
  6805. _sphere.applyMatrix4( matrixWorld );
  6806. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6807. //
  6808. _inverseMatrix.getInverse( matrixWorld );
  6809. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6810. // Check boundingBox before continuing
  6811. if ( geometry.boundingBox !== null ) {
  6812. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6813. }
  6814. var intersection;
  6815. if ( geometry.isBufferGeometry ) {
  6816. var index = geometry.index;
  6817. var position = geometry.attributes.position;
  6818. var morphPosition = geometry.morphAttributes.position;
  6819. var morphTargetsRelative = geometry.morphTargetsRelative;
  6820. var uv = geometry.attributes.uv;
  6821. var uv2 = geometry.attributes.uv2;
  6822. var groups = geometry.groups;
  6823. var drawRange = geometry.drawRange;
  6824. if ( index !== null ) {
  6825. // indexed buffer geometry
  6826. if ( Array.isArray( material ) ) {
  6827. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6828. var group = groups[ i ];
  6829. var groupMaterial = material[ group.materialIndex ];
  6830. var start = Math.max( group.start, drawRange.start );
  6831. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6832. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6833. var a = index.getX( j );
  6834. var b = index.getX( j + 1 );
  6835. var c = index.getX( j + 2 );
  6836. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6837. if ( intersection ) {
  6838. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6839. intersection.face.materialIndex = group.materialIndex;
  6840. intersects.push( intersection );
  6841. }
  6842. }
  6843. }
  6844. } else {
  6845. var start$1 = Math.max( 0, drawRange.start );
  6846. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6847. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6848. var a$1 = index.getX( i$1 );
  6849. var b$1 = index.getX( i$1 + 1 );
  6850. var c$1 = index.getX( i$1 + 2 );
  6851. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6852. if ( intersection ) {
  6853. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6854. intersects.push( intersection );
  6855. }
  6856. }
  6857. }
  6858. } else if ( position !== undefined ) {
  6859. // non-indexed buffer geometry
  6860. if ( Array.isArray( material ) ) {
  6861. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6862. var group$1 = groups[ i$2 ];
  6863. var groupMaterial$1 = material[ group$1.materialIndex ];
  6864. var start$2 = Math.max( group$1.start, drawRange.start );
  6865. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6866. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6867. var a$2 = j$1;
  6868. var b$2 = j$1 + 1;
  6869. var c$2 = j$1 + 2;
  6870. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6871. if ( intersection ) {
  6872. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6873. intersection.face.materialIndex = group$1.materialIndex;
  6874. intersects.push( intersection );
  6875. }
  6876. }
  6877. }
  6878. } else {
  6879. var start$3 = Math.max( 0, drawRange.start );
  6880. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6881. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6882. var a$3 = i$3;
  6883. var b$3 = i$3 + 1;
  6884. var c$3 = i$3 + 2;
  6885. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6886. if ( intersection ) {
  6887. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6888. intersects.push( intersection );
  6889. }
  6890. }
  6891. }
  6892. }
  6893. } else if ( geometry.isGeometry ) {
  6894. var isMultiMaterial = Array.isArray( material );
  6895. var vertices = geometry.vertices;
  6896. var faces = geometry.faces;
  6897. var uvs;
  6898. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6899. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6900. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6901. var face = faces[ f ];
  6902. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6903. if ( faceMaterial === undefined ) { continue; }
  6904. var fvA = vertices[ face.a ];
  6905. var fvB = vertices[ face.b ];
  6906. var fvC = vertices[ face.c ];
  6907. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6908. if ( intersection ) {
  6909. if ( uvs && uvs[ f ] ) {
  6910. var uvs_f = uvs[ f ];
  6911. _uvA.copy( uvs_f[ 0 ] );
  6912. _uvB.copy( uvs_f[ 1 ] );
  6913. _uvC.copy( uvs_f[ 2 ] );
  6914. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6915. }
  6916. intersection.face = face;
  6917. intersection.faceIndex = f;
  6918. intersects.push( intersection );
  6919. }
  6920. }
  6921. }
  6922. }
  6923. } );
  6924. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6925. var intersect;
  6926. if ( material.side === BackSide ) {
  6927. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6928. } else {
  6929. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6930. }
  6931. if ( intersect === null ) { return null; }
  6932. _intersectionPointWorld.copy( point );
  6933. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6934. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6935. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6936. return {
  6937. distance: distance,
  6938. point: _intersectionPointWorld.clone(),
  6939. object: object
  6940. };
  6941. }
  6942. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6943. _vA.fromBufferAttribute( position, a );
  6944. _vB.fromBufferAttribute( position, b );
  6945. _vC.fromBufferAttribute( position, c );
  6946. var morphInfluences = object.morphTargetInfluences;
  6947. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6948. _morphA.set( 0, 0, 0 );
  6949. _morphB.set( 0, 0, 0 );
  6950. _morphC.set( 0, 0, 0 );
  6951. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6952. var influence = morphInfluences[ i ];
  6953. var morphAttribute = morphPosition[ i ];
  6954. if ( influence === 0 ) { continue; }
  6955. _tempA.fromBufferAttribute( morphAttribute, a );
  6956. _tempB.fromBufferAttribute( morphAttribute, b );
  6957. _tempC.fromBufferAttribute( morphAttribute, c );
  6958. if ( morphTargetsRelative ) {
  6959. _morphA.addScaledVector( _tempA, influence );
  6960. _morphB.addScaledVector( _tempB, influence );
  6961. _morphC.addScaledVector( _tempC, influence );
  6962. } else {
  6963. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6964. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6965. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6966. }
  6967. }
  6968. _vA.add( _morphA );
  6969. _vB.add( _morphB );
  6970. _vC.add( _morphC );
  6971. }
  6972. if ( object.isSkinnedMesh ) {
  6973. object.boneTransform( a, _vA );
  6974. object.boneTransform( b, _vB );
  6975. object.boneTransform( c, _vC );
  6976. }
  6977. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6978. if ( intersection ) {
  6979. if ( uv ) {
  6980. _uvA.fromBufferAttribute( uv, a );
  6981. _uvB.fromBufferAttribute( uv, b );
  6982. _uvC.fromBufferAttribute( uv, c );
  6983. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6984. }
  6985. if ( uv2 ) {
  6986. _uvA.fromBufferAttribute( uv2, a );
  6987. _uvB.fromBufferAttribute( uv2, b );
  6988. _uvC.fromBufferAttribute( uv2, c );
  6989. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6990. }
  6991. var face = new Face3( a, b, c );
  6992. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6993. intersection.face = face;
  6994. }
  6995. return intersection;
  6996. }
  6997. /**
  6998. * @author mrdoob / http://mrdoob.com/
  6999. * @author kile / http://kile.stravaganza.org/
  7000. * @author alteredq / http://alteredqualia.com/
  7001. * @author mikael emtinger / http://gomo.se/
  7002. * @author zz85 / http://www.lab4games.net/zz85/blog
  7003. * @author bhouston / http://clara.io
  7004. */
  7005. var _geometryId = 0; // Geometry uses even numbers as Id
  7006. var _m1$3 = new Matrix4();
  7007. var _obj$1 = new Object3D();
  7008. var _offset$1 = new Vector3();
  7009. function Geometry() {
  7010. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7011. this.uuid = MathUtils.generateUUID();
  7012. this.name = '';
  7013. this.type = 'Geometry';
  7014. this.vertices = [];
  7015. this.colors = [];
  7016. this.faces = [];
  7017. this.faceVertexUvs = [[]];
  7018. this.morphTargets = [];
  7019. this.morphNormals = [];
  7020. this.skinWeights = [];
  7021. this.skinIndices = [];
  7022. this.lineDistances = [];
  7023. this.boundingBox = null;
  7024. this.boundingSphere = null;
  7025. // update flags
  7026. this.elementsNeedUpdate = false;
  7027. this.verticesNeedUpdate = false;
  7028. this.uvsNeedUpdate = false;
  7029. this.normalsNeedUpdate = false;
  7030. this.colorsNeedUpdate = false;
  7031. this.lineDistancesNeedUpdate = false;
  7032. this.groupsNeedUpdate = false;
  7033. }
  7034. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7035. constructor: Geometry,
  7036. isGeometry: true,
  7037. applyMatrix4: function ( matrix ) {
  7038. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7039. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7040. var vertex = this.vertices[ i ];
  7041. vertex.applyMatrix4( matrix );
  7042. }
  7043. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7044. var face = this.faces[ i$1 ];
  7045. face.normal.applyMatrix3( normalMatrix ).normalize();
  7046. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7047. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7048. }
  7049. }
  7050. if ( this.boundingBox !== null ) {
  7051. this.computeBoundingBox();
  7052. }
  7053. if ( this.boundingSphere !== null ) {
  7054. this.computeBoundingSphere();
  7055. }
  7056. this.verticesNeedUpdate = true;
  7057. this.normalsNeedUpdate = true;
  7058. return this;
  7059. },
  7060. rotateX: function ( angle ) {
  7061. // rotate geometry around world x-axis
  7062. _m1$3.makeRotationX( angle );
  7063. this.applyMatrix4( _m1$3 );
  7064. return this;
  7065. },
  7066. rotateY: function ( angle ) {
  7067. // rotate geometry around world y-axis
  7068. _m1$3.makeRotationY( angle );
  7069. this.applyMatrix4( _m1$3 );
  7070. return this;
  7071. },
  7072. rotateZ: function ( angle ) {
  7073. // rotate geometry around world z-axis
  7074. _m1$3.makeRotationZ( angle );
  7075. this.applyMatrix4( _m1$3 );
  7076. return this;
  7077. },
  7078. translate: function ( x, y, z ) {
  7079. // translate geometry
  7080. _m1$3.makeTranslation( x, y, z );
  7081. this.applyMatrix4( _m1$3 );
  7082. return this;
  7083. },
  7084. scale: function ( x, y, z ) {
  7085. // scale geometry
  7086. _m1$3.makeScale( x, y, z );
  7087. this.applyMatrix4( _m1$3 );
  7088. return this;
  7089. },
  7090. lookAt: function ( vector ) {
  7091. _obj$1.lookAt( vector );
  7092. _obj$1.updateMatrix();
  7093. this.applyMatrix4( _obj$1.matrix );
  7094. return this;
  7095. },
  7096. fromBufferGeometry: function ( geometry ) {
  7097. var scope = this;
  7098. var index = geometry.index !== null ? geometry.index : undefined;
  7099. var attributes = geometry.attributes;
  7100. if ( attributes.position === undefined ) {
  7101. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7102. return this;
  7103. }
  7104. var position = attributes.position;
  7105. var normal = attributes.normal;
  7106. var color = attributes.color;
  7107. var uv = attributes.uv;
  7108. var uv2 = attributes.uv2;
  7109. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7110. for ( var i = 0; i < position.count; i ++ ) {
  7111. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7112. if ( color !== undefined ) {
  7113. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7114. }
  7115. }
  7116. function addFace( a, b, c, materialIndex ) {
  7117. var vertexColors = ( color === undefined ) ? [] : [
  7118. scope.colors[ a ].clone(),
  7119. scope.colors[ b ].clone(),
  7120. scope.colors[ c ].clone()
  7121. ];
  7122. var vertexNormals = ( normal === undefined ) ? [] : [
  7123. new Vector3().fromBufferAttribute( normal, a ),
  7124. new Vector3().fromBufferAttribute( normal, b ),
  7125. new Vector3().fromBufferAttribute( normal, c )
  7126. ];
  7127. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7128. scope.faces.push( face );
  7129. if ( uv !== undefined ) {
  7130. scope.faceVertexUvs[ 0 ].push( [
  7131. new Vector2().fromBufferAttribute( uv, a ),
  7132. new Vector2().fromBufferAttribute( uv, b ),
  7133. new Vector2().fromBufferAttribute( uv, c )
  7134. ] );
  7135. }
  7136. if ( uv2 !== undefined ) {
  7137. scope.faceVertexUvs[ 1 ].push( [
  7138. new Vector2().fromBufferAttribute( uv2, a ),
  7139. new Vector2().fromBufferAttribute( uv2, b ),
  7140. new Vector2().fromBufferAttribute( uv2, c )
  7141. ] );
  7142. }
  7143. }
  7144. var groups = geometry.groups;
  7145. if ( groups.length > 0 ) {
  7146. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7147. var group = groups[ i$1 ];
  7148. var start = group.start;
  7149. var count = group.count;
  7150. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7151. if ( index !== undefined ) {
  7152. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7153. } else {
  7154. addFace( j, j + 1, j + 2, group.materialIndex );
  7155. }
  7156. }
  7157. }
  7158. } else {
  7159. if ( index !== undefined ) {
  7160. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7161. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7162. }
  7163. } else {
  7164. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7165. addFace( i$3, i$3 + 1, i$3 + 2 );
  7166. }
  7167. }
  7168. }
  7169. this.computeFaceNormals();
  7170. if ( geometry.boundingBox !== null ) {
  7171. this.boundingBox = geometry.boundingBox.clone();
  7172. }
  7173. if ( geometry.boundingSphere !== null ) {
  7174. this.boundingSphere = geometry.boundingSphere.clone();
  7175. }
  7176. return this;
  7177. },
  7178. center: function () {
  7179. this.computeBoundingBox();
  7180. this.boundingBox.getCenter( _offset$1 ).negate();
  7181. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7182. return this;
  7183. },
  7184. normalize: function () {
  7185. this.computeBoundingSphere();
  7186. var center = this.boundingSphere.center;
  7187. var radius = this.boundingSphere.radius;
  7188. var s = radius === 0 ? 1 : 1.0 / radius;
  7189. var matrix = new Matrix4();
  7190. matrix.set(
  7191. s, 0, 0, - s * center.x,
  7192. 0, s, 0, - s * center.y,
  7193. 0, 0, s, - s * center.z,
  7194. 0, 0, 0, 1
  7195. );
  7196. this.applyMatrix4( matrix );
  7197. return this;
  7198. },
  7199. computeFaceNormals: function () {
  7200. var cb = new Vector3(), ab = new Vector3();
  7201. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7202. var face = this.faces[ f ];
  7203. var vA = this.vertices[ face.a ];
  7204. var vB = this.vertices[ face.b ];
  7205. var vC = this.vertices[ face.c ];
  7206. cb.subVectors( vC, vB );
  7207. ab.subVectors( vA, vB );
  7208. cb.cross( ab );
  7209. cb.normalize();
  7210. face.normal.copy( cb );
  7211. }
  7212. },
  7213. computeVertexNormals: function ( areaWeighted ) {
  7214. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7215. var vertices = new Array( this.vertices.length );
  7216. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7217. vertices[ v ] = new Vector3();
  7218. }
  7219. if ( areaWeighted ) {
  7220. // vertex normals weighted by triangle areas
  7221. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7222. var cb = new Vector3(), ab = new Vector3();
  7223. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7224. var face = this.faces[ f ];
  7225. var vA = this.vertices[ face.a ];
  7226. var vB = this.vertices[ face.b ];
  7227. var vC = this.vertices[ face.c ];
  7228. cb.subVectors( vC, vB );
  7229. ab.subVectors( vA, vB );
  7230. cb.cross( ab );
  7231. vertices[ face.a ].add( cb );
  7232. vertices[ face.b ].add( cb );
  7233. vertices[ face.c ].add( cb );
  7234. }
  7235. } else {
  7236. this.computeFaceNormals();
  7237. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7238. var face$1 = this.faces[ f$1 ];
  7239. vertices[ face$1.a ].add( face$1.normal );
  7240. vertices[ face$1.b ].add( face$1.normal );
  7241. vertices[ face$1.c ].add( face$1.normal );
  7242. }
  7243. }
  7244. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7245. vertices[ v$1 ].normalize();
  7246. }
  7247. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7248. var face$2 = this.faces[ f$2 ];
  7249. var vertexNormals = face$2.vertexNormals;
  7250. if ( vertexNormals.length === 3 ) {
  7251. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7252. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7253. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7254. } else {
  7255. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7256. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7257. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7258. }
  7259. }
  7260. if ( this.faces.length > 0 ) {
  7261. this.normalsNeedUpdate = true;
  7262. }
  7263. },
  7264. computeFlatVertexNormals: function () {
  7265. this.computeFaceNormals();
  7266. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7267. var face = this.faces[ f ];
  7268. var vertexNormals = face.vertexNormals;
  7269. if ( vertexNormals.length === 3 ) {
  7270. vertexNormals[ 0 ].copy( face.normal );
  7271. vertexNormals[ 1 ].copy( face.normal );
  7272. vertexNormals[ 2 ].copy( face.normal );
  7273. } else {
  7274. vertexNormals[ 0 ] = face.normal.clone();
  7275. vertexNormals[ 1 ] = face.normal.clone();
  7276. vertexNormals[ 2 ] = face.normal.clone();
  7277. }
  7278. }
  7279. if ( this.faces.length > 0 ) {
  7280. this.normalsNeedUpdate = true;
  7281. }
  7282. },
  7283. computeMorphNormals: function () {
  7284. // save original normals
  7285. // - create temp variables on first access
  7286. // otherwise just copy (for faster repeated calls)
  7287. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7288. var face = this.faces[ f ];
  7289. if ( ! face.__originalFaceNormal ) {
  7290. face.__originalFaceNormal = face.normal.clone();
  7291. } else {
  7292. face.__originalFaceNormal.copy( face.normal );
  7293. }
  7294. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7295. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7296. if ( ! face.__originalVertexNormals[ i ] ) {
  7297. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7298. } else {
  7299. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7300. }
  7301. }
  7302. }
  7303. // use temp geometry to compute face and vertex normals for each morph
  7304. var tmpGeo = new Geometry();
  7305. tmpGeo.faces = this.faces;
  7306. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7307. // create on first access
  7308. if ( ! this.morphNormals[ i$1 ] ) {
  7309. this.morphNormals[ i$1 ] = {};
  7310. this.morphNormals[ i$1 ].faceNormals = [];
  7311. this.morphNormals[ i$1 ].vertexNormals = [];
  7312. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7313. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7314. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7315. var faceNormal = new Vector3();
  7316. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7317. dstNormalsFace.push( faceNormal );
  7318. dstNormalsVertex.push( vertexNormals );
  7319. }
  7320. }
  7321. var morphNormals = this.morphNormals[ i$1 ];
  7322. // set vertices to morph target
  7323. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7324. // compute morph normals
  7325. tmpGeo.computeFaceNormals();
  7326. tmpGeo.computeVertexNormals();
  7327. // store morph normals
  7328. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7329. var face$1 = this.faces[ f$2 ];
  7330. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7331. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7332. faceNormal$1.copy( face$1.normal );
  7333. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7334. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7335. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7336. }
  7337. }
  7338. // restore original normals
  7339. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7340. var face$2 = this.faces[ f$3 ];
  7341. face$2.normal = face$2.__originalFaceNormal;
  7342. face$2.vertexNormals = face$2.__originalVertexNormals;
  7343. }
  7344. },
  7345. computeBoundingBox: function () {
  7346. if ( this.boundingBox === null ) {
  7347. this.boundingBox = new Box3();
  7348. }
  7349. this.boundingBox.setFromPoints( this.vertices );
  7350. },
  7351. computeBoundingSphere: function () {
  7352. if ( this.boundingSphere === null ) {
  7353. this.boundingSphere = new Sphere();
  7354. }
  7355. this.boundingSphere.setFromPoints( this.vertices );
  7356. },
  7357. merge: function ( geometry, matrix, materialIndexOffset ) {
  7358. if ( ! ( geometry && geometry.isGeometry ) ) {
  7359. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7360. return;
  7361. }
  7362. var normalMatrix,
  7363. vertexOffset = this.vertices.length,
  7364. vertices1 = this.vertices,
  7365. vertices2 = geometry.vertices,
  7366. faces1 = this.faces,
  7367. faces2 = geometry.faces,
  7368. colors1 = this.colors,
  7369. colors2 = geometry.colors;
  7370. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7371. if ( matrix !== undefined ) {
  7372. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7373. }
  7374. // vertices
  7375. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7376. var vertex = vertices2[ i ];
  7377. var vertexCopy = vertex.clone();
  7378. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7379. vertices1.push( vertexCopy );
  7380. }
  7381. // colors
  7382. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7383. colors1.push( colors2[ i$1 ].clone() );
  7384. }
  7385. // faces
  7386. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7387. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7388. faceVertexNormals = face.vertexNormals,
  7389. faceVertexColors = face.vertexColors;
  7390. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7391. faceCopy.normal.copy( face.normal );
  7392. if ( normalMatrix !== undefined ) {
  7393. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7394. }
  7395. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7396. normal = faceVertexNormals[ j ].clone();
  7397. if ( normalMatrix !== undefined ) {
  7398. normal.applyMatrix3( normalMatrix ).normalize();
  7399. }
  7400. faceCopy.vertexNormals.push( normal );
  7401. }
  7402. faceCopy.color.copy( face.color );
  7403. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7404. color = faceVertexColors[ j$1 ];
  7405. faceCopy.vertexColors.push( color.clone() );
  7406. }
  7407. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7408. faces1.push( faceCopy );
  7409. }
  7410. // uvs
  7411. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7412. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7413. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7414. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7415. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7416. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7417. uvsCopy.push( uvs2[ k ].clone() );
  7418. }
  7419. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7420. }
  7421. }
  7422. },
  7423. mergeMesh: function ( mesh ) {
  7424. if ( ! ( mesh && mesh.isMesh ) ) {
  7425. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7426. return;
  7427. }
  7428. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7429. this.merge( mesh.geometry, mesh.matrix );
  7430. },
  7431. /*
  7432. * Checks for duplicate vertices with hashmap.
  7433. * Duplicated vertices are removed
  7434. * and faces' vertices are updated.
  7435. */
  7436. mergeVertices: function () {
  7437. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7438. var unique = [], changes = [];
  7439. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7440. var precision = Math.pow( 10, precisionPoints );
  7441. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7442. var v = this.vertices[ i ];
  7443. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7444. if ( verticesMap[ key ] === undefined ) {
  7445. verticesMap[ key ] = i;
  7446. unique.push( this.vertices[ i ] );
  7447. changes[ i ] = unique.length - 1;
  7448. } else {
  7449. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7450. changes[ i ] = changes[ verticesMap[ key ] ];
  7451. }
  7452. }
  7453. // if faces are completely degenerate after merging vertices, we
  7454. // have to remove them from the geometry.
  7455. var faceIndicesToRemove = [];
  7456. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7457. var face = this.faces[ i$1 ];
  7458. face.a = changes[ face.a ];
  7459. face.b = changes[ face.b ];
  7460. face.c = changes[ face.c ];
  7461. var indices = [ face.a, face.b, face.c ];
  7462. // if any duplicate vertices are found in a Face3
  7463. // we have to remove the face as nothing can be saved
  7464. for ( var n = 0; n < 3; n ++ ) {
  7465. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7466. faceIndicesToRemove.push( i$1 );
  7467. break;
  7468. }
  7469. }
  7470. }
  7471. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7472. var idx = faceIndicesToRemove[ i$2 ];
  7473. this.faces.splice( idx, 1 );
  7474. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7475. this.faceVertexUvs[ j ].splice( idx, 1 );
  7476. }
  7477. }
  7478. // Use unique set of vertices
  7479. var diff = this.vertices.length - unique.length;
  7480. this.vertices = unique;
  7481. return diff;
  7482. },
  7483. setFromPoints: function ( points ) {
  7484. this.vertices = [];
  7485. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7486. var point = points[ i ];
  7487. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7488. }
  7489. return this;
  7490. },
  7491. sortFacesByMaterialIndex: function () {
  7492. var faces = this.faces;
  7493. var length = faces.length;
  7494. // tag faces
  7495. for ( var i = 0; i < length; i ++ ) {
  7496. faces[ i ]._id = i;
  7497. }
  7498. // sort faces
  7499. function materialIndexSort( a, b ) {
  7500. return a.materialIndex - b.materialIndex;
  7501. }
  7502. faces.sort( materialIndexSort );
  7503. // sort uvs
  7504. var uvs1 = this.faceVertexUvs[ 0 ];
  7505. var uvs2 = this.faceVertexUvs[ 1 ];
  7506. var newUvs1, newUvs2;
  7507. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7508. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7509. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7510. var id = faces[ i$1 ]._id;
  7511. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7512. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7513. }
  7514. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7515. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7516. },
  7517. toJSON: function () {
  7518. var data = {
  7519. metadata: {
  7520. version: 4.5,
  7521. type: 'Geometry',
  7522. generator: 'Geometry.toJSON'
  7523. }
  7524. };
  7525. // standard Geometry serialization
  7526. data.uuid = this.uuid;
  7527. data.type = this.type;
  7528. if ( this.name !== '' ) { data.name = this.name; }
  7529. if ( this.parameters !== undefined ) {
  7530. var parameters = this.parameters;
  7531. for ( var key in parameters ) {
  7532. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7533. }
  7534. return data;
  7535. }
  7536. var vertices = [];
  7537. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7538. var vertex = this.vertices[ i ];
  7539. vertices.push( vertex.x, vertex.y, vertex.z );
  7540. }
  7541. var faces = [];
  7542. var normals = [];
  7543. var normalsHash = {};
  7544. var colors = [];
  7545. var colorsHash = {};
  7546. var uvs = [];
  7547. var uvsHash = {};
  7548. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7549. var face = this.faces[ i$1 ];
  7550. var hasMaterial = true;
  7551. var hasFaceUv = false; // deprecated
  7552. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7553. var hasFaceNormal = face.normal.length() > 0;
  7554. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7555. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7556. var hasFaceVertexColor = face.vertexColors.length > 0;
  7557. var faceType = 0;
  7558. faceType = setBit( faceType, 0, 0 ); // isQuad
  7559. faceType = setBit( faceType, 1, hasMaterial );
  7560. faceType = setBit( faceType, 2, hasFaceUv );
  7561. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7562. faceType = setBit( faceType, 4, hasFaceNormal );
  7563. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7564. faceType = setBit( faceType, 6, hasFaceColor );
  7565. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7566. faces.push( faceType );
  7567. faces.push( face.a, face.b, face.c );
  7568. faces.push( face.materialIndex );
  7569. if ( hasFaceVertexUv ) {
  7570. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7571. faces.push(
  7572. getUvIndex( faceVertexUvs[ 0 ] ),
  7573. getUvIndex( faceVertexUvs[ 1 ] ),
  7574. getUvIndex( faceVertexUvs[ 2 ] )
  7575. );
  7576. }
  7577. if ( hasFaceNormal ) {
  7578. faces.push( getNormalIndex( face.normal ) );
  7579. }
  7580. if ( hasFaceVertexNormal ) {
  7581. var vertexNormals = face.vertexNormals;
  7582. faces.push(
  7583. getNormalIndex( vertexNormals[ 0 ] ),
  7584. getNormalIndex( vertexNormals[ 1 ] ),
  7585. getNormalIndex( vertexNormals[ 2 ] )
  7586. );
  7587. }
  7588. if ( hasFaceColor ) {
  7589. faces.push( getColorIndex( face.color ) );
  7590. }
  7591. if ( hasFaceVertexColor ) {
  7592. var vertexColors = face.vertexColors;
  7593. faces.push(
  7594. getColorIndex( vertexColors[ 0 ] ),
  7595. getColorIndex( vertexColors[ 1 ] ),
  7596. getColorIndex( vertexColors[ 2 ] )
  7597. );
  7598. }
  7599. }
  7600. function setBit( value, position, enabled ) {
  7601. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7602. }
  7603. function getNormalIndex( normal ) {
  7604. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7605. if ( normalsHash[ hash ] !== undefined ) {
  7606. return normalsHash[ hash ];
  7607. }
  7608. normalsHash[ hash ] = normals.length / 3;
  7609. normals.push( normal.x, normal.y, normal.z );
  7610. return normalsHash[ hash ];
  7611. }
  7612. function getColorIndex( color ) {
  7613. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7614. if ( colorsHash[ hash ] !== undefined ) {
  7615. return colorsHash[ hash ];
  7616. }
  7617. colorsHash[ hash ] = colors.length;
  7618. colors.push( color.getHex() );
  7619. return colorsHash[ hash ];
  7620. }
  7621. function getUvIndex( uv ) {
  7622. var hash = uv.x.toString() + uv.y.toString();
  7623. if ( uvsHash[ hash ] !== undefined ) {
  7624. return uvsHash[ hash ];
  7625. }
  7626. uvsHash[ hash ] = uvs.length / 2;
  7627. uvs.push( uv.x, uv.y );
  7628. return uvsHash[ hash ];
  7629. }
  7630. data.data = {};
  7631. data.data.vertices = vertices;
  7632. data.data.normals = normals;
  7633. if ( colors.length > 0 ) { data.data.colors = colors; }
  7634. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7635. data.data.faces = faces;
  7636. return data;
  7637. },
  7638. clone: function () {
  7639. /*
  7640. // Handle primitives
  7641. const parameters = this.parameters;
  7642. if ( parameters !== undefined ) {
  7643. const values = [];
  7644. for ( const key in parameters ) {
  7645. values.push( parameters[ key ] );
  7646. }
  7647. const geometry = Object.create( this.constructor.prototype );
  7648. this.constructor.apply( geometry, values );
  7649. return geometry;
  7650. }
  7651. return new this.constructor().copy( this );
  7652. */
  7653. return new Geometry().copy( this );
  7654. },
  7655. copy: function ( source ) {
  7656. // reset
  7657. this.vertices = [];
  7658. this.colors = [];
  7659. this.faces = [];
  7660. this.faceVertexUvs = [[]];
  7661. this.morphTargets = [];
  7662. this.morphNormals = [];
  7663. this.skinWeights = [];
  7664. this.skinIndices = [];
  7665. this.lineDistances = [];
  7666. this.boundingBox = null;
  7667. this.boundingSphere = null;
  7668. // name
  7669. this.name = source.name;
  7670. // vertices
  7671. var vertices = source.vertices;
  7672. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7673. this.vertices.push( vertices[ i ].clone() );
  7674. }
  7675. // colors
  7676. var colors = source.colors;
  7677. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7678. this.colors.push( colors[ i$1 ].clone() );
  7679. }
  7680. // faces
  7681. var faces = source.faces;
  7682. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7683. this.faces.push( faces[ i$2 ].clone() );
  7684. }
  7685. // face vertex uvs
  7686. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7687. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7688. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7689. this.faceVertexUvs[ i$3 ] = [];
  7690. }
  7691. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7692. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7693. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7694. var uv = uvs[ k ];
  7695. uvsCopy.push( uv.clone() );
  7696. }
  7697. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7698. }
  7699. }
  7700. // morph targets
  7701. var morphTargets = source.morphTargets;
  7702. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7703. var morphTarget = {};
  7704. morphTarget.name = morphTargets[ i$4 ].name;
  7705. // vertices
  7706. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7707. morphTarget.vertices = [];
  7708. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7709. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7710. }
  7711. }
  7712. // normals
  7713. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7714. morphTarget.normals = [];
  7715. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7716. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7717. }
  7718. }
  7719. this.morphTargets.push( morphTarget );
  7720. }
  7721. // morph normals
  7722. var morphNormals = source.morphNormals;
  7723. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7724. var morphNormal = {};
  7725. // vertex normals
  7726. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7727. morphNormal.vertexNormals = [];
  7728. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7729. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7730. var destVertexNormal = {};
  7731. destVertexNormal.a = srcVertexNormal.a.clone();
  7732. destVertexNormal.b = srcVertexNormal.b.clone();
  7733. destVertexNormal.c = srcVertexNormal.c.clone();
  7734. morphNormal.vertexNormals.push( destVertexNormal );
  7735. }
  7736. }
  7737. // face normals
  7738. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7739. morphNormal.faceNormals = [];
  7740. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7741. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7742. }
  7743. }
  7744. this.morphNormals.push( morphNormal );
  7745. }
  7746. // skin weights
  7747. var skinWeights = source.skinWeights;
  7748. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7749. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7750. }
  7751. // skin indices
  7752. var skinIndices = source.skinIndices;
  7753. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7754. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7755. }
  7756. // line distances
  7757. var lineDistances = source.lineDistances;
  7758. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7759. this.lineDistances.push( lineDistances[ i$8 ] );
  7760. }
  7761. // bounding box
  7762. var boundingBox = source.boundingBox;
  7763. if ( boundingBox !== null ) {
  7764. this.boundingBox = boundingBox.clone();
  7765. }
  7766. // bounding sphere
  7767. var boundingSphere = source.boundingSphere;
  7768. if ( boundingSphere !== null ) {
  7769. this.boundingSphere = boundingSphere.clone();
  7770. }
  7771. // update flags
  7772. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7773. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7774. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7775. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7776. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7777. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7778. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7779. return this;
  7780. },
  7781. dispose: function () {
  7782. this.dispatchEvent( { type: 'dispose' } );
  7783. }
  7784. } );
  7785. /**
  7786. * @author mrdoob / http://mrdoob.com/
  7787. * @author Mugen87 / https://github.com/Mugen87
  7788. */
  7789. // BoxGeometry
  7790. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7791. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7792. Geometry.call(this);
  7793. this.type = 'BoxGeometry';
  7794. this.parameters = {
  7795. width: width,
  7796. height: height,
  7797. depth: depth,
  7798. widthSegments: widthSegments,
  7799. heightSegments: heightSegments,
  7800. depthSegments: depthSegments
  7801. };
  7802. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7803. this.mergeVertices();
  7804. }
  7805. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7806. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7807. BoxGeometry.prototype.constructor = BoxGeometry;
  7808. return BoxGeometry;
  7809. }(Geometry));
  7810. // BoxBufferGeometry
  7811. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7812. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7813. if ( width === void 0 ) width = 1;
  7814. if ( height === void 0 ) height = 1;
  7815. if ( depth === void 0 ) depth = 1;
  7816. if ( widthSegments === void 0 ) widthSegments = 1;
  7817. if ( heightSegments === void 0 ) heightSegments = 1;
  7818. if ( depthSegments === void 0 ) depthSegments = 1;
  7819. BufferGeometry.call(this);
  7820. this.type = 'BoxBufferGeometry';
  7821. this.parameters = {
  7822. width: width,
  7823. height: height,
  7824. depth: depth,
  7825. widthSegments: widthSegments,
  7826. heightSegments: heightSegments,
  7827. depthSegments: depthSegments
  7828. };
  7829. var scope = this;
  7830. // segments
  7831. widthSegments = Math.floor( widthSegments );
  7832. heightSegments = Math.floor( heightSegments );
  7833. depthSegments = Math.floor( depthSegments );
  7834. // buffers
  7835. var indices = [];
  7836. var vertices = [];
  7837. var normals = [];
  7838. var uvs = [];
  7839. // helper variables
  7840. var numberOfVertices = 0;
  7841. var groupStart = 0;
  7842. // build each side of the box geometry
  7843. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7844. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7845. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7846. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7847. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7848. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7849. // build geometry
  7850. this.setIndex( indices );
  7851. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7852. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7853. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7854. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7855. var segmentWidth = width / gridX;
  7856. var segmentHeight = height / gridY;
  7857. var widthHalf = width / 2;
  7858. var heightHalf = height / 2;
  7859. var depthHalf = depth / 2;
  7860. var gridX1 = gridX + 1;
  7861. var gridY1 = gridY + 1;
  7862. var vertexCounter = 0;
  7863. var groupCount = 0;
  7864. var vector = new Vector3();
  7865. // generate vertices, normals and uvs
  7866. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7867. var y = iy * segmentHeight - heightHalf;
  7868. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7869. var x = ix * segmentWidth - widthHalf;
  7870. // set values to correct vector component
  7871. vector[ u ] = x * udir;
  7872. vector[ v ] = y * vdir;
  7873. vector[ w ] = depthHalf;
  7874. // now apply vector to vertex buffer
  7875. vertices.push( vector.x, vector.y, vector.z );
  7876. // set values to correct vector component
  7877. vector[ u ] = 0;
  7878. vector[ v ] = 0;
  7879. vector[ w ] = depth > 0 ? 1 : - 1;
  7880. // now apply vector to normal buffer
  7881. normals.push( vector.x, vector.y, vector.z );
  7882. // uvs
  7883. uvs.push( ix / gridX );
  7884. uvs.push( 1 - ( iy / gridY ) );
  7885. // counters
  7886. vertexCounter += 1;
  7887. }
  7888. }
  7889. // indices
  7890. // 1. you need three indices to draw a single face
  7891. // 2. a single segment consists of two faces
  7892. // 3. so we need to generate six (2*3) indices per segment
  7893. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7894. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7895. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7896. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7897. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7898. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7899. // faces
  7900. indices.push( a, b, d );
  7901. indices.push( b, c, d );
  7902. // increase counter
  7903. groupCount += 6;
  7904. }
  7905. }
  7906. // add a group to the geometry. this will ensure multi material support
  7907. scope.addGroup( groupStart, groupCount, materialIndex );
  7908. // calculate new start value for groups
  7909. groupStart += groupCount;
  7910. // update total number of vertices
  7911. numberOfVertices += vertexCounter;
  7912. }
  7913. }
  7914. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7915. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7916. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7917. return BoxBufferGeometry;
  7918. }(BufferGeometry));
  7919. /**
  7920. * Uniform Utilities
  7921. */
  7922. function cloneUniforms( src ) {
  7923. var dst = {};
  7924. for ( var u in src ) {
  7925. dst[ u ] = {};
  7926. for ( var p in src[ u ] ) {
  7927. var property = src[ u ][ p ];
  7928. if ( property && ( property.isColor ||
  7929. property.isMatrix3 || property.isMatrix4 ||
  7930. property.isVector2 || property.isVector3 || property.isVector4 ||
  7931. property.isTexture ) ) {
  7932. dst[ u ][ p ] = property.clone();
  7933. } else if ( Array.isArray( property ) ) {
  7934. dst[ u ][ p ] = property.slice();
  7935. } else {
  7936. dst[ u ][ p ] = property;
  7937. }
  7938. }
  7939. }
  7940. return dst;
  7941. }
  7942. function mergeUniforms( uniforms ) {
  7943. var merged = {};
  7944. for ( var u = 0; u < uniforms.length; u ++ ) {
  7945. var tmp = cloneUniforms( uniforms[ u ] );
  7946. for ( var p in tmp ) {
  7947. merged[ p ] = tmp[ p ];
  7948. }
  7949. }
  7950. return merged;
  7951. }
  7952. // Legacy
  7953. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7954. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7955. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7956. /**
  7957. * @author alteredq / http://alteredqualia.com/
  7958. *
  7959. * parameters = {
  7960. * defines: { "label" : "value" },
  7961. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7962. *
  7963. * fragmentShader: <string>,
  7964. * vertexShader: <string>,
  7965. *
  7966. * wireframe: <boolean>,
  7967. * wireframeLinewidth: <float>,
  7968. *
  7969. * lights: <bool>,
  7970. *
  7971. * skinning: <bool>,
  7972. * morphTargets: <bool>,
  7973. * morphNormals: <bool>
  7974. * }
  7975. */
  7976. function ShaderMaterial( parameters ) {
  7977. Material.call( this );
  7978. this.type = 'ShaderMaterial';
  7979. this.defines = {};
  7980. this.uniforms = {};
  7981. this.vertexShader = default_vertex;
  7982. this.fragmentShader = default_fragment;
  7983. this.linewidth = 1;
  7984. this.wireframe = false;
  7985. this.wireframeLinewidth = 1;
  7986. this.fog = false; // set to use scene fog
  7987. this.lights = false; // set to use scene lights
  7988. this.clipping = false; // set to use user-defined clipping planes
  7989. this.skinning = false; // set to use skinning attribute streams
  7990. this.morphTargets = false; // set to use morph targets
  7991. this.morphNormals = false; // set to use morph normals
  7992. this.extensions = {
  7993. derivatives: false, // set to use derivatives
  7994. fragDepth: false, // set to use fragment depth values
  7995. drawBuffers: false, // set to use draw buffers
  7996. shaderTextureLOD: false // set to use shader texture LOD
  7997. };
  7998. // When rendered geometry doesn't include these attributes but the material does,
  7999. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8000. this.defaultAttributeValues = {
  8001. 'color': [ 1, 1, 1 ],
  8002. 'uv': [ 0, 0 ],
  8003. 'uv2': [ 0, 0 ]
  8004. };
  8005. this.index0AttributeName = undefined;
  8006. this.uniformsNeedUpdate = false;
  8007. if ( parameters !== undefined ) {
  8008. if ( parameters.attributes !== undefined ) {
  8009. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  8010. }
  8011. this.setValues( parameters );
  8012. }
  8013. }
  8014. ShaderMaterial.prototype = Object.create( Material.prototype );
  8015. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8016. ShaderMaterial.prototype.isShaderMaterial = true;
  8017. ShaderMaterial.prototype.copy = function ( source ) {
  8018. Material.prototype.copy.call( this, source );
  8019. this.fragmentShader = source.fragmentShader;
  8020. this.vertexShader = source.vertexShader;
  8021. this.uniforms = cloneUniforms( source.uniforms );
  8022. this.defines = Object.assign( {}, source.defines );
  8023. this.wireframe = source.wireframe;
  8024. this.wireframeLinewidth = source.wireframeLinewidth;
  8025. this.lights = source.lights;
  8026. this.clipping = source.clipping;
  8027. this.skinning = source.skinning;
  8028. this.morphTargets = source.morphTargets;
  8029. this.morphNormals = source.morphNormals;
  8030. this.extensions = Object.assign( {}, source.extensions );
  8031. return this;
  8032. };
  8033. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8034. var data = Material.prototype.toJSON.call( this, meta );
  8035. data.uniforms = {};
  8036. for ( var name in this.uniforms ) {
  8037. var uniform = this.uniforms[ name ];
  8038. var value = uniform.value;
  8039. if ( value && value.isTexture ) {
  8040. data.uniforms[ name ] = {
  8041. type: 't',
  8042. value: value.toJSON( meta ).uuid
  8043. };
  8044. } else if ( value && value.isColor ) {
  8045. data.uniforms[ name ] = {
  8046. type: 'c',
  8047. value: value.getHex()
  8048. };
  8049. } else if ( value && value.isVector2 ) {
  8050. data.uniforms[ name ] = {
  8051. type: 'v2',
  8052. value: value.toArray()
  8053. };
  8054. } else if ( value && value.isVector3 ) {
  8055. data.uniforms[ name ] = {
  8056. type: 'v3',
  8057. value: value.toArray()
  8058. };
  8059. } else if ( value && value.isVector4 ) {
  8060. data.uniforms[ name ] = {
  8061. type: 'v4',
  8062. value: value.toArray()
  8063. };
  8064. } else if ( value && value.isMatrix3 ) {
  8065. data.uniforms[ name ] = {
  8066. type: 'm3',
  8067. value: value.toArray()
  8068. };
  8069. } else if ( value && value.isMatrix4 ) {
  8070. data.uniforms[ name ] = {
  8071. type: 'm4',
  8072. value: value.toArray()
  8073. };
  8074. } else {
  8075. data.uniforms[ name ] = {
  8076. value: value
  8077. };
  8078. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8079. }
  8080. }
  8081. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8082. data.vertexShader = this.vertexShader;
  8083. data.fragmentShader = this.fragmentShader;
  8084. var extensions = {};
  8085. for ( var key in this.extensions ) {
  8086. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8087. }
  8088. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8089. return data;
  8090. };
  8091. /**
  8092. * @author mrdoob / http://mrdoob.com/
  8093. * @author mikael emtinger / http://gomo.se/
  8094. * @author WestLangley / http://github.com/WestLangley
  8095. */
  8096. function Camera() {
  8097. Object3D.call( this );
  8098. this.type = 'Camera';
  8099. this.matrixWorldInverse = new Matrix4();
  8100. this.projectionMatrix = new Matrix4();
  8101. this.projectionMatrixInverse = new Matrix4();
  8102. }
  8103. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8104. constructor: Camera,
  8105. isCamera: true,
  8106. copy: function ( source, recursive ) {
  8107. Object3D.prototype.copy.call( this, source, recursive );
  8108. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8109. this.projectionMatrix.copy( source.projectionMatrix );
  8110. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8111. return this;
  8112. },
  8113. getWorldDirection: function ( target ) {
  8114. if ( target === undefined ) {
  8115. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8116. target = new Vector3();
  8117. }
  8118. this.updateMatrixWorld( true );
  8119. var e = this.matrixWorld.elements;
  8120. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8121. },
  8122. updateMatrixWorld: function ( force ) {
  8123. Object3D.prototype.updateMatrixWorld.call( this, force );
  8124. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8125. },
  8126. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8127. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8128. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8129. },
  8130. clone: function () {
  8131. return new this.constructor().copy( this );
  8132. }
  8133. } );
  8134. /**
  8135. * @author mrdoob / http://mrdoob.com/
  8136. * @author greggman / http://games.greggman.com/
  8137. * @author zz85 / http://www.lab4games.net/zz85/blog
  8138. * @author tschw
  8139. */
  8140. function PerspectiveCamera( fov, aspect, near, far ) {
  8141. Camera.call( this );
  8142. this.type = 'PerspectiveCamera';
  8143. this.fov = fov !== undefined ? fov : 50;
  8144. this.zoom = 1;
  8145. this.near = near !== undefined ? near : 0.1;
  8146. this.far = far !== undefined ? far : 2000;
  8147. this.focus = 10;
  8148. this.aspect = aspect !== undefined ? aspect : 1;
  8149. this.view = null;
  8150. this.filmGauge = 35; // width of the film (default in millimeters)
  8151. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8152. this.updateProjectionMatrix();
  8153. }
  8154. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8155. constructor: PerspectiveCamera,
  8156. isPerspectiveCamera: true,
  8157. copy: function ( source, recursive ) {
  8158. Camera.prototype.copy.call( this, source, recursive );
  8159. this.fov = source.fov;
  8160. this.zoom = source.zoom;
  8161. this.near = source.near;
  8162. this.far = source.far;
  8163. this.focus = source.focus;
  8164. this.aspect = source.aspect;
  8165. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8166. this.filmGauge = source.filmGauge;
  8167. this.filmOffset = source.filmOffset;
  8168. return this;
  8169. },
  8170. /**
  8171. * Sets the FOV by focal length in respect to the current .filmGauge.
  8172. *
  8173. * The default film gauge is 35, so that the focal length can be specified for
  8174. * a 35mm (full frame) camera.
  8175. *
  8176. * Values for focal length and film gauge must have the same unit.
  8177. */
  8178. setFocalLength: function ( focalLength ) {
  8179. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8180. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8181. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8182. this.updateProjectionMatrix();
  8183. },
  8184. /**
  8185. * Calculates the focal length from the current .fov and .filmGauge.
  8186. */
  8187. getFocalLength: function () {
  8188. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8189. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8190. },
  8191. getEffectiveFOV: function () {
  8192. return MathUtils.RAD2DEG * 2 * Math.atan(
  8193. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8194. },
  8195. getFilmWidth: function () {
  8196. // film not completely covered in portrait format (aspect < 1)
  8197. return this.filmGauge * Math.min( this.aspect, 1 );
  8198. },
  8199. getFilmHeight: function () {
  8200. // film not completely covered in landscape format (aspect > 1)
  8201. return this.filmGauge / Math.max( this.aspect, 1 );
  8202. },
  8203. /**
  8204. * Sets an offset in a larger frustum. This is useful for multi-window or
  8205. * multi-monitor/multi-machine setups.
  8206. *
  8207. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8208. * the monitors are in grid like this
  8209. *
  8210. * +---+---+---+
  8211. * | A | B | C |
  8212. * +---+---+---+
  8213. * | D | E | F |
  8214. * +---+---+---+
  8215. *
  8216. * then for each monitor you would call it like this
  8217. *
  8218. * const w = 1920;
  8219. * const h = 1080;
  8220. * const fullWidth = w * 3;
  8221. * const fullHeight = h * 2;
  8222. *
  8223. * --A--
  8224. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8225. * --B--
  8226. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8227. * --C--
  8228. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8229. * --D--
  8230. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8231. * --E--
  8232. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8233. * --F--
  8234. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8235. *
  8236. * Note there is no reason monitors have to be the same size or in a grid.
  8237. */
  8238. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8239. this.aspect = fullWidth / fullHeight;
  8240. if ( this.view === null ) {
  8241. this.view = {
  8242. enabled: true,
  8243. fullWidth: 1,
  8244. fullHeight: 1,
  8245. offsetX: 0,
  8246. offsetY: 0,
  8247. width: 1,
  8248. height: 1
  8249. };
  8250. }
  8251. this.view.enabled = true;
  8252. this.view.fullWidth = fullWidth;
  8253. this.view.fullHeight = fullHeight;
  8254. this.view.offsetX = x;
  8255. this.view.offsetY = y;
  8256. this.view.width = width;
  8257. this.view.height = height;
  8258. this.updateProjectionMatrix();
  8259. },
  8260. clearViewOffset: function () {
  8261. if ( this.view !== null ) {
  8262. this.view.enabled = false;
  8263. }
  8264. this.updateProjectionMatrix();
  8265. },
  8266. updateProjectionMatrix: function () {
  8267. var near = this.near,
  8268. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8269. height = 2 * top,
  8270. width = this.aspect * height,
  8271. left = - 0.5 * width,
  8272. view = this.view;
  8273. if ( this.view !== null && this.view.enabled ) {
  8274. var fullWidth = view.fullWidth,
  8275. fullHeight = view.fullHeight;
  8276. left += view.offsetX * width / fullWidth;
  8277. top -= view.offsetY * height / fullHeight;
  8278. width *= view.width / fullWidth;
  8279. height *= view.height / fullHeight;
  8280. }
  8281. var skew = this.filmOffset;
  8282. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8283. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8284. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8285. },
  8286. toJSON: function ( meta ) {
  8287. var data = Object3D.prototype.toJSON.call( this, meta );
  8288. data.object.fov = this.fov;
  8289. data.object.zoom = this.zoom;
  8290. data.object.near = this.near;
  8291. data.object.far = this.far;
  8292. data.object.focus = this.focus;
  8293. data.object.aspect = this.aspect;
  8294. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8295. data.object.filmGauge = this.filmGauge;
  8296. data.object.filmOffset = this.filmOffset;
  8297. return data;
  8298. }
  8299. } );
  8300. /**
  8301. * Camera for rendering cube maps
  8302. * - renders scene into axis-aligned cube
  8303. *
  8304. * @author alteredq / http://alteredqualia.com/
  8305. */
  8306. var fov = 90, aspect = 1;
  8307. function CubeCamera( near, far, renderTarget ) {
  8308. Object3D.call( this );
  8309. this.type = 'CubeCamera';
  8310. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8311. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8312. return;
  8313. }
  8314. this.renderTarget = renderTarget;
  8315. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8316. cameraPX.layers = this.layers;
  8317. cameraPX.up.set( 0, - 1, 0 );
  8318. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8319. this.add( cameraPX );
  8320. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8321. cameraNX.layers = this.layers;
  8322. cameraNX.up.set( 0, - 1, 0 );
  8323. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8324. this.add( cameraNX );
  8325. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8326. cameraPY.layers = this.layers;
  8327. cameraPY.up.set( 0, 0, 1 );
  8328. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8329. this.add( cameraPY );
  8330. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8331. cameraNY.layers = this.layers;
  8332. cameraNY.up.set( 0, 0, - 1 );
  8333. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8334. this.add( cameraNY );
  8335. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8336. cameraPZ.layers = this.layers;
  8337. cameraPZ.up.set( 0, - 1, 0 );
  8338. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8339. this.add( cameraPZ );
  8340. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8341. cameraNZ.layers = this.layers;
  8342. cameraNZ.up.set( 0, - 1, 0 );
  8343. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8344. this.add( cameraNZ );
  8345. this.update = function ( renderer, scene ) {
  8346. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8347. var currentXrEnabled = renderer.xr.enabled;
  8348. var currentRenderTarget = renderer.getRenderTarget();
  8349. renderer.xr.enabled = false;
  8350. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8351. renderTarget.texture.generateMipmaps = false;
  8352. renderer.setRenderTarget( renderTarget, 0 );
  8353. renderer.render( scene, cameraPX );
  8354. renderer.setRenderTarget( renderTarget, 1 );
  8355. renderer.render( scene, cameraNX );
  8356. renderer.setRenderTarget( renderTarget, 2 );
  8357. renderer.render( scene, cameraPY );
  8358. renderer.setRenderTarget( renderTarget, 3 );
  8359. renderer.render( scene, cameraNY );
  8360. renderer.setRenderTarget( renderTarget, 4 );
  8361. renderer.render( scene, cameraPZ );
  8362. renderTarget.texture.generateMipmaps = generateMipmaps;
  8363. renderer.setRenderTarget( renderTarget, 5 );
  8364. renderer.render( scene, cameraNZ );
  8365. renderer.setRenderTarget( currentRenderTarget );
  8366. renderer.xr.enabled = currentXrEnabled;
  8367. };
  8368. this.clear = function ( renderer, color, depth, stencil ) {
  8369. var currentRenderTarget = renderer.getRenderTarget();
  8370. for ( var i = 0; i < 6; i ++ ) {
  8371. renderer.setRenderTarget( renderTarget, i );
  8372. renderer.clear( color, depth, stencil );
  8373. }
  8374. renderer.setRenderTarget( currentRenderTarget );
  8375. };
  8376. }
  8377. CubeCamera.prototype = Object.create( Object3D.prototype );
  8378. CubeCamera.prototype.constructor = CubeCamera;
  8379. /**
  8380. * @author alteredq / http://alteredqualia.com
  8381. * @author WestLangley / http://github.com/WestLangley
  8382. */
  8383. function WebGLCubeRenderTarget( size, options, dummy ) {
  8384. if ( Number.isInteger( options ) ) {
  8385. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8386. options = dummy;
  8387. }
  8388. WebGLRenderTarget.call( this, size, size, options );
  8389. }
  8390. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8391. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8392. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8393. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8394. this.texture.type = texture.type;
  8395. this.texture.format = texture.format;
  8396. this.texture.encoding = texture.encoding;
  8397. this.texture.generateMipmaps = texture.generateMipmaps;
  8398. this.texture.minFilter = texture.minFilter;
  8399. this.texture.magFilter = texture.magFilter;
  8400. var scene = new Scene();
  8401. var shader = {
  8402. uniforms: {
  8403. tEquirect: { value: null },
  8404. },
  8405. 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",
  8406. 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"
  8407. };
  8408. var material = new ShaderMaterial( {
  8409. name: 'CubemapFromEquirect',
  8410. uniforms: cloneUniforms( shader.uniforms ),
  8411. vertexShader: shader.vertexShader,
  8412. fragmentShader: shader.fragmentShader,
  8413. side: BackSide,
  8414. blending: NoBlending
  8415. } );
  8416. material.uniforms.tEquirect.value = texture;
  8417. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8418. scene.add( mesh );
  8419. var camera = new CubeCamera( 1, 10, this );
  8420. camera.update( renderer, scene );
  8421. mesh.geometry.dispose();
  8422. mesh.material.dispose();
  8423. return this;
  8424. };
  8425. /**
  8426. * @author alteredq / http://alteredqualia.com/
  8427. */
  8428. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8429. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8430. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8431. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8432. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8433. this.generateMipmaps = false;
  8434. this.flipY = false;
  8435. this.unpackAlignment = 1;
  8436. this.needsUpdate = true;
  8437. }
  8438. DataTexture.prototype = Object.create( Texture.prototype );
  8439. DataTexture.prototype.constructor = DataTexture;
  8440. DataTexture.prototype.isDataTexture = true;
  8441. /**
  8442. * @author mrdoob / http://mrdoob.com/
  8443. * @author alteredq / http://alteredqualia.com/
  8444. * @author bhouston / http://clara.io
  8445. */
  8446. var _sphere$1 = new Sphere();
  8447. var _vector$5 = new Vector3();
  8448. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8449. this.planes = [
  8450. ( p0 !== undefined ) ? p0 : new Plane(),
  8451. ( p1 !== undefined ) ? p1 : new Plane(),
  8452. ( p2 !== undefined ) ? p2 : new Plane(),
  8453. ( p3 !== undefined ) ? p3 : new Plane(),
  8454. ( p4 !== undefined ) ? p4 : new Plane(),
  8455. ( p5 !== undefined ) ? p5 : new Plane()
  8456. ];
  8457. }
  8458. Object.assign( Frustum.prototype, {
  8459. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8460. var planes = this.planes;
  8461. planes[ 0 ].copy( p0 );
  8462. planes[ 1 ].copy( p1 );
  8463. planes[ 2 ].copy( p2 );
  8464. planes[ 3 ].copy( p3 );
  8465. planes[ 4 ].copy( p4 );
  8466. planes[ 5 ].copy( p5 );
  8467. return this;
  8468. },
  8469. clone: function () {
  8470. return new this.constructor().copy( this );
  8471. },
  8472. copy: function ( frustum ) {
  8473. var planes = this.planes;
  8474. for ( var i = 0; i < 6; i ++ ) {
  8475. planes[ i ].copy( frustum.planes[ i ] );
  8476. }
  8477. return this;
  8478. },
  8479. setFromProjectionMatrix: function ( m ) {
  8480. var planes = this.planes;
  8481. var me = m.elements;
  8482. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8483. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8484. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8485. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8486. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8487. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8488. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8489. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8490. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8491. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8492. return this;
  8493. },
  8494. intersectsObject: function ( object ) {
  8495. var geometry = object.geometry;
  8496. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8497. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8498. return this.intersectsSphere( _sphere$1 );
  8499. },
  8500. intersectsSprite: function ( sprite ) {
  8501. _sphere$1.center.set( 0, 0, 0 );
  8502. _sphere$1.radius = 0.7071067811865476;
  8503. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8504. return this.intersectsSphere( _sphere$1 );
  8505. },
  8506. intersectsSphere: function ( sphere ) {
  8507. var planes = this.planes;
  8508. var center = sphere.center;
  8509. var negRadius = - sphere.radius;
  8510. for ( var i = 0; i < 6; i ++ ) {
  8511. var distance = planes[ i ].distanceToPoint( center );
  8512. if ( distance < negRadius ) {
  8513. return false;
  8514. }
  8515. }
  8516. return true;
  8517. },
  8518. intersectsBox: function ( box ) {
  8519. var planes = this.planes;
  8520. for ( var i = 0; i < 6; i ++ ) {
  8521. var plane = planes[ i ];
  8522. // corner at max distance
  8523. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8524. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8525. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8526. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8527. return false;
  8528. }
  8529. }
  8530. return true;
  8531. },
  8532. containsPoint: function ( point ) {
  8533. var planes = this.planes;
  8534. for ( var i = 0; i < 6; i ++ ) {
  8535. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8536. return false;
  8537. }
  8538. }
  8539. return true;
  8540. }
  8541. } );
  8542. /**
  8543. * Uniforms library for shared webgl shaders
  8544. */
  8545. var UniformsLib = {
  8546. common: {
  8547. diffuse: { value: new Color( 0xeeeeee ) },
  8548. opacity: { value: 1.0 },
  8549. map: { value: null },
  8550. uvTransform: { value: new Matrix3() },
  8551. uv2Transform: { value: new Matrix3() },
  8552. alphaMap: { value: null },
  8553. },
  8554. specularmap: {
  8555. specularMap: { value: null },
  8556. },
  8557. envmap: {
  8558. envMap: { value: null },
  8559. flipEnvMap: { value: - 1 },
  8560. reflectivity: { value: 1.0 },
  8561. refractionRatio: { value: 0.98 },
  8562. maxMipLevel: { value: 0 }
  8563. },
  8564. aomap: {
  8565. aoMap: { value: null },
  8566. aoMapIntensity: { value: 1 }
  8567. },
  8568. lightmap: {
  8569. lightMap: { value: null },
  8570. lightMapIntensity: { value: 1 }
  8571. },
  8572. emissivemap: {
  8573. emissiveMap: { value: null }
  8574. },
  8575. bumpmap: {
  8576. bumpMap: { value: null },
  8577. bumpScale: { value: 1 }
  8578. },
  8579. normalmap: {
  8580. normalMap: { value: null },
  8581. normalScale: { value: new Vector2( 1, 1 ) }
  8582. },
  8583. displacementmap: {
  8584. displacementMap: { value: null },
  8585. displacementScale: { value: 1 },
  8586. displacementBias: { value: 0 }
  8587. },
  8588. roughnessmap: {
  8589. roughnessMap: { value: null }
  8590. },
  8591. metalnessmap: {
  8592. metalnessMap: { value: null }
  8593. },
  8594. gradientmap: {
  8595. gradientMap: { value: null }
  8596. },
  8597. fog: {
  8598. fogDensity: { value: 0.00025 },
  8599. fogNear: { value: 1 },
  8600. fogFar: { value: 2000 },
  8601. fogColor: { value: new Color( 0xffffff ) }
  8602. },
  8603. lights: {
  8604. ambientLightColor: { value: [] },
  8605. lightProbe: { value: [] },
  8606. directionalLights: { value: [], properties: {
  8607. direction: {},
  8608. color: {}
  8609. } },
  8610. directionalLightShadows: { value: [], properties: {
  8611. shadowBias: {},
  8612. shadowNormalBias: {},
  8613. shadowRadius: {},
  8614. shadowMapSize: {}
  8615. } },
  8616. directionalShadowMap: { value: [] },
  8617. directionalShadowMatrix: { value: [] },
  8618. spotLights: { value: [], properties: {
  8619. color: {},
  8620. position: {},
  8621. direction: {},
  8622. distance: {},
  8623. coneCos: {},
  8624. penumbraCos: {},
  8625. decay: {}
  8626. } },
  8627. spotLightShadows: { value: [], properties: {
  8628. shadowBias: {},
  8629. shadowNormalBias: {},
  8630. shadowRadius: {},
  8631. shadowMapSize: {}
  8632. } },
  8633. spotShadowMap: { value: [] },
  8634. spotShadowMatrix: { value: [] },
  8635. pointLights: { value: [], properties: {
  8636. color: {},
  8637. position: {},
  8638. decay: {},
  8639. distance: {}
  8640. } },
  8641. pointLightShadows: { value: [], properties: {
  8642. shadowBias: {},
  8643. shadowNormalBias: {},
  8644. shadowRadius: {},
  8645. shadowMapSize: {},
  8646. shadowCameraNear: {},
  8647. shadowCameraFar: {}
  8648. } },
  8649. pointShadowMap: { value: [] },
  8650. pointShadowMatrix: { value: [] },
  8651. hemisphereLights: { value: [], properties: {
  8652. direction: {},
  8653. skyColor: {},
  8654. groundColor: {}
  8655. } },
  8656. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8657. rectAreaLights: { value: [], properties: {
  8658. color: {},
  8659. position: {},
  8660. width: {},
  8661. height: {}
  8662. } }
  8663. },
  8664. points: {
  8665. diffuse: { value: new Color( 0xeeeeee ) },
  8666. opacity: { value: 1.0 },
  8667. size: { value: 1.0 },
  8668. scale: { value: 1.0 },
  8669. map: { value: null },
  8670. alphaMap: { value: null },
  8671. uvTransform: { value: new Matrix3() }
  8672. },
  8673. sprite: {
  8674. diffuse: { value: new Color( 0xeeeeee ) },
  8675. opacity: { value: 1.0 },
  8676. center: { value: new Vector2( 0.5, 0.5 ) },
  8677. rotation: { value: 0.0 },
  8678. map: { value: null },
  8679. alphaMap: { value: null },
  8680. uvTransform: { value: new Matrix3() }
  8681. }
  8682. };
  8683. /**
  8684. * @author mrdoob / http://mrdoob.com/
  8685. */
  8686. function WebGLAnimation() {
  8687. var context = null;
  8688. var isAnimating = false;
  8689. var animationLoop = null;
  8690. var requestId = null;
  8691. function onAnimationFrame( time, frame ) {
  8692. animationLoop( time, frame );
  8693. requestId = context.requestAnimationFrame( onAnimationFrame );
  8694. }
  8695. return {
  8696. start: function () {
  8697. if ( isAnimating === true ) { return; }
  8698. if ( animationLoop === null ) { return; }
  8699. requestId = context.requestAnimationFrame( onAnimationFrame );
  8700. isAnimating = true;
  8701. },
  8702. stop: function () {
  8703. context.cancelAnimationFrame( requestId );
  8704. isAnimating = false;
  8705. },
  8706. setAnimationLoop: function ( callback ) {
  8707. animationLoop = callback;
  8708. },
  8709. setContext: function ( value ) {
  8710. context = value;
  8711. }
  8712. };
  8713. }
  8714. /**
  8715. * @author mrdoob / http://mrdoob.com/
  8716. */
  8717. function WebGLAttributes( gl, capabilities ) {
  8718. var isWebGL2 = capabilities.isWebGL2;
  8719. var buffers = new WeakMap();
  8720. function createBuffer( attribute, bufferType ) {
  8721. var array = attribute.array;
  8722. var usage = attribute.usage;
  8723. var buffer = gl.createBuffer();
  8724. gl.bindBuffer( bufferType, buffer );
  8725. gl.bufferData( bufferType, array, usage );
  8726. attribute.onUploadCallback();
  8727. var type = 5126;
  8728. if ( array instanceof Float32Array ) {
  8729. type = 5126;
  8730. } else if ( array instanceof Float64Array ) {
  8731. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8732. } else if ( array instanceof Uint16Array ) {
  8733. type = 5123;
  8734. } else if ( array instanceof Int16Array ) {
  8735. type = 5122;
  8736. } else if ( array instanceof Uint32Array ) {
  8737. type = 5125;
  8738. } else if ( array instanceof Int32Array ) {
  8739. type = 5124;
  8740. } else if ( array instanceof Int8Array ) {
  8741. type = 5120;
  8742. } else if ( array instanceof Uint8Array ) {
  8743. type = 5121;
  8744. }
  8745. return {
  8746. buffer: buffer,
  8747. type: type,
  8748. bytesPerElement: array.BYTES_PER_ELEMENT,
  8749. version: attribute.version
  8750. };
  8751. }
  8752. function updateBuffer( buffer, attribute, bufferType ) {
  8753. var array = attribute.array;
  8754. var updateRange = attribute.updateRange;
  8755. gl.bindBuffer( bufferType, buffer );
  8756. if ( updateRange.count === - 1 ) {
  8757. // Not using update ranges
  8758. gl.bufferSubData( bufferType, 0, array );
  8759. } else {
  8760. if ( isWebGL2 ) {
  8761. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8762. array, updateRange.offset, updateRange.count );
  8763. } else {
  8764. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8765. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8766. }
  8767. updateRange.count = - 1; // reset range
  8768. }
  8769. }
  8770. //
  8771. function get( attribute ) {
  8772. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8773. return buffers.get( attribute );
  8774. }
  8775. function remove( attribute ) {
  8776. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8777. var data = buffers.get( attribute );
  8778. if ( data ) {
  8779. gl.deleteBuffer( data.buffer );
  8780. buffers.delete( attribute );
  8781. }
  8782. }
  8783. function update( attribute, bufferType ) {
  8784. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8785. var data = buffers.get( attribute );
  8786. if ( data === undefined ) {
  8787. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8788. } else if ( data.version < attribute.version ) {
  8789. updateBuffer( data.buffer, attribute, bufferType );
  8790. data.version = attribute.version;
  8791. }
  8792. }
  8793. return {
  8794. get: get,
  8795. remove: remove,
  8796. update: update
  8797. };
  8798. }
  8799. /**
  8800. * @author mrdoob / http://mrdoob.com/
  8801. * @author Mugen87 / https://github.com/Mugen87
  8802. */
  8803. // PlaneGeometry
  8804. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8805. Geometry.call( this );
  8806. this.type = 'PlaneGeometry';
  8807. this.parameters = {
  8808. width: width,
  8809. height: height,
  8810. widthSegments: widthSegments,
  8811. heightSegments: heightSegments
  8812. };
  8813. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8814. this.mergeVertices();
  8815. }
  8816. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8817. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8818. // PlaneBufferGeometry
  8819. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8820. BufferGeometry.call( this );
  8821. this.type = 'PlaneBufferGeometry';
  8822. this.parameters = {
  8823. width: width,
  8824. height: height,
  8825. widthSegments: widthSegments,
  8826. heightSegments: heightSegments
  8827. };
  8828. width = width || 1;
  8829. height = height || 1;
  8830. var width_half = width / 2;
  8831. var height_half = height / 2;
  8832. var gridX = Math.floor( widthSegments ) || 1;
  8833. var gridY = Math.floor( heightSegments ) || 1;
  8834. var gridX1 = gridX + 1;
  8835. var gridY1 = gridY + 1;
  8836. var segment_width = width / gridX;
  8837. var segment_height = height / gridY;
  8838. // buffers
  8839. var indices = [];
  8840. var vertices = [];
  8841. var normals = [];
  8842. var uvs = [];
  8843. // generate vertices, normals and uvs
  8844. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8845. var y = iy * segment_height - height_half;
  8846. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8847. var x = ix * segment_width - width_half;
  8848. vertices.push( x, - y, 0 );
  8849. normals.push( 0, 0, 1 );
  8850. uvs.push( ix / gridX );
  8851. uvs.push( 1 - ( iy / gridY ) );
  8852. }
  8853. }
  8854. // indices
  8855. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8856. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8857. var a = ix$1 + gridX1 * iy$1;
  8858. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8859. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8860. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8861. // faces
  8862. indices.push( a, b, d );
  8863. indices.push( b, c, d );
  8864. }
  8865. }
  8866. // build geometry
  8867. this.setIndex( indices );
  8868. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8869. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8870. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8871. }
  8872. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8873. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8874. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8875. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8876. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8877. 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";
  8878. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8879. var begin_vertex = "vec3 transformed = vec3( position );";
  8880. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8881. 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";
  8882. 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";
  8883. 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";
  8884. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8885. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8886. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8887. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8888. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8889. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8890. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8891. 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}";
  8892. 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";
  8893. 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";
  8894. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8895. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8896. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8897. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8898. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8899. 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}";
  8900. 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";
  8901. 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";
  8902. 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";
  8903. 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";
  8904. 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";
  8905. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8906. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8907. 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";
  8908. 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";
  8909. 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}";
  8910. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8911. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8912. 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";
  8913. 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";
  8914. 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";
  8915. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8916. 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)";
  8917. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8918. 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)";
  8919. 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";
  8920. 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}";
  8921. 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";
  8922. 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";
  8923. 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";
  8924. 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";
  8925. 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";
  8926. 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";
  8927. 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";
  8928. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8929. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8930. 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";
  8931. 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";
  8932. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8933. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8934. 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";
  8935. 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";
  8936. 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";
  8937. 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;";
  8938. 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";
  8939. 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";
  8940. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8941. 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";
  8942. 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";
  8943. 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}";
  8944. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8945. 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;";
  8946. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8947. 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";
  8948. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8949. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8950. 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";
  8951. 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";
  8952. 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";
  8953. 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}";
  8954. 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";
  8955. 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";
  8956. 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";
  8957. 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";
  8958. 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";
  8959. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8960. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8961. 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; }";
  8962. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8963. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8964. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8965. 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";
  8966. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8967. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8968. 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";
  8969. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8970. 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";
  8971. 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}";
  8972. 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}";
  8973. 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}";
  8974. 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}";
  8975. 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}";
  8976. 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}";
  8977. 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}";
  8978. 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}";
  8979. 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}";
  8980. 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}";
  8981. 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}";
  8982. 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}";
  8983. 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}";
  8984. 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}";
  8985. 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}";
  8986. 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}";
  8987. 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}";
  8988. 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}";
  8989. 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}";
  8990. 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}";
  8991. 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}";
  8992. 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}";
  8993. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\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 <transmissionmap_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#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\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 <transmissionmap_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 TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + 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}";
  8994. 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}";
  8995. 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}";
  8996. 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}";
  8997. 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}";
  8998. 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}";
  8999. 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}";
  9000. 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}";
  9001. 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}";
  9002. 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}";
  9003. var ShaderChunk = {
  9004. alphamap_fragment: alphamap_fragment,
  9005. alphamap_pars_fragment: alphamap_pars_fragment,
  9006. alphatest_fragment: alphatest_fragment,
  9007. aomap_fragment: aomap_fragment,
  9008. aomap_pars_fragment: aomap_pars_fragment,
  9009. begin_vertex: begin_vertex,
  9010. beginnormal_vertex: beginnormal_vertex,
  9011. bsdfs: bsdfs,
  9012. bumpmap_pars_fragment: bumpmap_pars_fragment,
  9013. clipping_planes_fragment: clipping_planes_fragment,
  9014. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9015. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9016. clipping_planes_vertex: clipping_planes_vertex,
  9017. color_fragment: color_fragment,
  9018. color_pars_fragment: color_pars_fragment,
  9019. color_pars_vertex: color_pars_vertex,
  9020. color_vertex: color_vertex,
  9021. common: common,
  9022. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9023. defaultnormal_vertex: defaultnormal_vertex,
  9024. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9025. displacementmap_vertex: displacementmap_vertex,
  9026. emissivemap_fragment: emissivemap_fragment,
  9027. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9028. encodings_fragment: encodings_fragment,
  9029. encodings_pars_fragment: encodings_pars_fragment,
  9030. envmap_fragment: envmap_fragment,
  9031. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9032. envmap_pars_fragment: envmap_pars_fragment,
  9033. envmap_pars_vertex: envmap_pars_vertex,
  9034. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9035. envmap_vertex: envmap_vertex,
  9036. fog_vertex: fog_vertex,
  9037. fog_pars_vertex: fog_pars_vertex,
  9038. fog_fragment: fog_fragment,
  9039. fog_pars_fragment: fog_pars_fragment,
  9040. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9041. lightmap_fragment: lightmap_fragment,
  9042. lightmap_pars_fragment: lightmap_pars_fragment,
  9043. lights_lambert_vertex: lights_lambert_vertex,
  9044. lights_pars_begin: lights_pars_begin,
  9045. lights_toon_fragment: lights_toon_fragment,
  9046. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9047. lights_phong_fragment: lights_phong_fragment,
  9048. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9049. lights_physical_fragment: lights_physical_fragment,
  9050. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9051. lights_fragment_begin: lights_fragment_begin,
  9052. lights_fragment_maps: lights_fragment_maps,
  9053. lights_fragment_end: lights_fragment_end,
  9054. logdepthbuf_fragment: logdepthbuf_fragment,
  9055. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9056. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9057. logdepthbuf_vertex: logdepthbuf_vertex,
  9058. map_fragment: map_fragment,
  9059. map_pars_fragment: map_pars_fragment,
  9060. map_particle_fragment: map_particle_fragment,
  9061. map_particle_pars_fragment: map_particle_pars_fragment,
  9062. metalnessmap_fragment: metalnessmap_fragment,
  9063. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9064. morphnormal_vertex: morphnormal_vertex,
  9065. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9066. morphtarget_vertex: morphtarget_vertex,
  9067. normal_fragment_begin: normal_fragment_begin,
  9068. normal_fragment_maps: normal_fragment_maps,
  9069. normalmap_pars_fragment: normalmap_pars_fragment,
  9070. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9071. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9072. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9073. packing: packing,
  9074. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9075. project_vertex: project_vertex,
  9076. dithering_fragment: dithering_fragment,
  9077. dithering_pars_fragment: dithering_pars_fragment,
  9078. roughnessmap_fragment: roughnessmap_fragment,
  9079. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9080. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9081. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9082. shadowmap_vertex: shadowmap_vertex,
  9083. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9084. skinbase_vertex: skinbase_vertex,
  9085. skinning_pars_vertex: skinning_pars_vertex,
  9086. skinning_vertex: skinning_vertex,
  9087. skinnormal_vertex: skinnormal_vertex,
  9088. specularmap_fragment: specularmap_fragment,
  9089. specularmap_pars_fragment: specularmap_pars_fragment,
  9090. tonemapping_fragment: tonemapping_fragment,
  9091. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9092. transmissionmap_fragment: transmissionmap_fragment,
  9093. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  9094. uv_pars_fragment: uv_pars_fragment,
  9095. uv_pars_vertex: uv_pars_vertex,
  9096. uv_vertex: uv_vertex,
  9097. uv2_pars_fragment: uv2_pars_fragment,
  9098. uv2_pars_vertex: uv2_pars_vertex,
  9099. uv2_vertex: uv2_vertex,
  9100. worldpos_vertex: worldpos_vertex,
  9101. background_frag: background_frag,
  9102. background_vert: background_vert,
  9103. cube_frag: cube_frag,
  9104. cube_vert: cube_vert,
  9105. depth_frag: depth_frag,
  9106. depth_vert: depth_vert,
  9107. distanceRGBA_frag: distanceRGBA_frag,
  9108. distanceRGBA_vert: distanceRGBA_vert,
  9109. equirect_frag: equirect_frag,
  9110. equirect_vert: equirect_vert,
  9111. linedashed_frag: linedashed_frag,
  9112. linedashed_vert: linedashed_vert,
  9113. meshbasic_frag: meshbasic_frag,
  9114. meshbasic_vert: meshbasic_vert,
  9115. meshlambert_frag: meshlambert_frag,
  9116. meshlambert_vert: meshlambert_vert,
  9117. meshmatcap_frag: meshmatcap_frag,
  9118. meshmatcap_vert: meshmatcap_vert,
  9119. meshtoon_frag: meshtoon_frag,
  9120. meshtoon_vert: meshtoon_vert,
  9121. meshphong_frag: meshphong_frag,
  9122. meshphong_vert: meshphong_vert,
  9123. meshphysical_frag: meshphysical_frag,
  9124. meshphysical_vert: meshphysical_vert,
  9125. normal_frag: normal_frag,
  9126. normal_vert: normal_vert,
  9127. points_frag: points_frag,
  9128. points_vert: points_vert,
  9129. shadow_frag: shadow_frag,
  9130. shadow_vert: shadow_vert,
  9131. sprite_frag: sprite_frag,
  9132. sprite_vert: sprite_vert
  9133. };
  9134. /**
  9135. * @author alteredq / http://alteredqualia.com/
  9136. * @author mrdoob / http://mrdoob.com/
  9137. * @author mikael emtinger / http://gomo.se/
  9138. */
  9139. var ShaderLib = {
  9140. basic: {
  9141. uniforms: mergeUniforms( [
  9142. UniformsLib.common,
  9143. UniformsLib.specularmap,
  9144. UniformsLib.envmap,
  9145. UniformsLib.aomap,
  9146. UniformsLib.lightmap,
  9147. UniformsLib.fog
  9148. ] ),
  9149. vertexShader: ShaderChunk.meshbasic_vert,
  9150. fragmentShader: ShaderChunk.meshbasic_frag
  9151. },
  9152. lambert: {
  9153. uniforms: mergeUniforms( [
  9154. UniformsLib.common,
  9155. UniformsLib.specularmap,
  9156. UniformsLib.envmap,
  9157. UniformsLib.aomap,
  9158. UniformsLib.lightmap,
  9159. UniformsLib.emissivemap,
  9160. UniformsLib.fog,
  9161. UniformsLib.lights,
  9162. {
  9163. emissive: { value: new Color( 0x000000 ) }
  9164. }
  9165. ] ),
  9166. vertexShader: ShaderChunk.meshlambert_vert,
  9167. fragmentShader: ShaderChunk.meshlambert_frag
  9168. },
  9169. phong: {
  9170. uniforms: mergeUniforms( [
  9171. UniformsLib.common,
  9172. UniformsLib.specularmap,
  9173. UniformsLib.envmap,
  9174. UniformsLib.aomap,
  9175. UniformsLib.lightmap,
  9176. UniformsLib.emissivemap,
  9177. UniformsLib.bumpmap,
  9178. UniformsLib.normalmap,
  9179. UniformsLib.displacementmap,
  9180. UniformsLib.fog,
  9181. UniformsLib.lights,
  9182. {
  9183. emissive: { value: new Color( 0x000000 ) },
  9184. specular: { value: new Color( 0x111111 ) },
  9185. shininess: { value: 30 }
  9186. }
  9187. ] ),
  9188. vertexShader: ShaderChunk.meshphong_vert,
  9189. fragmentShader: ShaderChunk.meshphong_frag
  9190. },
  9191. standard: {
  9192. uniforms: mergeUniforms( [
  9193. UniformsLib.common,
  9194. UniformsLib.envmap,
  9195. UniformsLib.aomap,
  9196. UniformsLib.lightmap,
  9197. UniformsLib.emissivemap,
  9198. UniformsLib.bumpmap,
  9199. UniformsLib.normalmap,
  9200. UniformsLib.displacementmap,
  9201. UniformsLib.roughnessmap,
  9202. UniformsLib.metalnessmap,
  9203. UniformsLib.fog,
  9204. UniformsLib.lights,
  9205. {
  9206. emissive: { value: new Color( 0x000000 ) },
  9207. roughness: { value: 1.0 },
  9208. metalness: { value: 0.0 },
  9209. envMapIntensity: { value: 1 } // temporary
  9210. }
  9211. ] ),
  9212. vertexShader: ShaderChunk.meshphysical_vert,
  9213. fragmentShader: ShaderChunk.meshphysical_frag
  9214. },
  9215. toon: {
  9216. uniforms: mergeUniforms( [
  9217. UniformsLib.common,
  9218. UniformsLib.aomap,
  9219. UniformsLib.lightmap,
  9220. UniformsLib.emissivemap,
  9221. UniformsLib.bumpmap,
  9222. UniformsLib.normalmap,
  9223. UniformsLib.displacementmap,
  9224. UniformsLib.gradientmap,
  9225. UniformsLib.fog,
  9226. UniformsLib.lights,
  9227. {
  9228. emissive: { value: new Color( 0x000000 ) }
  9229. }
  9230. ] ),
  9231. vertexShader: ShaderChunk.meshtoon_vert,
  9232. fragmentShader: ShaderChunk.meshtoon_frag
  9233. },
  9234. matcap: {
  9235. uniforms: mergeUniforms( [
  9236. UniformsLib.common,
  9237. UniformsLib.bumpmap,
  9238. UniformsLib.normalmap,
  9239. UniformsLib.displacementmap,
  9240. UniformsLib.fog,
  9241. {
  9242. matcap: { value: null }
  9243. }
  9244. ] ),
  9245. vertexShader: ShaderChunk.meshmatcap_vert,
  9246. fragmentShader: ShaderChunk.meshmatcap_frag
  9247. },
  9248. points: {
  9249. uniforms: mergeUniforms( [
  9250. UniformsLib.points,
  9251. UniformsLib.fog
  9252. ] ),
  9253. vertexShader: ShaderChunk.points_vert,
  9254. fragmentShader: ShaderChunk.points_frag
  9255. },
  9256. dashed: {
  9257. uniforms: mergeUniforms( [
  9258. UniformsLib.common,
  9259. UniformsLib.fog,
  9260. {
  9261. scale: { value: 1 },
  9262. dashSize: { value: 1 },
  9263. totalSize: { value: 2 }
  9264. }
  9265. ] ),
  9266. vertexShader: ShaderChunk.linedashed_vert,
  9267. fragmentShader: ShaderChunk.linedashed_frag
  9268. },
  9269. depth: {
  9270. uniforms: mergeUniforms( [
  9271. UniformsLib.common,
  9272. UniformsLib.displacementmap
  9273. ] ),
  9274. vertexShader: ShaderChunk.depth_vert,
  9275. fragmentShader: ShaderChunk.depth_frag
  9276. },
  9277. normal: {
  9278. uniforms: mergeUniforms( [
  9279. UniformsLib.common,
  9280. UniformsLib.bumpmap,
  9281. UniformsLib.normalmap,
  9282. UniformsLib.displacementmap,
  9283. {
  9284. opacity: { value: 1.0 }
  9285. }
  9286. ] ),
  9287. vertexShader: ShaderChunk.normal_vert,
  9288. fragmentShader: ShaderChunk.normal_frag
  9289. },
  9290. sprite: {
  9291. uniforms: mergeUniforms( [
  9292. UniformsLib.sprite,
  9293. UniformsLib.fog
  9294. ] ),
  9295. vertexShader: ShaderChunk.sprite_vert,
  9296. fragmentShader: ShaderChunk.sprite_frag
  9297. },
  9298. background: {
  9299. uniforms: {
  9300. uvTransform: { value: new Matrix3() },
  9301. t2D: { value: null },
  9302. },
  9303. vertexShader: ShaderChunk.background_vert,
  9304. fragmentShader: ShaderChunk.background_frag
  9305. },
  9306. /* -------------------------------------------------------------------------
  9307. // Cube map shader
  9308. ------------------------------------------------------------------------- */
  9309. cube: {
  9310. uniforms: mergeUniforms( [
  9311. UniformsLib.envmap,
  9312. {
  9313. opacity: { value: 1.0 }
  9314. }
  9315. ] ),
  9316. vertexShader: ShaderChunk.cube_vert,
  9317. fragmentShader: ShaderChunk.cube_frag
  9318. },
  9319. equirect: {
  9320. uniforms: {
  9321. tEquirect: { value: null },
  9322. },
  9323. vertexShader: ShaderChunk.equirect_vert,
  9324. fragmentShader: ShaderChunk.equirect_frag
  9325. },
  9326. distanceRGBA: {
  9327. uniforms: mergeUniforms( [
  9328. UniformsLib.common,
  9329. UniformsLib.displacementmap,
  9330. {
  9331. referencePosition: { value: new Vector3() },
  9332. nearDistance: { value: 1 },
  9333. farDistance: { value: 1000 }
  9334. }
  9335. ] ),
  9336. vertexShader: ShaderChunk.distanceRGBA_vert,
  9337. fragmentShader: ShaderChunk.distanceRGBA_frag
  9338. },
  9339. shadow: {
  9340. uniforms: mergeUniforms( [
  9341. UniformsLib.lights,
  9342. UniformsLib.fog,
  9343. {
  9344. color: { value: new Color( 0x00000 ) },
  9345. opacity: { value: 1.0 }
  9346. } ] ),
  9347. vertexShader: ShaderChunk.shadow_vert,
  9348. fragmentShader: ShaderChunk.shadow_frag
  9349. }
  9350. };
  9351. ShaderLib.physical = {
  9352. uniforms: mergeUniforms( [
  9353. ShaderLib.standard.uniforms,
  9354. {
  9355. clearcoat: { value: 0 },
  9356. clearcoatMap: { value: null },
  9357. clearcoatRoughness: { value: 0 },
  9358. clearcoatRoughnessMap: { value: null },
  9359. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9360. clearcoatNormalMap: { value: null },
  9361. sheen: { value: new Color( 0x000000 ) },
  9362. transmission: { value: 0 },
  9363. transmissionMap: { value: null },
  9364. }
  9365. ] ),
  9366. vertexShader: ShaderChunk.meshphysical_vert,
  9367. fragmentShader: ShaderChunk.meshphysical_frag
  9368. };
  9369. /**
  9370. * @author mrdoob / http://mrdoob.com/
  9371. */
  9372. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9373. var clearColor = new Color( 0x000000 );
  9374. var clearAlpha = 0;
  9375. var planeMesh;
  9376. var boxMesh;
  9377. var currentBackground = null;
  9378. var currentBackgroundVersion = 0;
  9379. var currentTonemapping = null;
  9380. function render( renderList, scene, camera, forceClear ) {
  9381. var background = scene.isScene === true ? scene.background : null;
  9382. // Ignore background in AR
  9383. // TODO: Reconsider this.
  9384. var xr = renderer.xr;
  9385. var session = xr.getSession && xr.getSession();
  9386. if ( session && session.environmentBlendMode === 'additive' ) {
  9387. background = null;
  9388. }
  9389. if ( background === null ) {
  9390. setClear( clearColor, clearAlpha );
  9391. } else if ( background && background.isColor ) {
  9392. setClear( background, 1 );
  9393. forceClear = true;
  9394. }
  9395. if ( renderer.autoClear || forceClear ) {
  9396. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9397. }
  9398. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9399. if ( boxMesh === undefined ) {
  9400. boxMesh = new Mesh(
  9401. new BoxBufferGeometry( 1, 1, 1 ),
  9402. new ShaderMaterial( {
  9403. name: 'BackgroundCubeMaterial',
  9404. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9405. vertexShader: ShaderLib.cube.vertexShader,
  9406. fragmentShader: ShaderLib.cube.fragmentShader,
  9407. side: BackSide,
  9408. depthTest: false,
  9409. depthWrite: false,
  9410. fog: false
  9411. } )
  9412. );
  9413. boxMesh.geometry.deleteAttribute( 'normal' );
  9414. boxMesh.geometry.deleteAttribute( 'uv' );
  9415. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9416. this.matrixWorld.copyPosition( camera.matrixWorld );
  9417. };
  9418. // enable code injection for non-built-in material
  9419. Object.defineProperty( boxMesh.material, 'envMap', {
  9420. get: function () {
  9421. return this.uniforms.envMap.value;
  9422. }
  9423. } );
  9424. objects.update( boxMesh );
  9425. }
  9426. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9427. boxMesh.material.uniforms.envMap.value = texture;
  9428. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9429. if ( currentBackground !== background ||
  9430. currentBackgroundVersion !== texture.version ||
  9431. currentTonemapping !== renderer.toneMapping ) {
  9432. boxMesh.material.needsUpdate = true;
  9433. currentBackground = background;
  9434. currentBackgroundVersion = texture.version;
  9435. currentTonemapping = renderer.toneMapping;
  9436. }
  9437. // push to the pre-sorted opaque render list
  9438. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9439. } else if ( background && background.isTexture ) {
  9440. if ( planeMesh === undefined ) {
  9441. planeMesh = new Mesh(
  9442. new PlaneBufferGeometry( 2, 2 ),
  9443. new ShaderMaterial( {
  9444. name: 'BackgroundMaterial',
  9445. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9446. vertexShader: ShaderLib.background.vertexShader,
  9447. fragmentShader: ShaderLib.background.fragmentShader,
  9448. side: FrontSide,
  9449. depthTest: false,
  9450. depthWrite: false,
  9451. fog: false
  9452. } )
  9453. );
  9454. planeMesh.geometry.deleteAttribute( 'normal' );
  9455. // enable code injection for non-built-in material
  9456. Object.defineProperty( planeMesh.material, 'map', {
  9457. get: function () {
  9458. return this.uniforms.t2D.value;
  9459. }
  9460. } );
  9461. objects.update( planeMesh );
  9462. }
  9463. planeMesh.material.uniforms.t2D.value = background;
  9464. if ( background.matrixAutoUpdate === true ) {
  9465. background.updateMatrix();
  9466. }
  9467. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9468. if ( currentBackground !== background ||
  9469. currentBackgroundVersion !== background.version ||
  9470. currentTonemapping !== renderer.toneMapping ) {
  9471. planeMesh.material.needsUpdate = true;
  9472. currentBackground = background;
  9473. currentBackgroundVersion = background.version;
  9474. currentTonemapping = renderer.toneMapping;
  9475. }
  9476. // push to the pre-sorted opaque render list
  9477. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9478. }
  9479. }
  9480. function setClear( color, alpha ) {
  9481. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9482. }
  9483. return {
  9484. getClearColor: function () {
  9485. return clearColor;
  9486. },
  9487. setClearColor: function ( color, alpha ) {
  9488. clearColor.set( color );
  9489. clearAlpha = alpha !== undefined ? alpha : 1;
  9490. setClear( clearColor, clearAlpha );
  9491. },
  9492. getClearAlpha: function () {
  9493. return clearAlpha;
  9494. },
  9495. setClearAlpha: function ( alpha ) {
  9496. clearAlpha = alpha;
  9497. setClear( clearColor, clearAlpha );
  9498. },
  9499. render: render
  9500. };
  9501. }
  9502. /**
  9503. * @author Mugen87 / https://github.com/Mugen87
  9504. * @author Takahiro / https://github.com/takahirox
  9505. */
  9506. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9507. var maxVertexAttributes = gl.getParameter( 34921 );
  9508. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9509. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9510. var bindingStates = {};
  9511. var defaultState = createBindingState( null );
  9512. var currentState = defaultState;
  9513. function setup( object, material, program, geometry, index ) {
  9514. var updateBuffers = false;
  9515. if ( vaoAvailable ) {
  9516. var state = getBindingState( geometry, program, material );
  9517. if ( currentState !== state ) {
  9518. currentState = state;
  9519. bindVertexArrayObject( currentState.object );
  9520. }
  9521. updateBuffers = needsUpdate( geometry );
  9522. if ( updateBuffers ) { saveCache( geometry ); }
  9523. } else {
  9524. var wireframe = ( material.wireframe === true );
  9525. if ( currentState.geometry !== geometry.id ||
  9526. currentState.program !== program.id ||
  9527. currentState.wireframe !== wireframe ) {
  9528. currentState.geometry = geometry.id;
  9529. currentState.program = program.id;
  9530. currentState.wireframe = wireframe;
  9531. updateBuffers = true;
  9532. }
  9533. }
  9534. if ( object.isInstancedMesh === true ) {
  9535. updateBuffers = true;
  9536. }
  9537. if ( index !== null ) {
  9538. attributes.update( index, 34963 );
  9539. }
  9540. if ( updateBuffers ) {
  9541. setupVertexAttributes( object, material, program, geometry );
  9542. if ( index !== null ) {
  9543. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9544. }
  9545. }
  9546. }
  9547. function createVertexArrayObject() {
  9548. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9549. return extension.createVertexArrayOES();
  9550. }
  9551. function bindVertexArrayObject( vao ) {
  9552. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9553. return extension.bindVertexArrayOES( vao );
  9554. }
  9555. function deleteVertexArrayObject( vao ) {
  9556. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9557. return extension.deleteVertexArrayOES( vao );
  9558. }
  9559. function getBindingState( geometry, program, material ) {
  9560. var wireframe = ( material.wireframe === true );
  9561. var programMap = bindingStates[ geometry.id ];
  9562. if ( programMap === undefined ) {
  9563. programMap = {};
  9564. bindingStates[ geometry.id ] = programMap;
  9565. }
  9566. var stateMap = programMap[ program.id ];
  9567. if ( stateMap === undefined ) {
  9568. stateMap = {};
  9569. programMap[ program.id ] = stateMap;
  9570. }
  9571. var state = stateMap[ wireframe ];
  9572. if ( state === undefined ) {
  9573. state = createBindingState( createVertexArrayObject() );
  9574. stateMap[ wireframe ] = state;
  9575. }
  9576. return state;
  9577. }
  9578. function createBindingState( vao ) {
  9579. var newAttributes = [];
  9580. var enabledAttributes = [];
  9581. var attributeDivisors = [];
  9582. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9583. newAttributes[ i ] = 0;
  9584. enabledAttributes[ i ] = 0;
  9585. attributeDivisors[ i ] = 0;
  9586. }
  9587. return {
  9588. // for backward compatibility on non-VAO support browser
  9589. geometry: null,
  9590. program: null,
  9591. wireframe: false,
  9592. newAttributes: newAttributes,
  9593. enabledAttributes: enabledAttributes,
  9594. attributeDivisors: attributeDivisors,
  9595. object: vao,
  9596. attributes: {}
  9597. };
  9598. }
  9599. function needsUpdate( geometry ) {
  9600. var cachedAttributes = currentState.attributes;
  9601. var geometryAttributes = geometry.attributes;
  9602. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9603. for ( var key in geometryAttributes ) {
  9604. var cachedAttribute = cachedAttributes[ key ];
  9605. var geometryAttribute = geometryAttributes[ key ];
  9606. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9607. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9608. }
  9609. return false;
  9610. }
  9611. function saveCache( geometry ) {
  9612. var cache = {};
  9613. var attributes = geometry.attributes;
  9614. for ( var key in attributes ) {
  9615. var attribute = attributes[ key ];
  9616. var data = {};
  9617. data.attribute = attribute;
  9618. if ( attribute.data ) {
  9619. data.data = attribute.data;
  9620. }
  9621. cache[ key ] = data;
  9622. }
  9623. currentState.attributes = cache;
  9624. }
  9625. function initAttributes() {
  9626. var newAttributes = currentState.newAttributes;
  9627. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9628. newAttributes[ i ] = 0;
  9629. }
  9630. }
  9631. function enableAttribute( attribute ) {
  9632. enableAttributeAndDivisor( attribute, 0 );
  9633. }
  9634. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9635. var newAttributes = currentState.newAttributes;
  9636. var enabledAttributes = currentState.enabledAttributes;
  9637. var attributeDivisors = currentState.attributeDivisors;
  9638. newAttributes[ attribute ] = 1;
  9639. if ( enabledAttributes[ attribute ] === 0 ) {
  9640. gl.enableVertexAttribArray( attribute );
  9641. enabledAttributes[ attribute ] = 1;
  9642. }
  9643. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9644. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9645. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9646. attributeDivisors[ attribute ] = meshPerAttribute;
  9647. }
  9648. }
  9649. function disableUnusedAttributes() {
  9650. var newAttributes = currentState.newAttributes;
  9651. var enabledAttributes = currentState.enabledAttributes;
  9652. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9653. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9654. gl.disableVertexAttribArray( i );
  9655. enabledAttributes[ i ] = 0;
  9656. }
  9657. }
  9658. }
  9659. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9660. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9661. gl.vertexAttribIPointer( index, size, type, stride, offset );
  9662. } else {
  9663. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9664. }
  9665. }
  9666. function setupVertexAttributes( object, material, program, geometry ) {
  9667. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9668. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9669. }
  9670. initAttributes();
  9671. var geometryAttributes = geometry.attributes;
  9672. var programAttributes = program.getAttributes();
  9673. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9674. for ( var name in programAttributes ) {
  9675. var programAttribute = programAttributes[ name ];
  9676. if ( programAttribute >= 0 ) {
  9677. var geometryAttribute = geometryAttributes[ name ];
  9678. if ( geometryAttribute !== undefined ) {
  9679. var normalized = geometryAttribute.normalized;
  9680. var size = geometryAttribute.itemSize;
  9681. var attribute = attributes.get( geometryAttribute );
  9682. // TODO Attribute may not be available on context restore
  9683. if ( attribute === undefined ) { continue; }
  9684. var buffer = attribute.buffer;
  9685. var type = attribute.type;
  9686. var bytesPerElement = attribute.bytesPerElement;
  9687. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9688. var data = geometryAttribute.data;
  9689. var stride = data.stride;
  9690. var offset = geometryAttribute.offset;
  9691. if ( data && data.isInstancedInterleavedBuffer ) {
  9692. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9693. if ( geometry._maxInstanceCount === undefined ) {
  9694. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9695. }
  9696. } else {
  9697. enableAttribute( programAttribute );
  9698. }
  9699. gl.bindBuffer( 34962, buffer );
  9700. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9701. } else {
  9702. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9703. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9704. if ( geometry._maxInstanceCount === undefined ) {
  9705. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9706. }
  9707. } else {
  9708. enableAttribute( programAttribute );
  9709. }
  9710. gl.bindBuffer( 34962, buffer );
  9711. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9712. }
  9713. } else if ( name === 'instanceMatrix' ) {
  9714. var attribute$1 = attributes.get( object.instanceMatrix );
  9715. // TODO Attribute may not be available on context restore
  9716. if ( attribute$1 === undefined ) { continue; }
  9717. var buffer$1 = attribute$1.buffer;
  9718. var type$1 = attribute$1.type;
  9719. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9720. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9721. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9722. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9723. gl.bindBuffer( 34962, buffer$1 );
  9724. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9725. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9726. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9727. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9728. } else if ( materialDefaultAttributeValues !== undefined ) {
  9729. var value = materialDefaultAttributeValues[ name ];
  9730. if ( value !== undefined ) {
  9731. switch ( value.length ) {
  9732. case 2:
  9733. gl.vertexAttrib2fv( programAttribute, value );
  9734. break;
  9735. case 3:
  9736. gl.vertexAttrib3fv( programAttribute, value );
  9737. break;
  9738. case 4:
  9739. gl.vertexAttrib4fv( programAttribute, value );
  9740. break;
  9741. default:
  9742. gl.vertexAttrib1fv( programAttribute, value );
  9743. }
  9744. }
  9745. }
  9746. }
  9747. }
  9748. disableUnusedAttributes();
  9749. }
  9750. function dispose() {
  9751. reset();
  9752. for ( var geometryId in bindingStates ) {
  9753. var programMap = bindingStates[ geometryId ];
  9754. for ( var programId in programMap ) {
  9755. var stateMap = programMap[ programId ];
  9756. for ( var wireframe in stateMap ) {
  9757. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9758. delete stateMap[ wireframe ];
  9759. }
  9760. delete programMap[ programId ];
  9761. }
  9762. delete bindingStates[ geometryId ];
  9763. }
  9764. }
  9765. function releaseStatesOfGeometry( geometry ) {
  9766. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9767. var programMap = bindingStates[ geometry.id ];
  9768. for ( var programId in programMap ) {
  9769. var stateMap = programMap[ programId ];
  9770. for ( var wireframe in stateMap ) {
  9771. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9772. delete stateMap[ wireframe ];
  9773. }
  9774. delete programMap[ programId ];
  9775. }
  9776. delete bindingStates[ geometry.id ];
  9777. }
  9778. function releaseStatesOfProgram( program ) {
  9779. for ( var geometryId in bindingStates ) {
  9780. var programMap = bindingStates[ geometryId ];
  9781. if ( programMap[ program.id ] === undefined ) { continue; }
  9782. var stateMap = programMap[ program.id ];
  9783. for ( var wireframe in stateMap ) {
  9784. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9785. delete stateMap[ wireframe ];
  9786. }
  9787. delete programMap[ program.id ];
  9788. }
  9789. }
  9790. function reset() {
  9791. resetDefaultState();
  9792. if ( currentState === defaultState ) { return; }
  9793. currentState = defaultState;
  9794. bindVertexArrayObject( currentState.object );
  9795. }
  9796. // for backward-compatilibity
  9797. function resetDefaultState() {
  9798. defaultState.geometry = null;
  9799. defaultState.program = null;
  9800. defaultState.wireframe = false;
  9801. }
  9802. return {
  9803. setup: setup,
  9804. reset: reset,
  9805. resetDefaultState: resetDefaultState,
  9806. dispose: dispose,
  9807. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9808. releaseStatesOfProgram: releaseStatesOfProgram,
  9809. initAttributes: initAttributes,
  9810. enableAttribute: enableAttribute,
  9811. disableUnusedAttributes: disableUnusedAttributes
  9812. };
  9813. }
  9814. /**
  9815. * @author mrdoob / http://mrdoob.com/
  9816. */
  9817. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9818. var isWebGL2 = capabilities.isWebGL2;
  9819. var mode;
  9820. function setMode( value ) {
  9821. mode = value;
  9822. }
  9823. function render( start, count ) {
  9824. gl.drawArrays( mode, start, count );
  9825. info.update( count, mode );
  9826. }
  9827. function renderInstances( geometry, start, count, primcount ) {
  9828. if ( primcount === 0 ) { return; }
  9829. var extension, methodName;
  9830. if ( isWebGL2 ) {
  9831. extension = gl;
  9832. methodName = 'drawArraysInstanced';
  9833. } else {
  9834. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9835. methodName = 'drawArraysInstancedANGLE';
  9836. if ( extension === null ) {
  9837. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9838. return;
  9839. }
  9840. }
  9841. extension[ methodName ]( mode, start, count, primcount );
  9842. info.update( count, mode, primcount );
  9843. }
  9844. //
  9845. this.setMode = setMode;
  9846. this.render = render;
  9847. this.renderInstances = renderInstances;
  9848. }
  9849. /**
  9850. * @author mrdoob / http://mrdoob.com/
  9851. */
  9852. function WebGLCapabilities( gl, extensions, parameters ) {
  9853. var maxAnisotropy;
  9854. function getMaxAnisotropy() {
  9855. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9856. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9857. if ( extension !== null ) {
  9858. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9859. } else {
  9860. maxAnisotropy = 0;
  9861. }
  9862. return maxAnisotropy;
  9863. }
  9864. function getMaxPrecision( precision ) {
  9865. if ( precision === 'highp' ) {
  9866. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9867. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9868. return 'highp';
  9869. }
  9870. precision = 'mediump';
  9871. }
  9872. if ( precision === 'mediump' ) {
  9873. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9874. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9875. return 'mediump';
  9876. }
  9877. }
  9878. return 'lowp';
  9879. }
  9880. /* eslint-disable no-undef */
  9881. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9882. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9883. /* eslint-enable no-undef */
  9884. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9885. var maxPrecision = getMaxPrecision( precision );
  9886. if ( maxPrecision !== precision ) {
  9887. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9888. precision = maxPrecision;
  9889. }
  9890. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9891. var maxTextures = gl.getParameter( 34930 );
  9892. var maxVertexTextures = gl.getParameter( 35660 );
  9893. var maxTextureSize = gl.getParameter( 3379 );
  9894. var maxCubemapSize = gl.getParameter( 34076 );
  9895. var maxAttributes = gl.getParameter( 34921 );
  9896. var maxVertexUniforms = gl.getParameter( 36347 );
  9897. var maxVaryings = gl.getParameter( 36348 );
  9898. var maxFragmentUniforms = gl.getParameter( 36349 );
  9899. var vertexTextures = maxVertexTextures > 0;
  9900. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9901. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9902. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9903. return {
  9904. isWebGL2: isWebGL2,
  9905. getMaxAnisotropy: getMaxAnisotropy,
  9906. getMaxPrecision: getMaxPrecision,
  9907. precision: precision,
  9908. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9909. maxTextures: maxTextures,
  9910. maxVertexTextures: maxVertexTextures,
  9911. maxTextureSize: maxTextureSize,
  9912. maxCubemapSize: maxCubemapSize,
  9913. maxAttributes: maxAttributes,
  9914. maxVertexUniforms: maxVertexUniforms,
  9915. maxVaryings: maxVaryings,
  9916. maxFragmentUniforms: maxFragmentUniforms,
  9917. vertexTextures: vertexTextures,
  9918. floatFragmentTextures: floatFragmentTextures,
  9919. floatVertexTextures: floatVertexTextures,
  9920. maxSamples: maxSamples
  9921. };
  9922. }
  9923. /**
  9924. * @author tschw
  9925. */
  9926. function WebGLClipping() {
  9927. var scope = this;
  9928. var globalState = null,
  9929. numGlobalPlanes = 0,
  9930. localClippingEnabled = false,
  9931. renderingShadows = false;
  9932. var plane = new Plane(),
  9933. viewNormalMatrix = new Matrix3(),
  9934. uniform = { value: null, needsUpdate: false };
  9935. this.uniform = uniform;
  9936. this.numPlanes = 0;
  9937. this.numIntersection = 0;
  9938. this.init = function ( planes, enableLocalClipping, camera ) {
  9939. var enabled =
  9940. planes.length !== 0 ||
  9941. enableLocalClipping ||
  9942. // enable state of previous frame - the clipping code has to
  9943. // run another frame in order to reset the state:
  9944. numGlobalPlanes !== 0 ||
  9945. localClippingEnabled;
  9946. localClippingEnabled = enableLocalClipping;
  9947. globalState = projectPlanes( planes, camera, 0 );
  9948. numGlobalPlanes = planes.length;
  9949. return enabled;
  9950. };
  9951. this.beginShadows = function () {
  9952. renderingShadows = true;
  9953. projectPlanes( null );
  9954. };
  9955. this.endShadows = function () {
  9956. renderingShadows = false;
  9957. resetGlobalState();
  9958. };
  9959. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9960. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9961. // there's no local clipping
  9962. if ( renderingShadows ) {
  9963. // there's no global clipping
  9964. projectPlanes( null );
  9965. } else {
  9966. resetGlobalState();
  9967. }
  9968. } else {
  9969. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9970. lGlobal = nGlobal * 4;
  9971. var dstArray = cache.clippingState || null;
  9972. uniform.value = dstArray; // ensure unique state
  9973. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9974. for ( var i = 0; i !== lGlobal; ++ i ) {
  9975. dstArray[ i ] = globalState[ i ];
  9976. }
  9977. cache.clippingState = dstArray;
  9978. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9979. this.numPlanes += nGlobal;
  9980. }
  9981. };
  9982. function resetGlobalState() {
  9983. if ( uniform.value !== globalState ) {
  9984. uniform.value = globalState;
  9985. uniform.needsUpdate = numGlobalPlanes > 0;
  9986. }
  9987. scope.numPlanes = numGlobalPlanes;
  9988. scope.numIntersection = 0;
  9989. }
  9990. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9991. var nPlanes = planes !== null ? planes.length : 0,
  9992. dstArray = null;
  9993. if ( nPlanes !== 0 ) {
  9994. dstArray = uniform.value;
  9995. if ( skipTransform !== true || dstArray === null ) {
  9996. var flatSize = dstOffset + nPlanes * 4,
  9997. viewMatrix = camera.matrixWorldInverse;
  9998. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9999. if ( dstArray === null || dstArray.length < flatSize ) {
  10000. dstArray = new Float32Array( flatSize );
  10001. }
  10002. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  10003. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  10004. plane.normal.toArray( dstArray, i4 );
  10005. dstArray[ i4 + 3 ] = plane.constant;
  10006. }
  10007. }
  10008. uniform.value = dstArray;
  10009. uniform.needsUpdate = true;
  10010. }
  10011. scope.numPlanes = nPlanes;
  10012. scope.numIntersection = 0;
  10013. return dstArray;
  10014. }
  10015. }
  10016. /**
  10017. * @author mrdoob / http://mrdoob.com/
  10018. */
  10019. function WebGLExtensions( gl ) {
  10020. var extensions = {};
  10021. return {
  10022. has: function ( name ) {
  10023. if ( extensions[ name ] !== undefined ) {
  10024. return extensions[ name ];
  10025. }
  10026. var extension;
  10027. switch ( name ) {
  10028. case 'WEBGL_depth_texture':
  10029. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  10030. break;
  10031. case 'EXT_texture_filter_anisotropic':
  10032. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  10033. break;
  10034. case 'WEBGL_compressed_texture_s3tc':
  10035. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  10036. break;
  10037. case 'WEBGL_compressed_texture_pvrtc':
  10038. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  10039. break;
  10040. default:
  10041. extension = gl.getExtension( name );
  10042. }
  10043. extensions[ name ] = extension;
  10044. return !! extension;
  10045. },
  10046. get: function ( name ) {
  10047. if ( ! this.has( name ) ) {
  10048. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  10049. }
  10050. return extensions[ name ];
  10051. }
  10052. };
  10053. }
  10054. /**
  10055. * @author mrdoob / http://mrdoob.com/
  10056. */
  10057. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  10058. var geometries = new WeakMap();
  10059. var wireframeAttributes = new WeakMap();
  10060. function onGeometryDispose( event ) {
  10061. var geometry = event.target;
  10062. var buffergeometry = geometries.get( geometry );
  10063. if ( buffergeometry.index !== null ) {
  10064. attributes.remove( buffergeometry.index );
  10065. }
  10066. for ( var name in buffergeometry.attributes ) {
  10067. attributes.remove( buffergeometry.attributes[ name ] );
  10068. }
  10069. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10070. geometries.delete( geometry );
  10071. var attribute = wireframeAttributes.get( buffergeometry );
  10072. if ( attribute ) {
  10073. attributes.remove( attribute );
  10074. wireframeAttributes.delete( buffergeometry );
  10075. }
  10076. bindingStates.releaseStatesOfGeometry( geometry );
  10077. if ( geometry.isInstancedBufferGeometry === true ) {
  10078. delete geometry._maxInstanceCount;
  10079. }
  10080. //
  10081. info.memory.geometries --;
  10082. }
  10083. function get( object, geometry ) {
  10084. var buffergeometry = geometries.get( geometry );
  10085. if ( buffergeometry ) { return buffergeometry; }
  10086. geometry.addEventListener( 'dispose', onGeometryDispose );
  10087. if ( geometry.isBufferGeometry ) {
  10088. buffergeometry = geometry;
  10089. } else if ( geometry.isGeometry ) {
  10090. if ( geometry._bufferGeometry === undefined ) {
  10091. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  10092. }
  10093. buffergeometry = geometry._bufferGeometry;
  10094. }
  10095. geometries.set( geometry, buffergeometry );
  10096. info.memory.geometries ++;
  10097. return buffergeometry;
  10098. }
  10099. function update( geometry ) {
  10100. var geometryAttributes = geometry.attributes;
  10101. // Updating index buffer in VAO now. See WebGLBindingStates.
  10102. for ( var name in geometryAttributes ) {
  10103. attributes.update( geometryAttributes[ name ], 34962 );
  10104. }
  10105. // morph targets
  10106. var morphAttributes = geometry.morphAttributes;
  10107. for ( var name$1 in morphAttributes ) {
  10108. var array = morphAttributes[ name$1 ];
  10109. for ( var i = 0, l = array.length; i < l; i ++ ) {
  10110. attributes.update( array[ i ], 34962 );
  10111. }
  10112. }
  10113. }
  10114. function updateWireframeAttribute( geometry ) {
  10115. var indices = [];
  10116. var geometryIndex = geometry.index;
  10117. var geometryPosition = geometry.attributes.position;
  10118. var version = 0;
  10119. if ( geometryIndex !== null ) {
  10120. var array = geometryIndex.array;
  10121. version = geometryIndex.version;
  10122. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  10123. var a = array[ i + 0 ];
  10124. var b = array[ i + 1 ];
  10125. var c = array[ i + 2 ];
  10126. indices.push( a, b, b, c, c, a );
  10127. }
  10128. } else {
  10129. var array$1 = geometryPosition.array;
  10130. version = geometryPosition.version;
  10131. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  10132. var a$1 = i$1 + 0;
  10133. var b$1 = i$1 + 1;
  10134. var c$1 = i$1 + 2;
  10135. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  10136. }
  10137. }
  10138. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  10139. attribute.version = version;
  10140. // Updating index buffer in VAO now. See WebGLBindingStates
  10141. //
  10142. var previousAttribute = wireframeAttributes.get( geometry );
  10143. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  10144. //
  10145. wireframeAttributes.set( geometry, attribute );
  10146. }
  10147. function getWireframeAttribute( geometry ) {
  10148. var currentAttribute = wireframeAttributes.get( geometry );
  10149. if ( currentAttribute ) {
  10150. var geometryIndex = geometry.index;
  10151. if ( geometryIndex !== null ) {
  10152. // if the attribute is obsolete, create a new one
  10153. if ( currentAttribute.version < geometryIndex.version ) {
  10154. updateWireframeAttribute( geometry );
  10155. }
  10156. }
  10157. } else {
  10158. updateWireframeAttribute( geometry );
  10159. }
  10160. return wireframeAttributes.get( geometry );
  10161. }
  10162. return {
  10163. get: get,
  10164. update: update,
  10165. getWireframeAttribute: getWireframeAttribute
  10166. };
  10167. }
  10168. /**
  10169. * @author mrdoob / http://mrdoob.com/
  10170. */
  10171. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  10172. var isWebGL2 = capabilities.isWebGL2;
  10173. var mode;
  10174. function setMode( value ) {
  10175. mode = value;
  10176. }
  10177. var type, bytesPerElement;
  10178. function setIndex( value ) {
  10179. type = value.type;
  10180. bytesPerElement = value.bytesPerElement;
  10181. }
  10182. function render( start, count ) {
  10183. gl.drawElements( mode, count, type, start * bytesPerElement );
  10184. info.update( count, mode );
  10185. }
  10186. function renderInstances( geometry, start, count, primcount ) {
  10187. if ( primcount === 0 ) { return; }
  10188. var extension, methodName;
  10189. if ( isWebGL2 ) {
  10190. extension = gl;
  10191. methodName = 'drawElementsInstanced';
  10192. } else {
  10193. extension = extensions.get( 'ANGLE_instanced_arrays' );
  10194. methodName = 'drawElementsInstancedANGLE';
  10195. if ( extension === null ) {
  10196. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  10197. return;
  10198. }
  10199. }
  10200. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  10201. info.update( count, mode, primcount );
  10202. }
  10203. //
  10204. this.setMode = setMode;
  10205. this.setIndex = setIndex;
  10206. this.render = render;
  10207. this.renderInstances = renderInstances;
  10208. }
  10209. /**
  10210. * @author Mugen87 / https://github.com/Mugen87
  10211. */
  10212. function WebGLInfo( gl ) {
  10213. var memory = {
  10214. geometries: 0,
  10215. textures: 0
  10216. };
  10217. var render = {
  10218. frame: 0,
  10219. calls: 0,
  10220. triangles: 0,
  10221. points: 0,
  10222. lines: 0
  10223. };
  10224. function update( count, mode, instanceCount ) {
  10225. instanceCount = instanceCount || 1;
  10226. render.calls ++;
  10227. switch ( mode ) {
  10228. case 4:
  10229. render.triangles += instanceCount * ( count / 3 );
  10230. break;
  10231. case 1:
  10232. render.lines += instanceCount * ( count / 2 );
  10233. break;
  10234. case 3:
  10235. render.lines += instanceCount * ( count - 1 );
  10236. break;
  10237. case 2:
  10238. render.lines += instanceCount * count;
  10239. break;
  10240. case 0:
  10241. render.points += instanceCount * count;
  10242. break;
  10243. default:
  10244. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10245. break;
  10246. }
  10247. }
  10248. function reset() {
  10249. render.frame ++;
  10250. render.calls = 0;
  10251. render.triangles = 0;
  10252. render.points = 0;
  10253. render.lines = 0;
  10254. }
  10255. return {
  10256. memory: memory,
  10257. render: render,
  10258. programs: null,
  10259. autoReset: true,
  10260. reset: reset,
  10261. update: update
  10262. };
  10263. }
  10264. /**
  10265. * @author mrdoob / http://mrdoob.com/
  10266. */
  10267. function numericalSort( a, b ) {
  10268. return a[ 0 ] - b[ 0 ];
  10269. }
  10270. function absNumericalSort( a, b ) {
  10271. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10272. }
  10273. function WebGLMorphtargets( gl ) {
  10274. var influencesList = {};
  10275. var morphInfluences = new Float32Array( 8 );
  10276. var workInfluences = [];
  10277. for ( var i = 0; i < 8; i ++ ) {
  10278. workInfluences[ i ] = [ i, 0 ];
  10279. }
  10280. function update( object, geometry, material, program ) {
  10281. var objectInfluences = object.morphTargetInfluences;
  10282. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10283. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10284. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10285. var influences = influencesList[ geometry.id ];
  10286. if ( influences === undefined ) {
  10287. // initialise list
  10288. influences = [];
  10289. for ( var i = 0; i < length; i ++ ) {
  10290. influences[ i ] = [ i, 0 ];
  10291. }
  10292. influencesList[ geometry.id ] = influences;
  10293. }
  10294. // Collect influences
  10295. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10296. var influence = influences[ i$1 ];
  10297. influence[ 0 ] = i$1;
  10298. influence[ 1 ] = objectInfluences[ i$1 ];
  10299. }
  10300. influences.sort( absNumericalSort );
  10301. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10302. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10303. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10304. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10305. } else {
  10306. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10307. workInfluences[ i$2 ][ 1 ] = 0;
  10308. }
  10309. }
  10310. workInfluences.sort( numericalSort );
  10311. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10312. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10313. var morphInfluencesSum = 0;
  10314. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10315. var influence$1 = workInfluences[ i$3 ];
  10316. var index = influence$1[ 0 ];
  10317. var value = influence$1[ 1 ];
  10318. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10319. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10320. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10321. }
  10322. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10323. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10324. }
  10325. morphInfluences[ i$3 ] = value;
  10326. morphInfluencesSum += value;
  10327. } else {
  10328. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10329. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10330. }
  10331. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10332. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10333. }
  10334. morphInfluences[ i$3 ] = 0;
  10335. }
  10336. }
  10337. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10338. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10339. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10340. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10341. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10342. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10343. }
  10344. return {
  10345. update: update
  10346. };
  10347. }
  10348. /**
  10349. * @author mrdoob / http://mrdoob.com/
  10350. */
  10351. function WebGLObjects( gl, geometries, attributes, info ) {
  10352. var updateMap = new WeakMap();
  10353. function update( object ) {
  10354. var frame = info.render.frame;
  10355. var geometry = object.geometry;
  10356. var buffergeometry = geometries.get( object, geometry );
  10357. // Update once per frame
  10358. if ( updateMap.get( buffergeometry ) !== frame ) {
  10359. if ( geometry.isGeometry ) {
  10360. buffergeometry.updateFromObject( object );
  10361. }
  10362. geometries.update( buffergeometry );
  10363. updateMap.set( buffergeometry, frame );
  10364. }
  10365. if ( object.isInstancedMesh ) {
  10366. attributes.update( object.instanceMatrix, 34962 );
  10367. }
  10368. return buffergeometry;
  10369. }
  10370. function dispose() {
  10371. updateMap = new WeakMap();
  10372. }
  10373. return {
  10374. update: update,
  10375. dispose: dispose
  10376. };
  10377. }
  10378. /**
  10379. * @author mrdoob / http://mrdoob.com/
  10380. */
  10381. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10382. images = images !== undefined ? images : [];
  10383. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10384. format = format !== undefined ? format : RGBFormat;
  10385. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10386. this.flipY = false;
  10387. }
  10388. CubeTexture.prototype = Object.create( Texture.prototype );
  10389. CubeTexture.prototype.constructor = CubeTexture;
  10390. CubeTexture.prototype.isCubeTexture = true;
  10391. Object.defineProperty( CubeTexture.prototype, 'images', {
  10392. get: function () {
  10393. return this.image;
  10394. },
  10395. set: function ( value ) {
  10396. this.image = value;
  10397. }
  10398. } );
  10399. /**
  10400. * @author Takahiro https://github.com/takahirox
  10401. */
  10402. function DataTexture2DArray( data, width, height, depth ) {
  10403. Texture.call( this, null );
  10404. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10405. this.magFilter = NearestFilter;
  10406. this.minFilter = NearestFilter;
  10407. this.wrapR = ClampToEdgeWrapping;
  10408. this.generateMipmaps = false;
  10409. this.flipY = false;
  10410. this.needsUpdate = true;
  10411. }
  10412. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10413. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10414. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10415. /**
  10416. * @author Artur Trzesiok
  10417. */
  10418. function DataTexture3D( data, width, height, depth ) {
  10419. // We're going to add .setXXX() methods for setting properties later.
  10420. // Users can still set in DataTexture3D directly.
  10421. //
  10422. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10423. // texture.anisotropy = 16;
  10424. //
  10425. // See #14839
  10426. Texture.call( this, null );
  10427. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10428. this.magFilter = NearestFilter;
  10429. this.minFilter = NearestFilter;
  10430. this.wrapR = ClampToEdgeWrapping;
  10431. this.generateMipmaps = false;
  10432. this.flipY = false;
  10433. this.needsUpdate = true;
  10434. }
  10435. DataTexture3D.prototype = Object.create( Texture.prototype );
  10436. DataTexture3D.prototype.constructor = DataTexture3D;
  10437. DataTexture3D.prototype.isDataTexture3D = true;
  10438. /**
  10439. * @author tschw
  10440. * @author Mugen87 / https://github.com/Mugen87
  10441. * @author mrdoob / http://mrdoob.com/
  10442. *
  10443. * Uniforms of a program.
  10444. * Those form a tree structure with a special top-level container for the root,
  10445. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10446. *
  10447. *
  10448. * Properties of inner nodes including the top-level container:
  10449. *
  10450. * .seq - array of nested uniforms
  10451. * .map - nested uniforms by name
  10452. *
  10453. *
  10454. * Methods of all nodes except the top-level container:
  10455. *
  10456. * .setValue( gl, value, [textures] )
  10457. *
  10458. * uploads a uniform value(s)
  10459. * the 'textures' parameter is needed for sampler uniforms
  10460. *
  10461. *
  10462. * Static methods of the top-level container (textures factorizations):
  10463. *
  10464. * .upload( gl, seq, values, textures )
  10465. *
  10466. * sets uniforms in 'seq' to 'values[id].value'
  10467. *
  10468. * .seqWithValue( seq, values ) : filteredSeq
  10469. *
  10470. * filters 'seq' entries with corresponding entry in values
  10471. *
  10472. *
  10473. * Methods of the top-level container (textures factorizations):
  10474. *
  10475. * .setValue( gl, name, value, textures )
  10476. *
  10477. * sets uniform with name 'name' to 'value'
  10478. *
  10479. * .setOptional( gl, obj, prop )
  10480. *
  10481. * like .set for an optional property of the object
  10482. *
  10483. */
  10484. var emptyTexture = new Texture();
  10485. var emptyTexture2dArray = new DataTexture2DArray();
  10486. var emptyTexture3d = new DataTexture3D();
  10487. var emptyCubeTexture = new CubeTexture();
  10488. // --- Utilities ---
  10489. // Array Caches (provide typed arrays for temporary by size)
  10490. var arrayCacheF32 = [];
  10491. var arrayCacheI32 = [];
  10492. // Float32Array caches used for uploading Matrix uniforms
  10493. var mat4array = new Float32Array( 16 );
  10494. var mat3array = new Float32Array( 9 );
  10495. var mat2array = new Float32Array( 4 );
  10496. // Flattening for arrays of vectors and matrices
  10497. function flatten( array, nBlocks, blockSize ) {
  10498. var firstElem = array[ 0 ];
  10499. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10500. // unoptimized: ! isNaN( firstElem )
  10501. // see http://jacksondunstan.com/articles/983
  10502. var n = nBlocks * blockSize,
  10503. r = arrayCacheF32[ n ];
  10504. if ( r === undefined ) {
  10505. r = new Float32Array( n );
  10506. arrayCacheF32[ n ] = r;
  10507. }
  10508. if ( nBlocks !== 0 ) {
  10509. firstElem.toArray( r, 0 );
  10510. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10511. offset += blockSize;
  10512. array[ i ].toArray( r, offset );
  10513. }
  10514. }
  10515. return r;
  10516. }
  10517. function arraysEqual( a, b ) {
  10518. if ( a.length !== b.length ) { return false; }
  10519. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10520. if ( a[ i ] !== b[ i ] ) { return false; }
  10521. }
  10522. return true;
  10523. }
  10524. function copyArray( a, b ) {
  10525. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10526. a[ i ] = b[ i ];
  10527. }
  10528. }
  10529. // Texture unit allocation
  10530. function allocTexUnits( textures, n ) {
  10531. var r = arrayCacheI32[ n ];
  10532. if ( r === undefined ) {
  10533. r = new Int32Array( n );
  10534. arrayCacheI32[ n ] = r;
  10535. }
  10536. for ( var i = 0; i !== n; ++ i ) {
  10537. r[ i ] = textures.allocateTextureUnit();
  10538. }
  10539. return r;
  10540. }
  10541. // --- Setters ---
  10542. // Note: Defining these methods externally, because they come in a bunch
  10543. // and this way their names minify.
  10544. // Single scalar
  10545. function setValueV1f( gl, v ) {
  10546. var cache = this.cache;
  10547. if ( cache[ 0 ] === v ) { return; }
  10548. gl.uniform1f( this.addr, v );
  10549. cache[ 0 ] = v;
  10550. }
  10551. // Single float vector (from flat array or THREE.VectorN)
  10552. function setValueV2f( gl, v ) {
  10553. var cache = this.cache;
  10554. if ( v.x !== undefined ) {
  10555. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10556. gl.uniform2f( this.addr, v.x, v.y );
  10557. cache[ 0 ] = v.x;
  10558. cache[ 1 ] = v.y;
  10559. }
  10560. } else {
  10561. if ( arraysEqual( cache, v ) ) { return; }
  10562. gl.uniform2fv( this.addr, v );
  10563. copyArray( cache, v );
  10564. }
  10565. }
  10566. function setValueV3f( gl, v ) {
  10567. var cache = this.cache;
  10568. if ( v.x !== undefined ) {
  10569. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10570. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10571. cache[ 0 ] = v.x;
  10572. cache[ 1 ] = v.y;
  10573. cache[ 2 ] = v.z;
  10574. }
  10575. } else if ( v.r !== undefined ) {
  10576. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10577. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10578. cache[ 0 ] = v.r;
  10579. cache[ 1 ] = v.g;
  10580. cache[ 2 ] = v.b;
  10581. }
  10582. } else {
  10583. if ( arraysEqual( cache, v ) ) { return; }
  10584. gl.uniform3fv( this.addr, v );
  10585. copyArray( cache, v );
  10586. }
  10587. }
  10588. function setValueV4f( gl, v ) {
  10589. var cache = this.cache;
  10590. if ( v.x !== undefined ) {
  10591. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10592. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10593. cache[ 0 ] = v.x;
  10594. cache[ 1 ] = v.y;
  10595. cache[ 2 ] = v.z;
  10596. cache[ 3 ] = v.w;
  10597. }
  10598. } else {
  10599. if ( arraysEqual( cache, v ) ) { return; }
  10600. gl.uniform4fv( this.addr, v );
  10601. copyArray( cache, v );
  10602. }
  10603. }
  10604. // Single matrix (from flat array or MatrixN)
  10605. function setValueM2( gl, v ) {
  10606. var cache = this.cache;
  10607. var elements = v.elements;
  10608. if ( elements === undefined ) {
  10609. if ( arraysEqual( cache, v ) ) { return; }
  10610. gl.uniformMatrix2fv( this.addr, false, v );
  10611. copyArray( cache, v );
  10612. } else {
  10613. if ( arraysEqual( cache, elements ) ) { return; }
  10614. mat2array.set( elements );
  10615. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10616. copyArray( cache, elements );
  10617. }
  10618. }
  10619. function setValueM3( gl, v ) {
  10620. var cache = this.cache;
  10621. var elements = v.elements;
  10622. if ( elements === undefined ) {
  10623. if ( arraysEqual( cache, v ) ) { return; }
  10624. gl.uniformMatrix3fv( this.addr, false, v );
  10625. copyArray( cache, v );
  10626. } else {
  10627. if ( arraysEqual( cache, elements ) ) { return; }
  10628. mat3array.set( elements );
  10629. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10630. copyArray( cache, elements );
  10631. }
  10632. }
  10633. function setValueM4( gl, v ) {
  10634. var cache = this.cache;
  10635. var elements = v.elements;
  10636. if ( elements === undefined ) {
  10637. if ( arraysEqual( cache, v ) ) { return; }
  10638. gl.uniformMatrix4fv( this.addr, false, v );
  10639. copyArray( cache, v );
  10640. } else {
  10641. if ( arraysEqual( cache, elements ) ) { return; }
  10642. mat4array.set( elements );
  10643. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10644. copyArray( cache, elements );
  10645. }
  10646. }
  10647. // Single texture (2D / Cube)
  10648. function setValueT1( 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.safeSetTexture2D( v || emptyTexture, unit );
  10656. }
  10657. function setValueT2DArray1( 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.setTexture2DArray( v || emptyTexture2dArray, unit );
  10665. }
  10666. function setValueT3D1( gl, v, textures ) {
  10667. var cache = this.cache;
  10668. var unit = textures.allocateTextureUnit();
  10669. if ( cache[ 0 ] !== unit ) {
  10670. gl.uniform1i( this.addr, unit );
  10671. cache[ 0 ] = unit;
  10672. }
  10673. textures.setTexture3D( v || emptyTexture3d, unit );
  10674. }
  10675. function setValueT6( gl, v, textures ) {
  10676. var cache = this.cache;
  10677. var unit = textures.allocateTextureUnit();
  10678. if ( cache[ 0 ] !== unit ) {
  10679. gl.uniform1i( this.addr, unit );
  10680. cache[ 0 ] = unit;
  10681. }
  10682. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10683. }
  10684. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10685. function setValueV1i( gl, v ) {
  10686. var cache = this.cache;
  10687. if ( cache[ 0 ] === v ) { return; }
  10688. gl.uniform1i( this.addr, v );
  10689. cache[ 0 ] = v;
  10690. }
  10691. function setValueV2i( gl, v ) {
  10692. var cache = this.cache;
  10693. if ( arraysEqual( cache, v ) ) { return; }
  10694. gl.uniform2iv( this.addr, v );
  10695. copyArray( cache, v );
  10696. }
  10697. function setValueV3i( gl, v ) {
  10698. var cache = this.cache;
  10699. if ( arraysEqual( cache, v ) ) { return; }
  10700. gl.uniform3iv( this.addr, v );
  10701. copyArray( cache, v );
  10702. }
  10703. function setValueV4i( gl, v ) {
  10704. var cache = this.cache;
  10705. if ( arraysEqual( cache, v ) ) { return; }
  10706. gl.uniform4iv( this.addr, v );
  10707. copyArray( cache, v );
  10708. }
  10709. // uint
  10710. function setValueV1ui( gl, v ) {
  10711. var cache = this.cache;
  10712. if ( cache[ 0 ] === v ) { return; }
  10713. gl.uniform1ui( this.addr, v );
  10714. cache[ 0 ] = v;
  10715. }
  10716. // Helper to pick the right setter for the singular case
  10717. function getSingularSetter( type ) {
  10718. switch ( type ) {
  10719. case 0x1406: return setValueV1f; // FLOAT
  10720. case 0x8b50: return setValueV2f; // _VEC2
  10721. case 0x8b51: return setValueV3f; // _VEC3
  10722. case 0x8b52: return setValueV4f; // _VEC4
  10723. case 0x8b5a: return setValueM2; // _MAT2
  10724. case 0x8b5b: return setValueM3; // _MAT3
  10725. case 0x8b5c: return setValueM4; // _MAT4
  10726. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10727. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10728. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10729. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10730. case 0x1405: return setValueV1ui; // UINT
  10731. case 0x8b5e: // SAMPLER_2D
  10732. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10733. case 0x8dca: // INT_SAMPLER_2D
  10734. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10735. case 0x8b62: // SAMPLER_2D_SHADOW
  10736. return setValueT1;
  10737. case 0x8b5f: // SAMPLER_3D
  10738. case 0x8dcb: // INT_SAMPLER_3D
  10739. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10740. return setValueT3D1;
  10741. case 0x8b60: // SAMPLER_CUBE
  10742. case 0x8dcc: // INT_SAMPLER_CUBE
  10743. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10744. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10745. return setValueT6;
  10746. case 0x8dc1: // SAMPLER_2D_ARRAY
  10747. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10748. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10749. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10750. return setValueT2DArray1;
  10751. }
  10752. }
  10753. // Array of scalars
  10754. function setValueV1fArray( gl, v ) {
  10755. gl.uniform1fv( this.addr, v );
  10756. }
  10757. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10758. function setValueV1iArray( gl, v ) {
  10759. gl.uniform1iv( this.addr, v );
  10760. }
  10761. function setValueV2iArray( gl, v ) {
  10762. gl.uniform2iv( this.addr, v );
  10763. }
  10764. function setValueV3iArray( gl, v ) {
  10765. gl.uniform3iv( this.addr, v );
  10766. }
  10767. function setValueV4iArray( gl, v ) {
  10768. gl.uniform4iv( this.addr, v );
  10769. }
  10770. // Array of vectors (flat or from THREE classes)
  10771. function setValueV2fArray( gl, v ) {
  10772. var data = flatten( v, this.size, 2 );
  10773. gl.uniform2fv( this.addr, data );
  10774. }
  10775. function setValueV3fArray( gl, v ) {
  10776. var data = flatten( v, this.size, 3 );
  10777. gl.uniform3fv( this.addr, data );
  10778. }
  10779. function setValueV4fArray( gl, v ) {
  10780. var data = flatten( v, this.size, 4 );
  10781. gl.uniform4fv( this.addr, data );
  10782. }
  10783. // Array of matrices (flat or from THREE clases)
  10784. function setValueM2Array( gl, v ) {
  10785. var data = flatten( v, this.size, 4 );
  10786. gl.uniformMatrix2fv( this.addr, false, data );
  10787. }
  10788. function setValueM3Array( gl, v ) {
  10789. var data = flatten( v, this.size, 9 );
  10790. gl.uniformMatrix3fv( this.addr, false, data );
  10791. }
  10792. function setValueM4Array( gl, v ) {
  10793. var data = flatten( v, this.size, 16 );
  10794. gl.uniformMatrix4fv( this.addr, false, data );
  10795. }
  10796. // Array of textures (2D / Cube)
  10797. function setValueT1Array( gl, v, textures ) {
  10798. var n = v.length;
  10799. var units = allocTexUnits( textures, n );
  10800. gl.uniform1iv( this.addr, units );
  10801. for ( var i = 0; i !== n; ++ i ) {
  10802. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10803. }
  10804. }
  10805. function setValueT6Array( gl, v, textures ) {
  10806. var n = v.length;
  10807. var units = allocTexUnits( textures, n );
  10808. gl.uniform1iv( this.addr, units );
  10809. for ( var i = 0; i !== n; ++ i ) {
  10810. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10811. }
  10812. }
  10813. // Helper to pick the right setter for a pure (bottom-level) array
  10814. function getPureArraySetter( type ) {
  10815. switch ( type ) {
  10816. case 0x1406: return setValueV1fArray; // FLOAT
  10817. case 0x8b50: return setValueV2fArray; // _VEC2
  10818. case 0x8b51: return setValueV3fArray; // _VEC3
  10819. case 0x8b52: return setValueV4fArray; // _VEC4
  10820. case 0x8b5a: return setValueM2Array; // _MAT2
  10821. case 0x8b5b: return setValueM3Array; // _MAT3
  10822. case 0x8b5c: return setValueM4Array; // _MAT4
  10823. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10824. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10825. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10826. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10827. case 0x8b5e: // SAMPLER_2D
  10828. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10829. case 0x8dca: // INT_SAMPLER_2D
  10830. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10831. case 0x8b62: // SAMPLER_2D_SHADOW
  10832. return setValueT1Array;
  10833. case 0x8b60: // SAMPLER_CUBE
  10834. case 0x8dcc: // INT_SAMPLER_CUBE
  10835. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10836. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10837. return setValueT6Array;
  10838. }
  10839. }
  10840. // --- Uniform Classes ---
  10841. function SingleUniform( id, activeInfo, addr ) {
  10842. this.id = id;
  10843. this.addr = addr;
  10844. this.cache = [];
  10845. this.setValue = getSingularSetter( activeInfo.type );
  10846. // this.path = activeInfo.name; // DEBUG
  10847. }
  10848. function PureArrayUniform( id, activeInfo, addr ) {
  10849. this.id = id;
  10850. this.addr = addr;
  10851. this.cache = [];
  10852. this.size = activeInfo.size;
  10853. this.setValue = getPureArraySetter( activeInfo.type );
  10854. // this.path = activeInfo.name; // DEBUG
  10855. }
  10856. PureArrayUniform.prototype.updateCache = function ( data ) {
  10857. var cache = this.cache;
  10858. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10859. this.cache = new Float32Array( data.length );
  10860. }
  10861. copyArray( cache, data );
  10862. };
  10863. function StructuredUniform( id ) {
  10864. this.id = id;
  10865. this.seq = [];
  10866. this.map = {};
  10867. }
  10868. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10869. var seq = this.seq;
  10870. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10871. var u = seq[ i ];
  10872. u.setValue( gl, value[ u.id ], textures );
  10873. }
  10874. };
  10875. // --- Top-level ---
  10876. // Parser - builds up the property tree from the path strings
  10877. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10878. // extracts
  10879. // - the identifier (member name or array index)
  10880. // - followed by an optional right bracket (found when array index)
  10881. // - followed by an optional left bracket or dot (type of subscript)
  10882. //
  10883. // Note: These portions can be read in a non-overlapping fashion and
  10884. // allow straightforward parsing of the hierarchy that WebGL encodes
  10885. // in the uniform names.
  10886. function addUniform( container, uniformObject ) {
  10887. container.seq.push( uniformObject );
  10888. container.map[ uniformObject.id ] = uniformObject;
  10889. }
  10890. function parseUniform( activeInfo, addr, container ) {
  10891. var path = activeInfo.name,
  10892. pathLength = path.length;
  10893. // reset RegExp object, because of the early exit of a previous run
  10894. RePathPart.lastIndex = 0;
  10895. while ( true ) {
  10896. var match = RePathPart.exec( path ),
  10897. matchEnd = RePathPart.lastIndex;
  10898. var id = match[ 1 ],
  10899. idIsIndex = match[ 2 ] === ']',
  10900. subscript = match[ 3 ];
  10901. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10902. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10903. // bare name or "pure" bottom-level array "[0]" suffix
  10904. addUniform( container, subscript === undefined ?
  10905. new SingleUniform( id, activeInfo, addr ) :
  10906. new PureArrayUniform( id, activeInfo, addr ) );
  10907. break;
  10908. } else {
  10909. // step into inner node / create it in case it doesn't exist
  10910. var map = container.map;
  10911. var next = map[ id ];
  10912. if ( next === undefined ) {
  10913. next = new StructuredUniform( id );
  10914. addUniform( container, next );
  10915. }
  10916. container = next;
  10917. }
  10918. }
  10919. }
  10920. // Root Container
  10921. function WebGLUniforms( gl, program ) {
  10922. this.seq = [];
  10923. this.map = {};
  10924. var n = gl.getProgramParameter( program, 35718 );
  10925. for ( var i = 0; i < n; ++ i ) {
  10926. var info = gl.getActiveUniform( program, i ),
  10927. addr = gl.getUniformLocation( program, info.name );
  10928. parseUniform( info, addr, this );
  10929. }
  10930. }
  10931. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10932. var u = this.map[ name ];
  10933. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10934. };
  10935. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10936. var v = object[ name ];
  10937. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10938. };
  10939. // Static interface
  10940. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10941. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10942. var u = seq[ i ],
  10943. v = values[ u.id ];
  10944. if ( v.needsUpdate !== false ) {
  10945. // note: always updating when .needsUpdate is undefined
  10946. u.setValue( gl, v.value, textures );
  10947. }
  10948. }
  10949. };
  10950. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10951. var r = [];
  10952. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10953. var u = seq[ i ];
  10954. if ( u.id in values ) { r.push( u ); }
  10955. }
  10956. return r;
  10957. };
  10958. /**
  10959. * @author mrdoob / http://mrdoob.com/
  10960. */
  10961. function WebGLShader( gl, type, string ) {
  10962. var shader = gl.createShader( type );
  10963. gl.shaderSource( shader, string );
  10964. gl.compileShader( shader );
  10965. return shader;
  10966. }
  10967. /**
  10968. * @author mrdoob / http://mrdoob.com/
  10969. */
  10970. var programIdCount = 0;
  10971. function addLineNumbers( string ) {
  10972. var lines = string.split( '\n' );
  10973. for ( var i = 0; i < lines.length; i ++ ) {
  10974. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10975. }
  10976. return lines.join( '\n' );
  10977. }
  10978. function getEncodingComponents( encoding ) {
  10979. switch ( encoding ) {
  10980. case LinearEncoding:
  10981. return [ 'Linear', '( value )' ];
  10982. case sRGBEncoding:
  10983. return [ 'sRGB', '( value )' ];
  10984. case RGBEEncoding:
  10985. return [ 'RGBE', '( value )' ];
  10986. case RGBM7Encoding:
  10987. return [ 'RGBM', '( value, 7.0 )' ];
  10988. case RGBM16Encoding:
  10989. return [ 'RGBM', '( value, 16.0 )' ];
  10990. case RGBDEncoding:
  10991. return [ 'RGBD', '( value, 256.0 )' ];
  10992. case GammaEncoding:
  10993. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10994. case LogLuvEncoding:
  10995. return [ 'LogLuv', '( value )' ];
  10996. default:
  10997. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10998. return [ 'Linear', '( value )' ];
  10999. }
  11000. }
  11001. function getShaderErrors( gl, shader, type ) {
  11002. var status = gl.getShaderParameter( shader, 35713 );
  11003. var log = gl.getShaderInfoLog( shader ).trim();
  11004. if ( status && log === '' ) { return ''; }
  11005. // --enable-privileged-webgl-extension
  11006. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  11007. var source = gl.getShaderSource( shader );
  11008. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  11009. }
  11010. function getTexelDecodingFunction( functionName, encoding ) {
  11011. var components = getEncodingComponents( encoding );
  11012. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  11013. }
  11014. function getTexelEncodingFunction( functionName, encoding ) {
  11015. var components = getEncodingComponents( encoding );
  11016. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  11017. }
  11018. function getToneMappingFunction( functionName, toneMapping ) {
  11019. var toneMappingName;
  11020. switch ( toneMapping ) {
  11021. case LinearToneMapping:
  11022. toneMappingName = 'Linear';
  11023. break;
  11024. case ReinhardToneMapping:
  11025. toneMappingName = 'Reinhard';
  11026. break;
  11027. case CineonToneMapping:
  11028. toneMappingName = 'OptimizedCineon';
  11029. break;
  11030. case ACESFilmicToneMapping:
  11031. toneMappingName = 'ACESFilmic';
  11032. break;
  11033. case CustomToneMapping:
  11034. toneMappingName = 'Custom';
  11035. break;
  11036. default:
  11037. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  11038. toneMappingName = 'Linear';
  11039. }
  11040. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11041. }
  11042. function generateExtensions( parameters ) {
  11043. var chunks = [
  11044. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  11045. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  11046. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  11047. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  11048. ];
  11049. return chunks.filter( filterEmptyLine ).join( '\n' );
  11050. }
  11051. function generateDefines( defines ) {
  11052. var chunks = [];
  11053. for ( var name in defines ) {
  11054. var value = defines[ name ];
  11055. if ( value === false ) { continue; }
  11056. chunks.push( '#define ' + name + ' ' + value );
  11057. }
  11058. return chunks.join( '\n' );
  11059. }
  11060. function fetchAttributeLocations( gl, program ) {
  11061. var attributes = {};
  11062. var n = gl.getProgramParameter( program, 35721 );
  11063. for ( var i = 0; i < n; i ++ ) {
  11064. var info = gl.getActiveAttrib( program, i );
  11065. var name = info.name;
  11066. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11067. attributes[ name ] = gl.getAttribLocation( program, name );
  11068. }
  11069. return attributes;
  11070. }
  11071. function filterEmptyLine( string ) {
  11072. return string !== '';
  11073. }
  11074. function replaceLightNums( string, parameters ) {
  11075. return string
  11076. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  11077. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  11078. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  11079. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  11080. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  11081. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  11082. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  11083. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  11084. }
  11085. function replaceClippingPlaneNums( string, parameters ) {
  11086. return string
  11087. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  11088. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  11089. }
  11090. // Resolve Includes
  11091. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11092. function resolveIncludes( string ) {
  11093. return string.replace( includePattern, includeReplacer );
  11094. }
  11095. function includeReplacer( match, include ) {
  11096. var string = ShaderChunk[ include ];
  11097. if ( string === undefined ) {
  11098. throw new Error( 'Can not resolve #include <' + include + '>' );
  11099. }
  11100. return resolveIncludes( string );
  11101. }
  11102. // Unroll Loops
  11103. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11104. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  11105. function unrollLoops( string ) {
  11106. return string
  11107. .replace( unrollLoopPattern, loopReplacer )
  11108. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  11109. }
  11110. function deprecatedLoopReplacer( match, start, end, snippet ) {
  11111. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  11112. return loopReplacer( match, start, end, snippet );
  11113. }
  11114. function loopReplacer( match, start, end, snippet ) {
  11115. var string = '';
  11116. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  11117. string += snippet
  11118. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  11119. .replace( /UNROLLED_LOOP_INDEX/g, i );
  11120. }
  11121. return string;
  11122. }
  11123. //
  11124. function generatePrecision( parameters ) {
  11125. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  11126. if ( parameters.precision === "highp" ) {
  11127. precisionstring += "\n#define HIGH_PRECISION";
  11128. } else if ( parameters.precision === "mediump" ) {
  11129. precisionstring += "\n#define MEDIUM_PRECISION";
  11130. } else if ( parameters.precision === "lowp" ) {
  11131. precisionstring += "\n#define LOW_PRECISION";
  11132. }
  11133. return precisionstring;
  11134. }
  11135. function generateShadowMapTypeDefine( parameters ) {
  11136. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11137. if ( parameters.shadowMapType === PCFShadowMap ) {
  11138. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11139. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  11140. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11141. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  11142. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11143. }
  11144. return shadowMapTypeDefine;
  11145. }
  11146. function generateEnvMapTypeDefine( parameters ) {
  11147. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11148. if ( parameters.envMap ) {
  11149. switch ( parameters.envMapMode ) {
  11150. case CubeReflectionMapping:
  11151. case CubeRefractionMapping:
  11152. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11153. break;
  11154. case CubeUVReflectionMapping:
  11155. case CubeUVRefractionMapping:
  11156. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11157. break;
  11158. case EquirectangularReflectionMapping:
  11159. case EquirectangularRefractionMapping:
  11160. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  11161. break;
  11162. }
  11163. }
  11164. return envMapTypeDefine;
  11165. }
  11166. function generateEnvMapModeDefine( parameters ) {
  11167. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11168. if ( parameters.envMap ) {
  11169. switch ( parameters.envMapMode ) {
  11170. case CubeRefractionMapping:
  11171. case EquirectangularRefractionMapping:
  11172. case CubeUVRefractionMapping:
  11173. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11174. break;
  11175. }
  11176. }
  11177. return envMapModeDefine;
  11178. }
  11179. function generateEnvMapBlendingDefine( parameters ) {
  11180. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11181. if ( parameters.envMap ) {
  11182. switch ( parameters.combine ) {
  11183. case MultiplyOperation:
  11184. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11185. break;
  11186. case MixOperation:
  11187. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11188. break;
  11189. case AddOperation:
  11190. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11191. break;
  11192. }
  11193. }
  11194. return envMapBlendingDefine;
  11195. }
  11196. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  11197. var gl = renderer.getContext();
  11198. var defines = parameters.defines;
  11199. var vertexShader = parameters.vertexShader;
  11200. var fragmentShader = parameters.fragmentShader;
  11201. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  11202. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  11203. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  11204. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  11205. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  11206. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  11207. var customDefines = generateDefines( defines );
  11208. var program = gl.createProgram();
  11209. var prefixVertex, prefixFragment;
  11210. if ( parameters.isRawShaderMaterial ) {
  11211. prefixVertex = [
  11212. customDefines
  11213. ].filter( filterEmptyLine ).join( '\n' );
  11214. if ( prefixVertex.length > 0 ) {
  11215. prefixVertex += '\n';
  11216. }
  11217. prefixFragment = [
  11218. customExtensions,
  11219. customDefines
  11220. ].filter( filterEmptyLine ).join( '\n' );
  11221. if ( prefixFragment.length > 0 ) {
  11222. prefixFragment += '\n';
  11223. }
  11224. } else {
  11225. prefixVertex = [
  11226. generatePrecision( parameters ),
  11227. '#define SHADER_NAME ' + parameters.shaderName,
  11228. customDefines,
  11229. parameters.instancing ? '#define USE_INSTANCING' : '',
  11230. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  11231. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11232. '#define MAX_BONES ' + parameters.maxBones,
  11233. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11234. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11235. parameters.map ? '#define USE_MAP' : '',
  11236. parameters.envMap ? '#define USE_ENVMAP' : '',
  11237. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11238. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11239. parameters.aoMap ? '#define USE_AOMAP' : '',
  11240. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11241. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11242. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11243. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11244. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11245. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11246. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11247. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11248. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11249. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11250. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11251. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11252. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11253. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11254. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11255. parameters.vertexColors ? '#define USE_COLOR' : '',
  11256. parameters.vertexUvs ? '#define USE_UV' : '',
  11257. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11258. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11259. parameters.skinning ? '#define USE_SKINNING' : '',
  11260. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11261. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11262. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11263. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11264. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11265. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11266. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11267. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11268. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11269. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11270. 'uniform mat4 modelMatrix;',
  11271. 'uniform mat4 modelViewMatrix;',
  11272. 'uniform mat4 projectionMatrix;',
  11273. 'uniform mat4 viewMatrix;',
  11274. 'uniform mat3 normalMatrix;',
  11275. 'uniform vec3 cameraPosition;',
  11276. 'uniform bool isOrthographic;',
  11277. '#ifdef USE_INSTANCING',
  11278. ' attribute mat4 instanceMatrix;',
  11279. '#endif',
  11280. 'attribute vec3 position;',
  11281. 'attribute vec3 normal;',
  11282. 'attribute vec2 uv;',
  11283. '#ifdef USE_TANGENT',
  11284. ' attribute vec4 tangent;',
  11285. '#endif',
  11286. '#ifdef USE_COLOR',
  11287. ' attribute vec3 color;',
  11288. '#endif',
  11289. '#ifdef USE_MORPHTARGETS',
  11290. ' attribute vec3 morphTarget0;',
  11291. ' attribute vec3 morphTarget1;',
  11292. ' attribute vec3 morphTarget2;',
  11293. ' attribute vec3 morphTarget3;',
  11294. ' #ifdef USE_MORPHNORMALS',
  11295. ' attribute vec3 morphNormal0;',
  11296. ' attribute vec3 morphNormal1;',
  11297. ' attribute vec3 morphNormal2;',
  11298. ' attribute vec3 morphNormal3;',
  11299. ' #else',
  11300. ' attribute vec3 morphTarget4;',
  11301. ' attribute vec3 morphTarget5;',
  11302. ' attribute vec3 morphTarget6;',
  11303. ' attribute vec3 morphTarget7;',
  11304. ' #endif',
  11305. '#endif',
  11306. '#ifdef USE_SKINNING',
  11307. ' attribute vec4 skinIndex;',
  11308. ' attribute vec4 skinWeight;',
  11309. '#endif',
  11310. '\n'
  11311. ].filter( filterEmptyLine ).join( '\n' );
  11312. prefixFragment = [
  11313. customExtensions,
  11314. generatePrecision( parameters ),
  11315. '#define SHADER_NAME ' + parameters.shaderName,
  11316. customDefines,
  11317. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11318. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11319. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11320. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11321. parameters.map ? '#define USE_MAP' : '',
  11322. parameters.matcap ? '#define USE_MATCAP' : '',
  11323. parameters.envMap ? '#define USE_ENVMAP' : '',
  11324. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11325. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11326. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11327. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11328. parameters.aoMap ? '#define USE_AOMAP' : '',
  11329. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11330. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11331. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11332. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11333. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11334. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11335. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11336. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11337. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11338. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11339. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11340. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11341. parameters.sheen ? '#define USE_SHEEN' : '',
  11342. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11343. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11344. parameters.vertexColors ? '#define USE_COLOR' : '',
  11345. parameters.vertexUvs ? '#define USE_UV' : '',
  11346. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11347. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11348. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11349. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11350. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11351. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11352. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11353. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11354. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11355. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11356. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11357. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11358. 'uniform mat4 viewMatrix;',
  11359. 'uniform vec3 cameraPosition;',
  11360. 'uniform bool isOrthographic;',
  11361. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11362. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11363. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11364. parameters.dithering ? '#define DITHERING' : '',
  11365. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11366. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11367. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11368. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11369. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11370. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11371. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11372. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11373. '\n'
  11374. ].filter( filterEmptyLine ).join( '\n' );
  11375. }
  11376. vertexShader = resolveIncludes( vertexShader );
  11377. vertexShader = replaceLightNums( vertexShader, parameters );
  11378. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11379. fragmentShader = resolveIncludes( fragmentShader );
  11380. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11381. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11382. vertexShader = unrollLoops( vertexShader );
  11383. fragmentShader = unrollLoops( fragmentShader );
  11384. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11385. // GLSL 3.0 conversion
  11386. prefixVertex = [
  11387. '#version 300 es\n',
  11388. '#define attribute in',
  11389. '#define varying out',
  11390. '#define texture2D texture'
  11391. ].join( '\n' ) + '\n' + prefixVertex;
  11392. prefixFragment = [
  11393. '#version 300 es\n',
  11394. '#define varying in',
  11395. 'out highp vec4 pc_fragColor;',
  11396. '#define gl_FragColor pc_fragColor',
  11397. '#define gl_FragDepthEXT gl_FragDepth',
  11398. '#define texture2D texture',
  11399. '#define textureCube texture',
  11400. '#define texture2DProj textureProj',
  11401. '#define texture2DLodEXT textureLod',
  11402. '#define texture2DProjLodEXT textureProjLod',
  11403. '#define textureCubeLodEXT textureLod',
  11404. '#define texture2DGradEXT textureGrad',
  11405. '#define texture2DProjGradEXT textureProjGrad',
  11406. '#define textureCubeGradEXT textureGrad'
  11407. ].join( '\n' ) + '\n' + prefixFragment;
  11408. }
  11409. var vertexGlsl = prefixVertex + vertexShader;
  11410. var fragmentGlsl = prefixFragment + fragmentShader;
  11411. // console.log( '*VERTEX*', vertexGlsl );
  11412. // console.log( '*FRAGMENT*', fragmentGlsl );
  11413. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11414. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11415. gl.attachShader( program, glVertexShader );
  11416. gl.attachShader( program, glFragmentShader );
  11417. // Force a particular attribute to index 0.
  11418. if ( parameters.index0AttributeName !== undefined ) {
  11419. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11420. } else if ( parameters.morphTargets === true ) {
  11421. // programs with morphTargets displace position out of attribute 0
  11422. gl.bindAttribLocation( program, 0, 'position' );
  11423. }
  11424. gl.linkProgram( program );
  11425. // check for link errors
  11426. if ( renderer.debug.checkShaderErrors ) {
  11427. var programLog = gl.getProgramInfoLog( program ).trim();
  11428. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11429. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11430. var runnable = true;
  11431. var haveDiagnostics = true;
  11432. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11433. runnable = false;
  11434. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11435. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11436. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11437. } else if ( programLog !== '' ) {
  11438. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11439. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11440. haveDiagnostics = false;
  11441. }
  11442. if ( haveDiagnostics ) {
  11443. this.diagnostics = {
  11444. runnable: runnable,
  11445. programLog: programLog,
  11446. vertexShader: {
  11447. log: vertexLog,
  11448. prefix: prefixVertex
  11449. },
  11450. fragmentShader: {
  11451. log: fragmentLog,
  11452. prefix: prefixFragment
  11453. }
  11454. };
  11455. }
  11456. }
  11457. // Clean up
  11458. // Crashes in iOS9 and iOS10. #18402
  11459. // gl.detachShader( program, glVertexShader );
  11460. // gl.detachShader( program, glFragmentShader );
  11461. gl.deleteShader( glVertexShader );
  11462. gl.deleteShader( glFragmentShader );
  11463. // set up caching for uniform locations
  11464. var cachedUniforms;
  11465. this.getUniforms = function () {
  11466. if ( cachedUniforms === undefined ) {
  11467. cachedUniforms = new WebGLUniforms( gl, program );
  11468. }
  11469. return cachedUniforms;
  11470. };
  11471. // set up caching for attribute locations
  11472. var cachedAttributes;
  11473. this.getAttributes = function () {
  11474. if ( cachedAttributes === undefined ) {
  11475. cachedAttributes = fetchAttributeLocations( gl, program );
  11476. }
  11477. return cachedAttributes;
  11478. };
  11479. // free resource
  11480. this.destroy = function () {
  11481. bindingStates.releaseStatesOfProgram( this );
  11482. gl.deleteProgram( program );
  11483. this.program = undefined;
  11484. };
  11485. //
  11486. this.name = parameters.shaderName;
  11487. this.id = programIdCount ++;
  11488. this.cacheKey = cacheKey;
  11489. this.usedTimes = 1;
  11490. this.program = program;
  11491. this.vertexShader = glVertexShader;
  11492. this.fragmentShader = glFragmentShader;
  11493. return this;
  11494. }
  11495. /**
  11496. * @author mrdoob / http://mrdoob.com/
  11497. */
  11498. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11499. var programs = [];
  11500. var isWebGL2 = capabilities.isWebGL2;
  11501. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11502. var floatVertexTextures = capabilities.floatVertexTextures;
  11503. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11504. var vertexTextures = capabilities.vertexTextures;
  11505. var precision = capabilities.precision;
  11506. var shaderIDs = {
  11507. MeshDepthMaterial: 'depth',
  11508. MeshDistanceMaterial: 'distanceRGBA',
  11509. MeshNormalMaterial: 'normal',
  11510. MeshBasicMaterial: 'basic',
  11511. MeshLambertMaterial: 'lambert',
  11512. MeshPhongMaterial: 'phong',
  11513. MeshToonMaterial: 'toon',
  11514. MeshStandardMaterial: 'physical',
  11515. MeshPhysicalMaterial: 'physical',
  11516. MeshMatcapMaterial: 'matcap',
  11517. LineBasicMaterial: 'basic',
  11518. LineDashedMaterial: 'dashed',
  11519. PointsMaterial: 'points',
  11520. ShadowMaterial: 'shadow',
  11521. SpriteMaterial: 'sprite'
  11522. };
  11523. var parameterNames = [
  11524. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11525. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11526. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11527. "roughnessMap", "metalnessMap", "gradientMap",
  11528. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11529. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11530. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11531. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11532. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11533. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11534. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11535. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11536. "sheen", "transmissionMap"
  11537. ];
  11538. function allocateBones( object ) {
  11539. var skeleton = object.skeleton;
  11540. var bones = skeleton.bones;
  11541. if ( floatVertexTextures ) {
  11542. return 1024;
  11543. } else {
  11544. // default for when object is not specified
  11545. // ( for example when prebuilding shader to be used with multiple objects )
  11546. //
  11547. // - leave some extra space for other uniforms
  11548. // - limit here is ANGLE's 254 max uniform vectors
  11549. // (up to 54 should be safe)
  11550. var nVertexUniforms = maxVertexUniforms;
  11551. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11552. var maxBones = Math.min( nVertexMatrices, bones.length );
  11553. if ( maxBones < bones.length ) {
  11554. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11555. return 0;
  11556. }
  11557. return maxBones;
  11558. }
  11559. }
  11560. function getTextureEncodingFromMap( map ) {
  11561. var encoding;
  11562. if ( ! map ) {
  11563. encoding = LinearEncoding;
  11564. } else if ( map.isTexture ) {
  11565. encoding = map.encoding;
  11566. } else if ( map.isWebGLRenderTarget ) {
  11567. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11568. encoding = map.texture.encoding;
  11569. }
  11570. return encoding;
  11571. }
  11572. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11573. var fog = scene.fog;
  11574. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11575. var envMap = material.envMap || environment;
  11576. var shaderID = shaderIDs[ material.type ];
  11577. // heuristics to create shader parameters according to lights in the scene
  11578. // (not to blow over maxLights budget)
  11579. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11580. if ( material.precision !== null ) {
  11581. precision = capabilities.getMaxPrecision( material.precision );
  11582. if ( precision !== material.precision ) {
  11583. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11584. }
  11585. }
  11586. var vertexShader, fragmentShader;
  11587. if ( shaderID ) {
  11588. var shader = ShaderLib[ shaderID ];
  11589. vertexShader = shader.vertexShader;
  11590. fragmentShader = shader.fragmentShader;
  11591. } else {
  11592. vertexShader = material.vertexShader;
  11593. fragmentShader = material.fragmentShader;
  11594. }
  11595. var currentRenderTarget = renderer.getRenderTarget();
  11596. var parameters = {
  11597. isWebGL2: isWebGL2,
  11598. shaderID: shaderID,
  11599. shaderName: material.name || material.type,
  11600. vertexShader: vertexShader,
  11601. fragmentShader: fragmentShader,
  11602. defines: material.defines,
  11603. isRawShaderMaterial: material.isRawShaderMaterial,
  11604. isShaderMaterial: material.isShaderMaterial,
  11605. precision: precision,
  11606. instancing: object.isInstancedMesh === true,
  11607. supportsVertexTextures: vertexTextures,
  11608. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11609. map: !! material.map,
  11610. mapEncoding: getTextureEncodingFromMap( material.map ),
  11611. matcap: !! material.matcap,
  11612. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11613. envMap: !! envMap,
  11614. envMapMode: envMap && envMap.mapping,
  11615. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11616. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11617. lightMap: !! material.lightMap,
  11618. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11619. aoMap: !! material.aoMap,
  11620. emissiveMap: !! material.emissiveMap,
  11621. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11622. bumpMap: !! material.bumpMap,
  11623. normalMap: !! material.normalMap,
  11624. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11625. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11626. clearcoatMap: !! material.clearcoatMap,
  11627. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11628. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11629. displacementMap: !! material.displacementMap,
  11630. roughnessMap: !! material.roughnessMap,
  11631. metalnessMap: !! material.metalnessMap,
  11632. specularMap: !! material.specularMap,
  11633. alphaMap: !! material.alphaMap,
  11634. gradientMap: !! material.gradientMap,
  11635. sheen: !! material.sheen,
  11636. transmissionMap: !! material.transmissionMap,
  11637. combine: material.combine,
  11638. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11639. vertexColors: material.vertexColors,
  11640. 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 || !! material.transmissionMap,
  11641. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11642. fog: !! fog,
  11643. useFog: material.fog,
  11644. fogExp2: ( fog && fog.isFogExp2 ),
  11645. flatShading: material.flatShading,
  11646. sizeAttenuation: material.sizeAttenuation,
  11647. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11648. skinning: material.skinning && maxBones > 0,
  11649. maxBones: maxBones,
  11650. useVertexTexture: floatVertexTextures,
  11651. morphTargets: material.morphTargets,
  11652. morphNormals: material.morphNormals,
  11653. maxMorphTargets: renderer.maxMorphTargets,
  11654. maxMorphNormals: renderer.maxMorphNormals,
  11655. numDirLights: lights.directional.length,
  11656. numPointLights: lights.point.length,
  11657. numSpotLights: lights.spot.length,
  11658. numRectAreaLights: lights.rectArea.length,
  11659. numHemiLights: lights.hemi.length,
  11660. numDirLightShadows: lights.directionalShadowMap.length,
  11661. numPointLightShadows: lights.pointShadowMap.length,
  11662. numSpotLightShadows: lights.spotShadowMap.length,
  11663. numClippingPlanes: nClipPlanes,
  11664. numClipIntersection: nClipIntersection,
  11665. dithering: material.dithering,
  11666. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11667. shadowMapType: renderer.shadowMap.type,
  11668. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11669. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11670. premultipliedAlpha: material.premultipliedAlpha,
  11671. alphaTest: material.alphaTest,
  11672. doubleSided: material.side === DoubleSide,
  11673. flipSided: material.side === BackSide,
  11674. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11675. index0AttributeName: material.index0AttributeName,
  11676. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11677. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11678. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11679. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11680. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11681. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11682. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11683. customProgramCacheKey: material.customProgramCacheKey()
  11684. };
  11685. return parameters;
  11686. }
  11687. function getProgramCacheKey( parameters ) {
  11688. var array = [];
  11689. if ( parameters.shaderID ) {
  11690. array.push( parameters.shaderID );
  11691. } else {
  11692. array.push( parameters.fragmentShader );
  11693. array.push( parameters.vertexShader );
  11694. }
  11695. if ( parameters.defines !== undefined ) {
  11696. for ( var name in parameters.defines ) {
  11697. array.push( name );
  11698. array.push( parameters.defines[ name ] );
  11699. }
  11700. }
  11701. if ( parameters.isRawShaderMaterial === undefined ) {
  11702. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11703. array.push( parameters[ parameterNames[ i ] ] );
  11704. }
  11705. array.push( renderer.outputEncoding );
  11706. array.push( renderer.gammaFactor );
  11707. }
  11708. array.push( parameters.customProgramCacheKey );
  11709. return array.join();
  11710. }
  11711. function getUniforms( material ) {
  11712. var shaderID = shaderIDs[ material.type ];
  11713. var uniforms;
  11714. if ( shaderID ) {
  11715. var shader = ShaderLib[ shaderID ];
  11716. uniforms = UniformsUtils.clone( shader.uniforms );
  11717. } else {
  11718. uniforms = material.uniforms;
  11719. }
  11720. return uniforms;
  11721. }
  11722. function acquireProgram( parameters, cacheKey ) {
  11723. var program;
  11724. // Check if code has been already compiled
  11725. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11726. var preexistingProgram = programs[ p ];
  11727. if ( preexistingProgram.cacheKey === cacheKey ) {
  11728. program = preexistingProgram;
  11729. ++ program.usedTimes;
  11730. break;
  11731. }
  11732. }
  11733. if ( program === undefined ) {
  11734. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11735. programs.push( program );
  11736. }
  11737. return program;
  11738. }
  11739. function releaseProgram( program ) {
  11740. if ( -- program.usedTimes === 0 ) {
  11741. // Remove from unordered set
  11742. var i = programs.indexOf( program );
  11743. programs[ i ] = programs[ programs.length - 1 ];
  11744. programs.pop();
  11745. // Free WebGL resources
  11746. program.destroy();
  11747. }
  11748. }
  11749. return {
  11750. getParameters: getParameters,
  11751. getProgramCacheKey: getProgramCacheKey,
  11752. getUniforms: getUniforms,
  11753. acquireProgram: acquireProgram,
  11754. releaseProgram: releaseProgram,
  11755. // Exposed for resource monitoring & error feedback via renderer.info:
  11756. programs: programs
  11757. };
  11758. }
  11759. /**
  11760. * @author fordacious / fordacious.github.io
  11761. */
  11762. function WebGLProperties() {
  11763. var properties = new WeakMap();
  11764. function get( object ) {
  11765. var map = properties.get( object );
  11766. if ( map === undefined ) {
  11767. map = {};
  11768. properties.set( object, map );
  11769. }
  11770. return map;
  11771. }
  11772. function remove( object ) {
  11773. properties.delete( object );
  11774. }
  11775. function update( object, key, value ) {
  11776. properties.get( object )[ key ] = value;
  11777. }
  11778. function dispose() {
  11779. properties = new WeakMap();
  11780. }
  11781. return {
  11782. get: get,
  11783. remove: remove,
  11784. update: update,
  11785. dispose: dispose
  11786. };
  11787. }
  11788. /**
  11789. * @author mrdoob / http://mrdoob.com/
  11790. */
  11791. function painterSortStable( a, b ) {
  11792. if ( a.groupOrder !== b.groupOrder ) {
  11793. return a.groupOrder - b.groupOrder;
  11794. } else if ( a.renderOrder !== b.renderOrder ) {
  11795. return a.renderOrder - b.renderOrder;
  11796. } else if ( a.program !== b.program ) {
  11797. return a.program.id - b.program.id;
  11798. } else if ( a.material.id !== b.material.id ) {
  11799. return a.material.id - b.material.id;
  11800. } else if ( a.z !== b.z ) {
  11801. return a.z - b.z;
  11802. } else {
  11803. return a.id - b.id;
  11804. }
  11805. }
  11806. function reversePainterSortStable( a, b ) {
  11807. if ( a.groupOrder !== b.groupOrder ) {
  11808. return a.groupOrder - b.groupOrder;
  11809. } else if ( a.renderOrder !== b.renderOrder ) {
  11810. return a.renderOrder - b.renderOrder;
  11811. } else if ( a.z !== b.z ) {
  11812. return b.z - a.z;
  11813. } else {
  11814. return a.id - b.id;
  11815. }
  11816. }
  11817. function WebGLRenderList( properties ) {
  11818. var renderItems = [];
  11819. var renderItemsIndex = 0;
  11820. var opaque = [];
  11821. var transparent = [];
  11822. var defaultProgram = { id: - 1 };
  11823. function init() {
  11824. renderItemsIndex = 0;
  11825. opaque.length = 0;
  11826. transparent.length = 0;
  11827. }
  11828. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11829. var renderItem = renderItems[ renderItemsIndex ];
  11830. var materialProperties = properties.get( material );
  11831. if ( renderItem === undefined ) {
  11832. renderItem = {
  11833. id: object.id,
  11834. object: object,
  11835. geometry: geometry,
  11836. material: material,
  11837. program: materialProperties.program || defaultProgram,
  11838. groupOrder: groupOrder,
  11839. renderOrder: object.renderOrder,
  11840. z: z,
  11841. group: group
  11842. };
  11843. renderItems[ renderItemsIndex ] = renderItem;
  11844. } else {
  11845. renderItem.id = object.id;
  11846. renderItem.object = object;
  11847. renderItem.geometry = geometry;
  11848. renderItem.material = material;
  11849. renderItem.program = materialProperties.program || defaultProgram;
  11850. renderItem.groupOrder = groupOrder;
  11851. renderItem.renderOrder = object.renderOrder;
  11852. renderItem.z = z;
  11853. renderItem.group = group;
  11854. }
  11855. renderItemsIndex ++;
  11856. return renderItem;
  11857. }
  11858. function push( object, geometry, material, groupOrder, z, group ) {
  11859. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11860. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11861. }
  11862. function unshift( object, geometry, material, groupOrder, z, group ) {
  11863. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11864. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11865. }
  11866. function sort( customOpaqueSort, customTransparentSort ) {
  11867. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11868. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11869. }
  11870. function finish() {
  11871. // Clear references from inactive renderItems in the list
  11872. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11873. var renderItem = renderItems[ i ];
  11874. if ( renderItem.id === null ) { break; }
  11875. renderItem.id = null;
  11876. renderItem.object = null;
  11877. renderItem.geometry = null;
  11878. renderItem.material = null;
  11879. renderItem.program = null;
  11880. renderItem.group = null;
  11881. }
  11882. }
  11883. return {
  11884. opaque: opaque,
  11885. transparent: transparent,
  11886. init: init,
  11887. push: push,
  11888. unshift: unshift,
  11889. finish: finish,
  11890. sort: sort
  11891. };
  11892. }
  11893. function WebGLRenderLists( properties ) {
  11894. var lists = new WeakMap();
  11895. function onSceneDispose( event ) {
  11896. var scene = event.target;
  11897. scene.removeEventListener( 'dispose', onSceneDispose );
  11898. lists.delete( scene );
  11899. }
  11900. function get( scene, camera ) {
  11901. var cameras = lists.get( scene );
  11902. var list;
  11903. if ( cameras === undefined ) {
  11904. list = new WebGLRenderList( properties );
  11905. lists.set( scene, new WeakMap() );
  11906. lists.get( scene ).set( camera, list );
  11907. scene.addEventListener( 'dispose', onSceneDispose );
  11908. } else {
  11909. list = cameras.get( camera );
  11910. if ( list === undefined ) {
  11911. list = new WebGLRenderList( properties );
  11912. cameras.set( camera, list );
  11913. }
  11914. }
  11915. return list;
  11916. }
  11917. function dispose() {
  11918. lists = new WeakMap();
  11919. }
  11920. return {
  11921. get: get,
  11922. dispose: dispose
  11923. };
  11924. }
  11925. /**
  11926. * @author mrdoob / http://mrdoob.com/
  11927. */
  11928. function UniformsCache() {
  11929. var lights = {};
  11930. return {
  11931. get: function ( light ) {
  11932. if ( lights[ light.id ] !== undefined ) {
  11933. return lights[ light.id ];
  11934. }
  11935. var uniforms;
  11936. switch ( light.type ) {
  11937. case 'DirectionalLight':
  11938. uniforms = {
  11939. direction: new Vector3(),
  11940. color: new Color()
  11941. };
  11942. break;
  11943. case 'SpotLight':
  11944. uniforms = {
  11945. position: new Vector3(),
  11946. direction: new Vector3(),
  11947. color: new Color(),
  11948. distance: 0,
  11949. coneCos: 0,
  11950. penumbraCos: 0,
  11951. decay: 0
  11952. };
  11953. break;
  11954. case 'PointLight':
  11955. uniforms = {
  11956. position: new Vector3(),
  11957. color: new Color(),
  11958. distance: 0,
  11959. decay: 0
  11960. };
  11961. break;
  11962. case 'HemisphereLight':
  11963. uniforms = {
  11964. direction: new Vector3(),
  11965. skyColor: new Color(),
  11966. groundColor: new Color()
  11967. };
  11968. break;
  11969. case 'RectAreaLight':
  11970. uniforms = {
  11971. color: new Color(),
  11972. position: new Vector3(),
  11973. halfWidth: new Vector3(),
  11974. halfHeight: new Vector3()
  11975. };
  11976. break;
  11977. }
  11978. lights[ light.id ] = uniforms;
  11979. return uniforms;
  11980. }
  11981. };
  11982. }
  11983. function ShadowUniformsCache() {
  11984. var lights = {};
  11985. return {
  11986. get: function ( light ) {
  11987. if ( lights[ light.id ] !== undefined ) {
  11988. return lights[ light.id ];
  11989. }
  11990. var uniforms;
  11991. switch ( light.type ) {
  11992. case 'DirectionalLight':
  11993. uniforms = {
  11994. shadowBias: 0,
  11995. shadowNormalBias: 0,
  11996. shadowRadius: 1,
  11997. shadowMapSize: new Vector2()
  11998. };
  11999. break;
  12000. case 'SpotLight':
  12001. uniforms = {
  12002. shadowBias: 0,
  12003. shadowNormalBias: 0,
  12004. shadowRadius: 1,
  12005. shadowMapSize: new Vector2()
  12006. };
  12007. break;
  12008. case 'PointLight':
  12009. uniforms = {
  12010. shadowBias: 0,
  12011. shadowNormalBias: 0,
  12012. shadowRadius: 1,
  12013. shadowMapSize: new Vector2(),
  12014. shadowCameraNear: 1,
  12015. shadowCameraFar: 1000
  12016. };
  12017. break;
  12018. // TODO (abelnation): set RectAreaLight shadow uniforms
  12019. }
  12020. lights[ light.id ] = uniforms;
  12021. return uniforms;
  12022. }
  12023. };
  12024. }
  12025. var nextVersion = 0;
  12026. function shadowCastingLightsFirst( lightA, lightB ) {
  12027. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  12028. }
  12029. function WebGLLights() {
  12030. var cache = new UniformsCache();
  12031. var shadowCache = ShadowUniformsCache();
  12032. var state = {
  12033. version: 0,
  12034. hash: {
  12035. directionalLength: - 1,
  12036. pointLength: - 1,
  12037. spotLength: - 1,
  12038. rectAreaLength: - 1,
  12039. hemiLength: - 1,
  12040. numDirectionalShadows: - 1,
  12041. numPointShadows: - 1,
  12042. numSpotShadows: - 1
  12043. },
  12044. ambient: [ 0, 0, 0 ],
  12045. probe: [],
  12046. directional: [],
  12047. directionalShadow: [],
  12048. directionalShadowMap: [],
  12049. directionalShadowMatrix: [],
  12050. spot: [],
  12051. spotShadow: [],
  12052. spotShadowMap: [],
  12053. spotShadowMatrix: [],
  12054. rectArea: [],
  12055. point: [],
  12056. pointShadow: [],
  12057. pointShadowMap: [],
  12058. pointShadowMatrix: [],
  12059. hemi: []
  12060. };
  12061. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  12062. var vector3 = new Vector3();
  12063. var matrix4 = new Matrix4();
  12064. var matrix42 = new Matrix4();
  12065. function setup( lights, shadows, camera ) {
  12066. var r = 0, g = 0, b = 0;
  12067. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  12068. var directionalLength = 0;
  12069. var pointLength = 0;
  12070. var spotLength = 0;
  12071. var rectAreaLength = 0;
  12072. var hemiLength = 0;
  12073. var numDirectionalShadows = 0;
  12074. var numPointShadows = 0;
  12075. var numSpotShadows = 0;
  12076. var viewMatrix = camera.matrixWorldInverse;
  12077. lights.sort( shadowCastingLightsFirst );
  12078. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  12079. var light = lights[ i$1 ];
  12080. var color = light.color;
  12081. var intensity = light.intensity;
  12082. var distance = light.distance;
  12083. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  12084. if ( light.isAmbientLight ) {
  12085. r += color.r * intensity;
  12086. g += color.g * intensity;
  12087. b += color.b * intensity;
  12088. } else if ( light.isLightProbe ) {
  12089. for ( var j = 0; j < 9; j ++ ) {
  12090. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  12091. }
  12092. } else if ( light.isDirectionalLight ) {
  12093. var uniforms = cache.get( light );
  12094. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  12095. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  12096. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12097. uniforms.direction.sub( vector3 );
  12098. uniforms.direction.transformDirection( viewMatrix );
  12099. if ( light.castShadow ) {
  12100. var shadow = light.shadow;
  12101. var shadowUniforms = shadowCache.get( light );
  12102. shadowUniforms.shadowBias = shadow.bias;
  12103. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12104. shadowUniforms.shadowRadius = shadow.radius;
  12105. shadowUniforms.shadowMapSize = shadow.mapSize;
  12106. state.directionalShadow[ directionalLength ] = shadowUniforms;
  12107. state.directionalShadowMap[ directionalLength ] = shadowMap;
  12108. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  12109. numDirectionalShadows ++;
  12110. }
  12111. state.directional[ directionalLength ] = uniforms;
  12112. directionalLength ++;
  12113. } else if ( light.isSpotLight ) {
  12114. var uniforms$1 = cache.get( light );
  12115. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  12116. uniforms$1.position.applyMatrix4( viewMatrix );
  12117. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  12118. uniforms$1.distance = distance;
  12119. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  12120. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12121. uniforms$1.direction.sub( vector3 );
  12122. uniforms$1.direction.transformDirection( viewMatrix );
  12123. uniforms$1.coneCos = Math.cos( light.angle );
  12124. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  12125. uniforms$1.decay = light.decay;
  12126. if ( light.castShadow ) {
  12127. var shadow$1 = light.shadow;
  12128. var shadowUniforms$1 = shadowCache.get( light );
  12129. shadowUniforms$1.shadowBias = shadow$1.bias;
  12130. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  12131. shadowUniforms$1.shadowRadius = shadow$1.radius;
  12132. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  12133. state.spotShadow[ spotLength ] = shadowUniforms$1;
  12134. state.spotShadowMap[ spotLength ] = shadowMap;
  12135. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  12136. numSpotShadows ++;
  12137. }
  12138. state.spot[ spotLength ] = uniforms$1;
  12139. spotLength ++;
  12140. } else if ( light.isRectAreaLight ) {
  12141. var uniforms$2 = cache.get( light );
  12142. // (a) intensity is the total visible light emitted
  12143. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12144. // (b) intensity is the brightness of the light
  12145. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  12146. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  12147. uniforms$2.position.applyMatrix4( viewMatrix );
  12148. // extract local rotation of light to derive width/height half vectors
  12149. matrix42.identity();
  12150. matrix4.copy( light.matrixWorld );
  12151. matrix4.premultiply( viewMatrix );
  12152. matrix42.extractRotation( matrix4 );
  12153. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  12154. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  12155. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  12156. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  12157. // TODO (abelnation): RectAreaLight distance?
  12158. // uniforms.distance = distance;
  12159. state.rectArea[ rectAreaLength ] = uniforms$2;
  12160. rectAreaLength ++;
  12161. } else if ( light.isPointLight ) {
  12162. var uniforms$3 = cache.get( light );
  12163. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  12164. uniforms$3.position.applyMatrix4( viewMatrix );
  12165. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  12166. uniforms$3.distance = light.distance;
  12167. uniforms$3.decay = light.decay;
  12168. if ( light.castShadow ) {
  12169. var shadow$2 = light.shadow;
  12170. var shadowUniforms$2 = shadowCache.get( light );
  12171. shadowUniforms$2.shadowBias = shadow$2.bias;
  12172. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  12173. shadowUniforms$2.shadowRadius = shadow$2.radius;
  12174. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  12175. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  12176. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  12177. state.pointShadow[ pointLength ] = shadowUniforms$2;
  12178. state.pointShadowMap[ pointLength ] = shadowMap;
  12179. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  12180. numPointShadows ++;
  12181. }
  12182. state.point[ pointLength ] = uniforms$3;
  12183. pointLength ++;
  12184. } else if ( light.isHemisphereLight ) {
  12185. var uniforms$4 = cache.get( light );
  12186. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  12187. uniforms$4.direction.transformDirection( viewMatrix );
  12188. uniforms$4.direction.normalize();
  12189. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  12190. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  12191. state.hemi[ hemiLength ] = uniforms$4;
  12192. hemiLength ++;
  12193. }
  12194. }
  12195. state.ambient[ 0 ] = r;
  12196. state.ambient[ 1 ] = g;
  12197. state.ambient[ 2 ] = b;
  12198. var hash = state.hash;
  12199. if ( hash.directionalLength !== directionalLength ||
  12200. hash.pointLength !== pointLength ||
  12201. hash.spotLength !== spotLength ||
  12202. hash.rectAreaLength !== rectAreaLength ||
  12203. hash.hemiLength !== hemiLength ||
  12204. hash.numDirectionalShadows !== numDirectionalShadows ||
  12205. hash.numPointShadows !== numPointShadows ||
  12206. hash.numSpotShadows !== numSpotShadows ) {
  12207. state.directional.length = directionalLength;
  12208. state.spot.length = spotLength;
  12209. state.rectArea.length = rectAreaLength;
  12210. state.point.length = pointLength;
  12211. state.hemi.length = hemiLength;
  12212. state.directionalShadow.length = numDirectionalShadows;
  12213. state.directionalShadowMap.length = numDirectionalShadows;
  12214. state.pointShadow.length = numPointShadows;
  12215. state.pointShadowMap.length = numPointShadows;
  12216. state.spotShadow.length = numSpotShadows;
  12217. state.spotShadowMap.length = numSpotShadows;
  12218. state.directionalShadowMatrix.length = numDirectionalShadows;
  12219. state.pointShadowMatrix.length = numPointShadows;
  12220. state.spotShadowMatrix.length = numSpotShadows;
  12221. hash.directionalLength = directionalLength;
  12222. hash.pointLength = pointLength;
  12223. hash.spotLength = spotLength;
  12224. hash.rectAreaLength = rectAreaLength;
  12225. hash.hemiLength = hemiLength;
  12226. hash.numDirectionalShadows = numDirectionalShadows;
  12227. hash.numPointShadows = numPointShadows;
  12228. hash.numSpotShadows = numSpotShadows;
  12229. state.version = nextVersion ++;
  12230. }
  12231. }
  12232. return {
  12233. setup: setup,
  12234. state: state
  12235. };
  12236. }
  12237. /**
  12238. * @author Mugen87 / https://github.com/Mugen87
  12239. */
  12240. function WebGLRenderState() {
  12241. var lights = new WebGLLights();
  12242. var lightsArray = [];
  12243. var shadowsArray = [];
  12244. function init() {
  12245. lightsArray.length = 0;
  12246. shadowsArray.length = 0;
  12247. }
  12248. function pushLight( light ) {
  12249. lightsArray.push( light );
  12250. }
  12251. function pushShadow( shadowLight ) {
  12252. shadowsArray.push( shadowLight );
  12253. }
  12254. function setupLights( camera ) {
  12255. lights.setup( lightsArray, shadowsArray, camera );
  12256. }
  12257. var state = {
  12258. lightsArray: lightsArray,
  12259. shadowsArray: shadowsArray,
  12260. lights: lights
  12261. };
  12262. return {
  12263. init: init,
  12264. state: state,
  12265. setupLights: setupLights,
  12266. pushLight: pushLight,
  12267. pushShadow: pushShadow
  12268. };
  12269. }
  12270. function WebGLRenderStates() {
  12271. var renderStates = new WeakMap();
  12272. function onSceneDispose( event ) {
  12273. var scene = event.target;
  12274. scene.removeEventListener( 'dispose', onSceneDispose );
  12275. renderStates.delete( scene );
  12276. }
  12277. function get( scene, camera ) {
  12278. var renderState;
  12279. if ( renderStates.has( scene ) === false ) {
  12280. renderState = new WebGLRenderState();
  12281. renderStates.set( scene, new WeakMap() );
  12282. renderStates.get( scene ).set( camera, renderState );
  12283. scene.addEventListener( 'dispose', onSceneDispose );
  12284. } else {
  12285. if ( renderStates.get( scene ).has( camera ) === false ) {
  12286. renderState = new WebGLRenderState();
  12287. renderStates.get( scene ).set( camera, renderState );
  12288. } else {
  12289. renderState = renderStates.get( scene ).get( camera );
  12290. }
  12291. }
  12292. return renderState;
  12293. }
  12294. function dispose() {
  12295. renderStates = new WeakMap();
  12296. }
  12297. return {
  12298. get: get,
  12299. dispose: dispose
  12300. };
  12301. }
  12302. /**
  12303. * @author mrdoob / http://mrdoob.com/
  12304. * @author alteredq / http://alteredqualia.com/
  12305. * @author bhouston / https://clara.io
  12306. * @author WestLangley / http://github.com/WestLangley
  12307. *
  12308. * parameters = {
  12309. *
  12310. * opacity: <float>,
  12311. *
  12312. * map: new THREE.Texture( <Image> ),
  12313. *
  12314. * alphaMap: new THREE.Texture( <Image> ),
  12315. *
  12316. * displacementMap: new THREE.Texture( <Image> ),
  12317. * displacementScale: <float>,
  12318. * displacementBias: <float>,
  12319. *
  12320. * wireframe: <boolean>,
  12321. * wireframeLinewidth: <float>
  12322. * }
  12323. */
  12324. function MeshDepthMaterial( parameters ) {
  12325. Material.call( this );
  12326. this.type = 'MeshDepthMaterial';
  12327. this.depthPacking = BasicDepthPacking;
  12328. this.skinning = false;
  12329. this.morphTargets = false;
  12330. this.map = null;
  12331. this.alphaMap = null;
  12332. this.displacementMap = null;
  12333. this.displacementScale = 1;
  12334. this.displacementBias = 0;
  12335. this.wireframe = false;
  12336. this.wireframeLinewidth = 1;
  12337. this.fog = false;
  12338. this.setValues( parameters );
  12339. }
  12340. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12341. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12342. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12343. MeshDepthMaterial.prototype.copy = function ( source ) {
  12344. Material.prototype.copy.call( this, source );
  12345. this.depthPacking = source.depthPacking;
  12346. this.skinning = source.skinning;
  12347. this.morphTargets = source.morphTargets;
  12348. this.map = source.map;
  12349. this.alphaMap = source.alphaMap;
  12350. this.displacementMap = source.displacementMap;
  12351. this.displacementScale = source.displacementScale;
  12352. this.displacementBias = source.displacementBias;
  12353. this.wireframe = source.wireframe;
  12354. this.wireframeLinewidth = source.wireframeLinewidth;
  12355. return this;
  12356. };
  12357. /**
  12358. * @author WestLangley / http://github.com/WestLangley
  12359. *
  12360. * parameters = {
  12361. *
  12362. * referencePosition: <float>,
  12363. * nearDistance: <float>,
  12364. * farDistance: <float>,
  12365. *
  12366. * skinning: <bool>,
  12367. * morphTargets: <bool>,
  12368. *
  12369. * map: new THREE.Texture( <Image> ),
  12370. *
  12371. * alphaMap: new THREE.Texture( <Image> ),
  12372. *
  12373. * displacementMap: new THREE.Texture( <Image> ),
  12374. * displacementScale: <float>,
  12375. * displacementBias: <float>
  12376. *
  12377. * }
  12378. */
  12379. function MeshDistanceMaterial( parameters ) {
  12380. Material.call( this );
  12381. this.type = 'MeshDistanceMaterial';
  12382. this.referencePosition = new Vector3();
  12383. this.nearDistance = 1;
  12384. this.farDistance = 1000;
  12385. this.skinning = false;
  12386. this.morphTargets = false;
  12387. this.map = null;
  12388. this.alphaMap = null;
  12389. this.displacementMap = null;
  12390. this.displacementScale = 1;
  12391. this.displacementBias = 0;
  12392. this.fog = false;
  12393. this.setValues( parameters );
  12394. }
  12395. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12396. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12397. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12398. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12399. Material.prototype.copy.call( this, source );
  12400. this.referencePosition.copy( source.referencePosition );
  12401. this.nearDistance = source.nearDistance;
  12402. this.farDistance = source.farDistance;
  12403. this.skinning = source.skinning;
  12404. this.morphTargets = source.morphTargets;
  12405. this.map = source.map;
  12406. this.alphaMap = source.alphaMap;
  12407. this.displacementMap = source.displacementMap;
  12408. this.displacementScale = source.displacementScale;
  12409. this.displacementBias = source.displacementBias;
  12410. return this;
  12411. };
  12412. 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}";
  12413. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12414. /**
  12415. * @author alteredq / http://alteredqualia.com/
  12416. * @author mrdoob / http://mrdoob.com/
  12417. */
  12418. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12419. var _frustum = new Frustum();
  12420. var _shadowMapSize = new Vector2(),
  12421. _viewportSize = new Vector2(),
  12422. _viewport = new Vector4(),
  12423. _depthMaterials = [],
  12424. _distanceMaterials = [],
  12425. _materialCache = {};
  12426. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12427. var shadowMaterialVertical = new ShaderMaterial( {
  12428. defines: {
  12429. SAMPLE_RATE: 2.0 / 8.0,
  12430. HALF_SAMPLE_RATE: 1.0 / 8.0
  12431. },
  12432. uniforms: {
  12433. shadow_pass: { value: null },
  12434. resolution: { value: new Vector2() },
  12435. radius: { value: 4.0 }
  12436. },
  12437. vertexShader: vsm_vert,
  12438. fragmentShader: vsm_frag
  12439. } );
  12440. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12441. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12442. var fullScreenTri = new BufferGeometry();
  12443. fullScreenTri.setAttribute(
  12444. "position",
  12445. new BufferAttribute(
  12446. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12447. 3
  12448. )
  12449. );
  12450. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12451. var scope = this;
  12452. this.enabled = false;
  12453. this.autoUpdate = true;
  12454. this.needsUpdate = false;
  12455. this.type = PCFShadowMap;
  12456. this.render = function ( lights, scene, camera ) {
  12457. if ( scope.enabled === false ) { return; }
  12458. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12459. if ( lights.length === 0 ) { return; }
  12460. var currentRenderTarget = _renderer.getRenderTarget();
  12461. var activeCubeFace = _renderer.getActiveCubeFace();
  12462. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12463. var _state = _renderer.state;
  12464. // Set GL state for depth map.
  12465. _state.setBlending( NoBlending );
  12466. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12467. _state.buffers.depth.setTest( true );
  12468. _state.setScissorTest( false );
  12469. // render depth map
  12470. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12471. var light = lights[ i ];
  12472. var shadow = light.shadow;
  12473. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12474. if ( shadow === undefined ) {
  12475. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12476. continue;
  12477. }
  12478. _shadowMapSize.copy( shadow.mapSize );
  12479. var shadowFrameExtents = shadow.getFrameExtents();
  12480. _shadowMapSize.multiply( shadowFrameExtents );
  12481. _viewportSize.copy( shadow.mapSize );
  12482. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12483. if ( _shadowMapSize.x > maxTextureSize ) {
  12484. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12485. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12486. shadow.mapSize.x = _viewportSize.x;
  12487. }
  12488. if ( _shadowMapSize.y > maxTextureSize ) {
  12489. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12490. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12491. shadow.mapSize.y = _viewportSize.y;
  12492. }
  12493. }
  12494. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12495. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12496. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12497. shadow.map.texture.name = light.name + ".shadowMap";
  12498. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12499. shadow.camera.updateProjectionMatrix();
  12500. }
  12501. if ( shadow.map === null ) {
  12502. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12503. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12504. shadow.map.texture.name = light.name + ".shadowMap";
  12505. shadow.camera.updateProjectionMatrix();
  12506. }
  12507. _renderer.setRenderTarget( shadow.map );
  12508. _renderer.clear();
  12509. var viewportCount = shadow.getViewportCount();
  12510. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12511. var viewport = shadow.getViewport( vp );
  12512. _viewport.set(
  12513. _viewportSize.x * viewport.x,
  12514. _viewportSize.y * viewport.y,
  12515. _viewportSize.x * viewport.z,
  12516. _viewportSize.y * viewport.w
  12517. );
  12518. _state.viewport( _viewport );
  12519. shadow.updateMatrices( light, vp );
  12520. _frustum = shadow.getFrustum();
  12521. renderObject( scene, camera, shadow.camera, light, this.type );
  12522. }
  12523. // do blur pass for VSM
  12524. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12525. VSMPass( shadow, camera );
  12526. }
  12527. shadow.needsUpdate = false;
  12528. }
  12529. scope.needsUpdate = false;
  12530. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12531. };
  12532. function VSMPass( shadow, camera ) {
  12533. var geometry = _objects.update( fullScreenMesh );
  12534. // vertical pass
  12535. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12536. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12537. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12538. _renderer.setRenderTarget( shadow.mapPass );
  12539. _renderer.clear();
  12540. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12541. // horizonal pass
  12542. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12543. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12544. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12545. _renderer.setRenderTarget( shadow.map );
  12546. _renderer.clear();
  12547. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12548. }
  12549. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12550. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12551. var material = _depthMaterials[ index ];
  12552. if ( material === undefined ) {
  12553. material = new MeshDepthMaterial( {
  12554. depthPacking: RGBADepthPacking,
  12555. morphTargets: useMorphing,
  12556. skinning: useSkinning
  12557. } );
  12558. _depthMaterials[ index ] = material;
  12559. }
  12560. return material;
  12561. }
  12562. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12563. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12564. var material = _distanceMaterials[ index ];
  12565. if ( material === undefined ) {
  12566. material = new MeshDistanceMaterial( {
  12567. morphTargets: useMorphing,
  12568. skinning: useSkinning
  12569. } );
  12570. _distanceMaterials[ index ] = material;
  12571. }
  12572. return material;
  12573. }
  12574. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12575. var result = null;
  12576. var getMaterialVariant = getDepthMaterialVariant;
  12577. var customMaterial = object.customDepthMaterial;
  12578. if ( light.isPointLight === true ) {
  12579. getMaterialVariant = getDistanceMaterialVariant;
  12580. customMaterial = object.customDistanceMaterial;
  12581. }
  12582. if ( customMaterial === undefined ) {
  12583. var useMorphing = false;
  12584. if ( material.morphTargets === true ) {
  12585. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12586. }
  12587. var useSkinning = false;
  12588. if ( object.isSkinnedMesh === true ) {
  12589. if ( material.skinning === true ) {
  12590. useSkinning = true;
  12591. } else {
  12592. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12593. }
  12594. }
  12595. var useInstancing = object.isInstancedMesh === true;
  12596. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12597. } else {
  12598. result = customMaterial;
  12599. }
  12600. if ( _renderer.localClippingEnabled &&
  12601. material.clipShadows === true &&
  12602. material.clippingPlanes.length !== 0 ) {
  12603. // in this case we need a unique material instance reflecting the
  12604. // appropriate state
  12605. var keyA = result.uuid, keyB = material.uuid;
  12606. var materialsForVariant = _materialCache[ keyA ];
  12607. if ( materialsForVariant === undefined ) {
  12608. materialsForVariant = {};
  12609. _materialCache[ keyA ] = materialsForVariant;
  12610. }
  12611. var cachedMaterial = materialsForVariant[ keyB ];
  12612. if ( cachedMaterial === undefined ) {
  12613. cachedMaterial = result.clone();
  12614. materialsForVariant[ keyB ] = cachedMaterial;
  12615. }
  12616. result = cachedMaterial;
  12617. }
  12618. result.visible = material.visible;
  12619. result.wireframe = material.wireframe;
  12620. if ( type === VSMShadowMap ) {
  12621. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12622. } else {
  12623. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12624. }
  12625. result.clipShadows = material.clipShadows;
  12626. result.clippingPlanes = material.clippingPlanes;
  12627. result.clipIntersection = material.clipIntersection;
  12628. result.wireframeLinewidth = material.wireframeLinewidth;
  12629. result.linewidth = material.linewidth;
  12630. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12631. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12632. result.nearDistance = shadowCameraNear;
  12633. result.farDistance = shadowCameraFar;
  12634. }
  12635. return result;
  12636. }
  12637. function renderObject( object, camera, shadowCamera, light, type ) {
  12638. if ( object.visible === false ) { return; }
  12639. var visible = object.layers.test( camera.layers );
  12640. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12641. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12642. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12643. var geometry = _objects.update( object );
  12644. var material = object.material;
  12645. if ( Array.isArray( material ) ) {
  12646. var groups = geometry.groups;
  12647. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12648. var group = groups[ k ];
  12649. var groupMaterial = material[ group.materialIndex ];
  12650. if ( groupMaterial && groupMaterial.visible ) {
  12651. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12652. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12653. }
  12654. }
  12655. } else if ( material.visible ) {
  12656. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12657. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12658. }
  12659. }
  12660. }
  12661. var children = object.children;
  12662. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12663. renderObject( children[ i ], camera, shadowCamera, light, type );
  12664. }
  12665. }
  12666. }
  12667. /**
  12668. * @author mrdoob / http://mrdoob.com/
  12669. */
  12670. function WebGLState( gl, extensions, capabilities ) {
  12671. var isWebGL2 = capabilities.isWebGL2;
  12672. function ColorBuffer() {
  12673. var locked = false;
  12674. var color = new Vector4();
  12675. var currentColorMask = null;
  12676. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12677. return {
  12678. setMask: function ( colorMask ) {
  12679. if ( currentColorMask !== colorMask && ! locked ) {
  12680. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12681. currentColorMask = colorMask;
  12682. }
  12683. },
  12684. setLocked: function ( lock ) {
  12685. locked = lock;
  12686. },
  12687. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12688. if ( premultipliedAlpha === true ) {
  12689. r *= a; g *= a; b *= a;
  12690. }
  12691. color.set( r, g, b, a );
  12692. if ( currentColorClear.equals( color ) === false ) {
  12693. gl.clearColor( r, g, b, a );
  12694. currentColorClear.copy( color );
  12695. }
  12696. },
  12697. reset: function () {
  12698. locked = false;
  12699. currentColorMask = null;
  12700. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12701. }
  12702. };
  12703. }
  12704. function DepthBuffer() {
  12705. var locked = false;
  12706. var currentDepthMask = null;
  12707. var currentDepthFunc = null;
  12708. var currentDepthClear = null;
  12709. return {
  12710. setTest: function ( depthTest ) {
  12711. if ( depthTest ) {
  12712. enable( 2929 );
  12713. } else {
  12714. disable( 2929 );
  12715. }
  12716. },
  12717. setMask: function ( depthMask ) {
  12718. if ( currentDepthMask !== depthMask && ! locked ) {
  12719. gl.depthMask( depthMask );
  12720. currentDepthMask = depthMask;
  12721. }
  12722. },
  12723. setFunc: function ( depthFunc ) {
  12724. if ( currentDepthFunc !== depthFunc ) {
  12725. if ( depthFunc ) {
  12726. switch ( depthFunc ) {
  12727. case NeverDepth:
  12728. gl.depthFunc( 512 );
  12729. break;
  12730. case AlwaysDepth:
  12731. gl.depthFunc( 519 );
  12732. break;
  12733. case LessDepth:
  12734. gl.depthFunc( 513 );
  12735. break;
  12736. case LessEqualDepth:
  12737. gl.depthFunc( 515 );
  12738. break;
  12739. case EqualDepth:
  12740. gl.depthFunc( 514 );
  12741. break;
  12742. case GreaterEqualDepth:
  12743. gl.depthFunc( 518 );
  12744. break;
  12745. case GreaterDepth:
  12746. gl.depthFunc( 516 );
  12747. break;
  12748. case NotEqualDepth:
  12749. gl.depthFunc( 517 );
  12750. break;
  12751. default:
  12752. gl.depthFunc( 515 );
  12753. }
  12754. } else {
  12755. gl.depthFunc( 515 );
  12756. }
  12757. currentDepthFunc = depthFunc;
  12758. }
  12759. },
  12760. setLocked: function ( lock ) {
  12761. locked = lock;
  12762. },
  12763. setClear: function ( depth ) {
  12764. if ( currentDepthClear !== depth ) {
  12765. gl.clearDepth( depth );
  12766. currentDepthClear = depth;
  12767. }
  12768. },
  12769. reset: function () {
  12770. locked = false;
  12771. currentDepthMask = null;
  12772. currentDepthFunc = null;
  12773. currentDepthClear = null;
  12774. }
  12775. };
  12776. }
  12777. function StencilBuffer() {
  12778. var locked = false;
  12779. var currentStencilMask = null;
  12780. var currentStencilFunc = null;
  12781. var currentStencilRef = null;
  12782. var currentStencilFuncMask = null;
  12783. var currentStencilFail = null;
  12784. var currentStencilZFail = null;
  12785. var currentStencilZPass = null;
  12786. var currentStencilClear = null;
  12787. return {
  12788. setTest: function ( stencilTest ) {
  12789. if ( ! locked ) {
  12790. if ( stencilTest ) {
  12791. enable( 2960 );
  12792. } else {
  12793. disable( 2960 );
  12794. }
  12795. }
  12796. },
  12797. setMask: function ( stencilMask ) {
  12798. if ( currentStencilMask !== stencilMask && ! locked ) {
  12799. gl.stencilMask( stencilMask );
  12800. currentStencilMask = stencilMask;
  12801. }
  12802. },
  12803. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12804. if ( currentStencilFunc !== stencilFunc ||
  12805. currentStencilRef !== stencilRef ||
  12806. currentStencilFuncMask !== stencilMask ) {
  12807. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12808. currentStencilFunc = stencilFunc;
  12809. currentStencilRef = stencilRef;
  12810. currentStencilFuncMask = stencilMask;
  12811. }
  12812. },
  12813. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12814. if ( currentStencilFail !== stencilFail ||
  12815. currentStencilZFail !== stencilZFail ||
  12816. currentStencilZPass !== stencilZPass ) {
  12817. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12818. currentStencilFail = stencilFail;
  12819. currentStencilZFail = stencilZFail;
  12820. currentStencilZPass = stencilZPass;
  12821. }
  12822. },
  12823. setLocked: function ( lock ) {
  12824. locked = lock;
  12825. },
  12826. setClear: function ( stencil ) {
  12827. if ( currentStencilClear !== stencil ) {
  12828. gl.clearStencil( stencil );
  12829. currentStencilClear = stencil;
  12830. }
  12831. },
  12832. reset: function () {
  12833. locked = false;
  12834. currentStencilMask = null;
  12835. currentStencilFunc = null;
  12836. currentStencilRef = null;
  12837. currentStencilFuncMask = null;
  12838. currentStencilFail = null;
  12839. currentStencilZFail = null;
  12840. currentStencilZPass = null;
  12841. currentStencilClear = null;
  12842. }
  12843. };
  12844. }
  12845. //
  12846. var colorBuffer = new ColorBuffer();
  12847. var depthBuffer = new DepthBuffer();
  12848. var stencilBuffer = new StencilBuffer();
  12849. var enabledCapabilities = {};
  12850. var currentProgram = null;
  12851. var currentBlendingEnabled = null;
  12852. var currentBlending = null;
  12853. var currentBlendEquation = null;
  12854. var currentBlendSrc = null;
  12855. var currentBlendDst = null;
  12856. var currentBlendEquationAlpha = null;
  12857. var currentBlendSrcAlpha = null;
  12858. var currentBlendDstAlpha = null;
  12859. var currentPremultipledAlpha = false;
  12860. var currentFlipSided = null;
  12861. var currentCullFace = null;
  12862. var currentLineWidth = null;
  12863. var currentPolygonOffsetFactor = null;
  12864. var currentPolygonOffsetUnits = null;
  12865. var maxTextures = gl.getParameter( 35661 );
  12866. var lineWidthAvailable = false;
  12867. var version = 0;
  12868. var glVersion = gl.getParameter( 7938 );
  12869. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12870. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12871. lineWidthAvailable = ( version >= 1.0 );
  12872. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12873. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12874. lineWidthAvailable = ( version >= 2.0 );
  12875. }
  12876. var currentTextureSlot = null;
  12877. var currentBoundTextures = {};
  12878. var currentScissor = new Vector4();
  12879. var currentViewport = new Vector4();
  12880. function createTexture( type, target, count ) {
  12881. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12882. var texture = gl.createTexture();
  12883. gl.bindTexture( type, texture );
  12884. gl.texParameteri( type, 10241, 9728 );
  12885. gl.texParameteri( type, 10240, 9728 );
  12886. for ( var i = 0; i < count; i ++ ) {
  12887. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12888. }
  12889. return texture;
  12890. }
  12891. var emptyTextures = {};
  12892. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12893. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12894. // init
  12895. colorBuffer.setClear( 0, 0, 0, 1 );
  12896. depthBuffer.setClear( 1 );
  12897. stencilBuffer.setClear( 0 );
  12898. enable( 2929 );
  12899. depthBuffer.setFunc( LessEqualDepth );
  12900. setFlipSided( false );
  12901. setCullFace( CullFaceBack );
  12902. enable( 2884 );
  12903. setBlending( NoBlending );
  12904. //
  12905. function enable( id ) {
  12906. if ( enabledCapabilities[ id ] !== true ) {
  12907. gl.enable( id );
  12908. enabledCapabilities[ id ] = true;
  12909. }
  12910. }
  12911. function disable( id ) {
  12912. if ( enabledCapabilities[ id ] !== false ) {
  12913. gl.disable( id );
  12914. enabledCapabilities[ id ] = false;
  12915. }
  12916. }
  12917. function useProgram( program ) {
  12918. if ( currentProgram !== program ) {
  12919. gl.useProgram( program );
  12920. currentProgram = program;
  12921. return true;
  12922. }
  12923. return false;
  12924. }
  12925. var equationToGL = {};
  12926. equationToGL[ AddEquation ] = 32774;
  12927. equationToGL[ SubtractEquation ] = 32778;
  12928. equationToGL[ ReverseSubtractEquation ] = 32779;
  12929. if ( isWebGL2 ) {
  12930. equationToGL[ MinEquation ] = 32775;
  12931. equationToGL[ MaxEquation ] = 32776;
  12932. } else {
  12933. var extension = extensions.get( 'EXT_blend_minmax' );
  12934. if ( extension !== null ) {
  12935. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12936. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12937. }
  12938. }
  12939. var factorToGL = {};
  12940. factorToGL[ ZeroFactor ] = 0;
  12941. factorToGL[ OneFactor ] = 1;
  12942. factorToGL[ SrcColorFactor ] = 768;
  12943. factorToGL[ SrcAlphaFactor ] = 770;
  12944. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12945. factorToGL[ DstColorFactor ] = 774;
  12946. factorToGL[ DstAlphaFactor ] = 772;
  12947. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12948. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12949. factorToGL[ OneMinusDstColorFactor ] = 775;
  12950. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12951. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12952. if ( blending === NoBlending ) {
  12953. if ( currentBlendingEnabled ) {
  12954. disable( 3042 );
  12955. currentBlendingEnabled = false;
  12956. }
  12957. return;
  12958. }
  12959. if ( ! currentBlendingEnabled ) {
  12960. enable( 3042 );
  12961. currentBlendingEnabled = true;
  12962. }
  12963. if ( blending !== CustomBlending ) {
  12964. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12965. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12966. gl.blendEquation( 32774 );
  12967. currentBlendEquation = AddEquation;
  12968. currentBlendEquationAlpha = AddEquation;
  12969. }
  12970. if ( premultipliedAlpha ) {
  12971. switch ( blending ) {
  12972. case NormalBlending:
  12973. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12974. break;
  12975. case AdditiveBlending:
  12976. gl.blendFunc( 1, 1 );
  12977. break;
  12978. case SubtractiveBlending:
  12979. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12980. break;
  12981. case MultiplyBlending:
  12982. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12983. break;
  12984. default:
  12985. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12986. break;
  12987. }
  12988. } else {
  12989. switch ( blending ) {
  12990. case NormalBlending:
  12991. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12992. break;
  12993. case AdditiveBlending:
  12994. gl.blendFunc( 770, 1 );
  12995. break;
  12996. case SubtractiveBlending:
  12997. gl.blendFunc( 0, 769 );
  12998. break;
  12999. case MultiplyBlending:
  13000. gl.blendFunc( 0, 768 );
  13001. break;
  13002. default:
  13003. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  13004. break;
  13005. }
  13006. }
  13007. currentBlendSrc = null;
  13008. currentBlendDst = null;
  13009. currentBlendSrcAlpha = null;
  13010. currentBlendDstAlpha = null;
  13011. currentBlending = blending;
  13012. currentPremultipledAlpha = premultipliedAlpha;
  13013. }
  13014. return;
  13015. }
  13016. // custom blending
  13017. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13018. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13019. blendDstAlpha = blendDstAlpha || blendDst;
  13020. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  13021. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  13022. currentBlendEquation = blendEquation;
  13023. currentBlendEquationAlpha = blendEquationAlpha;
  13024. }
  13025. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  13026. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  13027. currentBlendSrc = blendSrc;
  13028. currentBlendDst = blendDst;
  13029. currentBlendSrcAlpha = blendSrcAlpha;
  13030. currentBlendDstAlpha = blendDstAlpha;
  13031. }
  13032. currentBlending = blending;
  13033. currentPremultipledAlpha = null;
  13034. }
  13035. function setMaterial( material, frontFaceCW ) {
  13036. material.side === DoubleSide
  13037. ? disable( 2884 )
  13038. : enable( 2884 );
  13039. var flipSided = ( material.side === BackSide );
  13040. if ( frontFaceCW ) { flipSided = ! flipSided; }
  13041. setFlipSided( flipSided );
  13042. ( material.blending === NormalBlending && material.transparent === false )
  13043. ? setBlending( NoBlending )
  13044. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  13045. depthBuffer.setFunc( material.depthFunc );
  13046. depthBuffer.setTest( material.depthTest );
  13047. depthBuffer.setMask( material.depthWrite );
  13048. colorBuffer.setMask( material.colorWrite );
  13049. var stencilWrite = material.stencilWrite;
  13050. stencilBuffer.setTest( stencilWrite );
  13051. if ( stencilWrite ) {
  13052. stencilBuffer.setMask( material.stencilWriteMask );
  13053. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  13054. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  13055. }
  13056. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13057. }
  13058. //
  13059. function setFlipSided( flipSided ) {
  13060. if ( currentFlipSided !== flipSided ) {
  13061. if ( flipSided ) {
  13062. gl.frontFace( 2304 );
  13063. } else {
  13064. gl.frontFace( 2305 );
  13065. }
  13066. currentFlipSided = flipSided;
  13067. }
  13068. }
  13069. function setCullFace( cullFace ) {
  13070. if ( cullFace !== CullFaceNone ) {
  13071. enable( 2884 );
  13072. if ( cullFace !== currentCullFace ) {
  13073. if ( cullFace === CullFaceBack ) {
  13074. gl.cullFace( 1029 );
  13075. } else if ( cullFace === CullFaceFront ) {
  13076. gl.cullFace( 1028 );
  13077. } else {
  13078. gl.cullFace( 1032 );
  13079. }
  13080. }
  13081. } else {
  13082. disable( 2884 );
  13083. }
  13084. currentCullFace = cullFace;
  13085. }
  13086. function setLineWidth( width ) {
  13087. if ( width !== currentLineWidth ) {
  13088. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  13089. currentLineWidth = width;
  13090. }
  13091. }
  13092. function setPolygonOffset( polygonOffset, factor, units ) {
  13093. if ( polygonOffset ) {
  13094. enable( 32823 );
  13095. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  13096. gl.polygonOffset( factor, units );
  13097. currentPolygonOffsetFactor = factor;
  13098. currentPolygonOffsetUnits = units;
  13099. }
  13100. } else {
  13101. disable( 32823 );
  13102. }
  13103. }
  13104. function setScissorTest( scissorTest ) {
  13105. if ( scissorTest ) {
  13106. enable( 3089 );
  13107. } else {
  13108. disable( 3089 );
  13109. }
  13110. }
  13111. // texture
  13112. function activeTexture( webglSlot ) {
  13113. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  13114. if ( currentTextureSlot !== webglSlot ) {
  13115. gl.activeTexture( webglSlot );
  13116. currentTextureSlot = webglSlot;
  13117. }
  13118. }
  13119. function bindTexture( webglType, webglTexture ) {
  13120. if ( currentTextureSlot === null ) {
  13121. activeTexture();
  13122. }
  13123. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13124. if ( boundTexture === undefined ) {
  13125. boundTexture = { type: undefined, texture: undefined };
  13126. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  13127. }
  13128. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  13129. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  13130. boundTexture.type = webglType;
  13131. boundTexture.texture = webglTexture;
  13132. }
  13133. }
  13134. function unbindTexture() {
  13135. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13136. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  13137. gl.bindTexture( boundTexture.type, null );
  13138. boundTexture.type = undefined;
  13139. boundTexture.texture = undefined;
  13140. }
  13141. }
  13142. function compressedTexImage2D() {
  13143. try {
  13144. gl.compressedTexImage2D.apply( gl, arguments );
  13145. } catch ( error ) {
  13146. console.error( 'THREE.WebGLState:', error );
  13147. }
  13148. }
  13149. function texImage2D() {
  13150. try {
  13151. gl.texImage2D.apply( gl, arguments );
  13152. } catch ( error ) {
  13153. console.error( 'THREE.WebGLState:', error );
  13154. }
  13155. }
  13156. function texImage3D() {
  13157. try {
  13158. gl.texImage3D.apply( gl, arguments );
  13159. } catch ( error ) {
  13160. console.error( 'THREE.WebGLState:', error );
  13161. }
  13162. }
  13163. //
  13164. function scissor( scissor ) {
  13165. if ( currentScissor.equals( scissor ) === false ) {
  13166. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  13167. currentScissor.copy( scissor );
  13168. }
  13169. }
  13170. function viewport( viewport ) {
  13171. if ( currentViewport.equals( viewport ) === false ) {
  13172. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  13173. currentViewport.copy( viewport );
  13174. }
  13175. }
  13176. //
  13177. function reset() {
  13178. enabledCapabilities = {};
  13179. currentTextureSlot = null;
  13180. currentBoundTextures = {};
  13181. currentProgram = null;
  13182. currentBlending = null;
  13183. currentFlipSided = null;
  13184. currentCullFace = null;
  13185. colorBuffer.reset();
  13186. depthBuffer.reset();
  13187. stencilBuffer.reset();
  13188. }
  13189. return {
  13190. buffers: {
  13191. color: colorBuffer,
  13192. depth: depthBuffer,
  13193. stencil: stencilBuffer
  13194. },
  13195. enable: enable,
  13196. disable: disable,
  13197. useProgram: useProgram,
  13198. setBlending: setBlending,
  13199. setMaterial: setMaterial,
  13200. setFlipSided: setFlipSided,
  13201. setCullFace: setCullFace,
  13202. setLineWidth: setLineWidth,
  13203. setPolygonOffset: setPolygonOffset,
  13204. setScissorTest: setScissorTest,
  13205. activeTexture: activeTexture,
  13206. bindTexture: bindTexture,
  13207. unbindTexture: unbindTexture,
  13208. compressedTexImage2D: compressedTexImage2D,
  13209. texImage2D: texImage2D,
  13210. texImage3D: texImage3D,
  13211. scissor: scissor,
  13212. viewport: viewport,
  13213. reset: reset
  13214. };
  13215. }
  13216. /**
  13217. * @author mrdoob / http://mrdoob.com/
  13218. */
  13219. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  13220. var isWebGL2 = capabilities.isWebGL2;
  13221. var maxTextures = capabilities.maxTextures;
  13222. var maxCubemapSize = capabilities.maxCubemapSize;
  13223. var maxTextureSize = capabilities.maxTextureSize;
  13224. var maxSamples = capabilities.maxSamples;
  13225. var _videoTextures = new WeakMap();
  13226. var _canvas;
  13227. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13228. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13229. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13230. var useOffscreenCanvas = false;
  13231. try {
  13232. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  13233. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  13234. } catch ( err ) {
  13235. // Ignore any errors
  13236. }
  13237. function createCanvas( width, height ) {
  13238. // Use OffscreenCanvas when available. Specially needed in web workers
  13239. return useOffscreenCanvas ?
  13240. new OffscreenCanvas( width, height ) :
  13241. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  13242. }
  13243. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  13244. var scale = 1;
  13245. // handle case if texture exceeds max size
  13246. if ( image.width > maxSize || image.height > maxSize ) {
  13247. scale = maxSize / Math.max( image.width, image.height );
  13248. }
  13249. // only perform resize if necessary
  13250. if ( scale < 1 || needsPowerOfTwo === true ) {
  13251. // only perform resize for certain image types
  13252. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  13253. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  13254. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  13255. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  13256. var width = floor( scale * image.width );
  13257. var height = floor( scale * image.height );
  13258. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  13259. // cube textures can't reuse the same canvas
  13260. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  13261. canvas.width = width;
  13262. canvas.height = height;
  13263. var context = canvas.getContext( '2d' );
  13264. context.drawImage( image, 0, 0, width, height );
  13265. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  13266. return canvas;
  13267. } else {
  13268. if ( 'data' in image ) {
  13269. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  13270. }
  13271. return image;
  13272. }
  13273. }
  13274. return image;
  13275. }
  13276. function isPowerOfTwo( image ) {
  13277. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  13278. }
  13279. function textureNeedsPowerOfTwo( texture ) {
  13280. if ( isWebGL2 ) { return false; }
  13281. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13282. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13283. }
  13284. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13285. return texture.generateMipmaps && supportsMips &&
  13286. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13287. }
  13288. function generateMipmap( target, texture, width, height ) {
  13289. _gl.generateMipmap( target );
  13290. var textureProperties = properties.get( texture );
  13291. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13292. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13293. }
  13294. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13295. if ( isWebGL2 === false ) { return glFormat; }
  13296. if ( internalFormatName !== null ) {
  13297. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13298. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13299. }
  13300. var internalFormat = glFormat;
  13301. if ( glFormat === 6403 ) {
  13302. if ( glType === 5126 ) { internalFormat = 33326; }
  13303. if ( glType === 5131 ) { internalFormat = 33325; }
  13304. if ( glType === 5121 ) { internalFormat = 33321; }
  13305. }
  13306. if ( glFormat === 6407 ) {
  13307. if ( glType === 5126 ) { internalFormat = 34837; }
  13308. if ( glType === 5131 ) { internalFormat = 34843; }
  13309. if ( glType === 5121 ) { internalFormat = 32849; }
  13310. }
  13311. if ( glFormat === 6408 ) {
  13312. if ( glType === 5126 ) { internalFormat = 34836; }
  13313. if ( glType === 5131 ) { internalFormat = 34842; }
  13314. if ( glType === 5121 ) { internalFormat = 32856; }
  13315. }
  13316. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13317. internalFormat === 34842 || internalFormat === 34836 ) {
  13318. extensions.get( 'EXT_color_buffer_float' );
  13319. }
  13320. return internalFormat;
  13321. }
  13322. // Fallback filters for non-power-of-2 textures
  13323. function filterFallback( f ) {
  13324. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13325. return 9728;
  13326. }
  13327. return 9729;
  13328. }
  13329. //
  13330. function onTextureDispose( event ) {
  13331. var texture = event.target;
  13332. texture.removeEventListener( 'dispose', onTextureDispose );
  13333. deallocateTexture( texture );
  13334. if ( texture.isVideoTexture ) {
  13335. _videoTextures.delete( texture );
  13336. }
  13337. info.memory.textures --;
  13338. }
  13339. function onRenderTargetDispose( event ) {
  13340. var renderTarget = event.target;
  13341. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13342. deallocateRenderTarget( renderTarget );
  13343. info.memory.textures --;
  13344. }
  13345. //
  13346. function deallocateTexture( texture ) {
  13347. var textureProperties = properties.get( texture );
  13348. if ( textureProperties.__webglInit === undefined ) { return; }
  13349. _gl.deleteTexture( textureProperties.__webglTexture );
  13350. properties.remove( texture );
  13351. }
  13352. function deallocateRenderTarget( renderTarget ) {
  13353. var renderTargetProperties = properties.get( renderTarget );
  13354. var textureProperties = properties.get( renderTarget.texture );
  13355. if ( ! renderTarget ) { return; }
  13356. if ( textureProperties.__webglTexture !== undefined ) {
  13357. _gl.deleteTexture( textureProperties.__webglTexture );
  13358. }
  13359. if ( renderTarget.depthTexture ) {
  13360. renderTarget.depthTexture.dispose();
  13361. }
  13362. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13363. for ( var i = 0; i < 6; i ++ ) {
  13364. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13365. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13366. }
  13367. } else {
  13368. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13369. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13370. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13371. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13372. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13373. }
  13374. properties.remove( renderTarget.texture );
  13375. properties.remove( renderTarget );
  13376. }
  13377. //
  13378. var textureUnits = 0;
  13379. function resetTextureUnits() {
  13380. textureUnits = 0;
  13381. }
  13382. function allocateTextureUnit() {
  13383. var textureUnit = textureUnits;
  13384. if ( textureUnit >= maxTextures ) {
  13385. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13386. }
  13387. textureUnits += 1;
  13388. return textureUnit;
  13389. }
  13390. //
  13391. function setTexture2D( texture, slot ) {
  13392. var textureProperties = properties.get( texture );
  13393. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13394. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13395. var image = texture.image;
  13396. if ( image === undefined ) {
  13397. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13398. } else if ( image.complete === false ) {
  13399. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13400. } else {
  13401. uploadTexture( textureProperties, texture, slot );
  13402. return;
  13403. }
  13404. }
  13405. state.activeTexture( 33984 + slot );
  13406. state.bindTexture( 3553, textureProperties.__webglTexture );
  13407. }
  13408. function setTexture2DArray( texture, slot ) {
  13409. var textureProperties = properties.get( texture );
  13410. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13411. uploadTexture( textureProperties, texture, slot );
  13412. return;
  13413. }
  13414. state.activeTexture( 33984 + slot );
  13415. state.bindTexture( 35866, textureProperties.__webglTexture );
  13416. }
  13417. function setTexture3D( texture, slot ) {
  13418. var textureProperties = properties.get( texture );
  13419. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13420. uploadTexture( textureProperties, texture, slot );
  13421. return;
  13422. }
  13423. state.activeTexture( 33984 + slot );
  13424. state.bindTexture( 32879, textureProperties.__webglTexture );
  13425. }
  13426. function setTextureCube( texture, slot ) {
  13427. if ( texture.image.length !== 6 ) { return; }
  13428. var textureProperties = properties.get( texture );
  13429. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13430. initTexture( textureProperties, texture );
  13431. state.activeTexture( 33984 + slot );
  13432. state.bindTexture( 34067, textureProperties.__webglTexture );
  13433. _gl.pixelStorei( 37440, texture.flipY );
  13434. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13435. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13436. var cubeImage = [];
  13437. for ( var i = 0; i < 6; i ++ ) {
  13438. if ( ! isCompressed && ! isDataTexture ) {
  13439. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13440. } else {
  13441. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13442. }
  13443. }
  13444. var image = cubeImage[ 0 ],
  13445. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13446. glFormat = utils.convert( texture.format ),
  13447. glType = utils.convert( texture.type ),
  13448. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13449. setTextureParameters( 34067, texture, supportsMips );
  13450. var mipmaps;
  13451. if ( isCompressed ) {
  13452. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13453. mipmaps = cubeImage[ i$1 ].mipmaps;
  13454. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13455. var mipmap = mipmaps[ j ];
  13456. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13457. if ( glFormat !== null ) {
  13458. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13459. } else {
  13460. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13461. }
  13462. } else {
  13463. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13464. }
  13465. }
  13466. }
  13467. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13468. } else {
  13469. mipmaps = texture.mipmaps;
  13470. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13471. if ( isDataTexture ) {
  13472. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13473. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13474. var mipmap$1 = mipmaps[ j$1 ];
  13475. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13476. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13477. }
  13478. } else {
  13479. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13480. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13481. var mipmap$2 = mipmaps[ j$2 ];
  13482. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13483. }
  13484. }
  13485. }
  13486. textureProperties.__maxMipLevel = mipmaps.length;
  13487. }
  13488. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13489. // We assume images for cube map have the same size.
  13490. generateMipmap( 34067, texture, image.width, image.height );
  13491. }
  13492. textureProperties.__version = texture.version;
  13493. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13494. } else {
  13495. state.activeTexture( 33984 + slot );
  13496. state.bindTexture( 34067, textureProperties.__webglTexture );
  13497. }
  13498. }
  13499. function setTextureCubeDynamic( texture, slot ) {
  13500. state.activeTexture( 33984 + slot );
  13501. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13502. }
  13503. var wrappingToGL = {};
  13504. wrappingToGL[ RepeatWrapping ] = 10497;
  13505. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13506. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13507. var filterToGL = {};
  13508. filterToGL[ NearestFilter ] = 9728;
  13509. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13510. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13511. filterToGL[ LinearFilter ] = 9729;
  13512. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13513. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13514. function setTextureParameters( textureType, texture, supportsMips ) {
  13515. if ( supportsMips ) {
  13516. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13517. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13518. if ( textureType === 32879 || textureType === 35866 ) {
  13519. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13520. }
  13521. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13522. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13523. } else {
  13524. _gl.texParameteri( textureType, 10242, 33071 );
  13525. _gl.texParameteri( textureType, 10243, 33071 );
  13526. if ( textureType === 32879 || textureType === 35866 ) {
  13527. _gl.texParameteri( textureType, 32882, 33071 );
  13528. }
  13529. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13530. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13531. }
  13532. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13533. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13534. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13535. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13536. }
  13537. }
  13538. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13539. if ( extension ) {
  13540. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13541. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13542. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13543. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13544. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13545. }
  13546. }
  13547. }
  13548. function initTexture( textureProperties, texture ) {
  13549. if ( textureProperties.__webglInit === undefined ) {
  13550. textureProperties.__webglInit = true;
  13551. texture.addEventListener( 'dispose', onTextureDispose );
  13552. textureProperties.__webglTexture = _gl.createTexture();
  13553. info.memory.textures ++;
  13554. }
  13555. }
  13556. function uploadTexture( textureProperties, texture, slot ) {
  13557. var textureType = 3553;
  13558. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13559. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13560. initTexture( textureProperties, texture );
  13561. state.activeTexture( 33984 + slot );
  13562. state.bindTexture( textureType, textureProperties.__webglTexture );
  13563. _gl.pixelStorei( 37440, texture.flipY );
  13564. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13565. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13566. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13567. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13568. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13569. glFormat = utils.convert( texture.format );
  13570. var glType = utils.convert( texture.type ),
  13571. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13572. setTextureParameters( textureType, texture, supportsMips );
  13573. var mipmap;
  13574. var mipmaps = texture.mipmaps;
  13575. if ( texture.isDepthTexture ) {
  13576. // populate depth texture with dummy data
  13577. glInternalFormat = 6402;
  13578. if ( isWebGL2 ) {
  13579. if ( texture.type === FloatType ) {
  13580. glInternalFormat = 36012;
  13581. } else if ( texture.type === UnsignedIntType ) {
  13582. glInternalFormat = 33190;
  13583. } else if ( texture.type === UnsignedInt248Type ) {
  13584. glInternalFormat = 35056;
  13585. } else {
  13586. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13587. }
  13588. } else {
  13589. if ( texture.type === FloatType ) {
  13590. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13591. }
  13592. }
  13593. // validation checks for WebGL 1
  13594. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13595. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13596. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13597. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13598. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13599. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13600. texture.type = UnsignedShortType;
  13601. glType = utils.convert( texture.type );
  13602. }
  13603. }
  13604. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13605. // Depth stencil textures need the DEPTH_STENCIL internal format
  13606. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13607. glInternalFormat = 34041;
  13608. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13609. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13610. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13611. if ( texture.type !== UnsignedInt248Type ) {
  13612. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13613. texture.type = UnsignedInt248Type;
  13614. glType = utils.convert( texture.type );
  13615. }
  13616. }
  13617. //
  13618. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13619. } else if ( texture.isDataTexture ) {
  13620. // use manually created mipmaps if available
  13621. // if there are no manual mipmaps
  13622. // set 0 level mipmap and then use GL to generate other mipmap levels
  13623. if ( mipmaps.length > 0 && supportsMips ) {
  13624. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13625. mipmap = mipmaps[ i ];
  13626. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13627. }
  13628. texture.generateMipmaps = false;
  13629. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13630. } else {
  13631. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13632. textureProperties.__maxMipLevel = 0;
  13633. }
  13634. } else if ( texture.isCompressedTexture ) {
  13635. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13636. mipmap = mipmaps[ i$1 ];
  13637. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13638. if ( glFormat !== null ) {
  13639. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13640. } else {
  13641. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13642. }
  13643. } else {
  13644. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13645. }
  13646. }
  13647. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13648. } else if ( texture.isDataTexture2DArray ) {
  13649. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13650. textureProperties.__maxMipLevel = 0;
  13651. } else if ( texture.isDataTexture3D ) {
  13652. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13653. textureProperties.__maxMipLevel = 0;
  13654. } else {
  13655. // regular Texture (image, video, canvas)
  13656. // use manually created mipmaps if available
  13657. // if there are no manual mipmaps
  13658. // set 0 level mipmap and then use GL to generate other mipmap levels
  13659. if ( mipmaps.length > 0 && supportsMips ) {
  13660. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13661. mipmap = mipmaps[ i$2 ];
  13662. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13663. }
  13664. texture.generateMipmaps = false;
  13665. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13666. } else {
  13667. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13668. textureProperties.__maxMipLevel = 0;
  13669. }
  13670. }
  13671. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13672. generateMipmap( textureType, texture, image.width, image.height );
  13673. }
  13674. textureProperties.__version = texture.version;
  13675. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13676. }
  13677. // Render targets
  13678. // Setup storage for target texture and bind it to correct framebuffer
  13679. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13680. var glFormat = utils.convert( renderTarget.texture.format );
  13681. var glType = utils.convert( renderTarget.texture.type );
  13682. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13683. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13684. _gl.bindFramebuffer( 36160, framebuffer );
  13685. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13686. _gl.bindFramebuffer( 36160, null );
  13687. }
  13688. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13689. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13690. _gl.bindRenderbuffer( 36161, renderbuffer );
  13691. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13692. var glInternalFormat = 33189;
  13693. if ( isMultisample ) {
  13694. var depthTexture = renderTarget.depthTexture;
  13695. if ( depthTexture && depthTexture.isDepthTexture ) {
  13696. if ( depthTexture.type === FloatType ) {
  13697. glInternalFormat = 36012;
  13698. } else if ( depthTexture.type === UnsignedIntType ) {
  13699. glInternalFormat = 33190;
  13700. }
  13701. }
  13702. var samples = getRenderTargetSamples( renderTarget );
  13703. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13704. } else {
  13705. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13706. }
  13707. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13708. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13709. if ( isMultisample ) {
  13710. var samples$1 = getRenderTargetSamples( renderTarget );
  13711. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13712. } else {
  13713. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13714. }
  13715. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13716. } else {
  13717. var glFormat = utils.convert( renderTarget.texture.format );
  13718. var glType = utils.convert( renderTarget.texture.type );
  13719. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13720. if ( isMultisample ) {
  13721. var samples$2 = getRenderTargetSamples( renderTarget );
  13722. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13723. } else {
  13724. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13725. }
  13726. }
  13727. _gl.bindRenderbuffer( 36161, null );
  13728. }
  13729. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13730. function setupDepthTexture( framebuffer, renderTarget ) {
  13731. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13732. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13733. _gl.bindFramebuffer( 36160, framebuffer );
  13734. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13735. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13736. }
  13737. // upload an empty depth texture with framebuffer size
  13738. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13739. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13740. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13741. renderTarget.depthTexture.image.width = renderTarget.width;
  13742. renderTarget.depthTexture.image.height = renderTarget.height;
  13743. renderTarget.depthTexture.needsUpdate = true;
  13744. }
  13745. setTexture2D( renderTarget.depthTexture, 0 );
  13746. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13747. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13748. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13749. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13750. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13751. } else {
  13752. throw new Error( 'Unknown depthTexture format' );
  13753. }
  13754. }
  13755. // Setup GL resources for a non-texture depth buffer
  13756. function setupDepthRenderbuffer( renderTarget ) {
  13757. var renderTargetProperties = properties.get( renderTarget );
  13758. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13759. if ( renderTarget.depthTexture ) {
  13760. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13761. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13762. } else {
  13763. if ( isCube ) {
  13764. renderTargetProperties.__webglDepthbuffer = [];
  13765. for ( var i = 0; i < 6; i ++ ) {
  13766. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13767. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13768. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13769. }
  13770. } else {
  13771. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13772. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13773. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13774. }
  13775. }
  13776. _gl.bindFramebuffer( 36160, null );
  13777. }
  13778. // Set up GL resources for the render target
  13779. function setupRenderTarget( renderTarget ) {
  13780. var renderTargetProperties = properties.get( renderTarget );
  13781. var textureProperties = properties.get( renderTarget.texture );
  13782. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13783. textureProperties.__webglTexture = _gl.createTexture();
  13784. info.memory.textures ++;
  13785. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13786. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13787. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13788. // Handles WebGL2 RGBFormat fallback - #18858
  13789. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13790. renderTarget.texture.format = RGBAFormat;
  13791. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13792. }
  13793. // Setup framebuffer
  13794. if ( isCube ) {
  13795. renderTargetProperties.__webglFramebuffer = [];
  13796. for ( var i = 0; i < 6; i ++ ) {
  13797. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13798. }
  13799. } else {
  13800. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13801. if ( isMultisample ) {
  13802. if ( isWebGL2 ) {
  13803. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13804. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13805. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13806. var glFormat = utils.convert( renderTarget.texture.format );
  13807. var glType = utils.convert( renderTarget.texture.type );
  13808. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13809. var samples = getRenderTargetSamples( renderTarget );
  13810. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13811. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13812. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13813. _gl.bindRenderbuffer( 36161, null );
  13814. if ( renderTarget.depthBuffer ) {
  13815. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13816. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13817. }
  13818. _gl.bindFramebuffer( 36160, null );
  13819. } else {
  13820. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13821. }
  13822. }
  13823. }
  13824. // Setup color buffer
  13825. if ( isCube ) {
  13826. state.bindTexture( 34067, textureProperties.__webglTexture );
  13827. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13828. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13829. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13830. }
  13831. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13832. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13833. }
  13834. state.bindTexture( 34067, null );
  13835. } else {
  13836. state.bindTexture( 3553, textureProperties.__webglTexture );
  13837. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13838. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13839. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13840. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13841. }
  13842. state.bindTexture( 3553, null );
  13843. }
  13844. // Setup depth and stencil buffers
  13845. if ( renderTarget.depthBuffer ) {
  13846. setupDepthRenderbuffer( renderTarget );
  13847. }
  13848. }
  13849. function updateRenderTargetMipmap( renderTarget ) {
  13850. var texture = renderTarget.texture;
  13851. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13852. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13853. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13854. var webglTexture = properties.get( texture ).__webglTexture;
  13855. state.bindTexture( target, webglTexture );
  13856. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13857. state.bindTexture( target, null );
  13858. }
  13859. }
  13860. function updateMultisampleRenderTarget( renderTarget ) {
  13861. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13862. if ( isWebGL2 ) {
  13863. var renderTargetProperties = properties.get( renderTarget );
  13864. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13865. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13866. var width = renderTarget.width;
  13867. var height = renderTarget.height;
  13868. var mask = 16384;
  13869. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13870. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13871. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13872. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13873. } else {
  13874. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13875. }
  13876. }
  13877. }
  13878. function getRenderTargetSamples( renderTarget ) {
  13879. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13880. Math.min( maxSamples, renderTarget.samples ) : 0;
  13881. }
  13882. function updateVideoTexture( texture ) {
  13883. var frame = info.render.frame;
  13884. // Check the last frame we updated the VideoTexture
  13885. if ( _videoTextures.get( texture ) !== frame ) {
  13886. _videoTextures.set( texture, frame );
  13887. texture.update();
  13888. }
  13889. }
  13890. // backwards compatibility
  13891. var warnedTexture2D = false;
  13892. var warnedTextureCube = false;
  13893. function safeSetTexture2D( texture, slot ) {
  13894. if ( texture && texture.isWebGLRenderTarget ) {
  13895. if ( warnedTexture2D === false ) {
  13896. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13897. warnedTexture2D = true;
  13898. }
  13899. texture = texture.texture;
  13900. }
  13901. setTexture2D( texture, slot );
  13902. }
  13903. function safeSetTextureCube( texture, slot ) {
  13904. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13905. if ( warnedTextureCube === false ) {
  13906. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13907. warnedTextureCube = true;
  13908. }
  13909. texture = texture.texture;
  13910. }
  13911. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13912. // TODO: unify these code paths
  13913. if ( ( texture && texture.isCubeTexture ) ||
  13914. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13915. // CompressedTexture can have Array in image :/
  13916. // this function alone should take care of cube textures
  13917. setTextureCube( texture, slot );
  13918. } else {
  13919. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13920. setTextureCubeDynamic( texture, slot );
  13921. }
  13922. }
  13923. //
  13924. this.allocateTextureUnit = allocateTextureUnit;
  13925. this.resetTextureUnits = resetTextureUnits;
  13926. this.setTexture2D = setTexture2D;
  13927. this.setTexture2DArray = setTexture2DArray;
  13928. this.setTexture3D = setTexture3D;
  13929. this.setTextureCube = setTextureCube;
  13930. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13931. this.setupRenderTarget = setupRenderTarget;
  13932. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13933. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13934. this.safeSetTexture2D = safeSetTexture2D;
  13935. this.safeSetTextureCube = safeSetTextureCube;
  13936. }
  13937. /**
  13938. * @author thespite / http://www.twitter.com/thespite
  13939. */
  13940. function WebGLUtils( gl, extensions, capabilities ) {
  13941. var isWebGL2 = capabilities.isWebGL2;
  13942. function convert( p ) {
  13943. var extension;
  13944. if ( p === UnsignedByteType ) { return 5121; }
  13945. if ( p === UnsignedShort4444Type ) { return 32819; }
  13946. if ( p === UnsignedShort5551Type ) { return 32820; }
  13947. if ( p === UnsignedShort565Type ) { return 33635; }
  13948. if ( p === ByteType ) { return 5120; }
  13949. if ( p === ShortType ) { return 5122; }
  13950. if ( p === UnsignedShortType ) { return 5123; }
  13951. if ( p === IntType ) { return 5124; }
  13952. if ( p === UnsignedIntType ) { return 5125; }
  13953. if ( p === FloatType ) { return 5126; }
  13954. if ( p === HalfFloatType ) {
  13955. if ( isWebGL2 ) { return 5131; }
  13956. extension = extensions.get( 'OES_texture_half_float' );
  13957. if ( extension !== null ) {
  13958. return extension.HALF_FLOAT_OES;
  13959. } else {
  13960. return null;
  13961. }
  13962. }
  13963. if ( p === AlphaFormat ) { return 6406; }
  13964. if ( p === RGBFormat ) { return 6407; }
  13965. if ( p === RGBAFormat ) { return 6408; }
  13966. if ( p === LuminanceFormat ) { return 6409; }
  13967. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13968. if ( p === DepthFormat ) { return 6402; }
  13969. if ( p === DepthStencilFormat ) { return 34041; }
  13970. if ( p === RedFormat ) { return 6403; }
  13971. // WebGL2 formats.
  13972. if ( p === RedIntegerFormat ) { return 36244; }
  13973. if ( p === RGFormat ) { return 33319; }
  13974. if ( p === RGIntegerFormat ) { return 33320; }
  13975. if ( p === RGBIntegerFormat ) { return 36248; }
  13976. if ( p === RGBAIntegerFormat ) { return 36249; }
  13977. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13978. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13979. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13980. if ( extension !== null ) {
  13981. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13982. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13983. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13984. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13985. } else {
  13986. return null;
  13987. }
  13988. }
  13989. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13990. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13991. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13992. if ( extension !== null ) {
  13993. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13994. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13995. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13996. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13997. } else {
  13998. return null;
  13999. }
  14000. }
  14001. if ( p === RGB_ETC1_Format ) {
  14002. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  14003. if ( extension !== null ) {
  14004. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  14005. } else {
  14006. return null;
  14007. }
  14008. }
  14009. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  14010. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  14011. if ( extension !== null ) {
  14012. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  14013. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  14014. }
  14015. }
  14016. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  14017. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  14018. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  14019. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  14020. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  14021. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  14022. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  14023. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  14024. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  14025. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  14026. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  14027. if ( extension !== null ) {
  14028. // TODO Complete?
  14029. return p;
  14030. } else {
  14031. return null;
  14032. }
  14033. }
  14034. if ( p === RGBA_BPTC_Format ) {
  14035. extension = extensions.get( 'EXT_texture_compression_bptc' );
  14036. if ( extension !== null ) {
  14037. // TODO Complete?
  14038. return p;
  14039. } else {
  14040. return null;
  14041. }
  14042. }
  14043. if ( p === UnsignedInt248Type ) {
  14044. if ( isWebGL2 ) { return 34042; }
  14045. extension = extensions.get( 'WEBGL_depth_texture' );
  14046. if ( extension !== null ) {
  14047. return extension.UNSIGNED_INT_24_8_WEBGL;
  14048. } else {
  14049. return null;
  14050. }
  14051. }
  14052. }
  14053. return { convert: convert };
  14054. }
  14055. /**
  14056. * @author mrdoob / http://mrdoob.com/
  14057. */
  14058. function ArrayCamera( array ) {
  14059. PerspectiveCamera.call( this );
  14060. this.cameras = array || [];
  14061. }
  14062. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  14063. constructor: ArrayCamera,
  14064. isArrayCamera: true
  14065. } );
  14066. /**
  14067. * @author mrdoob / http://mrdoob.com/
  14068. */
  14069. function Group() {
  14070. Object3D.call( this );
  14071. this.type = 'Group';
  14072. }
  14073. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14074. constructor: Group,
  14075. isGroup: true
  14076. } );
  14077. /**
  14078. * @author Mugen87 / https://github.com/Mugen87
  14079. */
  14080. function WebXRController() {
  14081. this._targetRay = null;
  14082. this._grip = null;
  14083. }
  14084. Object.assign( WebXRController.prototype, {
  14085. constructor: WebXRController,
  14086. getTargetRaySpace: function () {
  14087. if ( this._targetRay === null ) {
  14088. this._targetRay = new Group();
  14089. this._targetRay.matrixAutoUpdate = false;
  14090. this._targetRay.visible = false;
  14091. }
  14092. return this._targetRay;
  14093. },
  14094. getGripSpace: function () {
  14095. if ( this._grip === null ) {
  14096. this._grip = new Group();
  14097. this._grip.matrixAutoUpdate = false;
  14098. this._grip.visible = false;
  14099. }
  14100. return this._grip;
  14101. },
  14102. dispatchEvent: function ( event ) {
  14103. if ( this._targetRay !== null ) {
  14104. this._targetRay.dispatchEvent( event );
  14105. }
  14106. if ( this._grip !== null ) {
  14107. this._grip.dispatchEvent( event );
  14108. }
  14109. return this;
  14110. },
  14111. disconnect: function ( inputSource ) {
  14112. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14113. if ( this._targetRay !== null ) {
  14114. this._targetRay.visible = false;
  14115. }
  14116. if ( this._grip !== null ) {
  14117. this._grip.visible = false;
  14118. }
  14119. return this;
  14120. },
  14121. update: function ( inputSource, frame, referenceSpace ) {
  14122. var inputPose = null;
  14123. var gripPose = null;
  14124. var targetRay = this._targetRay;
  14125. var grip = this._grip;
  14126. if ( inputSource ) {
  14127. if ( targetRay !== null ) {
  14128. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14129. if ( inputPose !== null ) {
  14130. targetRay.matrix.fromArray( inputPose.transform.matrix );
  14131. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  14132. }
  14133. }
  14134. if ( grip !== null && inputSource.gripSpace ) {
  14135. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14136. if ( gripPose !== null ) {
  14137. grip.matrix.fromArray( gripPose.transform.matrix );
  14138. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  14139. }
  14140. }
  14141. }
  14142. if ( targetRay !== null ) {
  14143. targetRay.visible = ( inputPose !== null );
  14144. }
  14145. if ( grip !== null ) {
  14146. grip.visible = ( gripPose !== null );
  14147. }
  14148. return this;
  14149. }
  14150. } );
  14151. /**
  14152. * @author mrdoob / http://mrdoob.com/
  14153. */
  14154. function WebXRManager( renderer, gl ) {
  14155. var scope = this;
  14156. var session = null;
  14157. var framebufferScaleFactor = 1.0;
  14158. var referenceSpace = null;
  14159. var referenceSpaceType = 'local-floor';
  14160. var pose = null;
  14161. var controllers = [];
  14162. var inputSourcesMap = new Map();
  14163. //
  14164. var cameraL = new PerspectiveCamera();
  14165. cameraL.layers.enable( 1 );
  14166. cameraL.viewport = new Vector4();
  14167. var cameraR = new PerspectiveCamera();
  14168. cameraR.layers.enable( 2 );
  14169. cameraR.viewport = new Vector4();
  14170. var cameras = [ cameraL, cameraR ];
  14171. var cameraVR = new ArrayCamera();
  14172. cameraVR.layers.enable( 1 );
  14173. cameraVR.layers.enable( 2 );
  14174. var _currentDepthNear = null;
  14175. var _currentDepthFar = null;
  14176. //
  14177. this.enabled = false;
  14178. this.isPresenting = false;
  14179. this.getController = function ( index ) {
  14180. var controller = controllers[ index ];
  14181. if ( controller === undefined ) {
  14182. controller = new WebXRController();
  14183. controllers[ index ] = controller;
  14184. }
  14185. return controller.getTargetRaySpace();
  14186. };
  14187. this.getControllerGrip = function ( index ) {
  14188. var controller = controllers[ index ];
  14189. if ( controller === undefined ) {
  14190. controller = new WebXRController();
  14191. controllers[ index ] = controller;
  14192. }
  14193. return controller.getGripSpace();
  14194. };
  14195. //
  14196. function onSessionEvent( event ) {
  14197. var controller = inputSourcesMap.get( event.inputSource );
  14198. if ( controller ) {
  14199. controller.dispatchEvent( { type: event.type } );
  14200. }
  14201. }
  14202. function onSessionEnd() {
  14203. inputSourcesMap.forEach( function ( controller, inputSource ) {
  14204. controller.disconnect( inputSource );
  14205. } );
  14206. inputSourcesMap.clear();
  14207. //
  14208. renderer.setFramebuffer( null );
  14209. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  14210. animation.stop();
  14211. scope.isPresenting = false;
  14212. scope.dispatchEvent( { type: 'sessionend' } );
  14213. }
  14214. function onRequestReferenceSpace( value ) {
  14215. referenceSpace = value;
  14216. animation.setContext( session );
  14217. animation.start();
  14218. scope.isPresenting = true;
  14219. scope.dispatchEvent( { type: 'sessionstart' } );
  14220. }
  14221. this.setFramebufferScaleFactor = function ( value ) {
  14222. framebufferScaleFactor = value;
  14223. if ( scope.isPresenting === true ) {
  14224. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14225. }
  14226. };
  14227. this.setReferenceSpaceType = function ( value ) {
  14228. referenceSpaceType = value;
  14229. if ( scope.isPresenting === true ) {
  14230. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14231. }
  14232. };
  14233. this.getReferenceSpace = function () {
  14234. return referenceSpace;
  14235. };
  14236. this.getSession = function () {
  14237. return session;
  14238. };
  14239. this.setSession = function ( value ) {
  14240. session = value;
  14241. if ( session !== null ) {
  14242. session.addEventListener( 'select', onSessionEvent );
  14243. session.addEventListener( 'selectstart', onSessionEvent );
  14244. session.addEventListener( 'selectend', onSessionEvent );
  14245. session.addEventListener( 'squeeze', onSessionEvent );
  14246. session.addEventListener( 'squeezestart', onSessionEvent );
  14247. session.addEventListener( 'squeezeend', onSessionEvent );
  14248. session.addEventListener( 'end', onSessionEnd );
  14249. var attributes = gl.getContextAttributes();
  14250. if ( attributes.xrCompatible !== true ) {
  14251. gl.makeXRCompatible();
  14252. }
  14253. var layerInit = {
  14254. antialias: attributes.antialias,
  14255. alpha: attributes.alpha,
  14256. depth: attributes.depth,
  14257. stencil: attributes.stencil,
  14258. framebufferScaleFactor: framebufferScaleFactor
  14259. };
  14260. // eslint-disable-next-line no-undef
  14261. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14262. session.updateRenderState( { baseLayer: baseLayer } );
  14263. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14264. //
  14265. session.addEventListener( 'inputsourceschange', updateInputSources );
  14266. }
  14267. };
  14268. function updateInputSources( event ) {
  14269. var inputSources = session.inputSources;
  14270. // Assign inputSources to available controllers
  14271. for ( var i = 0; i < controllers.length; i ++ ) {
  14272. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14273. }
  14274. // Notify disconnected
  14275. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14276. var inputSource = event.removed[ i$1 ];
  14277. var controller = inputSourcesMap.get( inputSource );
  14278. if ( controller ) {
  14279. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14280. inputSourcesMap.delete( inputSource );
  14281. }
  14282. }
  14283. // Notify connected
  14284. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14285. var inputSource$1 = event.added[ i$2 ];
  14286. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14287. if ( controller$1 ) {
  14288. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14289. }
  14290. }
  14291. }
  14292. //
  14293. var cameraLPos = new Vector3();
  14294. var cameraRPos = new Vector3();
  14295. /**
  14296. * @author jsantell / https://www.jsantell.com/
  14297. *
  14298. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14299. * the cameras' projection and world matrices have already been set.
  14300. * And that near and far planes are identical for both cameras.
  14301. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14302. */
  14303. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14304. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14305. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14306. var ipd = cameraLPos.distanceTo( cameraRPos );
  14307. var projL = cameraL.projectionMatrix.elements;
  14308. var projR = cameraR.projectionMatrix.elements;
  14309. // VR systems will have identical far and near planes, and
  14310. // most likely identical top and bottom frustum extents.
  14311. // Use the left camera for these values.
  14312. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14313. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14314. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14315. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14316. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14317. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14318. var left = near * leftFov;
  14319. var right = near * rightFov;
  14320. // Calculate the new camera's position offset from the
  14321. // left camera. xOffset should be roughly half `ipd`.
  14322. var zOffset = ipd / ( - leftFov + rightFov );
  14323. var xOffset = zOffset * - leftFov;
  14324. // TODO: Better way to apply this offset?
  14325. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14326. camera.translateX( xOffset );
  14327. camera.translateZ( zOffset );
  14328. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14329. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14330. // Find the union of the frustum values of the cameras and scale
  14331. // the values so that the near plane's position does not change in world space,
  14332. // although must now be relative to the new union camera.
  14333. var near2 = near + zOffset;
  14334. var far2 = far + zOffset;
  14335. var left2 = left - xOffset;
  14336. var right2 = right + ( ipd - xOffset );
  14337. var top2 = topFov * far / far2 * near2;
  14338. var bottom2 = bottomFov * far / far2 * near2;
  14339. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14340. }
  14341. function updateCamera( camera, parent ) {
  14342. if ( parent === null ) {
  14343. camera.matrixWorld.copy( camera.matrix );
  14344. } else {
  14345. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14346. }
  14347. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14348. }
  14349. this.getCamera = function ( camera ) {
  14350. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14351. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14352. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14353. // Note that the new renderState won't apply until the next frame. See #18320
  14354. session.updateRenderState( {
  14355. depthNear: cameraVR.near,
  14356. depthFar: cameraVR.far
  14357. } );
  14358. _currentDepthNear = cameraVR.near;
  14359. _currentDepthFar = cameraVR.far;
  14360. }
  14361. var parent = camera.parent;
  14362. var cameras = cameraVR.cameras;
  14363. updateCamera( cameraVR, parent );
  14364. for ( var i = 0; i < cameras.length; i ++ ) {
  14365. updateCamera( cameras[ i ], parent );
  14366. }
  14367. // update camera and its children
  14368. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14369. var children = camera.children;
  14370. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14371. children[ i$1 ].updateMatrixWorld( true );
  14372. }
  14373. // update projection matrix for proper view frustum culling
  14374. if ( cameras.length === 2 ) {
  14375. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14376. } else {
  14377. // assume single camera setup (AR)
  14378. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14379. }
  14380. return cameraVR;
  14381. };
  14382. // Animation Loop
  14383. var onAnimationFrameCallback = null;
  14384. function onAnimationFrame( time, frame ) {
  14385. pose = frame.getViewerPose( referenceSpace );
  14386. if ( pose !== null ) {
  14387. var views = pose.views;
  14388. var baseLayer = session.renderState.baseLayer;
  14389. renderer.setFramebuffer( baseLayer.framebuffer );
  14390. var cameraVRNeedsUpdate = false;
  14391. // check if it's necessary to rebuild cameraVR's camera list
  14392. if ( views.length !== cameraVR.cameras.length ) {
  14393. cameraVR.cameras.length = 0;
  14394. cameraVRNeedsUpdate = true;
  14395. }
  14396. for ( var i = 0; i < views.length; i ++ ) {
  14397. var view = views[ i ];
  14398. var viewport = baseLayer.getViewport( view );
  14399. var camera = cameras[ i ];
  14400. camera.matrix.fromArray( view.transform.matrix );
  14401. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14402. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14403. if ( i === 0 ) {
  14404. cameraVR.matrix.copy( camera.matrix );
  14405. }
  14406. if ( cameraVRNeedsUpdate === true ) {
  14407. cameraVR.cameras.push( camera );
  14408. }
  14409. }
  14410. }
  14411. //
  14412. var inputSources = session.inputSources;
  14413. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14414. var controller = controllers[ i$1 ];
  14415. var inputSource = inputSources[ i$1 ];
  14416. controller.update( inputSource, frame, referenceSpace );
  14417. }
  14418. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14419. }
  14420. var animation = new WebGLAnimation();
  14421. animation.setAnimationLoop( onAnimationFrame );
  14422. this.setAnimationLoop = function ( callback ) {
  14423. onAnimationFrameCallback = callback;
  14424. };
  14425. this.dispose = function () {};
  14426. }
  14427. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14428. /**
  14429. * @author mrdoob / http://mrdoob.com/
  14430. */
  14431. function WebGLMaterials( properties ) {
  14432. function refreshFogUniforms( uniforms, fog ) {
  14433. uniforms.fogColor.value.copy( fog.color );
  14434. if ( fog.isFog ) {
  14435. uniforms.fogNear.value = fog.near;
  14436. uniforms.fogFar.value = fog.far;
  14437. } else if ( fog.isFogExp2 ) {
  14438. uniforms.fogDensity.value = fog.density;
  14439. }
  14440. }
  14441. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14442. if ( material.isMeshBasicMaterial ) {
  14443. refreshUniformsCommon( uniforms, material );
  14444. } else if ( material.isMeshLambertMaterial ) {
  14445. refreshUniformsCommon( uniforms, material );
  14446. refreshUniformsLambert( uniforms, material );
  14447. } else if ( material.isMeshToonMaterial ) {
  14448. refreshUniformsCommon( uniforms, material );
  14449. refreshUniformsToon( uniforms, material );
  14450. } else if ( material.isMeshPhongMaterial ) {
  14451. refreshUniformsCommon( uniforms, material );
  14452. refreshUniformsPhong( uniforms, material );
  14453. } else if ( material.isMeshStandardMaterial ) {
  14454. refreshUniformsCommon( uniforms, material, environment );
  14455. if ( material.isMeshPhysicalMaterial ) {
  14456. refreshUniformsPhysical( uniforms, material, environment );
  14457. } else {
  14458. refreshUniformsStandard( uniforms, material, environment );
  14459. }
  14460. } else if ( material.isMeshMatcapMaterial ) {
  14461. refreshUniformsCommon( uniforms, material );
  14462. refreshUniformsMatcap( uniforms, material );
  14463. } else if ( material.isMeshDepthMaterial ) {
  14464. refreshUniformsCommon( uniforms, material );
  14465. refreshUniformsDepth( uniforms, material );
  14466. } else if ( material.isMeshDistanceMaterial ) {
  14467. refreshUniformsCommon( uniforms, material );
  14468. refreshUniformsDistance( uniforms, material );
  14469. } else if ( material.isMeshNormalMaterial ) {
  14470. refreshUniformsCommon( uniforms, material );
  14471. refreshUniformsNormal( uniforms, material );
  14472. } else if ( material.isLineBasicMaterial ) {
  14473. refreshUniformsLine( uniforms, material );
  14474. if ( material.isLineDashedMaterial ) {
  14475. refreshUniformsDash( uniforms, material );
  14476. }
  14477. } else if ( material.isPointsMaterial ) {
  14478. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14479. } else if ( material.isSpriteMaterial ) {
  14480. refreshUniformsSprites( uniforms, material );
  14481. } else if ( material.isShadowMaterial ) {
  14482. uniforms.color.value.copy( material.color );
  14483. uniforms.opacity.value = material.opacity;
  14484. } else if ( material.isShaderMaterial ) {
  14485. material.uniformsNeedUpdate = false; // #15581
  14486. }
  14487. }
  14488. function refreshUniformsCommon( uniforms, material, environment ) {
  14489. uniforms.opacity.value = material.opacity;
  14490. if ( material.color ) {
  14491. uniforms.diffuse.value.copy( material.color );
  14492. }
  14493. if ( material.emissive ) {
  14494. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14495. }
  14496. if ( material.map ) {
  14497. uniforms.map.value = material.map;
  14498. }
  14499. if ( material.alphaMap ) {
  14500. uniforms.alphaMap.value = material.alphaMap;
  14501. }
  14502. if ( material.specularMap ) {
  14503. uniforms.specularMap.value = material.specularMap;
  14504. }
  14505. var envMap = material.envMap || environment;
  14506. if ( envMap ) {
  14507. uniforms.envMap.value = envMap;
  14508. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14509. uniforms.reflectivity.value = material.reflectivity;
  14510. uniforms.refractionRatio.value = material.refractionRatio;
  14511. var maxMipLevel = properties.get( envMap ).__maxMipLevel;
  14512. if ( maxMipLevel !== undefined ) {
  14513. uniforms.maxMipLevel.value = maxMipLevel;
  14514. }
  14515. }
  14516. if ( material.lightMap ) {
  14517. uniforms.lightMap.value = material.lightMap;
  14518. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14519. }
  14520. if ( material.aoMap ) {
  14521. uniforms.aoMap.value = material.aoMap;
  14522. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14523. }
  14524. // uv repeat and offset setting priorities
  14525. // 1. color map
  14526. // 2. specular map
  14527. // 3. normal map
  14528. // 4. bump map
  14529. // 5. alpha map
  14530. // 6. emissive map
  14531. var uvScaleMap;
  14532. if ( material.map ) {
  14533. uvScaleMap = material.map;
  14534. } else if ( material.specularMap ) {
  14535. uvScaleMap = material.specularMap;
  14536. } else if ( material.displacementMap ) {
  14537. uvScaleMap = material.displacementMap;
  14538. } else if ( material.normalMap ) {
  14539. uvScaleMap = material.normalMap;
  14540. } else if ( material.bumpMap ) {
  14541. uvScaleMap = material.bumpMap;
  14542. } else if ( material.roughnessMap ) {
  14543. uvScaleMap = material.roughnessMap;
  14544. } else if ( material.metalnessMap ) {
  14545. uvScaleMap = material.metalnessMap;
  14546. } else if ( material.alphaMap ) {
  14547. uvScaleMap = material.alphaMap;
  14548. } else if ( material.emissiveMap ) {
  14549. uvScaleMap = material.emissiveMap;
  14550. }
  14551. if ( uvScaleMap !== undefined ) {
  14552. // backwards compatibility
  14553. if ( uvScaleMap.isWebGLRenderTarget ) {
  14554. uvScaleMap = uvScaleMap.texture;
  14555. }
  14556. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14557. uvScaleMap.updateMatrix();
  14558. }
  14559. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14560. }
  14561. // uv repeat and offset setting priorities for uv2
  14562. // 1. ao map
  14563. // 2. light map
  14564. var uv2ScaleMap;
  14565. if ( material.aoMap ) {
  14566. uv2ScaleMap = material.aoMap;
  14567. } else if ( material.lightMap ) {
  14568. uv2ScaleMap = material.lightMap;
  14569. }
  14570. if ( uv2ScaleMap !== undefined ) {
  14571. // backwards compatibility
  14572. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14573. uv2ScaleMap = uv2ScaleMap.texture;
  14574. }
  14575. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14576. uv2ScaleMap.updateMatrix();
  14577. }
  14578. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14579. }
  14580. }
  14581. function refreshUniformsLine( uniforms, material ) {
  14582. uniforms.diffuse.value.copy( material.color );
  14583. uniforms.opacity.value = material.opacity;
  14584. }
  14585. function refreshUniformsDash( uniforms, material ) {
  14586. uniforms.dashSize.value = material.dashSize;
  14587. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14588. uniforms.scale.value = material.scale;
  14589. }
  14590. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14591. uniforms.diffuse.value.copy( material.color );
  14592. uniforms.opacity.value = material.opacity;
  14593. uniforms.size.value = material.size * pixelRatio;
  14594. uniforms.scale.value = height * 0.5;
  14595. if ( material.map ) {
  14596. uniforms.map.value = material.map;
  14597. }
  14598. if ( material.alphaMap ) {
  14599. uniforms.alphaMap.value = material.alphaMap;
  14600. }
  14601. // uv repeat and offset setting priorities
  14602. // 1. color map
  14603. // 2. alpha map
  14604. var uvScaleMap;
  14605. if ( material.map ) {
  14606. uvScaleMap = material.map;
  14607. } else if ( material.alphaMap ) {
  14608. uvScaleMap = material.alphaMap;
  14609. }
  14610. if ( uvScaleMap !== undefined ) {
  14611. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14612. uvScaleMap.updateMatrix();
  14613. }
  14614. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14615. }
  14616. }
  14617. function refreshUniformsSprites( uniforms, material ) {
  14618. uniforms.diffuse.value.copy( material.color );
  14619. uniforms.opacity.value = material.opacity;
  14620. uniforms.rotation.value = material.rotation;
  14621. if ( material.map ) {
  14622. uniforms.map.value = material.map;
  14623. }
  14624. if ( material.alphaMap ) {
  14625. uniforms.alphaMap.value = material.alphaMap;
  14626. }
  14627. // uv repeat and offset setting priorities
  14628. // 1. color map
  14629. // 2. alpha map
  14630. var uvScaleMap;
  14631. if ( material.map ) {
  14632. uvScaleMap = material.map;
  14633. } else if ( material.alphaMap ) {
  14634. uvScaleMap = material.alphaMap;
  14635. }
  14636. if ( uvScaleMap !== undefined ) {
  14637. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14638. uvScaleMap.updateMatrix();
  14639. }
  14640. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14641. }
  14642. }
  14643. function refreshUniformsLambert( uniforms, material ) {
  14644. if ( material.emissiveMap ) {
  14645. uniforms.emissiveMap.value = material.emissiveMap;
  14646. }
  14647. }
  14648. function refreshUniformsPhong( uniforms, material ) {
  14649. uniforms.specular.value.copy( material.specular );
  14650. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14651. if ( material.emissiveMap ) {
  14652. uniforms.emissiveMap.value = material.emissiveMap;
  14653. }
  14654. if ( material.bumpMap ) {
  14655. uniforms.bumpMap.value = material.bumpMap;
  14656. uniforms.bumpScale.value = material.bumpScale;
  14657. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14658. }
  14659. if ( material.normalMap ) {
  14660. uniforms.normalMap.value = material.normalMap;
  14661. uniforms.normalScale.value.copy( material.normalScale );
  14662. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14663. }
  14664. if ( material.displacementMap ) {
  14665. uniforms.displacementMap.value = material.displacementMap;
  14666. uniforms.displacementScale.value = material.displacementScale;
  14667. uniforms.displacementBias.value = material.displacementBias;
  14668. }
  14669. }
  14670. function refreshUniformsToon( uniforms, material ) {
  14671. if ( material.gradientMap ) {
  14672. uniforms.gradientMap.value = material.gradientMap;
  14673. }
  14674. if ( material.emissiveMap ) {
  14675. uniforms.emissiveMap.value = material.emissiveMap;
  14676. }
  14677. if ( material.bumpMap ) {
  14678. uniforms.bumpMap.value = material.bumpMap;
  14679. uniforms.bumpScale.value = material.bumpScale;
  14680. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14681. }
  14682. if ( material.normalMap ) {
  14683. uniforms.normalMap.value = material.normalMap;
  14684. uniforms.normalScale.value.copy( material.normalScale );
  14685. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14686. }
  14687. if ( material.displacementMap ) {
  14688. uniforms.displacementMap.value = material.displacementMap;
  14689. uniforms.displacementScale.value = material.displacementScale;
  14690. uniforms.displacementBias.value = material.displacementBias;
  14691. }
  14692. }
  14693. function refreshUniformsStandard( uniforms, material, environment ) {
  14694. uniforms.roughness.value = material.roughness;
  14695. uniforms.metalness.value = material.metalness;
  14696. if ( material.roughnessMap ) {
  14697. uniforms.roughnessMap.value = material.roughnessMap;
  14698. }
  14699. if ( material.metalnessMap ) {
  14700. uniforms.metalnessMap.value = material.metalnessMap;
  14701. }
  14702. if ( material.emissiveMap ) {
  14703. uniforms.emissiveMap.value = material.emissiveMap;
  14704. }
  14705. if ( material.bumpMap ) {
  14706. uniforms.bumpMap.value = material.bumpMap;
  14707. uniforms.bumpScale.value = material.bumpScale;
  14708. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14709. }
  14710. if ( material.normalMap ) {
  14711. uniforms.normalMap.value = material.normalMap;
  14712. uniforms.normalScale.value.copy( material.normalScale );
  14713. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14714. }
  14715. if ( material.displacementMap ) {
  14716. uniforms.displacementMap.value = material.displacementMap;
  14717. uniforms.displacementScale.value = material.displacementScale;
  14718. uniforms.displacementBias.value = material.displacementBias;
  14719. }
  14720. if ( material.envMap || environment ) {
  14721. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14722. uniforms.envMapIntensity.value = material.envMapIntensity;
  14723. }
  14724. }
  14725. function refreshUniformsPhysical( uniforms, material, environment ) {
  14726. refreshUniformsStandard( uniforms, material, environment );
  14727. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14728. uniforms.clearcoat.value = material.clearcoat;
  14729. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14730. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14731. if ( material.clearcoatMap ) {
  14732. uniforms.clearcoatMap.value = material.clearcoatMap;
  14733. }
  14734. if ( material.clearcoatRoughnessMap ) {
  14735. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14736. }
  14737. if ( material.clearcoatNormalMap ) {
  14738. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14739. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14740. if ( material.side === BackSide ) {
  14741. uniforms.clearcoatNormalScale.value.negate();
  14742. }
  14743. }
  14744. uniforms.transmission.value = material.transmission;
  14745. if ( material.transmissionMap ) {
  14746. uniforms.transmissionMap.value = material.transmissionMap;
  14747. }
  14748. }
  14749. function refreshUniformsMatcap( uniforms, material ) {
  14750. if ( material.matcap ) {
  14751. uniforms.matcap.value = material.matcap;
  14752. }
  14753. if ( material.bumpMap ) {
  14754. uniforms.bumpMap.value = material.bumpMap;
  14755. uniforms.bumpScale.value = material.bumpScale;
  14756. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14757. }
  14758. if ( material.normalMap ) {
  14759. uniforms.normalMap.value = material.normalMap;
  14760. uniforms.normalScale.value.copy( material.normalScale );
  14761. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14762. }
  14763. if ( material.displacementMap ) {
  14764. uniforms.displacementMap.value = material.displacementMap;
  14765. uniforms.displacementScale.value = material.displacementScale;
  14766. uniforms.displacementBias.value = material.displacementBias;
  14767. }
  14768. }
  14769. function refreshUniformsDepth( uniforms, material ) {
  14770. if ( material.displacementMap ) {
  14771. uniforms.displacementMap.value = material.displacementMap;
  14772. uniforms.displacementScale.value = material.displacementScale;
  14773. uniforms.displacementBias.value = material.displacementBias;
  14774. }
  14775. }
  14776. function refreshUniformsDistance( uniforms, material ) {
  14777. if ( material.displacementMap ) {
  14778. uniforms.displacementMap.value = material.displacementMap;
  14779. uniforms.displacementScale.value = material.displacementScale;
  14780. uniforms.displacementBias.value = material.displacementBias;
  14781. }
  14782. uniforms.referencePosition.value.copy( material.referencePosition );
  14783. uniforms.nearDistance.value = material.nearDistance;
  14784. uniforms.farDistance.value = material.farDistance;
  14785. }
  14786. function refreshUniformsNormal( uniforms, material ) {
  14787. if ( material.bumpMap ) {
  14788. uniforms.bumpMap.value = material.bumpMap;
  14789. uniforms.bumpScale.value = material.bumpScale;
  14790. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14791. }
  14792. if ( material.normalMap ) {
  14793. uniforms.normalMap.value = material.normalMap;
  14794. uniforms.normalScale.value.copy( material.normalScale );
  14795. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14796. }
  14797. if ( material.displacementMap ) {
  14798. uniforms.displacementMap.value = material.displacementMap;
  14799. uniforms.displacementScale.value = material.displacementScale;
  14800. uniforms.displacementBias.value = material.displacementBias;
  14801. }
  14802. }
  14803. return {
  14804. refreshFogUniforms: refreshFogUniforms,
  14805. refreshMaterialUniforms: refreshMaterialUniforms
  14806. };
  14807. }
  14808. /**
  14809. * @author supereggbert / http://www.paulbrunt.co.uk/
  14810. * @author mrdoob / http://mrdoob.com/
  14811. * @author alteredq / http://alteredqualia.com/
  14812. * @author szimek / https://github.com/szimek/
  14813. * @author tschw
  14814. */
  14815. function WebGLRenderer( parameters ) {
  14816. parameters = parameters || {};
  14817. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14818. _context = parameters.context !== undefined ? parameters.context : null,
  14819. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14820. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14821. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14822. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14823. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14824. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14825. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14826. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14827. var currentRenderList = null;
  14828. var currentRenderState = null;
  14829. // public properties
  14830. this.domElement = _canvas;
  14831. // Debug configuration container
  14832. this.debug = {
  14833. /**
  14834. * Enables error checking and reporting when shader programs are being compiled
  14835. * @type {boolean}
  14836. */
  14837. checkShaderErrors: true
  14838. };
  14839. // clearing
  14840. this.autoClear = true;
  14841. this.autoClearColor = true;
  14842. this.autoClearDepth = true;
  14843. this.autoClearStencil = true;
  14844. // scene graph
  14845. this.sortObjects = true;
  14846. // user-defined clipping
  14847. this.clippingPlanes = [];
  14848. this.localClippingEnabled = false;
  14849. // physically based shading
  14850. this.gammaFactor = 2.0; // for backwards compatibility
  14851. this.outputEncoding = LinearEncoding;
  14852. // physical lights
  14853. this.physicallyCorrectLights = false;
  14854. // tone mapping
  14855. this.toneMapping = NoToneMapping;
  14856. this.toneMappingExposure = 1.0;
  14857. // morphs
  14858. this.maxMorphTargets = 8;
  14859. this.maxMorphNormals = 4;
  14860. // internal properties
  14861. var _this = this;
  14862. var _isContextLost = false;
  14863. // internal state cache
  14864. var _framebuffer = null;
  14865. var _currentActiveCubeFace = 0;
  14866. var _currentActiveMipmapLevel = 0;
  14867. var _currentRenderTarget = null;
  14868. var _currentFramebuffer = null;
  14869. var _currentMaterialId = - 1;
  14870. var _currentCamera = null;
  14871. var _currentArrayCamera = null;
  14872. var _currentViewport = new Vector4();
  14873. var _currentScissor = new Vector4();
  14874. var _currentScissorTest = null;
  14875. //
  14876. var _width = _canvas.width;
  14877. var _height = _canvas.height;
  14878. var _pixelRatio = 1;
  14879. var _opaqueSort = null;
  14880. var _transparentSort = null;
  14881. var _viewport = new Vector4( 0, 0, _width, _height );
  14882. var _scissor = new Vector4( 0, 0, _width, _height );
  14883. var _scissorTest = false;
  14884. // frustum
  14885. var _frustum = new Frustum();
  14886. // clipping
  14887. var _clipping = new WebGLClipping();
  14888. var _clippingEnabled = false;
  14889. var _localClippingEnabled = false;
  14890. // camera matrices cache
  14891. var _projScreenMatrix = new Matrix4();
  14892. var _vector3 = new Vector3();
  14893. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14894. function getTargetPixelRatio() {
  14895. return _currentRenderTarget === null ? _pixelRatio : 1;
  14896. }
  14897. // initialize
  14898. var _gl = _context;
  14899. function getContext( contextNames, contextAttributes ) {
  14900. for ( var i = 0; i < contextNames.length; i ++ ) {
  14901. var contextName = contextNames[ i ];
  14902. var context = _canvas.getContext( contextName, contextAttributes );
  14903. if ( context !== null ) { return context; }
  14904. }
  14905. return null;
  14906. }
  14907. try {
  14908. var contextAttributes = {
  14909. alpha: _alpha,
  14910. depth: _depth,
  14911. stencil: _stencil,
  14912. antialias: _antialias,
  14913. premultipliedAlpha: _premultipliedAlpha,
  14914. preserveDrawingBuffer: _preserveDrawingBuffer,
  14915. powerPreference: _powerPreference,
  14916. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14917. };
  14918. // event listeners must be registered before WebGL context is created, see #12753
  14919. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14920. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14921. if ( _gl === null ) {
  14922. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14923. if ( _this.isWebGL1Renderer === true ) {
  14924. contextNames.shift();
  14925. }
  14926. _gl = getContext( contextNames, contextAttributes );
  14927. if ( _gl === null ) {
  14928. if ( getContext( contextNames ) ) {
  14929. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14930. } else {
  14931. throw new Error( 'Error creating WebGL context.' );
  14932. }
  14933. }
  14934. }
  14935. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14936. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14937. _gl.getShaderPrecisionFormat = function () {
  14938. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14939. };
  14940. }
  14941. } catch ( error ) {
  14942. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14943. throw error;
  14944. }
  14945. var extensions, capabilities, state, info;
  14946. var properties, textures, attributes, geometries, objects;
  14947. var programCache, materials, renderLists, renderStates;
  14948. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14949. var utils, bindingStates;
  14950. function initGLContext() {
  14951. extensions = new WebGLExtensions( _gl );
  14952. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14953. if ( capabilities.isWebGL2 === false ) {
  14954. extensions.get( 'WEBGL_depth_texture' );
  14955. extensions.get( 'OES_texture_float' );
  14956. extensions.get( 'OES_texture_half_float' );
  14957. extensions.get( 'OES_texture_half_float_linear' );
  14958. extensions.get( 'OES_standard_derivatives' );
  14959. extensions.get( 'OES_element_index_uint' );
  14960. extensions.get( 'OES_vertex_array_object' );
  14961. extensions.get( 'ANGLE_instanced_arrays' );
  14962. }
  14963. extensions.get( 'OES_texture_float_linear' );
  14964. utils = new WebGLUtils( _gl, extensions, capabilities );
  14965. state = new WebGLState( _gl, extensions, capabilities );
  14966. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14967. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14968. info = new WebGLInfo( _gl );
  14969. properties = new WebGLProperties();
  14970. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14971. attributes = new WebGLAttributes( _gl, capabilities );
  14972. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14973. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14974. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14975. morphtargets = new WebGLMorphtargets( _gl );
  14976. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  14977. materials = new WebGLMaterials( properties );
  14978. renderLists = new WebGLRenderLists( properties );
  14979. renderStates = new WebGLRenderStates();
  14980. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14981. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14982. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14983. info.programs = programCache.programs;
  14984. _this.capabilities = capabilities;
  14985. _this.extensions = extensions;
  14986. _this.properties = properties;
  14987. _this.renderLists = renderLists;
  14988. _this.state = state;
  14989. _this.info = info;
  14990. }
  14991. initGLContext();
  14992. // xr
  14993. var xr = new WebXRManager( _this, _gl );
  14994. this.xr = xr;
  14995. // shadow map
  14996. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14997. this.shadowMap = shadowMap;
  14998. // API
  14999. this.getContext = function () {
  15000. return _gl;
  15001. };
  15002. this.getContextAttributes = function () {
  15003. return _gl.getContextAttributes();
  15004. };
  15005. this.forceContextLoss = function () {
  15006. var extension = extensions.get( 'WEBGL_lose_context' );
  15007. if ( extension ) { extension.loseContext(); }
  15008. };
  15009. this.forceContextRestore = function () {
  15010. var extension = extensions.get( 'WEBGL_lose_context' );
  15011. if ( extension ) { extension.restoreContext(); }
  15012. };
  15013. this.getPixelRatio = function () {
  15014. return _pixelRatio;
  15015. };
  15016. this.setPixelRatio = function ( value ) {
  15017. if ( value === undefined ) { return; }
  15018. _pixelRatio = value;
  15019. this.setSize( _width, _height, false );
  15020. };
  15021. this.getSize = function ( target ) {
  15022. if ( target === undefined ) {
  15023. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  15024. target = new Vector2();
  15025. }
  15026. return target.set( _width, _height );
  15027. };
  15028. this.setSize = function ( width, height, updateStyle ) {
  15029. if ( xr.isPresenting ) {
  15030. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  15031. return;
  15032. }
  15033. _width = width;
  15034. _height = height;
  15035. _canvas.width = Math.floor( width * _pixelRatio );
  15036. _canvas.height = Math.floor( height * _pixelRatio );
  15037. if ( updateStyle !== false ) {
  15038. _canvas.style.width = width + 'px';
  15039. _canvas.style.height = height + 'px';
  15040. }
  15041. this.setViewport( 0, 0, width, height );
  15042. };
  15043. this.getDrawingBufferSize = function ( target ) {
  15044. if ( target === undefined ) {
  15045. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  15046. target = new Vector2();
  15047. }
  15048. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  15049. };
  15050. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  15051. _width = width;
  15052. _height = height;
  15053. _pixelRatio = pixelRatio;
  15054. _canvas.width = Math.floor( width * pixelRatio );
  15055. _canvas.height = Math.floor( height * pixelRatio );
  15056. this.setViewport( 0, 0, width, height );
  15057. };
  15058. this.getCurrentViewport = function ( target ) {
  15059. if ( target === undefined ) {
  15060. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  15061. target = new Vector4();
  15062. }
  15063. return target.copy( _currentViewport );
  15064. };
  15065. this.getViewport = function ( target ) {
  15066. return target.copy( _viewport );
  15067. };
  15068. this.setViewport = function ( x, y, width, height ) {
  15069. if ( x.isVector4 ) {
  15070. _viewport.set( x.x, x.y, x.z, x.w );
  15071. } else {
  15072. _viewport.set( x, y, width, height );
  15073. }
  15074. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15075. };
  15076. this.getScissor = function ( target ) {
  15077. return target.copy( _scissor );
  15078. };
  15079. this.setScissor = function ( x, y, width, height ) {
  15080. if ( x.isVector4 ) {
  15081. _scissor.set( x.x, x.y, x.z, x.w );
  15082. } else {
  15083. _scissor.set( x, y, width, height );
  15084. }
  15085. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15086. };
  15087. this.getScissorTest = function () {
  15088. return _scissorTest;
  15089. };
  15090. this.setScissorTest = function ( boolean ) {
  15091. state.setScissorTest( _scissorTest = boolean );
  15092. };
  15093. this.setOpaqueSort = function ( method ) {
  15094. _opaqueSort = method;
  15095. };
  15096. this.setTransparentSort = function ( method ) {
  15097. _transparentSort = method;
  15098. };
  15099. // Clearing
  15100. this.getClearColor = function () {
  15101. return background.getClearColor();
  15102. };
  15103. this.setClearColor = function () {
  15104. background.setClearColor.apply( background, arguments );
  15105. };
  15106. this.getClearAlpha = function () {
  15107. return background.getClearAlpha();
  15108. };
  15109. this.setClearAlpha = function () {
  15110. background.setClearAlpha.apply( background, arguments );
  15111. };
  15112. this.clear = function ( color, depth, stencil ) {
  15113. var bits = 0;
  15114. if ( color === undefined || color ) { bits |= 16384; }
  15115. if ( depth === undefined || depth ) { bits |= 256; }
  15116. if ( stencil === undefined || stencil ) { bits |= 1024; }
  15117. _gl.clear( bits );
  15118. };
  15119. this.clearColor = function () {
  15120. this.clear( true, false, false );
  15121. };
  15122. this.clearDepth = function () {
  15123. this.clear( false, true, false );
  15124. };
  15125. this.clearStencil = function () {
  15126. this.clear( false, false, true );
  15127. };
  15128. //
  15129. this.dispose = function () {
  15130. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  15131. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  15132. renderLists.dispose();
  15133. renderStates.dispose();
  15134. properties.dispose();
  15135. objects.dispose();
  15136. bindingStates.dispose();
  15137. xr.dispose();
  15138. animation.stop();
  15139. };
  15140. // Events
  15141. function onContextLost( event ) {
  15142. event.preventDefault();
  15143. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  15144. _isContextLost = true;
  15145. }
  15146. function onContextRestore( /* event */ ) {
  15147. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  15148. _isContextLost = false;
  15149. initGLContext();
  15150. }
  15151. function onMaterialDispose( event ) {
  15152. var material = event.target;
  15153. material.removeEventListener( 'dispose', onMaterialDispose );
  15154. deallocateMaterial( material );
  15155. }
  15156. // Buffer deallocation
  15157. function deallocateMaterial( material ) {
  15158. releaseMaterialProgramReference( material );
  15159. properties.remove( material );
  15160. }
  15161. function releaseMaterialProgramReference( material ) {
  15162. var programInfo = properties.get( material ).program;
  15163. if ( programInfo !== undefined ) {
  15164. programCache.releaseProgram( programInfo );
  15165. }
  15166. }
  15167. // Buffer rendering
  15168. function renderObjectImmediate( object, program ) {
  15169. object.render( function ( object ) {
  15170. _this.renderBufferImmediate( object, program );
  15171. } );
  15172. }
  15173. this.renderBufferImmediate = function ( object, program ) {
  15174. bindingStates.initAttributes();
  15175. var buffers = properties.get( object );
  15176. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  15177. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  15178. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  15179. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  15180. var programAttributes = program.getAttributes();
  15181. if ( object.hasPositions ) {
  15182. _gl.bindBuffer( 34962, buffers.position );
  15183. _gl.bufferData( 34962, object.positionArray, 35048 );
  15184. bindingStates.enableAttribute( programAttributes.position );
  15185. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  15186. }
  15187. if ( object.hasNormals ) {
  15188. _gl.bindBuffer( 34962, buffers.normal );
  15189. _gl.bufferData( 34962, object.normalArray, 35048 );
  15190. bindingStates.enableAttribute( programAttributes.normal );
  15191. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  15192. }
  15193. if ( object.hasUvs ) {
  15194. _gl.bindBuffer( 34962, buffers.uv );
  15195. _gl.bufferData( 34962, object.uvArray, 35048 );
  15196. bindingStates.enableAttribute( programAttributes.uv );
  15197. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  15198. }
  15199. if ( object.hasColors ) {
  15200. _gl.bindBuffer( 34962, buffers.color );
  15201. _gl.bufferData( 34962, object.colorArray, 35048 );
  15202. bindingStates.enableAttribute( programAttributes.color );
  15203. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  15204. }
  15205. bindingStates.disableUnusedAttributes();
  15206. _gl.drawArrays( 4, 0, object.count );
  15207. object.count = 0;
  15208. };
  15209. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  15210. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  15211. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  15212. var program = setProgram( camera, scene, material, object );
  15213. state.setMaterial( material, frontFaceCW );
  15214. //
  15215. var index = geometry.index;
  15216. var position = geometry.attributes.position;
  15217. //
  15218. if ( index === null ) {
  15219. if ( position === undefined || position.count === 0 ) { return; }
  15220. } else if ( index.count === 0 ) {
  15221. return;
  15222. }
  15223. //
  15224. var rangeFactor = 1;
  15225. if ( material.wireframe === true ) {
  15226. index = geometries.getWireframeAttribute( geometry );
  15227. rangeFactor = 2;
  15228. }
  15229. if ( material.morphTargets || material.morphNormals ) {
  15230. morphtargets.update( object, geometry, material, program );
  15231. }
  15232. bindingStates.setup( object, material, program, geometry, index );
  15233. var attribute;
  15234. var renderer = bufferRenderer;
  15235. if ( index !== null ) {
  15236. attribute = attributes.get( index );
  15237. renderer = indexedBufferRenderer;
  15238. renderer.setIndex( attribute );
  15239. }
  15240. //
  15241. var dataCount = ( index !== null ) ? index.count : position.count;
  15242. var rangeStart = geometry.drawRange.start * rangeFactor;
  15243. var rangeCount = geometry.drawRange.count * rangeFactor;
  15244. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15245. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15246. var drawStart = Math.max( rangeStart, groupStart );
  15247. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15248. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15249. if ( drawCount === 0 ) { return; }
  15250. //
  15251. if ( object.isMesh ) {
  15252. if ( material.wireframe === true ) {
  15253. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15254. renderer.setMode( 1 );
  15255. } else {
  15256. renderer.setMode( 4 );
  15257. }
  15258. } else if ( object.isLine ) {
  15259. var lineWidth = material.linewidth;
  15260. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15261. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15262. if ( object.isLineSegments ) {
  15263. renderer.setMode( 1 );
  15264. } else if ( object.isLineLoop ) {
  15265. renderer.setMode( 2 );
  15266. } else {
  15267. renderer.setMode( 3 );
  15268. }
  15269. } else if ( object.isPoints ) {
  15270. renderer.setMode( 0 );
  15271. } else if ( object.isSprite ) {
  15272. renderer.setMode( 4 );
  15273. }
  15274. if ( object.isInstancedMesh ) {
  15275. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  15276. } else if ( geometry.isInstancedBufferGeometry ) {
  15277. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15278. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  15279. } else {
  15280. renderer.render( drawStart, drawCount );
  15281. }
  15282. };
  15283. // Compile
  15284. this.compile = function ( scene, camera ) {
  15285. currentRenderState = renderStates.get( scene, camera );
  15286. currentRenderState.init();
  15287. scene.traverse( function ( object ) {
  15288. if ( object.isLight ) {
  15289. currentRenderState.pushLight( object );
  15290. if ( object.castShadow ) {
  15291. currentRenderState.pushShadow( object );
  15292. }
  15293. }
  15294. } );
  15295. currentRenderState.setupLights( camera );
  15296. var compiled = new WeakMap();
  15297. scene.traverse( function ( object ) {
  15298. var material = object.material;
  15299. if ( material ) {
  15300. if ( Array.isArray( material ) ) {
  15301. for ( var i = 0; i < material.length; i ++ ) {
  15302. var material2 = material[ i ];
  15303. if ( compiled.has( material2 ) === false ) {
  15304. initMaterial( material2, scene, object );
  15305. compiled.set( material2 );
  15306. }
  15307. }
  15308. } else if ( compiled.has( material ) === false ) {
  15309. initMaterial( material, scene, object );
  15310. compiled.set( material );
  15311. }
  15312. }
  15313. } );
  15314. };
  15315. // Animation Loop
  15316. var onAnimationFrameCallback = null;
  15317. function onAnimationFrame( time ) {
  15318. if ( xr.isPresenting ) { return; }
  15319. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15320. }
  15321. var animation = new WebGLAnimation();
  15322. animation.setAnimationLoop( onAnimationFrame );
  15323. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15324. this.setAnimationLoop = function ( callback ) {
  15325. onAnimationFrameCallback = callback;
  15326. xr.setAnimationLoop( callback );
  15327. ( callback === null ) ? animation.stop() : animation.start();
  15328. };
  15329. // Rendering
  15330. this.render = function ( scene, camera ) {
  15331. var renderTarget, forceClear;
  15332. if ( arguments[ 2 ] !== undefined ) {
  15333. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15334. renderTarget = arguments[ 2 ];
  15335. }
  15336. if ( arguments[ 3 ] !== undefined ) {
  15337. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15338. forceClear = arguments[ 3 ];
  15339. }
  15340. if ( camera !== undefined && camera.isCamera !== true ) {
  15341. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15342. return;
  15343. }
  15344. if ( _isContextLost === true ) { return; }
  15345. // reset caching for this frame
  15346. bindingStates.resetDefaultState();
  15347. _currentMaterialId = - 1;
  15348. _currentCamera = null;
  15349. // update scene graph
  15350. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15351. // update camera matrices and frustum
  15352. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15353. if ( xr.enabled === true && xr.isPresenting === true ) {
  15354. camera = xr.getCamera( camera );
  15355. }
  15356. //
  15357. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15358. currentRenderState = renderStates.get( scene, camera );
  15359. currentRenderState.init();
  15360. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15361. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15362. _localClippingEnabled = this.localClippingEnabled;
  15363. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15364. currentRenderList = renderLists.get( scene, camera );
  15365. currentRenderList.init();
  15366. projectObject( scene, camera, 0, _this.sortObjects );
  15367. currentRenderList.finish();
  15368. if ( _this.sortObjects === true ) {
  15369. currentRenderList.sort( _opaqueSort, _transparentSort );
  15370. }
  15371. //
  15372. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15373. var shadowsArray = currentRenderState.state.shadowsArray;
  15374. shadowMap.render( shadowsArray, scene, camera );
  15375. currentRenderState.setupLights( camera );
  15376. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15377. //
  15378. if ( this.info.autoReset === true ) { this.info.reset(); }
  15379. if ( renderTarget !== undefined ) {
  15380. this.setRenderTarget( renderTarget );
  15381. }
  15382. //
  15383. background.render( currentRenderList, scene, camera, forceClear );
  15384. // render scene
  15385. var opaqueObjects = currentRenderList.opaque;
  15386. var transparentObjects = currentRenderList.transparent;
  15387. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15388. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15389. //
  15390. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15391. //
  15392. if ( _currentRenderTarget !== null ) {
  15393. // Generate mipmap if we're using any kind of mipmap filtering
  15394. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15395. // resolve multisample renderbuffers to a single-sample texture if necessary
  15396. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15397. }
  15398. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15399. state.buffers.depth.setTest( true );
  15400. state.buffers.depth.setMask( true );
  15401. state.buffers.color.setMask( true );
  15402. state.setPolygonOffset( false );
  15403. // _gl.finish();
  15404. currentRenderList = null;
  15405. currentRenderState = null;
  15406. };
  15407. function projectObject( object, camera, groupOrder, sortObjects ) {
  15408. if ( object.visible === false ) { return; }
  15409. var visible = object.layers.test( camera.layers );
  15410. if ( visible ) {
  15411. if ( object.isGroup ) {
  15412. groupOrder = object.renderOrder;
  15413. } else if ( object.isLOD ) {
  15414. if ( object.autoUpdate === true ) { object.update( camera ); }
  15415. } else if ( object.isLight ) {
  15416. currentRenderState.pushLight( object );
  15417. if ( object.castShadow ) {
  15418. currentRenderState.pushShadow( object );
  15419. }
  15420. } else if ( object.isSprite ) {
  15421. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15422. if ( sortObjects ) {
  15423. _vector3.setFromMatrixPosition( object.matrixWorld )
  15424. .applyMatrix4( _projScreenMatrix );
  15425. }
  15426. var geometry = objects.update( object );
  15427. var material = object.material;
  15428. if ( material.visible ) {
  15429. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15430. }
  15431. }
  15432. } else if ( object.isImmediateRenderObject ) {
  15433. if ( sortObjects ) {
  15434. _vector3.setFromMatrixPosition( object.matrixWorld )
  15435. .applyMatrix4( _projScreenMatrix );
  15436. }
  15437. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15438. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15439. if ( object.isSkinnedMesh ) {
  15440. // update skeleton only once in a frame
  15441. if ( object.skeleton.frame !== info.render.frame ) {
  15442. object.skeleton.update();
  15443. object.skeleton.frame = info.render.frame;
  15444. }
  15445. }
  15446. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15447. if ( sortObjects ) {
  15448. _vector3.setFromMatrixPosition( object.matrixWorld )
  15449. .applyMatrix4( _projScreenMatrix );
  15450. }
  15451. var geometry$1 = objects.update( object );
  15452. var material$1 = object.material;
  15453. if ( Array.isArray( material$1 ) ) {
  15454. var groups = geometry$1.groups;
  15455. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15456. var group = groups[ i ];
  15457. var groupMaterial = material$1[ group.materialIndex ];
  15458. if ( groupMaterial && groupMaterial.visible ) {
  15459. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15460. }
  15461. }
  15462. } else if ( material$1.visible ) {
  15463. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15464. }
  15465. }
  15466. }
  15467. }
  15468. var children = object.children;
  15469. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15470. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15471. }
  15472. }
  15473. function renderObjects( renderList, scene, camera ) {
  15474. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15475. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15476. var renderItem = renderList[ i ];
  15477. var object = renderItem.object;
  15478. var geometry = renderItem.geometry;
  15479. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15480. var group = renderItem.group;
  15481. if ( camera.isArrayCamera ) {
  15482. _currentArrayCamera = camera;
  15483. var cameras = camera.cameras;
  15484. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15485. var camera2 = cameras[ j ];
  15486. if ( object.layers.test( camera2.layers ) ) {
  15487. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15488. currentRenderState.setupLights( camera2 );
  15489. renderObject( object, scene, camera2, geometry, material, group );
  15490. }
  15491. }
  15492. } else {
  15493. _currentArrayCamera = null;
  15494. renderObject( object, scene, camera, geometry, material, group );
  15495. }
  15496. }
  15497. }
  15498. function renderObject( object, scene, camera, geometry, material, group ) {
  15499. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15500. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15501. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15502. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15503. if ( object.isImmediateRenderObject ) {
  15504. var program = setProgram( camera, scene, material, object );
  15505. state.setMaterial( material );
  15506. bindingStates.reset();
  15507. renderObjectImmediate( object, program );
  15508. } else {
  15509. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15510. }
  15511. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15512. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15513. }
  15514. function initMaterial( material, scene, object ) {
  15515. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15516. var materialProperties = properties.get( material );
  15517. var lights = currentRenderState.state.lights;
  15518. var shadowsArray = currentRenderState.state.shadowsArray;
  15519. var lightsStateVersion = lights.state.version;
  15520. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15521. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15522. var program = materialProperties.program;
  15523. var programChange = true;
  15524. if ( program === undefined ) {
  15525. // new material
  15526. material.addEventListener( 'dispose', onMaterialDispose );
  15527. } else if ( program.cacheKey !== programCacheKey ) {
  15528. // changed glsl or parameters
  15529. releaseMaterialProgramReference( material );
  15530. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15531. materialProperties.lightsStateVersion = lightsStateVersion;
  15532. programChange = false;
  15533. } else if ( parameters.shaderID !== undefined ) {
  15534. // same glsl and uniform list
  15535. return;
  15536. } else {
  15537. // only rebuild uniform list
  15538. programChange = false;
  15539. }
  15540. if ( programChange ) {
  15541. parameters.uniforms = programCache.getUniforms( material, parameters );
  15542. material.onBeforeCompile( parameters, _this );
  15543. program = programCache.acquireProgram( parameters, programCacheKey );
  15544. materialProperties.program = program;
  15545. materialProperties.uniforms = parameters.uniforms;
  15546. materialProperties.outputEncoding = parameters.outputEncoding;
  15547. }
  15548. var programAttributes = program.getAttributes();
  15549. if ( material.morphTargets ) {
  15550. material.numSupportedMorphTargets = 0;
  15551. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15552. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15553. material.numSupportedMorphTargets ++;
  15554. }
  15555. }
  15556. }
  15557. if ( material.morphNormals ) {
  15558. material.numSupportedMorphNormals = 0;
  15559. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15560. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15561. material.numSupportedMorphNormals ++;
  15562. }
  15563. }
  15564. }
  15565. var uniforms = materialProperties.uniforms;
  15566. if ( ! material.isShaderMaterial &&
  15567. ! material.isRawShaderMaterial ||
  15568. material.clipping === true ) {
  15569. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15570. materialProperties.numIntersection = _clipping.numIntersection;
  15571. uniforms.clippingPlanes = _clipping.uniform;
  15572. }
  15573. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15574. materialProperties.fog = scene.fog;
  15575. // store the light setup it was created for
  15576. materialProperties.needsLights = materialNeedsLights( material );
  15577. materialProperties.lightsStateVersion = lightsStateVersion;
  15578. if ( materialProperties.needsLights ) {
  15579. // wire up the material to this renderer's lighting state
  15580. uniforms.ambientLightColor.value = lights.state.ambient;
  15581. uniforms.lightProbe.value = lights.state.probe;
  15582. uniforms.directionalLights.value = lights.state.directional;
  15583. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15584. uniforms.spotLights.value = lights.state.spot;
  15585. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15586. uniforms.rectAreaLights.value = lights.state.rectArea;
  15587. uniforms.pointLights.value = lights.state.point;
  15588. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15589. uniforms.hemisphereLights.value = lights.state.hemi;
  15590. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15591. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15592. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15593. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15594. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15595. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15596. // TODO (abelnation): add area lights shadow info to uniforms
  15597. }
  15598. var progUniforms = materialProperties.program.getUniforms(),
  15599. uniformsList =
  15600. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15601. materialProperties.uniformsList = uniformsList;
  15602. }
  15603. function setProgram( camera, scene, material, object ) {
  15604. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15605. textures.resetTextureUnits();
  15606. var fog = scene.fog;
  15607. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15608. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15609. var materialProperties = properties.get( material );
  15610. var lights = currentRenderState.state.lights;
  15611. if ( _clippingEnabled === true ) {
  15612. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15613. var useCache =
  15614. camera === _currentCamera &&
  15615. material.id === _currentMaterialId;
  15616. // we might want to call this function with some ClippingGroup
  15617. // object instead of the material, once it becomes feasible
  15618. // (#8465, #8379)
  15619. _clipping.setState(
  15620. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15621. camera, materialProperties, useCache );
  15622. }
  15623. }
  15624. if ( material.version === materialProperties.__version ) {
  15625. if ( materialProperties.program === undefined ) {
  15626. initMaterial( material, scene, object );
  15627. } else if ( material.fog && materialProperties.fog !== fog ) {
  15628. initMaterial( material, scene, object );
  15629. } else if ( materialProperties.environment !== environment ) {
  15630. initMaterial( material, scene, object );
  15631. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15632. initMaterial( material, scene, object );
  15633. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15634. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15635. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15636. initMaterial( material, scene, object );
  15637. } else if ( materialProperties.outputEncoding !== encoding ) {
  15638. initMaterial( material, scene, object );
  15639. }
  15640. } else {
  15641. initMaterial( material, scene, object );
  15642. materialProperties.__version = material.version;
  15643. }
  15644. var refreshProgram = false;
  15645. var refreshMaterial = false;
  15646. var refreshLights = false;
  15647. var program = materialProperties.program,
  15648. p_uniforms = program.getUniforms(),
  15649. m_uniforms = materialProperties.uniforms;
  15650. if ( state.useProgram( program.program ) ) {
  15651. refreshProgram = true;
  15652. refreshMaterial = true;
  15653. refreshLights = true;
  15654. }
  15655. if ( material.id !== _currentMaterialId ) {
  15656. _currentMaterialId = material.id;
  15657. refreshMaterial = true;
  15658. }
  15659. if ( refreshProgram || _currentCamera !== camera ) {
  15660. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15661. if ( capabilities.logarithmicDepthBuffer ) {
  15662. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15663. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15664. }
  15665. if ( _currentCamera !== camera ) {
  15666. _currentCamera = camera;
  15667. // lighting uniforms depend on the camera so enforce an update
  15668. // now, in case this material supports lights - or later, when
  15669. // the next material that does gets activated:
  15670. refreshMaterial = true; // set to true on material change
  15671. refreshLights = true; // remains set until update done
  15672. }
  15673. // load material specific uniforms
  15674. // (shader material also gets them for the sake of genericity)
  15675. if ( material.isShaderMaterial ||
  15676. material.isMeshPhongMaterial ||
  15677. material.isMeshToonMaterial ||
  15678. material.isMeshStandardMaterial ||
  15679. material.envMap ) {
  15680. var uCamPos = p_uniforms.map.cameraPosition;
  15681. if ( uCamPos !== undefined ) {
  15682. uCamPos.setValue( _gl,
  15683. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15684. }
  15685. }
  15686. if ( material.isMeshPhongMaterial ||
  15687. material.isMeshToonMaterial ||
  15688. material.isMeshLambertMaterial ||
  15689. material.isMeshBasicMaterial ||
  15690. material.isMeshStandardMaterial ||
  15691. material.isShaderMaterial ) {
  15692. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15693. }
  15694. if ( material.isMeshPhongMaterial ||
  15695. material.isMeshToonMaterial ||
  15696. material.isMeshLambertMaterial ||
  15697. material.isMeshBasicMaterial ||
  15698. material.isMeshStandardMaterial ||
  15699. material.isShaderMaterial ||
  15700. material.isShadowMaterial ||
  15701. material.skinning ) {
  15702. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15703. }
  15704. }
  15705. // skinning uniforms must be set even if material didn't change
  15706. // auto-setting of texture unit for bone texture must go before other textures
  15707. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15708. if ( material.skinning ) {
  15709. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15710. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15711. var skeleton = object.skeleton;
  15712. if ( skeleton ) {
  15713. var bones = skeleton.bones;
  15714. if ( capabilities.floatVertexTextures ) {
  15715. if ( skeleton.boneTexture === undefined ) {
  15716. // layout (1 matrix = 4 pixels)
  15717. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15718. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15719. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15720. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15721. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15722. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15723. size = MathUtils.ceilPowerOfTwo( size );
  15724. size = Math.max( size, 4 );
  15725. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15726. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15727. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15728. skeleton.boneMatrices = boneMatrices;
  15729. skeleton.boneTexture = boneTexture;
  15730. skeleton.boneTextureSize = size;
  15731. }
  15732. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15733. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15734. } else {
  15735. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15736. }
  15737. }
  15738. }
  15739. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15740. materialProperties.receiveShadow = object.receiveShadow;
  15741. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15742. }
  15743. if ( refreshMaterial ) {
  15744. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15745. if ( materialProperties.needsLights ) {
  15746. // the current material requires lighting info
  15747. // note: all lighting uniforms are always set correctly
  15748. // they simply reference the renderer's state for their
  15749. // values
  15750. //
  15751. // use the current material's .needsUpdate flags to set
  15752. // the GL state when required
  15753. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15754. }
  15755. // refresh uniforms common to several materials
  15756. if ( fog && material.fog ) {
  15757. materials.refreshFogUniforms( m_uniforms, fog );
  15758. }
  15759. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15760. // RectAreaLight Texture
  15761. // TODO (mrdoob): Find a nicer implementation
  15762. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15763. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15764. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15765. }
  15766. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15767. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15768. material.uniformsNeedUpdate = false;
  15769. }
  15770. if ( material.isSpriteMaterial ) {
  15771. p_uniforms.setValue( _gl, 'center', object.center );
  15772. }
  15773. // common matrices
  15774. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15775. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15776. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15777. return program;
  15778. }
  15779. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15780. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15781. uniforms.ambientLightColor.needsUpdate = value;
  15782. uniforms.lightProbe.needsUpdate = value;
  15783. uniforms.directionalLights.needsUpdate = value;
  15784. uniforms.directionalLightShadows.needsUpdate = value;
  15785. uniforms.pointLights.needsUpdate = value;
  15786. uniforms.pointLightShadows.needsUpdate = value;
  15787. uniforms.spotLights.needsUpdate = value;
  15788. uniforms.spotLightShadows.needsUpdate = value;
  15789. uniforms.rectAreaLights.needsUpdate = value;
  15790. uniforms.hemisphereLights.needsUpdate = value;
  15791. }
  15792. function materialNeedsLights( material ) {
  15793. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15794. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15795. ( material.isShaderMaterial && material.lights === true );
  15796. }
  15797. //
  15798. this.setFramebuffer = function ( value ) {
  15799. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15800. _framebuffer = value;
  15801. };
  15802. this.getActiveCubeFace = function () {
  15803. return _currentActiveCubeFace;
  15804. };
  15805. this.getActiveMipmapLevel = function () {
  15806. return _currentActiveMipmapLevel;
  15807. };
  15808. this.getRenderTarget = function () {
  15809. return _currentRenderTarget;
  15810. };
  15811. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15812. _currentRenderTarget = renderTarget;
  15813. _currentActiveCubeFace = activeCubeFace;
  15814. _currentActiveMipmapLevel = activeMipmapLevel;
  15815. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15816. textures.setupRenderTarget( renderTarget );
  15817. }
  15818. var framebuffer = _framebuffer;
  15819. var isCube = false;
  15820. if ( renderTarget ) {
  15821. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15822. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15823. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15824. isCube = true;
  15825. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15826. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15827. } else {
  15828. framebuffer = _webglFramebuffer;
  15829. }
  15830. _currentViewport.copy( renderTarget.viewport );
  15831. _currentScissor.copy( renderTarget.scissor );
  15832. _currentScissorTest = renderTarget.scissorTest;
  15833. } else {
  15834. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15835. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15836. _currentScissorTest = _scissorTest;
  15837. }
  15838. if ( _currentFramebuffer !== framebuffer ) {
  15839. _gl.bindFramebuffer( 36160, framebuffer );
  15840. _currentFramebuffer = framebuffer;
  15841. }
  15842. state.viewport( _currentViewport );
  15843. state.scissor( _currentScissor );
  15844. state.setScissorTest( _currentScissorTest );
  15845. if ( isCube ) {
  15846. var textureProperties = properties.get( renderTarget.texture );
  15847. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15848. }
  15849. };
  15850. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15851. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15852. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15853. return;
  15854. }
  15855. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15856. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15857. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15858. }
  15859. if ( framebuffer ) {
  15860. var restore = false;
  15861. if ( framebuffer !== _currentFramebuffer ) {
  15862. _gl.bindFramebuffer( 36160, framebuffer );
  15863. restore = true;
  15864. }
  15865. try {
  15866. var texture = renderTarget.texture;
  15867. var textureFormat = texture.format;
  15868. var textureType = texture.type;
  15869. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15870. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15871. return;
  15872. }
  15873. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15874. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15875. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15876. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15877. return;
  15878. }
  15879. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15880. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15881. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15882. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15883. }
  15884. } else {
  15885. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15886. }
  15887. } finally {
  15888. if ( restore ) {
  15889. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15890. }
  15891. }
  15892. }
  15893. };
  15894. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15895. if ( level === undefined ) { level = 0; }
  15896. var levelScale = Math.pow( 2, - level );
  15897. var width = Math.floor( texture.image.width * levelScale );
  15898. var height = Math.floor( texture.image.height * levelScale );
  15899. var glFormat = utils.convert( texture.format );
  15900. textures.setTexture2D( texture, 0 );
  15901. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15902. state.unbindTexture();
  15903. };
  15904. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15905. if ( level === undefined ) { level = 0; }
  15906. var width = srcTexture.image.width;
  15907. var height = srcTexture.image.height;
  15908. var glFormat = utils.convert( dstTexture.format );
  15909. var glType = utils.convert( dstTexture.type );
  15910. textures.setTexture2D( dstTexture, 0 );
  15911. // As another texture upload may have changed pixelStorei
  15912. // parameters, make sure they are correct for the dstTexture
  15913. _gl.pixelStorei( 37440, dstTexture.flipY );
  15914. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15915. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15916. if ( srcTexture.isDataTexture ) {
  15917. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15918. } else {
  15919. if ( srcTexture.isCompressedTexture ) {
  15920. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15921. } else {
  15922. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15923. }
  15924. }
  15925. // Generate mipmaps only when copying level 0
  15926. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15927. state.unbindTexture();
  15928. };
  15929. this.initTexture = function ( texture ) {
  15930. textures.setTexture2D( texture, 0 );
  15931. state.unbindTexture();
  15932. };
  15933. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15934. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15935. }
  15936. }
  15937. /**
  15938. * @author Mugen87 / https://github.com/Mugen87
  15939. */
  15940. function WebGL1Renderer( parameters ) {
  15941. WebGLRenderer.call( this, parameters );
  15942. }
  15943. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15944. constructor: WebGL1Renderer,
  15945. isWebGL1Renderer: true
  15946. } );
  15947. /**
  15948. * @author mrdoob / http://mrdoob.com/
  15949. * @author alteredq / http://alteredqualia.com/
  15950. */
  15951. function FogExp2( color, density ) {
  15952. this.name = '';
  15953. this.color = new Color( color );
  15954. this.density = ( density !== undefined ) ? density : 0.00025;
  15955. }
  15956. Object.assign( FogExp2.prototype, {
  15957. isFogExp2: true,
  15958. clone: function () {
  15959. return new FogExp2( this.color, this.density );
  15960. },
  15961. toJSON: function ( /* meta */ ) {
  15962. return {
  15963. type: 'FogExp2',
  15964. color: this.color.getHex(),
  15965. density: this.density
  15966. };
  15967. }
  15968. } );
  15969. /**
  15970. * @author mrdoob / http://mrdoob.com/
  15971. * @author alteredq / http://alteredqualia.com/
  15972. */
  15973. function Fog( color, near, far ) {
  15974. this.name = '';
  15975. this.color = new Color( color );
  15976. this.near = ( near !== undefined ) ? near : 1;
  15977. this.far = ( far !== undefined ) ? far : 1000;
  15978. }
  15979. Object.assign( Fog.prototype, {
  15980. isFog: true,
  15981. clone: function () {
  15982. return new Fog( this.color, this.near, this.far );
  15983. },
  15984. toJSON: function ( /* meta */ ) {
  15985. return {
  15986. type: 'Fog',
  15987. color: this.color.getHex(),
  15988. near: this.near,
  15989. far: this.far
  15990. };
  15991. }
  15992. } );
  15993. /**
  15994. * @author benaadams / https://twitter.com/ben_a_adams
  15995. */
  15996. function InterleavedBuffer( array, stride ) {
  15997. this.array = array;
  15998. this.stride = stride;
  15999. this.count = array !== undefined ? array.length / stride : 0;
  16000. this.usage = StaticDrawUsage;
  16001. this.updateRange = { offset: 0, count: - 1 };
  16002. this.version = 0;
  16003. this.uuid = MathUtils.generateUUID();
  16004. }
  16005. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  16006. set: function ( value ) {
  16007. if ( value === true ) { this.version ++; }
  16008. }
  16009. } );
  16010. Object.assign( InterleavedBuffer.prototype, {
  16011. isInterleavedBuffer: true,
  16012. onUploadCallback: function () {},
  16013. setUsage: function ( value ) {
  16014. this.usage = value;
  16015. return this;
  16016. },
  16017. copy: function ( source ) {
  16018. this.array = new source.array.constructor( source.array );
  16019. this.count = source.count;
  16020. this.stride = source.stride;
  16021. this.usage = source.usage;
  16022. return this;
  16023. },
  16024. copyAt: function ( index1, attribute, index2 ) {
  16025. index1 *= this.stride;
  16026. index2 *= attribute.stride;
  16027. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  16028. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  16029. }
  16030. return this;
  16031. },
  16032. set: function ( value, offset ) {
  16033. if ( offset === undefined ) { offset = 0; }
  16034. this.array.set( value, offset );
  16035. return this;
  16036. },
  16037. clone: function ( data ) {
  16038. if ( data.arrayBuffers === undefined ) {
  16039. data.arrayBuffers = {};
  16040. }
  16041. if ( this.array.buffer._uuid === undefined ) {
  16042. this.array.buffer._uuid = MathUtils.generateUUID();
  16043. }
  16044. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16045. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  16046. }
  16047. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  16048. var ib = new InterleavedBuffer( array, this.stride );
  16049. ib.setUsage( this.usage );
  16050. return ib;
  16051. },
  16052. onUpload: function ( callback ) {
  16053. this.onUploadCallback = callback;
  16054. return this;
  16055. },
  16056. toJSON: function ( data ) {
  16057. if ( data.arrayBuffers === undefined ) {
  16058. data.arrayBuffers = {};
  16059. }
  16060. // generate UUID for array buffer if necessary
  16061. if ( this.array.buffer._uuid === undefined ) {
  16062. this.array.buffer._uuid = MathUtils.generateUUID();
  16063. }
  16064. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16065. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  16066. }
  16067. //
  16068. return {
  16069. uuid: this.uuid,
  16070. buffer: this.array.buffer._uuid,
  16071. type: this.array.constructor.name,
  16072. stride: this.stride
  16073. };
  16074. }
  16075. } );
  16076. /**
  16077. * @author benaadams / https://twitter.com/ben_a_adams
  16078. */
  16079. var _vector$6 = new Vector3();
  16080. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  16081. this.name = '';
  16082. this.data = interleavedBuffer;
  16083. this.itemSize = itemSize;
  16084. this.offset = offset;
  16085. this.normalized = normalized === true;
  16086. }
  16087. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  16088. count: {
  16089. get: function () {
  16090. return this.data.count;
  16091. }
  16092. },
  16093. array: {
  16094. get: function () {
  16095. return this.data.array;
  16096. }
  16097. },
  16098. needsUpdate: {
  16099. set: function ( value ) {
  16100. this.data.needsUpdate = value;
  16101. }
  16102. }
  16103. } );
  16104. Object.assign( InterleavedBufferAttribute.prototype, {
  16105. isInterleavedBufferAttribute: true,
  16106. applyMatrix4: function ( m ) {
  16107. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  16108. _vector$6.x = this.getX( i );
  16109. _vector$6.y = this.getY( i );
  16110. _vector$6.z = this.getZ( i );
  16111. _vector$6.applyMatrix4( m );
  16112. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  16113. }
  16114. return this;
  16115. },
  16116. setX: function ( index, x ) {
  16117. this.data.array[ index * this.data.stride + this.offset ] = x;
  16118. return this;
  16119. },
  16120. setY: function ( index, y ) {
  16121. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  16122. return this;
  16123. },
  16124. setZ: function ( index, z ) {
  16125. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  16126. return this;
  16127. },
  16128. setW: function ( index, w ) {
  16129. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  16130. return this;
  16131. },
  16132. getX: function ( index ) {
  16133. return this.data.array[ index * this.data.stride + this.offset ];
  16134. },
  16135. getY: function ( index ) {
  16136. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  16137. },
  16138. getZ: function ( index ) {
  16139. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  16140. },
  16141. getW: function ( index ) {
  16142. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  16143. },
  16144. setXY: function ( index, x, y ) {
  16145. index = index * this.data.stride + this.offset;
  16146. this.data.array[ index + 0 ] = x;
  16147. this.data.array[ index + 1 ] = y;
  16148. return this;
  16149. },
  16150. setXYZ: function ( index, x, y, z ) {
  16151. index = index * this.data.stride + this.offset;
  16152. this.data.array[ index + 0 ] = x;
  16153. this.data.array[ index + 1 ] = y;
  16154. this.data.array[ index + 2 ] = z;
  16155. return this;
  16156. },
  16157. setXYZW: function ( index, x, y, z, w ) {
  16158. index = index * this.data.stride + this.offset;
  16159. this.data.array[ index + 0 ] = x;
  16160. this.data.array[ index + 1 ] = y;
  16161. this.data.array[ index + 2 ] = z;
  16162. this.data.array[ index + 3 ] = w;
  16163. return this;
  16164. },
  16165. clone: function ( data ) {
  16166. if ( data === undefined ) {
  16167. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  16168. var array = [];
  16169. for ( var i = 0; i < this.count; i ++ ) {
  16170. var index = i * this.data.stride + this.offset;
  16171. for ( var j = 0; j < this.itemSize; j ++ ) {
  16172. array.push( this.data.array[ index + j ] );
  16173. }
  16174. }
  16175. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  16176. } else {
  16177. if ( data.interleavedBuffers === undefined ) {
  16178. data.interleavedBuffers = {};
  16179. }
  16180. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16181. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  16182. }
  16183. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  16184. }
  16185. },
  16186. toJSON: function ( data ) {
  16187. if ( data === undefined ) {
  16188. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16189. var array = [];
  16190. for ( var i = 0; i < this.count; i ++ ) {
  16191. var index = i * this.data.stride + this.offset;
  16192. for ( var j = 0; j < this.itemSize; j ++ ) {
  16193. array.push( this.data.array[ index + j ] );
  16194. }
  16195. }
  16196. // deinterleave data and save it as an ordinary buffer attribute for now
  16197. return {
  16198. itemSize: this.itemSize,
  16199. type: this.array.constructor.name,
  16200. array: array,
  16201. normalized: this.normalized
  16202. };
  16203. } else {
  16204. // save as true interlaved attribtue
  16205. if ( data.interleavedBuffers === undefined ) {
  16206. data.interleavedBuffers = {};
  16207. }
  16208. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16209. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16210. }
  16211. return {
  16212. isInterleavedBufferAttribute: true,
  16213. itemSize: this.itemSize,
  16214. data: this.data.uuid,
  16215. offset: this.offset,
  16216. normalized: this.normalized
  16217. };
  16218. }
  16219. }
  16220. } );
  16221. /**
  16222. * @author alteredq / http://alteredqualia.com/
  16223. *
  16224. * parameters = {
  16225. * color: <hex>,
  16226. * map: new THREE.Texture( <Image> ),
  16227. * alphaMap: new THREE.Texture( <Image> ),
  16228. * rotation: <float>,
  16229. * sizeAttenuation: <bool>
  16230. * }
  16231. */
  16232. function SpriteMaterial( parameters ) {
  16233. Material.call( this );
  16234. this.type = 'SpriteMaterial';
  16235. this.color = new Color( 0xffffff );
  16236. this.map = null;
  16237. this.alphaMap = null;
  16238. this.rotation = 0;
  16239. this.sizeAttenuation = true;
  16240. this.transparent = true;
  16241. this.setValues( parameters );
  16242. }
  16243. SpriteMaterial.prototype = Object.create( Material.prototype );
  16244. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16245. SpriteMaterial.prototype.isSpriteMaterial = true;
  16246. SpriteMaterial.prototype.copy = function ( source ) {
  16247. Material.prototype.copy.call( this, source );
  16248. this.color.copy( source.color );
  16249. this.map = source.map;
  16250. this.alphaMap = source.alphaMap;
  16251. this.rotation = source.rotation;
  16252. this.sizeAttenuation = source.sizeAttenuation;
  16253. return this;
  16254. };
  16255. /**
  16256. * @author mikael emtinger / http://gomo.se/
  16257. * @author alteredq / http://alteredqualia.com/
  16258. */
  16259. var _geometry;
  16260. var _intersectPoint = new Vector3();
  16261. var _worldScale = new Vector3();
  16262. var _mvPosition = new Vector3();
  16263. var _alignedPosition = new Vector2();
  16264. var _rotatedPosition = new Vector2();
  16265. var _viewWorldMatrix = new Matrix4();
  16266. var _vA$1 = new Vector3();
  16267. var _vB$1 = new Vector3();
  16268. var _vC$1 = new Vector3();
  16269. var _uvA$1 = new Vector2();
  16270. var _uvB$1 = new Vector2();
  16271. var _uvC$1 = new Vector2();
  16272. function Sprite( material ) {
  16273. Object3D.call( this );
  16274. this.type = 'Sprite';
  16275. if ( _geometry === undefined ) {
  16276. _geometry = new BufferGeometry();
  16277. var float32Array = new Float32Array( [
  16278. - 0.5, - 0.5, 0, 0, 0,
  16279. 0.5, - 0.5, 0, 1, 0,
  16280. 0.5, 0.5, 0, 1, 1,
  16281. - 0.5, 0.5, 0, 0, 1
  16282. ] );
  16283. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16284. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16285. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16286. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16287. }
  16288. this.geometry = _geometry;
  16289. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16290. this.center = new Vector2( 0.5, 0.5 );
  16291. }
  16292. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16293. constructor: Sprite,
  16294. isSprite: true,
  16295. raycast: function ( raycaster, intersects ) {
  16296. if ( raycaster.camera === null ) {
  16297. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16298. }
  16299. _worldScale.setFromMatrixScale( this.matrixWorld );
  16300. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16301. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16302. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16303. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16304. _worldScale.multiplyScalar( - _mvPosition.z );
  16305. }
  16306. var rotation = this.material.rotation;
  16307. var sin, cos;
  16308. if ( rotation !== 0 ) {
  16309. cos = Math.cos( rotation );
  16310. sin = Math.sin( rotation );
  16311. }
  16312. var center = this.center;
  16313. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16314. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16315. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16316. _uvA$1.set( 0, 0 );
  16317. _uvB$1.set( 1, 0 );
  16318. _uvC$1.set( 1, 1 );
  16319. // check first triangle
  16320. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16321. if ( intersect === null ) {
  16322. // check second triangle
  16323. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16324. _uvB$1.set( 0, 1 );
  16325. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16326. if ( intersect === null ) {
  16327. return;
  16328. }
  16329. }
  16330. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16331. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16332. intersects.push( {
  16333. distance: distance,
  16334. point: _intersectPoint.clone(),
  16335. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16336. face: null,
  16337. object: this
  16338. } );
  16339. },
  16340. copy: function ( source ) {
  16341. Object3D.prototype.copy.call( this, source );
  16342. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16343. this.material = source.material;
  16344. return this;
  16345. }
  16346. } );
  16347. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16348. // compute position in camera space
  16349. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16350. // to check if rotation is not zero
  16351. if ( sin !== undefined ) {
  16352. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16353. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16354. } else {
  16355. _rotatedPosition.copy( _alignedPosition );
  16356. }
  16357. vertexPosition.copy( mvPosition );
  16358. vertexPosition.x += _rotatedPosition.x;
  16359. vertexPosition.y += _rotatedPosition.y;
  16360. // transform to world space
  16361. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16362. }
  16363. /**
  16364. * @author mikael emtinger / http://gomo.se/
  16365. * @author alteredq / http://alteredqualia.com/
  16366. * @author mrdoob / http://mrdoob.com/
  16367. */
  16368. var _v1$4 = new Vector3();
  16369. var _v2$2 = new Vector3();
  16370. function LOD() {
  16371. Object3D.call( this );
  16372. this._currentLevel = 0;
  16373. this.type = 'LOD';
  16374. Object.defineProperties( this, {
  16375. levels: {
  16376. enumerable: true,
  16377. value: []
  16378. }
  16379. } );
  16380. this.autoUpdate = true;
  16381. }
  16382. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16383. constructor: LOD,
  16384. isLOD: true,
  16385. copy: function ( source ) {
  16386. Object3D.prototype.copy.call( this, source, false );
  16387. var levels = source.levels;
  16388. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16389. var level = levels[ i ];
  16390. this.addLevel( level.object.clone(), level.distance );
  16391. }
  16392. this.autoUpdate = source.autoUpdate;
  16393. return this;
  16394. },
  16395. addLevel: function ( object, distance ) {
  16396. if ( distance === undefined ) { distance = 0; }
  16397. distance = Math.abs( distance );
  16398. var levels = this.levels;
  16399. var l;
  16400. for ( l = 0; l < levels.length; l ++ ) {
  16401. if ( distance < levels[ l ].distance ) {
  16402. break;
  16403. }
  16404. }
  16405. levels.splice( l, 0, { distance: distance, object: object } );
  16406. this.add( object );
  16407. return this;
  16408. },
  16409. getCurrentLevel: function () {
  16410. return this._currentLevel;
  16411. },
  16412. getObjectForDistance: function ( distance ) {
  16413. var levels = this.levels;
  16414. if ( levels.length > 0 ) {
  16415. var i, l;
  16416. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16417. if ( distance < levels[ i ].distance ) {
  16418. break;
  16419. }
  16420. }
  16421. return levels[ i - 1 ].object;
  16422. }
  16423. return null;
  16424. },
  16425. raycast: function ( raycaster, intersects ) {
  16426. var levels = this.levels;
  16427. if ( levels.length > 0 ) {
  16428. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16429. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16430. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16431. }
  16432. },
  16433. update: function ( camera ) {
  16434. var levels = this.levels;
  16435. if ( levels.length > 1 ) {
  16436. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16437. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16438. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16439. levels[ 0 ].object.visible = true;
  16440. var i, l;
  16441. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16442. if ( distance >= levels[ i ].distance ) {
  16443. levels[ i - 1 ].object.visible = false;
  16444. levels[ i ].object.visible = true;
  16445. } else {
  16446. break;
  16447. }
  16448. }
  16449. this._currentLevel = i - 1;
  16450. for ( ; i < l; i ++ ) {
  16451. levels[ i ].object.visible = false;
  16452. }
  16453. }
  16454. },
  16455. toJSON: function ( meta ) {
  16456. var data = Object3D.prototype.toJSON.call( this, meta );
  16457. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16458. data.object.levels = [];
  16459. var levels = this.levels;
  16460. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16461. var level = levels[ i ];
  16462. data.object.levels.push( {
  16463. object: level.object.uuid,
  16464. distance: level.distance
  16465. } );
  16466. }
  16467. return data;
  16468. }
  16469. } );
  16470. /**
  16471. * @author mikael emtinger / http://gomo.se/
  16472. * @author alteredq / http://alteredqualia.com/
  16473. * @author ikerr / http://verold.com
  16474. */
  16475. function SkinnedMesh( geometry, material ) {
  16476. if ( geometry && geometry.isGeometry ) {
  16477. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16478. }
  16479. Mesh.call( this, geometry, material );
  16480. this.type = 'SkinnedMesh';
  16481. this.bindMode = 'attached';
  16482. this.bindMatrix = new Matrix4();
  16483. this.bindMatrixInverse = new Matrix4();
  16484. }
  16485. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16486. constructor: SkinnedMesh,
  16487. isSkinnedMesh: true,
  16488. copy: function ( source ) {
  16489. Mesh.prototype.copy.call( this, source );
  16490. this.bindMode = source.bindMode;
  16491. this.bindMatrix.copy( source.bindMatrix );
  16492. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16493. this.skeleton = source.skeleton;
  16494. return this;
  16495. },
  16496. bind: function ( skeleton, bindMatrix ) {
  16497. this.skeleton = skeleton;
  16498. if ( bindMatrix === undefined ) {
  16499. this.updateMatrixWorld( true );
  16500. this.skeleton.calculateInverses();
  16501. bindMatrix = this.matrixWorld;
  16502. }
  16503. this.bindMatrix.copy( bindMatrix );
  16504. this.bindMatrixInverse.getInverse( bindMatrix );
  16505. },
  16506. pose: function () {
  16507. this.skeleton.pose();
  16508. },
  16509. normalizeSkinWeights: function () {
  16510. var vector = new Vector4();
  16511. var skinWeight = this.geometry.attributes.skinWeight;
  16512. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16513. vector.x = skinWeight.getX( i );
  16514. vector.y = skinWeight.getY( i );
  16515. vector.z = skinWeight.getZ( i );
  16516. vector.w = skinWeight.getW( i );
  16517. var scale = 1.0 / vector.manhattanLength();
  16518. if ( scale !== Infinity ) {
  16519. vector.multiplyScalar( scale );
  16520. } else {
  16521. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16522. }
  16523. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16524. }
  16525. },
  16526. updateMatrixWorld: function ( force ) {
  16527. Mesh.prototype.updateMatrixWorld.call( this, force );
  16528. if ( this.bindMode === 'attached' ) {
  16529. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16530. } else if ( this.bindMode === 'detached' ) {
  16531. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16532. } else {
  16533. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16534. }
  16535. },
  16536. boneTransform: ( function () {
  16537. var basePosition = new Vector3();
  16538. var skinIndex = new Vector4();
  16539. var skinWeight = new Vector4();
  16540. var vector = new Vector3();
  16541. var matrix = new Matrix4();
  16542. return function ( index, target ) {
  16543. var skeleton = this.skeleton;
  16544. var geometry = this.geometry;
  16545. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16546. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16547. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16548. target.set( 0, 0, 0 );
  16549. for ( var i = 0; i < 4; i ++ ) {
  16550. var weight = skinWeight.getComponent( i );
  16551. if ( weight !== 0 ) {
  16552. var boneIndex = skinIndex.getComponent( i );
  16553. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16554. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16555. }
  16556. }
  16557. return target.applyMatrix4( this.bindMatrixInverse );
  16558. };
  16559. }() )
  16560. } );
  16561. /**
  16562. * @author mikael emtinger / http://gomo.se/
  16563. * @author alteredq / http://alteredqualia.com/
  16564. * @author michael guerrero / http://realitymeltdown.com
  16565. * @author ikerr / http://verold.com
  16566. */
  16567. var _offsetMatrix = new Matrix4();
  16568. var _identityMatrix = new Matrix4();
  16569. function Skeleton( bones, boneInverses ) {
  16570. // copy the bone array
  16571. bones = bones || [];
  16572. this.bones = bones.slice( 0 );
  16573. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16574. this.frame = - 1;
  16575. // use the supplied bone inverses or calculate the inverses
  16576. if ( boneInverses === undefined ) {
  16577. this.calculateInverses();
  16578. } else {
  16579. if ( this.bones.length === boneInverses.length ) {
  16580. this.boneInverses = boneInverses.slice( 0 );
  16581. } else {
  16582. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16583. this.boneInverses = [];
  16584. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16585. this.boneInverses.push( new Matrix4() );
  16586. }
  16587. }
  16588. }
  16589. }
  16590. Object.assign( Skeleton.prototype, {
  16591. calculateInverses: function () {
  16592. this.boneInverses = [];
  16593. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16594. var inverse = new Matrix4();
  16595. if ( this.bones[ i ] ) {
  16596. inverse.getInverse( this.bones[ i ].matrixWorld );
  16597. }
  16598. this.boneInverses.push( inverse );
  16599. }
  16600. },
  16601. pose: function () {
  16602. // recover the bind-time world matrices
  16603. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16604. var bone = this.bones[ i ];
  16605. if ( bone ) {
  16606. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16607. }
  16608. }
  16609. // compute the local matrices, positions, rotations and scales
  16610. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16611. var bone$1 = this.bones[ i$1 ];
  16612. if ( bone$1 ) {
  16613. if ( bone$1.parent && bone$1.parent.isBone ) {
  16614. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16615. bone$1.matrix.multiply( bone$1.matrixWorld );
  16616. } else {
  16617. bone$1.matrix.copy( bone$1.matrixWorld );
  16618. }
  16619. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16620. }
  16621. }
  16622. },
  16623. update: function () {
  16624. var bones = this.bones;
  16625. var boneInverses = this.boneInverses;
  16626. var boneMatrices = this.boneMatrices;
  16627. var boneTexture = this.boneTexture;
  16628. // flatten bone matrices to array
  16629. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16630. // compute the offset between the current and the original transform
  16631. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16632. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16633. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16634. }
  16635. if ( boneTexture !== undefined ) {
  16636. boneTexture.needsUpdate = true;
  16637. }
  16638. },
  16639. clone: function () {
  16640. return new Skeleton( this.bones, this.boneInverses );
  16641. },
  16642. getBoneByName: function ( name ) {
  16643. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16644. var bone = this.bones[ i ];
  16645. if ( bone.name === name ) {
  16646. return bone;
  16647. }
  16648. }
  16649. return undefined;
  16650. },
  16651. dispose: function ( ) {
  16652. if ( this.boneTexture ) {
  16653. this.boneTexture.dispose();
  16654. this.boneTexture = undefined;
  16655. }
  16656. }
  16657. } );
  16658. /**
  16659. * @author mikael emtinger / http://gomo.se/
  16660. * @author alteredq / http://alteredqualia.com/
  16661. * @author ikerr / http://verold.com
  16662. */
  16663. function Bone() {
  16664. Object3D.call( this );
  16665. this.type = 'Bone';
  16666. }
  16667. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16668. constructor: Bone,
  16669. isBone: true
  16670. } );
  16671. /**
  16672. * @author mrdoob / http://mrdoob.com/
  16673. */
  16674. var _instanceLocalMatrix = new Matrix4();
  16675. var _instanceWorldMatrix = new Matrix4();
  16676. var _instanceIntersects = [];
  16677. var _mesh = new Mesh();
  16678. function InstancedMesh( geometry, material, count ) {
  16679. Mesh.call( this, geometry, material );
  16680. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16681. this.count = count;
  16682. this.frustumCulled = false;
  16683. }
  16684. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16685. constructor: InstancedMesh,
  16686. isInstancedMesh: true,
  16687. copy: function ( source ) {
  16688. Mesh.prototype.copy.call( this, source );
  16689. this.instanceMatrix.copy( source.instanceMatrix );
  16690. this.count = source.count;
  16691. return this;
  16692. },
  16693. getMatrixAt: function ( index, matrix ) {
  16694. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16695. },
  16696. raycast: function ( raycaster, intersects ) {
  16697. var matrixWorld = this.matrixWorld;
  16698. var raycastTimes = this.count;
  16699. _mesh.geometry = this.geometry;
  16700. _mesh.material = this.material;
  16701. if ( _mesh.material === undefined ) { return; }
  16702. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16703. // calculate the world matrix for each instance
  16704. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16705. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16706. // the mesh represents this single instance
  16707. _mesh.matrixWorld = _instanceWorldMatrix;
  16708. _mesh.raycast( raycaster, _instanceIntersects );
  16709. // process the result of raycast
  16710. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16711. var intersect = _instanceIntersects[ i ];
  16712. intersect.instanceId = instanceId;
  16713. intersect.object = this;
  16714. intersects.push( intersect );
  16715. }
  16716. _instanceIntersects.length = 0;
  16717. }
  16718. },
  16719. setMatrixAt: function ( index, matrix ) {
  16720. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16721. },
  16722. updateMorphTargets: function () {
  16723. }
  16724. } );
  16725. /**
  16726. * @author mrdoob / http://mrdoob.com/
  16727. * @author alteredq / http://alteredqualia.com/
  16728. *
  16729. * parameters = {
  16730. * color: <hex>,
  16731. * opacity: <float>,
  16732. *
  16733. * linewidth: <float>,
  16734. * linecap: "round",
  16735. * linejoin: "round"
  16736. * }
  16737. */
  16738. function LineBasicMaterial( parameters ) {
  16739. Material.call( this );
  16740. this.type = 'LineBasicMaterial';
  16741. this.color = new Color( 0xffffff );
  16742. this.linewidth = 1;
  16743. this.linecap = 'round';
  16744. this.linejoin = 'round';
  16745. this.morphTargets = false;
  16746. this.setValues( parameters );
  16747. }
  16748. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16749. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16750. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16751. LineBasicMaterial.prototype.copy = function ( source ) {
  16752. Material.prototype.copy.call( this, source );
  16753. this.color.copy( source.color );
  16754. this.linewidth = source.linewidth;
  16755. this.linecap = source.linecap;
  16756. this.linejoin = source.linejoin;
  16757. this.morphTargets = source.morphTargets;
  16758. return this;
  16759. };
  16760. /**
  16761. * @author mrdoob / http://mrdoob.com/
  16762. */
  16763. var _start = new Vector3();
  16764. var _end = new Vector3();
  16765. var _inverseMatrix$1 = new Matrix4();
  16766. var _ray$1 = new Ray();
  16767. var _sphere$2 = new Sphere();
  16768. function Line( geometry, material, mode ) {
  16769. if ( mode === 1 ) {
  16770. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16771. }
  16772. Object3D.call( this );
  16773. this.type = 'Line';
  16774. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16775. this.material = material !== undefined ? material : new LineBasicMaterial();
  16776. this.updateMorphTargets();
  16777. }
  16778. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16779. constructor: Line,
  16780. isLine: true,
  16781. copy: function ( source ) {
  16782. Object3D.prototype.copy.call( this, source );
  16783. this.material = source.material;
  16784. this.geometry = source.geometry;
  16785. return this;
  16786. },
  16787. computeLineDistances: function () {
  16788. var geometry = this.geometry;
  16789. if ( geometry.isBufferGeometry ) {
  16790. // we assume non-indexed geometry
  16791. if ( geometry.index === null ) {
  16792. var positionAttribute = geometry.attributes.position;
  16793. var lineDistances = [ 0 ];
  16794. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16795. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16796. _end.fromBufferAttribute( positionAttribute, i );
  16797. lineDistances[ i ] = lineDistances[ i - 1 ];
  16798. lineDistances[ i ] += _start.distanceTo( _end );
  16799. }
  16800. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16801. } else {
  16802. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16803. }
  16804. } else if ( geometry.isGeometry ) {
  16805. var vertices = geometry.vertices;
  16806. var lineDistances$1 = geometry.lineDistances;
  16807. lineDistances$1[ 0 ] = 0;
  16808. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16809. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16810. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16811. }
  16812. }
  16813. return this;
  16814. },
  16815. raycast: function ( raycaster, intersects ) {
  16816. var geometry = this.geometry;
  16817. var matrixWorld = this.matrixWorld;
  16818. var threshold = raycaster.params.Line.threshold;
  16819. // Checking boundingSphere distance to ray
  16820. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16821. _sphere$2.copy( geometry.boundingSphere );
  16822. _sphere$2.applyMatrix4( matrixWorld );
  16823. _sphere$2.radius += threshold;
  16824. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16825. //
  16826. _inverseMatrix$1.getInverse( matrixWorld );
  16827. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16828. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16829. var localThresholdSq = localThreshold * localThreshold;
  16830. var vStart = new Vector3();
  16831. var vEnd = new Vector3();
  16832. var interSegment = new Vector3();
  16833. var interRay = new Vector3();
  16834. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16835. if ( geometry.isBufferGeometry ) {
  16836. var index = geometry.index;
  16837. var attributes = geometry.attributes;
  16838. var positions = attributes.position.array;
  16839. if ( index !== null ) {
  16840. var indices = index.array;
  16841. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16842. var a = indices[ i ];
  16843. var b = indices[ i + 1 ];
  16844. vStart.fromArray( positions, a * 3 );
  16845. vEnd.fromArray( positions, b * 3 );
  16846. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16847. if ( distSq > localThresholdSq ) { continue; }
  16848. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16849. var distance = raycaster.ray.origin.distanceTo( interRay );
  16850. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16851. intersects.push( {
  16852. distance: distance,
  16853. // What do we want? intersection point on the ray or on the segment??
  16854. // point: raycaster.ray.at( distance ),
  16855. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16856. index: i,
  16857. face: null,
  16858. faceIndex: null,
  16859. object: this
  16860. } );
  16861. }
  16862. } else {
  16863. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16864. vStart.fromArray( positions, 3 * i$1 );
  16865. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16866. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16867. if ( distSq$1 > localThresholdSq ) { continue; }
  16868. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16869. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16870. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16871. intersects.push( {
  16872. distance: distance$1,
  16873. // What do we want? intersection point on the ray or on the segment??
  16874. // point: raycaster.ray.at( distance ),
  16875. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16876. index: i$1,
  16877. face: null,
  16878. faceIndex: null,
  16879. object: this
  16880. } );
  16881. }
  16882. }
  16883. } else if ( geometry.isGeometry ) {
  16884. var vertices = geometry.vertices;
  16885. var nbVertices = vertices.length;
  16886. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16887. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16888. if ( distSq$2 > localThresholdSq ) { continue; }
  16889. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16890. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16891. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16892. intersects.push( {
  16893. distance: distance$2,
  16894. // What do we want? intersection point on the ray or on the segment??
  16895. // point: raycaster.ray.at( distance ),
  16896. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16897. index: i$2,
  16898. face: null,
  16899. faceIndex: null,
  16900. object: this
  16901. } );
  16902. }
  16903. }
  16904. },
  16905. updateMorphTargets: function () {
  16906. var geometry = this.geometry;
  16907. if ( geometry.isBufferGeometry ) {
  16908. var morphAttributes = geometry.morphAttributes;
  16909. var keys = Object.keys( morphAttributes );
  16910. if ( keys.length > 0 ) {
  16911. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16912. if ( morphAttribute !== undefined ) {
  16913. this.morphTargetInfluences = [];
  16914. this.morphTargetDictionary = {};
  16915. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16916. var name = morphAttribute[ m ].name || String( m );
  16917. this.morphTargetInfluences.push( 0 );
  16918. this.morphTargetDictionary[ name ] = m;
  16919. }
  16920. }
  16921. }
  16922. } else {
  16923. var morphTargets = geometry.morphTargets;
  16924. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16925. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16926. }
  16927. }
  16928. }
  16929. } );
  16930. /**
  16931. * @author mrdoob / http://mrdoob.com/
  16932. */
  16933. var _start$1 = new Vector3();
  16934. var _end$1 = new Vector3();
  16935. function LineSegments( geometry, material ) {
  16936. Line.call( this, geometry, material );
  16937. this.type = 'LineSegments';
  16938. }
  16939. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16940. constructor: LineSegments,
  16941. isLineSegments: true,
  16942. computeLineDistances: function () {
  16943. var geometry = this.geometry;
  16944. if ( geometry.isBufferGeometry ) {
  16945. // we assume non-indexed geometry
  16946. if ( geometry.index === null ) {
  16947. var positionAttribute = geometry.attributes.position;
  16948. var lineDistances = [];
  16949. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16950. _start$1.fromBufferAttribute( positionAttribute, i );
  16951. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16952. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16953. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16954. }
  16955. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16956. } else {
  16957. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16958. }
  16959. } else if ( geometry.isGeometry ) {
  16960. var vertices = geometry.vertices;
  16961. var lineDistances$1 = geometry.lineDistances;
  16962. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16963. _start$1.copy( vertices[ i$1 ] );
  16964. _end$1.copy( vertices[ i$1 + 1 ] );
  16965. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16966. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16967. }
  16968. }
  16969. return this;
  16970. }
  16971. } );
  16972. /**
  16973. * @author mgreter / http://github.com/mgreter
  16974. */
  16975. function LineLoop( geometry, material ) {
  16976. Line.call( this, geometry, material );
  16977. this.type = 'LineLoop';
  16978. }
  16979. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16980. constructor: LineLoop,
  16981. isLineLoop: true,
  16982. } );
  16983. /**
  16984. * @author mrdoob / http://mrdoob.com/
  16985. * @author alteredq / http://alteredqualia.com/
  16986. *
  16987. * parameters = {
  16988. * color: <hex>,
  16989. * opacity: <float>,
  16990. * map: new THREE.Texture( <Image> ),
  16991. * alphaMap: new THREE.Texture( <Image> ),
  16992. *
  16993. * size: <float>,
  16994. * sizeAttenuation: <bool>
  16995. *
  16996. * morphTargets: <bool>
  16997. * }
  16998. */
  16999. function PointsMaterial( parameters ) {
  17000. Material.call( this );
  17001. this.type = 'PointsMaterial';
  17002. this.color = new Color( 0xffffff );
  17003. this.map = null;
  17004. this.alphaMap = null;
  17005. this.size = 1;
  17006. this.sizeAttenuation = true;
  17007. this.morphTargets = false;
  17008. this.setValues( parameters );
  17009. }
  17010. PointsMaterial.prototype = Object.create( Material.prototype );
  17011. PointsMaterial.prototype.constructor = PointsMaterial;
  17012. PointsMaterial.prototype.isPointsMaterial = true;
  17013. PointsMaterial.prototype.copy = function ( source ) {
  17014. Material.prototype.copy.call( this, source );
  17015. this.color.copy( source.color );
  17016. this.map = source.map;
  17017. this.alphaMap = source.alphaMap;
  17018. this.size = source.size;
  17019. this.sizeAttenuation = source.sizeAttenuation;
  17020. this.morphTargets = source.morphTargets;
  17021. return this;
  17022. };
  17023. /**
  17024. * @author alteredq / http://alteredqualia.com/
  17025. */
  17026. var _inverseMatrix$2 = new Matrix4();
  17027. var _ray$2 = new Ray();
  17028. var _sphere$3 = new Sphere();
  17029. var _position$1 = new Vector3();
  17030. function Points( geometry, material ) {
  17031. Object3D.call( this );
  17032. this.type = 'Points';
  17033. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  17034. this.material = material !== undefined ? material : new PointsMaterial();
  17035. this.updateMorphTargets();
  17036. }
  17037. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  17038. constructor: Points,
  17039. isPoints: true,
  17040. copy: function ( source ) {
  17041. Object3D.prototype.copy.call( this, source );
  17042. this.material = source.material;
  17043. this.geometry = source.geometry;
  17044. return this;
  17045. },
  17046. raycast: function ( raycaster, intersects ) {
  17047. var geometry = this.geometry;
  17048. var matrixWorld = this.matrixWorld;
  17049. var threshold = raycaster.params.Points.threshold;
  17050. // Checking boundingSphere distance to ray
  17051. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  17052. _sphere$3.copy( geometry.boundingSphere );
  17053. _sphere$3.applyMatrix4( matrixWorld );
  17054. _sphere$3.radius += threshold;
  17055. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  17056. //
  17057. _inverseMatrix$2.getInverse( matrixWorld );
  17058. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17059. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  17060. var localThresholdSq = localThreshold * localThreshold;
  17061. if ( geometry.isBufferGeometry ) {
  17062. var index = geometry.index;
  17063. var attributes = geometry.attributes;
  17064. var positions = attributes.position.array;
  17065. if ( index !== null ) {
  17066. var indices = index.array;
  17067. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  17068. var a = indices[ i ];
  17069. _position$1.fromArray( positions, a * 3 );
  17070. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17071. }
  17072. } else {
  17073. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  17074. _position$1.fromArray( positions, i$1 * 3 );
  17075. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17076. }
  17077. }
  17078. } else {
  17079. var vertices = geometry.vertices;
  17080. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  17081. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17082. }
  17083. }
  17084. },
  17085. updateMorphTargets: function () {
  17086. var geometry = this.geometry;
  17087. if ( geometry.isBufferGeometry ) {
  17088. var morphAttributes = geometry.morphAttributes;
  17089. var keys = Object.keys( morphAttributes );
  17090. if ( keys.length > 0 ) {
  17091. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  17092. if ( morphAttribute !== undefined ) {
  17093. this.morphTargetInfluences = [];
  17094. this.morphTargetDictionary = {};
  17095. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17096. var name = morphAttribute[ m ].name || String( m );
  17097. this.morphTargetInfluences.push( 0 );
  17098. this.morphTargetDictionary[ name ] = m;
  17099. }
  17100. }
  17101. }
  17102. } else {
  17103. var morphTargets = geometry.morphTargets;
  17104. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  17105. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  17106. }
  17107. }
  17108. }
  17109. } );
  17110. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  17111. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  17112. if ( rayPointDistanceSq < localThresholdSq ) {
  17113. var intersectPoint = new Vector3();
  17114. _ray$2.closestPointToPoint( point, intersectPoint );
  17115. intersectPoint.applyMatrix4( matrixWorld );
  17116. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  17117. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  17118. intersects.push( {
  17119. distance: distance,
  17120. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  17121. point: intersectPoint,
  17122. index: index,
  17123. face: null,
  17124. object: object
  17125. } );
  17126. }
  17127. }
  17128. /**
  17129. * @author mrdoob / http://mrdoob.com/
  17130. */
  17131. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17132. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17133. this.format = format !== undefined ? format : RGBFormat;
  17134. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17135. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17136. this.generateMipmaps = false;
  17137. }
  17138. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  17139. constructor: VideoTexture,
  17140. isVideoTexture: true,
  17141. update: function () {
  17142. var video = this.image;
  17143. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  17144. this.needsUpdate = true;
  17145. }
  17146. }
  17147. } );
  17148. /**
  17149. * @author alteredq / http://alteredqualia.com/
  17150. */
  17151. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  17152. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  17153. this.image = { width: width, height: height };
  17154. this.mipmaps = mipmaps;
  17155. // no flipping for cube textures
  17156. // (also flipping doesn't work for compressed textures )
  17157. this.flipY = false;
  17158. // can't generate mipmaps for compressed textures
  17159. // mips must be embedded in DDS files
  17160. this.generateMipmaps = false;
  17161. }
  17162. CompressedTexture.prototype = Object.create( Texture.prototype );
  17163. CompressedTexture.prototype.constructor = CompressedTexture;
  17164. CompressedTexture.prototype.isCompressedTexture = true;
  17165. /**
  17166. * @author mrdoob / http://mrdoob.com/
  17167. */
  17168. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17169. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17170. this.needsUpdate = true;
  17171. }
  17172. CanvasTexture.prototype = Object.create( Texture.prototype );
  17173. CanvasTexture.prototype.constructor = CanvasTexture;
  17174. CanvasTexture.prototype.isCanvasTexture = true;
  17175. /**
  17176. * @author Matt DesLauriers / @mattdesl
  17177. * @author atix / arthursilber.de
  17178. */
  17179. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  17180. format = format !== undefined ? format : DepthFormat;
  17181. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  17182. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  17183. }
  17184. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  17185. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  17186. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17187. this.image = { width: width, height: height };
  17188. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17189. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17190. this.flipY = false;
  17191. this.generateMipmaps = false;
  17192. }
  17193. DepthTexture.prototype = Object.create( Texture.prototype );
  17194. DepthTexture.prototype.constructor = DepthTexture;
  17195. DepthTexture.prototype.isDepthTexture = true;
  17196. /**
  17197. * @author mrdoob / http://mrdoob.com/
  17198. * @author Mugen87 / https://github.com/Mugen87
  17199. */
  17200. function WireframeGeometry( geometry ) {
  17201. BufferGeometry.call( this );
  17202. this.type = 'WireframeGeometry';
  17203. // buffer
  17204. var vertices = [];
  17205. // helper variables
  17206. var edge = [ 0, 0 ], edges = {};
  17207. var keys = [ 'a', 'b', 'c' ];
  17208. // different logic for Geometry and BufferGeometry
  17209. if ( geometry && geometry.isGeometry ) {
  17210. // create a data structure that contains all edges without duplicates
  17211. var faces = geometry.faces;
  17212. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17213. var face = faces[ i ];
  17214. for ( var j = 0; j < 3; j ++ ) {
  17215. var edge1 = face[ keys[ j ] ];
  17216. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17217. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17218. edge[ 1 ] = Math.max( edge1, edge2 );
  17219. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17220. if ( edges[ key ] === undefined ) {
  17221. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17222. }
  17223. }
  17224. }
  17225. // generate vertices
  17226. for ( var key$1 in edges ) {
  17227. var e = edges[ key$1 ];
  17228. var vertex = geometry.vertices[ e.index1 ];
  17229. vertices.push( vertex.x, vertex.y, vertex.z );
  17230. vertex = geometry.vertices[ e.index2 ];
  17231. vertices.push( vertex.x, vertex.y, vertex.z );
  17232. }
  17233. } else if ( geometry && geometry.isBufferGeometry ) {
  17234. var vertex$1 = new Vector3();
  17235. if ( geometry.index !== null ) {
  17236. // indexed BufferGeometry
  17237. var position = geometry.attributes.position;
  17238. var indices = geometry.index;
  17239. var groups = geometry.groups;
  17240. if ( groups.length === 0 ) {
  17241. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17242. }
  17243. // create a data structure that contains all eges without duplicates
  17244. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17245. var group = groups[ o ];
  17246. var start = group.start;
  17247. var count = group.count;
  17248. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17249. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17250. var edge1$1 = indices.getX( i$1 + j$1 );
  17251. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17252. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17253. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17254. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17255. if ( edges[ key$2 ] === undefined ) {
  17256. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17257. }
  17258. }
  17259. }
  17260. }
  17261. // generate vertices
  17262. for ( var key$3 in edges ) {
  17263. var e$1 = edges[ key$3 ];
  17264. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17265. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17266. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17267. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17268. }
  17269. } else {
  17270. // non-indexed BufferGeometry
  17271. var position$1 = geometry.attributes.position;
  17272. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17273. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17274. // three edges per triangle, an edge is represented as (index1, index2)
  17275. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17276. var index1 = 3 * i$2 + j$2;
  17277. vertex$1.fromBufferAttribute( position$1, index1 );
  17278. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17279. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17280. vertex$1.fromBufferAttribute( position$1, index2 );
  17281. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17282. }
  17283. }
  17284. }
  17285. }
  17286. // build geometry
  17287. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17288. }
  17289. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17290. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17291. /**
  17292. * @author zz85 / https://github.com/zz85
  17293. * @author Mugen87 / https://github.com/Mugen87
  17294. *
  17295. * Parametric Surfaces Geometry
  17296. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17297. */
  17298. // ParametricGeometry
  17299. function ParametricGeometry( func, slices, stacks ) {
  17300. Geometry.call( this );
  17301. this.type = 'ParametricGeometry';
  17302. this.parameters = {
  17303. func: func,
  17304. slices: slices,
  17305. stacks: stacks
  17306. };
  17307. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17308. this.mergeVertices();
  17309. }
  17310. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17311. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17312. // ParametricBufferGeometry
  17313. function ParametricBufferGeometry( func, slices, stacks ) {
  17314. BufferGeometry.call( this );
  17315. this.type = 'ParametricBufferGeometry';
  17316. this.parameters = {
  17317. func: func,
  17318. slices: slices,
  17319. stacks: stacks
  17320. };
  17321. // buffers
  17322. var indices = [];
  17323. var vertices = [];
  17324. var normals = [];
  17325. var uvs = [];
  17326. var EPS = 0.00001;
  17327. var normal = new Vector3();
  17328. var p0 = new Vector3(), p1 = new Vector3();
  17329. var pu = new Vector3(), pv = new Vector3();
  17330. if ( func.length < 3 ) {
  17331. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17332. }
  17333. // generate vertices, normals and uvs
  17334. var sliceCount = slices + 1;
  17335. for ( var i = 0; i <= stacks; i ++ ) {
  17336. var v = i / stacks;
  17337. for ( var j = 0; j <= slices; j ++ ) {
  17338. var u = j / slices;
  17339. // vertex
  17340. func( u, v, p0 );
  17341. vertices.push( p0.x, p0.y, p0.z );
  17342. // normal
  17343. // approximate tangent vectors via finite differences
  17344. if ( u - EPS >= 0 ) {
  17345. func( u - EPS, v, p1 );
  17346. pu.subVectors( p0, p1 );
  17347. } else {
  17348. func( u + EPS, v, p1 );
  17349. pu.subVectors( p1, p0 );
  17350. }
  17351. if ( v - EPS >= 0 ) {
  17352. func( u, v - EPS, p1 );
  17353. pv.subVectors( p0, p1 );
  17354. } else {
  17355. func( u, v + EPS, p1 );
  17356. pv.subVectors( p1, p0 );
  17357. }
  17358. // cross product of tangent vectors returns surface normal
  17359. normal.crossVectors( pu, pv ).normalize();
  17360. normals.push( normal.x, normal.y, normal.z );
  17361. // uv
  17362. uvs.push( u, v );
  17363. }
  17364. }
  17365. // generate indices
  17366. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17367. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17368. var a = i$1 * sliceCount + j$1;
  17369. var b = i$1 * sliceCount + j$1 + 1;
  17370. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17371. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17372. // faces one and two
  17373. indices.push( a, b, d );
  17374. indices.push( b, c, d );
  17375. }
  17376. }
  17377. // build geometry
  17378. this.setIndex( indices );
  17379. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17380. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17381. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17382. }
  17383. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17384. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17385. /**
  17386. * @author clockworkgeek / https://github.com/clockworkgeek
  17387. * @author timothypratley / https://github.com/timothypratley
  17388. * @author WestLangley / http://github.com/WestLangley
  17389. * @author Mugen87 / https://github.com/Mugen87
  17390. */
  17391. // PolyhedronGeometry
  17392. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17393. Geometry.call( this );
  17394. this.type = 'PolyhedronGeometry';
  17395. this.parameters = {
  17396. vertices: vertices,
  17397. indices: indices,
  17398. radius: radius,
  17399. detail: detail
  17400. };
  17401. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17402. this.mergeVertices();
  17403. }
  17404. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17405. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17406. // PolyhedronBufferGeometry
  17407. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17408. BufferGeometry.call( this );
  17409. this.type = 'PolyhedronBufferGeometry';
  17410. this.parameters = {
  17411. vertices: vertices,
  17412. indices: indices,
  17413. radius: radius,
  17414. detail: detail
  17415. };
  17416. radius = radius || 1;
  17417. detail = detail || 0;
  17418. // default buffer data
  17419. var vertexBuffer = [];
  17420. var uvBuffer = [];
  17421. // the subdivision creates the vertex buffer data
  17422. subdivide( detail );
  17423. // all vertices should lie on a conceptual sphere with a given radius
  17424. applyRadius( radius );
  17425. // finally, create the uv data
  17426. generateUVs();
  17427. // build non-indexed geometry
  17428. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17429. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17430. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17431. if ( detail === 0 ) {
  17432. this.computeVertexNormals(); // flat normals
  17433. } else {
  17434. this.normalizeNormals(); // smooth normals
  17435. }
  17436. // helper functions
  17437. function subdivide( detail ) {
  17438. var a = new Vector3();
  17439. var b = new Vector3();
  17440. var c = new Vector3();
  17441. // iterate over all faces and apply a subdivison with the given detail value
  17442. for ( var i = 0; i < indices.length; i += 3 ) {
  17443. // get the vertices of the face
  17444. getVertexByIndex( indices[ i + 0 ], a );
  17445. getVertexByIndex( indices[ i + 1 ], b );
  17446. getVertexByIndex( indices[ i + 2 ], c );
  17447. // perform subdivision
  17448. subdivideFace( a, b, c, detail );
  17449. }
  17450. }
  17451. function subdivideFace( a, b, c, detail ) {
  17452. var cols = Math.pow( 2, detail );
  17453. // we use this multidimensional array as a data structure for creating the subdivision
  17454. var v = [];
  17455. // construct all of the vertices for this subdivision
  17456. for ( var i = 0; i <= cols; i ++ ) {
  17457. v[ i ] = [];
  17458. var aj = a.clone().lerp( c, i / cols );
  17459. var bj = b.clone().lerp( c, i / cols );
  17460. var rows = cols - i;
  17461. for ( var j = 0; j <= rows; j ++ ) {
  17462. if ( j === 0 && i === cols ) {
  17463. v[ i ][ j ] = aj;
  17464. } else {
  17465. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17466. }
  17467. }
  17468. }
  17469. // construct all of the faces
  17470. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17471. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17472. var k = Math.floor( j$1 / 2 );
  17473. if ( j$1 % 2 === 0 ) {
  17474. pushVertex( v[ i$1 ][ k + 1 ] );
  17475. pushVertex( v[ i$1 + 1 ][ k ] );
  17476. pushVertex( v[ i$1 ][ k ] );
  17477. } else {
  17478. pushVertex( v[ i$1 ][ k + 1 ] );
  17479. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17480. pushVertex( v[ i$1 + 1 ][ k ] );
  17481. }
  17482. }
  17483. }
  17484. }
  17485. function applyRadius( radius ) {
  17486. var vertex = new Vector3();
  17487. // iterate over the entire buffer and apply the radius to each vertex
  17488. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17489. vertex.x = vertexBuffer[ i + 0 ];
  17490. vertex.y = vertexBuffer[ i + 1 ];
  17491. vertex.z = vertexBuffer[ i + 2 ];
  17492. vertex.normalize().multiplyScalar( radius );
  17493. vertexBuffer[ i + 0 ] = vertex.x;
  17494. vertexBuffer[ i + 1 ] = vertex.y;
  17495. vertexBuffer[ i + 2 ] = vertex.z;
  17496. }
  17497. }
  17498. function generateUVs() {
  17499. var vertex = new Vector3();
  17500. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17501. vertex.x = vertexBuffer[ i + 0 ];
  17502. vertex.y = vertexBuffer[ i + 1 ];
  17503. vertex.z = vertexBuffer[ i + 2 ];
  17504. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17505. var v = inclination( vertex ) / Math.PI + 0.5;
  17506. uvBuffer.push( u, 1 - v );
  17507. }
  17508. correctUVs();
  17509. correctSeam();
  17510. }
  17511. function correctSeam() {
  17512. // handle case when face straddles the seam, see #3269
  17513. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17514. // uv data of a single face
  17515. var x0 = uvBuffer[ i + 0 ];
  17516. var x1 = uvBuffer[ i + 2 ];
  17517. var x2 = uvBuffer[ i + 4 ];
  17518. var max = Math.max( x0, x1, x2 );
  17519. var min = Math.min( x0, x1, x2 );
  17520. // 0.9 is somewhat arbitrary
  17521. if ( max > 0.9 && min < 0.1 ) {
  17522. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17523. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17524. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17525. }
  17526. }
  17527. }
  17528. function pushVertex( vertex ) {
  17529. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17530. }
  17531. function getVertexByIndex( index, vertex ) {
  17532. var stride = index * 3;
  17533. vertex.x = vertices[ stride + 0 ];
  17534. vertex.y = vertices[ stride + 1 ];
  17535. vertex.z = vertices[ stride + 2 ];
  17536. }
  17537. function correctUVs() {
  17538. var a = new Vector3();
  17539. var b = new Vector3();
  17540. var c = new Vector3();
  17541. var centroid = new Vector3();
  17542. var uvA = new Vector2();
  17543. var uvB = new Vector2();
  17544. var uvC = new Vector2();
  17545. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17546. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17547. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17548. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17549. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17550. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17551. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17552. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17553. var azi = azimuth( centroid );
  17554. correctUV( uvA, j + 0, a, azi );
  17555. correctUV( uvB, j + 2, b, azi );
  17556. correctUV( uvC, j + 4, c, azi );
  17557. }
  17558. }
  17559. function correctUV( uv, stride, vector, azimuth ) {
  17560. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17561. uvBuffer[ stride ] = uv.x - 1;
  17562. }
  17563. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17564. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17565. }
  17566. }
  17567. // Angle around the Y axis, counter-clockwise when looking from above.
  17568. function azimuth( vector ) {
  17569. return Math.atan2( vector.z, - vector.x );
  17570. }
  17571. // Angle above the XZ plane.
  17572. function inclination( vector ) {
  17573. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17574. }
  17575. }
  17576. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17577. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17578. /**
  17579. * @author timothypratley / https://github.com/timothypratley
  17580. * @author Mugen87 / https://github.com/Mugen87
  17581. */
  17582. // TetrahedronGeometry
  17583. function TetrahedronGeometry( radius, detail ) {
  17584. Geometry.call( this );
  17585. this.type = 'TetrahedronGeometry';
  17586. this.parameters = {
  17587. radius: radius,
  17588. detail: detail
  17589. };
  17590. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17591. this.mergeVertices();
  17592. }
  17593. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17594. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17595. // TetrahedronBufferGeometry
  17596. function TetrahedronBufferGeometry( radius, detail ) {
  17597. var vertices = [
  17598. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17599. ];
  17600. var indices = [
  17601. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17602. ];
  17603. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17604. this.type = 'TetrahedronBufferGeometry';
  17605. this.parameters = {
  17606. radius: radius,
  17607. detail: detail
  17608. };
  17609. }
  17610. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17611. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17612. /**
  17613. * @author timothypratley / https://github.com/timothypratley
  17614. * @author Mugen87 / https://github.com/Mugen87
  17615. */
  17616. // OctahedronGeometry
  17617. function OctahedronGeometry( radius, detail ) {
  17618. Geometry.call( this );
  17619. this.type = 'OctahedronGeometry';
  17620. this.parameters = {
  17621. radius: radius,
  17622. detail: detail
  17623. };
  17624. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17625. this.mergeVertices();
  17626. }
  17627. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17628. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17629. // OctahedronBufferGeometry
  17630. function OctahedronBufferGeometry( radius, detail ) {
  17631. var vertices = [
  17632. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17633. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17634. ];
  17635. var indices = [
  17636. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17637. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17638. 1, 3, 4, 1, 4, 2
  17639. ];
  17640. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17641. this.type = 'OctahedronBufferGeometry';
  17642. this.parameters = {
  17643. radius: radius,
  17644. detail: detail
  17645. };
  17646. }
  17647. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17648. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17649. /**
  17650. * @author timothypratley / https://github.com/timothypratley
  17651. * @author Mugen87 / https://github.com/Mugen87
  17652. */
  17653. // IcosahedronGeometry
  17654. function IcosahedronGeometry( radius, detail ) {
  17655. Geometry.call( this );
  17656. this.type = 'IcosahedronGeometry';
  17657. this.parameters = {
  17658. radius: radius,
  17659. detail: detail
  17660. };
  17661. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17662. this.mergeVertices();
  17663. }
  17664. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17665. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17666. // IcosahedronBufferGeometry
  17667. function IcosahedronBufferGeometry( radius, detail ) {
  17668. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17669. var vertices = [
  17670. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17671. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17672. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17673. ];
  17674. var indices = [
  17675. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17676. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17677. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17678. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17679. ];
  17680. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17681. this.type = 'IcosahedronBufferGeometry';
  17682. this.parameters = {
  17683. radius: radius,
  17684. detail: detail
  17685. };
  17686. }
  17687. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17688. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17689. /**
  17690. * @author Abe Pazos / https://hamoid.com
  17691. * @author Mugen87 / https://github.com/Mugen87
  17692. */
  17693. // DodecahedronGeometry
  17694. function DodecahedronGeometry( radius, detail ) {
  17695. Geometry.call( this );
  17696. this.type = 'DodecahedronGeometry';
  17697. this.parameters = {
  17698. radius: radius,
  17699. detail: detail
  17700. };
  17701. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17702. this.mergeVertices();
  17703. }
  17704. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17705. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17706. // DodecahedronBufferGeometry
  17707. function DodecahedronBufferGeometry( radius, detail ) {
  17708. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17709. var r = 1 / t;
  17710. var vertices = [
  17711. // (±1, ±1, ±1)
  17712. - 1, - 1, - 1, - 1, - 1, 1,
  17713. - 1, 1, - 1, - 1, 1, 1,
  17714. 1, - 1, - 1, 1, - 1, 1,
  17715. 1, 1, - 1, 1, 1, 1,
  17716. // (0, ±1/φ, ±φ)
  17717. 0, - r, - t, 0, - r, t,
  17718. 0, r, - t, 0, r, t,
  17719. // (±1/φ, ±φ, 0)
  17720. - r, - t, 0, - r, t, 0,
  17721. r, - t, 0, r, t, 0,
  17722. // (±φ, 0, ±1/φ)
  17723. - t, 0, - r, t, 0, - r,
  17724. - t, 0, r, t, 0, r
  17725. ];
  17726. var indices = [
  17727. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17728. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17729. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17730. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17731. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17732. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17733. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17734. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17735. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17736. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17737. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17738. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17739. ];
  17740. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17741. this.type = 'DodecahedronBufferGeometry';
  17742. this.parameters = {
  17743. radius: radius,
  17744. detail: detail
  17745. };
  17746. }
  17747. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17748. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17749. /**
  17750. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17751. * @author WestLangley / https://github.com/WestLangley
  17752. * @author zz85 / https://github.com/zz85
  17753. * @author miningold / https://github.com/miningold
  17754. * @author jonobr1 / https://github.com/jonobr1
  17755. * @author Mugen87 / https://github.com/Mugen87
  17756. *
  17757. */
  17758. // TubeGeometry
  17759. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17760. Geometry.call( this );
  17761. this.type = 'TubeGeometry';
  17762. this.parameters = {
  17763. path: path,
  17764. tubularSegments: tubularSegments,
  17765. radius: radius,
  17766. radialSegments: radialSegments,
  17767. closed: closed
  17768. };
  17769. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17770. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17771. // expose internals
  17772. this.tangents = bufferGeometry.tangents;
  17773. this.normals = bufferGeometry.normals;
  17774. this.binormals = bufferGeometry.binormals;
  17775. // create geometry
  17776. this.fromBufferGeometry( bufferGeometry );
  17777. this.mergeVertices();
  17778. }
  17779. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17780. TubeGeometry.prototype.constructor = TubeGeometry;
  17781. // TubeBufferGeometry
  17782. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17783. BufferGeometry.call( this );
  17784. this.type = 'TubeBufferGeometry';
  17785. this.parameters = {
  17786. path: path,
  17787. tubularSegments: tubularSegments,
  17788. radius: radius,
  17789. radialSegments: radialSegments,
  17790. closed: closed
  17791. };
  17792. tubularSegments = tubularSegments || 64;
  17793. radius = radius || 1;
  17794. radialSegments = radialSegments || 8;
  17795. closed = closed || false;
  17796. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17797. // expose internals
  17798. this.tangents = frames.tangents;
  17799. this.normals = frames.normals;
  17800. this.binormals = frames.binormals;
  17801. // helper variables
  17802. var vertex = new Vector3();
  17803. var normal = new Vector3();
  17804. var uv = new Vector2();
  17805. var P = new Vector3();
  17806. // buffer
  17807. var vertices = [];
  17808. var normals = [];
  17809. var uvs = [];
  17810. var indices = [];
  17811. // create buffer data
  17812. generateBufferData();
  17813. // build geometry
  17814. this.setIndex( indices );
  17815. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17816. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17817. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17818. // functions
  17819. function generateBufferData() {
  17820. for ( var i = 0; i < tubularSegments; i ++ ) {
  17821. generateSegment( i );
  17822. }
  17823. // if the geometry is not closed, generate the last row of vertices and normals
  17824. // at the regular position on the given path
  17825. //
  17826. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17827. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17828. // uvs are generated in a separate function.
  17829. // this makes it easy compute correct values for closed geometries
  17830. generateUVs();
  17831. // finally create faces
  17832. generateIndices();
  17833. }
  17834. function generateSegment( i ) {
  17835. // we use getPointAt to sample evenly distributed points from the given path
  17836. P = path.getPointAt( i / tubularSegments, P );
  17837. // retrieve corresponding normal and binormal
  17838. var N = frames.normals[ i ];
  17839. var B = frames.binormals[ i ];
  17840. // generate normals and vertices for the current segment
  17841. for ( var j = 0; j <= radialSegments; j ++ ) {
  17842. var v = j / radialSegments * Math.PI * 2;
  17843. var sin = Math.sin( v );
  17844. var cos = - Math.cos( v );
  17845. // normal
  17846. normal.x = ( cos * N.x + sin * B.x );
  17847. normal.y = ( cos * N.y + sin * B.y );
  17848. normal.z = ( cos * N.z + sin * B.z );
  17849. normal.normalize();
  17850. normals.push( normal.x, normal.y, normal.z );
  17851. // vertex
  17852. vertex.x = P.x + radius * normal.x;
  17853. vertex.y = P.y + radius * normal.y;
  17854. vertex.z = P.z + radius * normal.z;
  17855. vertices.push( vertex.x, vertex.y, vertex.z );
  17856. }
  17857. }
  17858. function generateIndices() {
  17859. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17860. for ( var i = 1; i <= radialSegments; i ++ ) {
  17861. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17862. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17863. var c = ( radialSegments + 1 ) * j + i;
  17864. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17865. // faces
  17866. indices.push( a, b, d );
  17867. indices.push( b, c, d );
  17868. }
  17869. }
  17870. }
  17871. function generateUVs() {
  17872. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17873. for ( var j = 0; j <= radialSegments; j ++ ) {
  17874. uv.x = i / tubularSegments;
  17875. uv.y = j / radialSegments;
  17876. uvs.push( uv.x, uv.y );
  17877. }
  17878. }
  17879. }
  17880. }
  17881. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17882. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17883. TubeBufferGeometry.prototype.toJSON = function () {
  17884. var data = BufferGeometry.prototype.toJSON.call( this );
  17885. data.path = this.parameters.path.toJSON();
  17886. return data;
  17887. };
  17888. /**
  17889. * @author oosmoxiecode
  17890. * @author Mugen87 / https://github.com/Mugen87
  17891. *
  17892. * based on http://www.blackpawn.com/texts/pqtorus/
  17893. */
  17894. // TorusKnotGeometry
  17895. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17896. Geometry.call( this );
  17897. this.type = 'TorusKnotGeometry';
  17898. this.parameters = {
  17899. radius: radius,
  17900. tube: tube,
  17901. tubularSegments: tubularSegments,
  17902. radialSegments: radialSegments,
  17903. p: p,
  17904. q: q
  17905. };
  17906. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17907. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17908. this.mergeVertices();
  17909. }
  17910. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17911. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17912. // TorusKnotBufferGeometry
  17913. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17914. BufferGeometry.call( this );
  17915. this.type = 'TorusKnotBufferGeometry';
  17916. this.parameters = {
  17917. radius: radius,
  17918. tube: tube,
  17919. tubularSegments: tubularSegments,
  17920. radialSegments: radialSegments,
  17921. p: p,
  17922. q: q
  17923. };
  17924. radius = radius || 1;
  17925. tube = tube || 0.4;
  17926. tubularSegments = Math.floor( tubularSegments ) || 64;
  17927. radialSegments = Math.floor( radialSegments ) || 8;
  17928. p = p || 2;
  17929. q = q || 3;
  17930. // buffers
  17931. var indices = [];
  17932. var vertices = [];
  17933. var normals = [];
  17934. var uvs = [];
  17935. // helper variables
  17936. var vertex = new Vector3();
  17937. var normal = new Vector3();
  17938. var P1 = new Vector3();
  17939. var P2 = new Vector3();
  17940. var B = new Vector3();
  17941. var T = new Vector3();
  17942. var N = new Vector3();
  17943. // generate vertices, normals and uvs
  17944. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17945. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17946. var u = i / tubularSegments * p * Math.PI * 2;
  17947. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17948. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17949. calculatePositionOnCurve( u, p, q, radius, P1 );
  17950. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17951. // calculate orthonormal basis
  17952. T.subVectors( P2, P1 );
  17953. N.addVectors( P2, P1 );
  17954. B.crossVectors( T, N );
  17955. N.crossVectors( B, T );
  17956. // normalize B, N. T can be ignored, we don't use it
  17957. B.normalize();
  17958. N.normalize();
  17959. for ( var j = 0; j <= radialSegments; ++ j ) {
  17960. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17961. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17962. var v = j / radialSegments * Math.PI * 2;
  17963. var cx = - tube * Math.cos( v );
  17964. var cy = tube * Math.sin( v );
  17965. // now calculate the final vertex position.
  17966. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17967. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17968. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17969. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17970. vertices.push( vertex.x, vertex.y, vertex.z );
  17971. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17972. normal.subVectors( vertex, P1 ).normalize();
  17973. normals.push( normal.x, normal.y, normal.z );
  17974. // uv
  17975. uvs.push( i / tubularSegments );
  17976. uvs.push( j / radialSegments );
  17977. }
  17978. }
  17979. // generate indices
  17980. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17981. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17982. // indices
  17983. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17984. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17985. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17986. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17987. // faces
  17988. indices.push( a, b, d );
  17989. indices.push( b, c, d );
  17990. }
  17991. }
  17992. // build geometry
  17993. this.setIndex( indices );
  17994. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17995. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17996. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17997. // this function calculates the current position on the torus curve
  17998. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17999. var cu = Math.cos( u );
  18000. var su = Math.sin( u );
  18001. var quOverP = q / p * u;
  18002. var cs = Math.cos( quOverP );
  18003. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  18004. position.y = radius * ( 2 + cs ) * su * 0.5;
  18005. position.z = radius * Math.sin( quOverP ) * 0.5;
  18006. }
  18007. }
  18008. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18009. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  18010. /**
  18011. * @author oosmoxiecode
  18012. * @author mrdoob / http://mrdoob.com/
  18013. * @author Mugen87 / https://github.com/Mugen87
  18014. */
  18015. // TorusGeometry
  18016. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18017. Geometry.call( this );
  18018. this.type = 'TorusGeometry';
  18019. this.parameters = {
  18020. radius: radius,
  18021. tube: tube,
  18022. radialSegments: radialSegments,
  18023. tubularSegments: tubularSegments,
  18024. arc: arc
  18025. };
  18026. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  18027. this.mergeVertices();
  18028. }
  18029. TorusGeometry.prototype = Object.create( Geometry.prototype );
  18030. TorusGeometry.prototype.constructor = TorusGeometry;
  18031. // TorusBufferGeometry
  18032. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18033. BufferGeometry.call( this );
  18034. this.type = 'TorusBufferGeometry';
  18035. this.parameters = {
  18036. radius: radius,
  18037. tube: tube,
  18038. radialSegments: radialSegments,
  18039. tubularSegments: tubularSegments,
  18040. arc: arc
  18041. };
  18042. radius = radius || 1;
  18043. tube = tube || 0.4;
  18044. radialSegments = Math.floor( radialSegments ) || 8;
  18045. tubularSegments = Math.floor( tubularSegments ) || 6;
  18046. arc = arc || Math.PI * 2;
  18047. // buffers
  18048. var indices = [];
  18049. var vertices = [];
  18050. var normals = [];
  18051. var uvs = [];
  18052. // helper variables
  18053. var center = new Vector3();
  18054. var vertex = new Vector3();
  18055. var normal = new Vector3();
  18056. // generate vertices, normals and uvs
  18057. for ( var j = 0; j <= radialSegments; j ++ ) {
  18058. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18059. var u = i / tubularSegments * arc;
  18060. var v = j / radialSegments * Math.PI * 2;
  18061. // vertex
  18062. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18063. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18064. vertex.z = tube * Math.sin( v );
  18065. vertices.push( vertex.x, vertex.y, vertex.z );
  18066. // normal
  18067. center.x = radius * Math.cos( u );
  18068. center.y = radius * Math.sin( u );
  18069. normal.subVectors( vertex, center ).normalize();
  18070. normals.push( normal.x, normal.y, normal.z );
  18071. // uv
  18072. uvs.push( i / tubularSegments );
  18073. uvs.push( j / radialSegments );
  18074. }
  18075. }
  18076. // generate indices
  18077. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  18078. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  18079. // indices
  18080. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  18081. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  18082. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18083. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  18084. // faces
  18085. indices.push( a, b, d );
  18086. indices.push( b, c, d );
  18087. }
  18088. }
  18089. // build geometry
  18090. this.setIndex( indices );
  18091. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18092. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18093. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18094. }
  18095. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18096. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  18097. /**
  18098. * @author Mugen87 / https://github.com/Mugen87
  18099. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18100. */
  18101. var Earcut = {
  18102. triangulate: function ( data, holeIndices, dim ) {
  18103. dim = dim || 2;
  18104. var hasHoles = holeIndices && holeIndices.length,
  18105. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  18106. outerNode = linkedList( data, 0, outerLen, dim, true ),
  18107. triangles = [];
  18108. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  18109. var minX, minY, maxX, maxY, x, y, invSize;
  18110. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  18111. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18112. if ( data.length > 80 * dim ) {
  18113. minX = maxX = data[ 0 ];
  18114. minY = maxY = data[ 1 ];
  18115. for ( var i = dim; i < outerLen; i += dim ) {
  18116. x = data[ i ];
  18117. y = data[ i + 1 ];
  18118. if ( x < minX ) { minX = x; }
  18119. if ( y < minY ) { minY = y; }
  18120. if ( x > maxX ) { maxX = x; }
  18121. if ( y > maxY ) { maxY = y; }
  18122. }
  18123. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18124. invSize = Math.max( maxX - minX, maxY - minY );
  18125. invSize = invSize !== 0 ? 1 / invSize : 0;
  18126. }
  18127. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  18128. return triangles;
  18129. }
  18130. };
  18131. // create a circular doubly linked list from polygon points in the specified winding order
  18132. function linkedList( data, start, end, dim, clockwise ) {
  18133. var i, last;
  18134. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  18135. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18136. } else {
  18137. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18138. }
  18139. if ( last && equals( last, last.next ) ) {
  18140. removeNode( last );
  18141. last = last.next;
  18142. }
  18143. return last;
  18144. }
  18145. // eliminate colinear or duplicate points
  18146. function filterPoints( start, end ) {
  18147. if ( ! start ) { return start; }
  18148. if ( ! end ) { end = start; }
  18149. var p = start,
  18150. again;
  18151. do {
  18152. again = false;
  18153. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  18154. removeNode( p );
  18155. p = end = p.prev;
  18156. if ( p === p.next ) { break; }
  18157. again = true;
  18158. } else {
  18159. p = p.next;
  18160. }
  18161. } while ( again || p !== end );
  18162. return end;
  18163. }
  18164. // main ear slicing loop which triangulates a polygon (given as a linked list)
  18165. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  18166. if ( ! ear ) { return; }
  18167. // interlink polygon nodes in z-order
  18168. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  18169. var stop = ear,
  18170. prev, next;
  18171. // iterate through ears, slicing them one by one
  18172. while ( ear.prev !== ear.next ) {
  18173. prev = ear.prev;
  18174. next = ear.next;
  18175. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  18176. // cut off the triangle
  18177. triangles.push( prev.i / dim );
  18178. triangles.push( ear.i / dim );
  18179. triangles.push( next.i / dim );
  18180. removeNode( ear );
  18181. // skipping the next vertex leads to less sliver triangles
  18182. ear = next.next;
  18183. stop = next.next;
  18184. continue;
  18185. }
  18186. ear = next;
  18187. // if we looped through the whole remaining polygon and can't find any more ears
  18188. if ( ear === stop ) {
  18189. // try filtering points and slicing again
  18190. if ( ! pass ) {
  18191. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18192. // if this didn't work, try curing all small self-intersections locally
  18193. } else if ( pass === 1 ) {
  18194. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18195. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18196. // as a last resort, try splitting the remaining polygon into two
  18197. } else if ( pass === 2 ) {
  18198. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18199. }
  18200. break;
  18201. }
  18202. }
  18203. }
  18204. // check whether a polygon node forms a valid ear with adjacent nodes
  18205. function isEar( ear ) {
  18206. var a = ear.prev,
  18207. b = ear,
  18208. c = ear.next;
  18209. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18210. // now make sure we don't have other points inside the potential ear
  18211. var p = ear.next.next;
  18212. while ( p !== ear.prev ) {
  18213. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18214. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18215. p = p.next;
  18216. }
  18217. return true;
  18218. }
  18219. function isEarHashed( ear, minX, minY, invSize ) {
  18220. var a = ear.prev,
  18221. b = ear,
  18222. c = ear.next;
  18223. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18224. // triangle bbox; min & max are calculated like this for speed
  18225. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18226. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18227. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18228. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18229. // z-order range for the current triangle bbox;
  18230. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18231. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18232. var p = ear.prevZ,
  18233. n = ear.nextZ;
  18234. // look for points inside the triangle in both directions
  18235. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18236. if ( p !== ear.prev && p !== ear.next &&
  18237. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18238. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18239. p = p.prevZ;
  18240. if ( n !== ear.prev && n !== ear.next &&
  18241. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18242. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18243. n = n.nextZ;
  18244. }
  18245. // look for remaining points in decreasing z-order
  18246. while ( p && p.z >= minZ ) {
  18247. if ( p !== ear.prev && p !== ear.next &&
  18248. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18249. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18250. p = p.prevZ;
  18251. }
  18252. // look for remaining points in increasing z-order
  18253. while ( n && n.z <= maxZ ) {
  18254. if ( n !== ear.prev && n !== ear.next &&
  18255. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18256. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18257. n = n.nextZ;
  18258. }
  18259. return true;
  18260. }
  18261. // go through all polygon nodes and cure small local self-intersections
  18262. function cureLocalIntersections( start, triangles, dim ) {
  18263. var p = start;
  18264. do {
  18265. var a = p.prev,
  18266. b = p.next.next;
  18267. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18268. triangles.push( a.i / dim );
  18269. triangles.push( p.i / dim );
  18270. triangles.push( b.i / dim );
  18271. // remove two nodes involved
  18272. removeNode( p );
  18273. removeNode( p.next );
  18274. p = start = b;
  18275. }
  18276. p = p.next;
  18277. } while ( p !== start );
  18278. return filterPoints( p );
  18279. }
  18280. // try splitting polygon into two and triangulate them independently
  18281. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18282. // look for a valid diagonal that divides the polygon into two
  18283. var a = start;
  18284. do {
  18285. var b = a.next.next;
  18286. while ( b !== a.prev ) {
  18287. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18288. // split the polygon in two by the diagonal
  18289. var c = splitPolygon( a, b );
  18290. // filter colinear points around the cuts
  18291. a = filterPoints( a, a.next );
  18292. c = filterPoints( c, c.next );
  18293. // run earcut on each half
  18294. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18295. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18296. return;
  18297. }
  18298. b = b.next;
  18299. }
  18300. a = a.next;
  18301. } while ( a !== start );
  18302. }
  18303. // link every hole into the outer loop, producing a single-ring polygon without holes
  18304. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18305. var queue = [],
  18306. i, len, start, end, list;
  18307. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18308. start = holeIndices[ i ] * dim;
  18309. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18310. list = linkedList( data, start, end, dim, false );
  18311. if ( list === list.next ) { list.steiner = true; }
  18312. queue.push( getLeftmost( list ) );
  18313. }
  18314. queue.sort( compareX );
  18315. // process holes from left to right
  18316. for ( i = 0; i < queue.length; i ++ ) {
  18317. eliminateHole( queue[ i ], outerNode );
  18318. outerNode = filterPoints( outerNode, outerNode.next );
  18319. }
  18320. return outerNode;
  18321. }
  18322. function compareX( a, b ) {
  18323. return a.x - b.x;
  18324. }
  18325. // find a bridge between vertices that connects hole with an outer ring and and link it
  18326. function eliminateHole( hole, outerNode ) {
  18327. outerNode = findHoleBridge( hole, outerNode );
  18328. if ( outerNode ) {
  18329. var b = splitPolygon( outerNode, hole );
  18330. // filter collinear points around the cuts
  18331. filterPoints( outerNode, outerNode.next );
  18332. filterPoints( b, b.next );
  18333. }
  18334. }
  18335. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18336. function findHoleBridge( hole, outerNode ) {
  18337. var p = outerNode,
  18338. hx = hole.x,
  18339. hy = hole.y,
  18340. qx = - Infinity,
  18341. m;
  18342. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18343. // segment's endpoint with lesser x will be potential connection point
  18344. do {
  18345. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18346. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18347. if ( x <= hx && x > qx ) {
  18348. qx = x;
  18349. if ( x === hx ) {
  18350. if ( hy === p.y ) { return p; }
  18351. if ( hy === p.next.y ) { return p.next; }
  18352. }
  18353. m = p.x < p.next.x ? p : p.next;
  18354. }
  18355. }
  18356. p = p.next;
  18357. } while ( p !== outerNode );
  18358. if ( ! m ) { return null; }
  18359. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18360. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18361. // if there are no points found, we have a valid connection;
  18362. // otherwise choose the point of the minimum angle with the ray as connection point
  18363. var stop = m,
  18364. mx = m.x,
  18365. my = m.y,
  18366. tanMin = Infinity,
  18367. tan;
  18368. p = m;
  18369. do {
  18370. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18371. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18372. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18373. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18374. m = p;
  18375. tanMin = tan;
  18376. }
  18377. }
  18378. p = p.next;
  18379. } while ( p !== stop );
  18380. return m;
  18381. }
  18382. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18383. function sectorContainsSector( m, p ) {
  18384. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18385. }
  18386. // interlink polygon nodes in z-order
  18387. function indexCurve( start, minX, minY, invSize ) {
  18388. var p = start;
  18389. do {
  18390. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18391. p.prevZ = p.prev;
  18392. p.nextZ = p.next;
  18393. p = p.next;
  18394. } while ( p !== start );
  18395. p.prevZ.nextZ = null;
  18396. p.prevZ = null;
  18397. sortLinked( p );
  18398. }
  18399. // Simon Tatham's linked list merge sort algorithm
  18400. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18401. function sortLinked( list ) {
  18402. var i, p, q, e, tail, numMerges, pSize, qSize,
  18403. inSize = 1;
  18404. do {
  18405. p = list;
  18406. list = null;
  18407. tail = null;
  18408. numMerges = 0;
  18409. while ( p ) {
  18410. numMerges ++;
  18411. q = p;
  18412. pSize = 0;
  18413. for ( i = 0; i < inSize; i ++ ) {
  18414. pSize ++;
  18415. q = q.nextZ;
  18416. if ( ! q ) { break; }
  18417. }
  18418. qSize = inSize;
  18419. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18420. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18421. e = p;
  18422. p = p.nextZ;
  18423. pSize --;
  18424. } else {
  18425. e = q;
  18426. q = q.nextZ;
  18427. qSize --;
  18428. }
  18429. if ( tail ) { tail.nextZ = e; }
  18430. else { list = e; }
  18431. e.prevZ = tail;
  18432. tail = e;
  18433. }
  18434. p = q;
  18435. }
  18436. tail.nextZ = null;
  18437. inSize *= 2;
  18438. } while ( numMerges > 1 );
  18439. return list;
  18440. }
  18441. // z-order of a point given coords and inverse of the longer side of data bbox
  18442. function zOrder( x, y, minX, minY, invSize ) {
  18443. // coords are transformed into non-negative 15-bit integer range
  18444. x = 32767 * ( x - minX ) * invSize;
  18445. y = 32767 * ( y - minY ) * invSize;
  18446. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18447. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18448. x = ( x | ( x << 2 ) ) & 0x33333333;
  18449. x = ( x | ( x << 1 ) ) & 0x55555555;
  18450. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18451. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18452. y = ( y | ( y << 2 ) ) & 0x33333333;
  18453. y = ( y | ( y << 1 ) ) & 0x55555555;
  18454. return x | ( y << 1 );
  18455. }
  18456. // find the leftmost node of a polygon ring
  18457. function getLeftmost( start ) {
  18458. var p = start,
  18459. leftmost = start;
  18460. do {
  18461. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18462. p = p.next;
  18463. } while ( p !== start );
  18464. return leftmost;
  18465. }
  18466. // check if a point lies within a convex triangle
  18467. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18468. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18469. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18470. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18471. }
  18472. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18473. function isValidDiagonal( a, b ) {
  18474. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18475. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18476. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18477. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18478. }
  18479. // signed area of a triangle
  18480. function area( p, q, r ) {
  18481. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18482. }
  18483. // check if two points are equal
  18484. function equals( p1, p2 ) {
  18485. return p1.x === p2.x && p1.y === p2.y;
  18486. }
  18487. // check if two segments intersect
  18488. function intersects( p1, q1, p2, q2 ) {
  18489. var o1 = sign( area( p1, q1, p2 ) );
  18490. var o2 = sign( area( p1, q1, q2 ) );
  18491. var o3 = sign( area( p2, q2, p1 ) );
  18492. var o4 = sign( area( p2, q2, q1 ) );
  18493. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18494. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18495. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18496. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18497. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18498. return false;
  18499. }
  18500. // for collinear points p, q, r, check if point q lies on segment pr
  18501. function onSegment( p, q, r ) {
  18502. 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 );
  18503. }
  18504. function sign( num ) {
  18505. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18506. }
  18507. // check if a polygon diagonal intersects any polygon segments
  18508. function intersectsPolygon( a, b ) {
  18509. var p = a;
  18510. do {
  18511. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18512. intersects( p, p.next, a, b ) ) { return true; }
  18513. p = p.next;
  18514. } while ( p !== a );
  18515. return false;
  18516. }
  18517. // check if a polygon diagonal is locally inside the polygon
  18518. function locallyInside( a, b ) {
  18519. return area( a.prev, a, a.next ) < 0 ?
  18520. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18521. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18522. }
  18523. // check if the middle point of a polygon diagonal is inside the polygon
  18524. function middleInside( a, b ) {
  18525. var p = a,
  18526. inside = false,
  18527. px = ( a.x + b.x ) / 2,
  18528. py = ( a.y + b.y ) / 2;
  18529. do {
  18530. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18531. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18532. { inside = ! inside; }
  18533. p = p.next;
  18534. } while ( p !== a );
  18535. return inside;
  18536. }
  18537. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18538. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18539. function splitPolygon( a, b ) {
  18540. var a2 = new Node( a.i, a.x, a.y ),
  18541. b2 = new Node( b.i, b.x, b.y ),
  18542. an = a.next,
  18543. bp = b.prev;
  18544. a.next = b;
  18545. b.prev = a;
  18546. a2.next = an;
  18547. an.prev = a2;
  18548. b2.next = a2;
  18549. a2.prev = b2;
  18550. bp.next = b2;
  18551. b2.prev = bp;
  18552. return b2;
  18553. }
  18554. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18555. function insertNode( i, x, y, last ) {
  18556. var p = new Node( i, x, y );
  18557. if ( ! last ) {
  18558. p.prev = p;
  18559. p.next = p;
  18560. } else {
  18561. p.next = last.next;
  18562. p.prev = last;
  18563. last.next.prev = p;
  18564. last.next = p;
  18565. }
  18566. return p;
  18567. }
  18568. function removeNode( p ) {
  18569. p.next.prev = p.prev;
  18570. p.prev.next = p.next;
  18571. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18572. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18573. }
  18574. function Node( i, x, y ) {
  18575. // vertex index in coordinates array
  18576. this.i = i;
  18577. // vertex coordinates
  18578. this.x = x;
  18579. this.y = y;
  18580. // previous and next vertex nodes in a polygon ring
  18581. this.prev = null;
  18582. this.next = null;
  18583. // z-order curve value
  18584. this.z = null;
  18585. // previous and next nodes in z-order
  18586. this.prevZ = null;
  18587. this.nextZ = null;
  18588. // indicates whether this is a steiner point
  18589. this.steiner = false;
  18590. }
  18591. function signedArea( data, start, end, dim ) {
  18592. var sum = 0;
  18593. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18594. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18595. j = i;
  18596. }
  18597. return sum;
  18598. }
  18599. /**
  18600. * @author zz85 / http://www.lab4games.net/zz85/blog
  18601. */
  18602. var ShapeUtils = {
  18603. // calculate area of the contour polygon
  18604. area: function ( contour ) {
  18605. var n = contour.length;
  18606. var a = 0.0;
  18607. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18608. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18609. }
  18610. return a * 0.5;
  18611. },
  18612. isClockWise: function ( pts ) {
  18613. return ShapeUtils.area( pts ) < 0;
  18614. },
  18615. triangulateShape: function ( contour, holes ) {
  18616. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18617. var holeIndices = []; // array of hole indices
  18618. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18619. removeDupEndPts( contour );
  18620. addContour( vertices, contour );
  18621. //
  18622. var holeIndex = contour.length;
  18623. holes.forEach( removeDupEndPts );
  18624. for ( var i = 0; i < holes.length; i ++ ) {
  18625. holeIndices.push( holeIndex );
  18626. holeIndex += holes[ i ].length;
  18627. addContour( vertices, holes[ i ] );
  18628. }
  18629. //
  18630. var triangles = Earcut.triangulate( vertices, holeIndices );
  18631. //
  18632. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18633. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18634. }
  18635. return faces;
  18636. }
  18637. };
  18638. function removeDupEndPts( points ) {
  18639. var l = points.length;
  18640. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18641. points.pop();
  18642. }
  18643. }
  18644. function addContour( vertices, contour ) {
  18645. for ( var i = 0; i < contour.length; i ++ ) {
  18646. vertices.push( contour[ i ].x );
  18647. vertices.push( contour[ i ].y );
  18648. }
  18649. }
  18650. /**
  18651. * @author zz85 / http://www.lab4games.net/zz85/blog
  18652. *
  18653. * Creates extruded geometry from a path shape.
  18654. *
  18655. * parameters = {
  18656. *
  18657. * curveSegments: <int>, // number of points on the curves
  18658. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18659. * depth: <float>, // Depth to extrude the shape
  18660. *
  18661. * bevelEnabled: <bool>, // turn on bevel
  18662. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18663. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18664. * bevelOffset: <float>, // how far from shape outline does bevel start
  18665. * bevelSegments: <int>, // number of bevel layers
  18666. *
  18667. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18668. *
  18669. * UVGenerator: <Object> // object that provides UV generator functions
  18670. *
  18671. * }
  18672. */
  18673. // ExtrudeGeometry
  18674. function ExtrudeGeometry( shapes, options ) {
  18675. Geometry.call( this );
  18676. this.type = 'ExtrudeGeometry';
  18677. this.parameters = {
  18678. shapes: shapes,
  18679. options: options
  18680. };
  18681. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18682. this.mergeVertices();
  18683. }
  18684. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18685. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18686. ExtrudeGeometry.prototype.toJSON = function () {
  18687. var data = Geometry.prototype.toJSON.call( this );
  18688. var shapes = this.parameters.shapes;
  18689. var options = this.parameters.options;
  18690. return toJSON( shapes, options, data );
  18691. };
  18692. // ExtrudeBufferGeometry
  18693. function ExtrudeBufferGeometry( shapes, options ) {
  18694. BufferGeometry.call( this );
  18695. this.type = 'ExtrudeBufferGeometry';
  18696. this.parameters = {
  18697. shapes: shapes,
  18698. options: options
  18699. };
  18700. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18701. var scope = this;
  18702. var verticesArray = [];
  18703. var uvArray = [];
  18704. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18705. var shape = shapes[ i ];
  18706. addShape( shape );
  18707. }
  18708. // build geometry
  18709. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18710. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18711. this.computeVertexNormals();
  18712. // functions
  18713. function addShape( shape ) {
  18714. var placeholder = [];
  18715. // options
  18716. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18717. var steps = options.steps !== undefined ? options.steps : 1;
  18718. var depth = options.depth !== undefined ? options.depth : 100;
  18719. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18720. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18721. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18722. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18723. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18724. var extrudePath = options.extrudePath;
  18725. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18726. // deprecated options
  18727. if ( options.amount !== undefined ) {
  18728. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18729. depth = options.amount;
  18730. }
  18731. //
  18732. var extrudePts, extrudeByPath = false;
  18733. var splineTube, binormal, normal, position2;
  18734. if ( extrudePath ) {
  18735. extrudePts = extrudePath.getSpacedPoints( steps );
  18736. extrudeByPath = true;
  18737. bevelEnabled = false; // bevels not supported for path extrusion
  18738. // SETUP TNB variables
  18739. // TODO1 - have a .isClosed in spline?
  18740. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18741. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18742. binormal = new Vector3();
  18743. normal = new Vector3();
  18744. position2 = new Vector3();
  18745. }
  18746. // Safeguards if bevels are not enabled
  18747. if ( ! bevelEnabled ) {
  18748. bevelSegments = 0;
  18749. bevelThickness = 0;
  18750. bevelSize = 0;
  18751. bevelOffset = 0;
  18752. }
  18753. // Variables initialization
  18754. var shapePoints = shape.extractPoints( curveSegments );
  18755. var vertices = shapePoints.shape;
  18756. var holes = shapePoints.holes;
  18757. var reverse = ! ShapeUtils.isClockWise( vertices );
  18758. if ( reverse ) {
  18759. vertices = vertices.reverse();
  18760. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18761. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18762. var ahole = holes[ h ];
  18763. if ( ShapeUtils.isClockWise( ahole ) ) {
  18764. holes[ h ] = ahole.reverse();
  18765. }
  18766. }
  18767. }
  18768. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18769. /* Vertices */
  18770. var contour = vertices; // vertices has all points but contour has only points of circumference
  18771. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18772. var ahole$1 = holes[ h$1 ];
  18773. vertices = vertices.concat( ahole$1 );
  18774. }
  18775. function scalePt2( pt, vec, size ) {
  18776. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18777. return vec.clone().multiplyScalar( size ).add( pt );
  18778. }
  18779. var vlen = vertices.length, flen = faces.length;
  18780. // Find directions for point movement
  18781. function getBevelVec( inPt, inPrev, inNext ) {
  18782. // computes for inPt the corresponding point inPt' on a new contour
  18783. // shifted by 1 unit (length of normalized vector) to the left
  18784. // if we walk along contour clockwise, this new contour is outside the old one
  18785. //
  18786. // inPt' is the intersection of the two lines parallel to the two
  18787. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18788. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18789. // good reading for geometry algorithms (here: line-line intersection)
  18790. // http://geomalgorithms.com/a05-_intersect-1.html
  18791. var v_prev_x = inPt.x - inPrev.x,
  18792. v_prev_y = inPt.y - inPrev.y;
  18793. var v_next_x = inNext.x - inPt.x,
  18794. v_next_y = inNext.y - inPt.y;
  18795. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18796. // check for collinear edges
  18797. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18798. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18799. // not collinear
  18800. // length of vectors for normalizing
  18801. var v_prev_len = Math.sqrt( v_prev_lensq );
  18802. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18803. // shift adjacent points by unit vectors to the left
  18804. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18805. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18806. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18807. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18808. // scaling factor for v_prev to intersection point
  18809. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18810. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18811. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18812. // vector from inPt to intersection point
  18813. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18814. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18815. // Don't normalize!, otherwise sharp corners become ugly
  18816. // but prevent crazy spikes
  18817. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18818. if ( v_trans_lensq <= 2 ) {
  18819. return new Vector2( v_trans_x, v_trans_y );
  18820. } else {
  18821. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18822. }
  18823. } else {
  18824. // handle special case of collinear edges
  18825. var direction_eq = false; // assumes: opposite
  18826. if ( v_prev_x > Number.EPSILON ) {
  18827. if ( v_next_x > Number.EPSILON ) {
  18828. direction_eq = true;
  18829. }
  18830. } else {
  18831. if ( v_prev_x < - Number.EPSILON ) {
  18832. if ( v_next_x < - Number.EPSILON ) {
  18833. direction_eq = true;
  18834. }
  18835. } else {
  18836. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18837. direction_eq = true;
  18838. }
  18839. }
  18840. }
  18841. if ( direction_eq ) {
  18842. // console.log("Warning: lines are a straight sequence");
  18843. v_trans_x = - v_prev_y;
  18844. v_trans_y = v_prev_x;
  18845. shrink_by = Math.sqrt( v_prev_lensq );
  18846. } else {
  18847. // console.log("Warning: lines are a straight spike");
  18848. v_trans_x = v_prev_x;
  18849. v_trans_y = v_prev_y;
  18850. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18851. }
  18852. }
  18853. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18854. }
  18855. var contourMovements = [];
  18856. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18857. if ( j === il ) { j = 0; }
  18858. if ( k === il ) { k = 0; }
  18859. // (j)---(i)---(k)
  18860. // console.log('i,j,k', i, j , k)
  18861. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18862. }
  18863. var holesMovements = [];
  18864. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18865. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18866. var ahole$2 = holes[ h$2 ];
  18867. oneHoleMovements = [];
  18868. 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 ++ ) {
  18869. if ( j$1 === il$1 ) { j$1 = 0; }
  18870. if ( k$1 === il$1 ) { k$1 = 0; }
  18871. // (j)---(i)---(k)
  18872. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18873. }
  18874. holesMovements.push( oneHoleMovements );
  18875. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18876. }
  18877. // Loop bevelSegments, 1 for the front, 1 for the back
  18878. for ( var b = 0; b < bevelSegments; b ++ ) {
  18879. //for ( b = bevelSegments; b > 0; b -- ) {
  18880. var t = b / bevelSegments;
  18881. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18882. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18883. // contract shape
  18884. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18885. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18886. v( vert.x, vert.y, - z );
  18887. }
  18888. // expand holes
  18889. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18890. var ahole$3 = holes[ h$3 ];
  18891. oneHoleMovements = holesMovements[ h$3 ];
  18892. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18893. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18894. v( vert$1.x, vert$1.y, - z );
  18895. }
  18896. }
  18897. }
  18898. var bs = bevelSize + bevelOffset;
  18899. // Back facing vertices
  18900. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18901. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18902. if ( ! extrudeByPath ) {
  18903. v( vert$2.x, vert$2.y, 0 );
  18904. } else {
  18905. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18906. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18907. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18908. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18909. v( position2.x, position2.y, position2.z );
  18910. }
  18911. }
  18912. // Add stepped vertices...
  18913. // Including front facing vertices
  18914. for ( var s = 1; s <= steps; s ++ ) {
  18915. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18916. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18917. if ( ! extrudeByPath ) {
  18918. v( vert$3.x, vert$3.y, depth / steps * s );
  18919. } else {
  18920. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18921. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18922. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18923. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18924. v( position2.x, position2.y, position2.z );
  18925. }
  18926. }
  18927. }
  18928. // Add bevel segments planes
  18929. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18930. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18931. var t$1 = b$1 / bevelSegments;
  18932. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18933. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18934. // contract shape
  18935. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18936. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18937. v( vert$4.x, vert$4.y, depth + z$1 );
  18938. }
  18939. // expand holes
  18940. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18941. var ahole$4 = holes[ h$4 ];
  18942. oneHoleMovements = holesMovements[ h$4 ];
  18943. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18944. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18945. if ( ! extrudeByPath ) {
  18946. v( vert$5.x, vert$5.y, depth + z$1 );
  18947. } else {
  18948. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18949. }
  18950. }
  18951. }
  18952. }
  18953. /* Faces */
  18954. // Top and bottom faces
  18955. buildLidFaces();
  18956. // Sides faces
  18957. buildSideFaces();
  18958. ///// Internal functions
  18959. function buildLidFaces() {
  18960. var start = verticesArray.length / 3;
  18961. if ( bevelEnabled ) {
  18962. var layer = 0; // steps + 1
  18963. var offset = vlen * layer;
  18964. // Bottom faces
  18965. for ( var i = 0; i < flen; i ++ ) {
  18966. var face = faces[ i ];
  18967. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18968. }
  18969. layer = steps + bevelSegments * 2;
  18970. offset = vlen * layer;
  18971. // Top faces
  18972. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18973. var face$1 = faces[ i$1 ];
  18974. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18975. }
  18976. } else {
  18977. // Bottom faces
  18978. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18979. var face$2 = faces[ i$2 ];
  18980. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18981. }
  18982. // Top faces
  18983. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18984. var face$3 = faces[ i$3 ];
  18985. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18986. }
  18987. }
  18988. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18989. }
  18990. // Create faces for the z-sides of the shape
  18991. function buildSideFaces() {
  18992. var start = verticesArray.length / 3;
  18993. var layeroffset = 0;
  18994. sidewalls( contour, layeroffset );
  18995. layeroffset += contour.length;
  18996. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18997. var ahole = holes[ h ];
  18998. sidewalls( ahole, layeroffset );
  18999. //, true
  19000. layeroffset += ahole.length;
  19001. }
  19002. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  19003. }
  19004. function sidewalls( contour, layeroffset ) {
  19005. var i = contour.length;
  19006. while ( -- i >= 0 ) {
  19007. var j = i;
  19008. var k = i - 1;
  19009. if ( k < 0 ) { k = contour.length - 1; }
  19010. //console.log('b', i,j, i-1, k,vertices.length);
  19011. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  19012. var slen1 = vlen * s;
  19013. var slen2 = vlen * ( s + 1 );
  19014. var a = layeroffset + j + slen1,
  19015. b = layeroffset + k + slen1,
  19016. c = layeroffset + k + slen2,
  19017. d = layeroffset + j + slen2;
  19018. f4( a, b, c, d );
  19019. }
  19020. }
  19021. }
  19022. function v( x, y, z ) {
  19023. placeholder.push( x );
  19024. placeholder.push( y );
  19025. placeholder.push( z );
  19026. }
  19027. function f3( a, b, c ) {
  19028. addVertex( a );
  19029. addVertex( b );
  19030. addVertex( c );
  19031. var nextIndex = verticesArray.length / 3;
  19032. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19033. addUV( uvs[ 0 ] );
  19034. addUV( uvs[ 1 ] );
  19035. addUV( uvs[ 2 ] );
  19036. }
  19037. function f4( a, b, c, d ) {
  19038. addVertex( a );
  19039. addVertex( b );
  19040. addVertex( d );
  19041. addVertex( b );
  19042. addVertex( c );
  19043. addVertex( d );
  19044. var nextIndex = verticesArray.length / 3;
  19045. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19046. addUV( uvs[ 0 ] );
  19047. addUV( uvs[ 1 ] );
  19048. addUV( uvs[ 3 ] );
  19049. addUV( uvs[ 1 ] );
  19050. addUV( uvs[ 2 ] );
  19051. addUV( uvs[ 3 ] );
  19052. }
  19053. function addVertex( index ) {
  19054. verticesArray.push( placeholder[ index * 3 + 0 ] );
  19055. verticesArray.push( placeholder[ index * 3 + 1 ] );
  19056. verticesArray.push( placeholder[ index * 3 + 2 ] );
  19057. }
  19058. function addUV( vector2 ) {
  19059. uvArray.push( vector2.x );
  19060. uvArray.push( vector2.y );
  19061. }
  19062. }
  19063. }
  19064. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19065. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  19066. ExtrudeBufferGeometry.prototype.toJSON = function () {
  19067. var data = BufferGeometry.prototype.toJSON.call( this );
  19068. var shapes = this.parameters.shapes;
  19069. var options = this.parameters.options;
  19070. return toJSON( shapes, options, data );
  19071. };
  19072. //
  19073. var WorldUVGenerator = {
  19074. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  19075. var a_x = vertices[ indexA * 3 ];
  19076. var a_y = vertices[ indexA * 3 + 1 ];
  19077. var b_x = vertices[ indexB * 3 ];
  19078. var b_y = vertices[ indexB * 3 + 1 ];
  19079. var c_x = vertices[ indexC * 3 ];
  19080. var c_y = vertices[ indexC * 3 + 1 ];
  19081. return [
  19082. new Vector2( a_x, a_y ),
  19083. new Vector2( b_x, b_y ),
  19084. new Vector2( c_x, c_y )
  19085. ];
  19086. },
  19087. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  19088. var a_x = vertices[ indexA * 3 ];
  19089. var a_y = vertices[ indexA * 3 + 1 ];
  19090. var a_z = vertices[ indexA * 3 + 2 ];
  19091. var b_x = vertices[ indexB * 3 ];
  19092. var b_y = vertices[ indexB * 3 + 1 ];
  19093. var b_z = vertices[ indexB * 3 + 2 ];
  19094. var c_x = vertices[ indexC * 3 ];
  19095. var c_y = vertices[ indexC * 3 + 1 ];
  19096. var c_z = vertices[ indexC * 3 + 2 ];
  19097. var d_x = vertices[ indexD * 3 ];
  19098. var d_y = vertices[ indexD * 3 + 1 ];
  19099. var d_z = vertices[ indexD * 3 + 2 ];
  19100. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  19101. return [
  19102. new Vector2( a_x, 1 - a_z ),
  19103. new Vector2( b_x, 1 - b_z ),
  19104. new Vector2( c_x, 1 - c_z ),
  19105. new Vector2( d_x, 1 - d_z )
  19106. ];
  19107. } else {
  19108. return [
  19109. new Vector2( a_y, 1 - a_z ),
  19110. new Vector2( b_y, 1 - b_z ),
  19111. new Vector2( c_y, 1 - c_z ),
  19112. new Vector2( d_y, 1 - d_z )
  19113. ];
  19114. }
  19115. }
  19116. };
  19117. function toJSON( shapes, options, data ) {
  19118. //
  19119. data.shapes = [];
  19120. if ( Array.isArray( shapes ) ) {
  19121. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19122. var shape = shapes[ i ];
  19123. data.shapes.push( shape.uuid );
  19124. }
  19125. } else {
  19126. data.shapes.push( shapes.uuid );
  19127. }
  19128. //
  19129. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  19130. return data;
  19131. }
  19132. /**
  19133. * @author zz85 / http://www.lab4games.net/zz85/blog
  19134. * @author alteredq / http://alteredqualia.com/
  19135. *
  19136. * Text = 3D Text
  19137. *
  19138. * parameters = {
  19139. * font: <THREE.Font>, // font
  19140. *
  19141. * size: <float>, // size of the text
  19142. * height: <float>, // thickness to extrude text
  19143. * curveSegments: <int>, // number of points on the curves
  19144. *
  19145. * bevelEnabled: <bool>, // turn on bevel
  19146. * bevelThickness: <float>, // how deep into text bevel goes
  19147. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  19148. * bevelOffset: <float> // how far from text outline does bevel start
  19149. * }
  19150. */
  19151. // TextGeometry
  19152. function TextGeometry( text, parameters ) {
  19153. Geometry.call( this );
  19154. this.type = 'TextGeometry';
  19155. this.parameters = {
  19156. text: text,
  19157. parameters: parameters
  19158. };
  19159. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  19160. this.mergeVertices();
  19161. }
  19162. TextGeometry.prototype = Object.create( Geometry.prototype );
  19163. TextGeometry.prototype.constructor = TextGeometry;
  19164. // TextBufferGeometry
  19165. function TextBufferGeometry( text, parameters ) {
  19166. parameters = parameters || {};
  19167. var font = parameters.font;
  19168. if ( ! ( font && font.isFont ) ) {
  19169. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  19170. return new Geometry();
  19171. }
  19172. var shapes = font.generateShapes( text, parameters.size );
  19173. // translate parameters to ExtrudeGeometry API
  19174. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  19175. // defaults
  19176. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  19177. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  19178. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  19179. ExtrudeBufferGeometry.call( this, shapes, parameters );
  19180. this.type = 'TextBufferGeometry';
  19181. }
  19182. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  19183. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  19184. /**
  19185. * @author mrdoob / http://mrdoob.com/
  19186. * @author benaadams / https://twitter.com/ben_a_adams
  19187. * @author Mugen87 / https://github.com/Mugen87
  19188. */
  19189. // SphereGeometry
  19190. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19191. Geometry.call( this );
  19192. this.type = 'SphereGeometry';
  19193. this.parameters = {
  19194. radius: radius,
  19195. widthSegments: widthSegments,
  19196. heightSegments: heightSegments,
  19197. phiStart: phiStart,
  19198. phiLength: phiLength,
  19199. thetaStart: thetaStart,
  19200. thetaLength: thetaLength
  19201. };
  19202. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19203. this.mergeVertices();
  19204. }
  19205. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19206. SphereGeometry.prototype.constructor = SphereGeometry;
  19207. // SphereBufferGeometry
  19208. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19209. BufferGeometry.call( this );
  19210. this.type = 'SphereBufferGeometry';
  19211. this.parameters = {
  19212. radius: radius,
  19213. widthSegments: widthSegments,
  19214. heightSegments: heightSegments,
  19215. phiStart: phiStart,
  19216. phiLength: phiLength,
  19217. thetaStart: thetaStart,
  19218. thetaLength: thetaLength
  19219. };
  19220. radius = radius || 1;
  19221. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19222. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19223. phiStart = phiStart !== undefined ? phiStart : 0;
  19224. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19225. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19226. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19227. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19228. var index = 0;
  19229. var grid = [];
  19230. var vertex = new Vector3();
  19231. var normal = new Vector3();
  19232. // buffers
  19233. var indices = [];
  19234. var vertices = [];
  19235. var normals = [];
  19236. var uvs = [];
  19237. // generate vertices, normals and uvs
  19238. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19239. var verticesRow = [];
  19240. var v = iy / heightSegments;
  19241. // special case for the poles
  19242. var uOffset = 0;
  19243. if ( iy == 0 && thetaStart == 0 ) {
  19244. uOffset = 0.5 / widthSegments;
  19245. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19246. uOffset = - 0.5 / widthSegments;
  19247. }
  19248. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19249. var u = ix / widthSegments;
  19250. // vertex
  19251. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19252. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19253. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19254. vertices.push( vertex.x, vertex.y, vertex.z );
  19255. // normal
  19256. normal.copy( vertex ).normalize();
  19257. normals.push( normal.x, normal.y, normal.z );
  19258. // uv
  19259. uvs.push( u + uOffset, 1 - v );
  19260. verticesRow.push( index ++ );
  19261. }
  19262. grid.push( verticesRow );
  19263. }
  19264. // indices
  19265. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19266. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19267. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19268. var b = grid[ iy$1 ][ ix$1 ];
  19269. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19270. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19271. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19272. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19273. }
  19274. }
  19275. // build geometry
  19276. this.setIndex( indices );
  19277. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19278. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19279. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19280. }
  19281. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19282. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19283. /**
  19284. * @author Kaleb Murphy
  19285. * @author Mugen87 / https://github.com/Mugen87
  19286. */
  19287. // RingGeometry
  19288. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19289. Geometry.call( this );
  19290. this.type = 'RingGeometry';
  19291. this.parameters = {
  19292. innerRadius: innerRadius,
  19293. outerRadius: outerRadius,
  19294. thetaSegments: thetaSegments,
  19295. phiSegments: phiSegments,
  19296. thetaStart: thetaStart,
  19297. thetaLength: thetaLength
  19298. };
  19299. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19300. this.mergeVertices();
  19301. }
  19302. RingGeometry.prototype = Object.create( Geometry.prototype );
  19303. RingGeometry.prototype.constructor = RingGeometry;
  19304. // RingBufferGeometry
  19305. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19306. BufferGeometry.call( this );
  19307. this.type = 'RingBufferGeometry';
  19308. this.parameters = {
  19309. innerRadius: innerRadius,
  19310. outerRadius: outerRadius,
  19311. thetaSegments: thetaSegments,
  19312. phiSegments: phiSegments,
  19313. thetaStart: thetaStart,
  19314. thetaLength: thetaLength
  19315. };
  19316. innerRadius = innerRadius || 0.5;
  19317. outerRadius = outerRadius || 1;
  19318. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19319. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19320. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19321. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19322. // buffers
  19323. var indices = [];
  19324. var vertices = [];
  19325. var normals = [];
  19326. var uvs = [];
  19327. // some helper variables
  19328. var radius = innerRadius;
  19329. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19330. var vertex = new Vector3();
  19331. var uv = new Vector2();
  19332. // generate vertices, normals and uvs
  19333. for ( var j = 0; j <= phiSegments; j ++ ) {
  19334. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19335. // values are generate from the inside of the ring to the outside
  19336. var segment = thetaStart + i / thetaSegments * thetaLength;
  19337. // vertex
  19338. vertex.x = radius * Math.cos( segment );
  19339. vertex.y = radius * Math.sin( segment );
  19340. vertices.push( vertex.x, vertex.y, vertex.z );
  19341. // normal
  19342. normals.push( 0, 0, 1 );
  19343. // uv
  19344. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19345. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19346. uvs.push( uv.x, uv.y );
  19347. }
  19348. // increase the radius for next row of vertices
  19349. radius += radiusStep;
  19350. }
  19351. // indices
  19352. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19353. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19354. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19355. var segment$1 = i$1 + thetaSegmentLevel;
  19356. var a = segment$1;
  19357. var b = segment$1 + thetaSegments + 1;
  19358. var c = segment$1 + thetaSegments + 2;
  19359. var d = segment$1 + 1;
  19360. // faces
  19361. indices.push( a, b, d );
  19362. indices.push( b, c, d );
  19363. }
  19364. }
  19365. // build geometry
  19366. this.setIndex( indices );
  19367. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19368. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19369. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19370. }
  19371. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19372. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19373. /**
  19374. * @author zz85 / https://github.com/zz85
  19375. * @author bhouston / http://clara.io
  19376. * @author Mugen87 / https://github.com/Mugen87
  19377. */
  19378. // LatheGeometry
  19379. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19380. Geometry.call( this );
  19381. this.type = 'LatheGeometry';
  19382. this.parameters = {
  19383. points: points,
  19384. segments: segments,
  19385. phiStart: phiStart,
  19386. phiLength: phiLength
  19387. };
  19388. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19389. this.mergeVertices();
  19390. }
  19391. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19392. LatheGeometry.prototype.constructor = LatheGeometry;
  19393. // LatheBufferGeometry
  19394. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19395. BufferGeometry.call( this );
  19396. this.type = 'LatheBufferGeometry';
  19397. this.parameters = {
  19398. points: points,
  19399. segments: segments,
  19400. phiStart: phiStart,
  19401. phiLength: phiLength
  19402. };
  19403. segments = Math.floor( segments ) || 12;
  19404. phiStart = phiStart || 0;
  19405. phiLength = phiLength || Math.PI * 2;
  19406. // clamp phiLength so it's in range of [ 0, 2PI ]
  19407. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19408. // buffers
  19409. var indices = [];
  19410. var vertices = [];
  19411. var uvs = [];
  19412. // helper variables
  19413. var inverseSegments = 1.0 / segments;
  19414. var vertex = new Vector3();
  19415. var uv = new Vector2();
  19416. // generate vertices and uvs
  19417. for ( var i = 0; i <= segments; i ++ ) {
  19418. var phi = phiStart + i * inverseSegments * phiLength;
  19419. var sin = Math.sin( phi );
  19420. var cos = Math.cos( phi );
  19421. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19422. // vertex
  19423. vertex.x = points[ j ].x * sin;
  19424. vertex.y = points[ j ].y;
  19425. vertex.z = points[ j ].x * cos;
  19426. vertices.push( vertex.x, vertex.y, vertex.z );
  19427. // uv
  19428. uv.x = i / segments;
  19429. uv.y = j / ( points.length - 1 );
  19430. uvs.push( uv.x, uv.y );
  19431. }
  19432. }
  19433. // indices
  19434. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19435. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19436. var base = j$1 + i$1 * points.length;
  19437. var a = base;
  19438. var b = base + points.length;
  19439. var c = base + points.length + 1;
  19440. var d = base + 1;
  19441. // faces
  19442. indices.push( a, b, d );
  19443. indices.push( b, c, d );
  19444. }
  19445. }
  19446. // build geometry
  19447. this.setIndex( indices );
  19448. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19449. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19450. // generate normals
  19451. this.computeVertexNormals();
  19452. // if the geometry is closed, we need to average the normals along the seam.
  19453. // because the corresponding vertices are identical (but still have different UVs).
  19454. if ( phiLength === Math.PI * 2 ) {
  19455. var normals = this.attributes.normal.array;
  19456. var n1 = new Vector3();
  19457. var n2 = new Vector3();
  19458. var n = new Vector3();
  19459. // this is the buffer offset for the last line of vertices
  19460. var base$1 = segments * points.length * 3;
  19461. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19462. // select the normal of the vertex in the first line
  19463. n1.x = normals[ j$2 + 0 ];
  19464. n1.y = normals[ j$2 + 1 ];
  19465. n1.z = normals[ j$2 + 2 ];
  19466. // select the normal of the vertex in the last line
  19467. n2.x = normals[ base$1 + j$2 + 0 ];
  19468. n2.y = normals[ base$1 + j$2 + 1 ];
  19469. n2.z = normals[ base$1 + j$2 + 2 ];
  19470. // average normals
  19471. n.addVectors( n1, n2 ).normalize();
  19472. // assign the new values to both normals
  19473. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19474. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19475. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19476. }
  19477. }
  19478. }
  19479. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19480. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19481. /**
  19482. * @author jonobr1 / http://jonobr1.com
  19483. * @author Mugen87 / https://github.com/Mugen87
  19484. */
  19485. // ShapeGeometry
  19486. function ShapeGeometry( shapes, curveSegments ) {
  19487. Geometry.call( this );
  19488. this.type = 'ShapeGeometry';
  19489. if ( typeof curveSegments === 'object' ) {
  19490. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19491. curveSegments = curveSegments.curveSegments;
  19492. }
  19493. this.parameters = {
  19494. shapes: shapes,
  19495. curveSegments: curveSegments
  19496. };
  19497. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19498. this.mergeVertices();
  19499. }
  19500. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19501. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19502. ShapeGeometry.prototype.toJSON = function () {
  19503. var data = Geometry.prototype.toJSON.call( this );
  19504. var shapes = this.parameters.shapes;
  19505. return toJSON$1( shapes, data );
  19506. };
  19507. // ShapeBufferGeometry
  19508. function ShapeBufferGeometry( shapes, curveSegments ) {
  19509. BufferGeometry.call( this );
  19510. this.type = 'ShapeBufferGeometry';
  19511. this.parameters = {
  19512. shapes: shapes,
  19513. curveSegments: curveSegments
  19514. };
  19515. curveSegments = curveSegments || 12;
  19516. // buffers
  19517. var indices = [];
  19518. var vertices = [];
  19519. var normals = [];
  19520. var uvs = [];
  19521. // helper variables
  19522. var groupStart = 0;
  19523. var groupCount = 0;
  19524. // allow single and array values for "shapes" parameter
  19525. if ( Array.isArray( shapes ) === false ) {
  19526. addShape( shapes );
  19527. } else {
  19528. for ( var i = 0; i < shapes.length; i ++ ) {
  19529. addShape( shapes[ i ] );
  19530. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19531. groupStart += groupCount;
  19532. groupCount = 0;
  19533. }
  19534. }
  19535. // build geometry
  19536. this.setIndex( indices );
  19537. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19538. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19539. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19540. // helper functions
  19541. function addShape( shape ) {
  19542. var indexOffset = vertices.length / 3;
  19543. var points = shape.extractPoints( curveSegments );
  19544. var shapeVertices = points.shape;
  19545. var shapeHoles = points.holes;
  19546. // check direction of vertices
  19547. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19548. shapeVertices = shapeVertices.reverse();
  19549. }
  19550. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19551. var shapeHole = shapeHoles[ i ];
  19552. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19553. shapeHoles[ i ] = shapeHole.reverse();
  19554. }
  19555. }
  19556. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19557. // join vertices of inner and outer paths to a single array
  19558. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19559. var shapeHole$1 = shapeHoles[ i$1 ];
  19560. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19561. }
  19562. // vertices, normals, uvs
  19563. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19564. var vertex = shapeVertices[ i$2 ];
  19565. vertices.push( vertex.x, vertex.y, 0 );
  19566. normals.push( 0, 0, 1 );
  19567. uvs.push( vertex.x, vertex.y ); // world uvs
  19568. }
  19569. // incides
  19570. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19571. var face = faces[ i$3 ];
  19572. var a = face[ 0 ] + indexOffset;
  19573. var b = face[ 1 ] + indexOffset;
  19574. var c = face[ 2 ] + indexOffset;
  19575. indices.push( a, b, c );
  19576. groupCount += 3;
  19577. }
  19578. }
  19579. }
  19580. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19581. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19582. ShapeBufferGeometry.prototype.toJSON = function () {
  19583. var data = BufferGeometry.prototype.toJSON.call( this );
  19584. var shapes = this.parameters.shapes;
  19585. return toJSON$1( shapes, data );
  19586. };
  19587. //
  19588. function toJSON$1( shapes, data ) {
  19589. data.shapes = [];
  19590. if ( Array.isArray( shapes ) ) {
  19591. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19592. var shape = shapes[ i ];
  19593. data.shapes.push( shape.uuid );
  19594. }
  19595. } else {
  19596. data.shapes.push( shapes.uuid );
  19597. }
  19598. return data;
  19599. }
  19600. /**
  19601. * @author WestLangley / http://github.com/WestLangley
  19602. * @author Mugen87 / https://github.com/Mugen87
  19603. */
  19604. function EdgesGeometry( geometry, thresholdAngle ) {
  19605. BufferGeometry.call( this );
  19606. this.type = 'EdgesGeometry';
  19607. this.parameters = {
  19608. thresholdAngle: thresholdAngle
  19609. };
  19610. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19611. // buffer
  19612. var vertices = [];
  19613. // helper variables
  19614. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19615. var edge = [ 0, 0 ], edges = {};
  19616. var edge1, edge2, key;
  19617. var keys = [ 'a', 'b', 'c' ];
  19618. // prepare source geometry
  19619. var geometry2;
  19620. if ( geometry.isBufferGeometry ) {
  19621. geometry2 = new Geometry();
  19622. geometry2.fromBufferGeometry( geometry );
  19623. } else {
  19624. geometry2 = geometry.clone();
  19625. }
  19626. geometry2.mergeVertices();
  19627. geometry2.computeFaceNormals();
  19628. var sourceVertices = geometry2.vertices;
  19629. var faces = geometry2.faces;
  19630. // now create a data structure where each entry represents an edge with its adjoining faces
  19631. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19632. var face = faces[ i ];
  19633. for ( var j = 0; j < 3; j ++ ) {
  19634. edge1 = face[ keys[ j ] ];
  19635. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19636. edge[ 0 ] = Math.min( edge1, edge2 );
  19637. edge[ 1 ] = Math.max( edge1, edge2 );
  19638. key = edge[ 0 ] + ',' + edge[ 1 ];
  19639. if ( edges[ key ] === undefined ) {
  19640. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19641. } else {
  19642. edges[ key ].face2 = i;
  19643. }
  19644. }
  19645. }
  19646. // generate vertices
  19647. for ( key in edges ) {
  19648. var e = edges[ key ];
  19649. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19650. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19651. var vertex = sourceVertices[ e.index1 ];
  19652. vertices.push( vertex.x, vertex.y, vertex.z );
  19653. vertex = sourceVertices[ e.index2 ];
  19654. vertices.push( vertex.x, vertex.y, vertex.z );
  19655. }
  19656. }
  19657. // build geometry
  19658. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19659. }
  19660. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19661. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19662. /**
  19663. * @author mrdoob / http://mrdoob.com/
  19664. * @author Mugen87 / https://github.com/Mugen87
  19665. */
  19666. // CylinderGeometry
  19667. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19668. Geometry.call( this );
  19669. this.type = 'CylinderGeometry';
  19670. this.parameters = {
  19671. radiusTop: radiusTop,
  19672. radiusBottom: radiusBottom,
  19673. height: height,
  19674. radialSegments: radialSegments,
  19675. heightSegments: heightSegments,
  19676. openEnded: openEnded,
  19677. thetaStart: thetaStart,
  19678. thetaLength: thetaLength
  19679. };
  19680. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19681. this.mergeVertices();
  19682. }
  19683. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19684. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19685. // CylinderBufferGeometry
  19686. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19687. BufferGeometry.call( this );
  19688. this.type = 'CylinderBufferGeometry';
  19689. this.parameters = {
  19690. radiusTop: radiusTop,
  19691. radiusBottom: radiusBottom,
  19692. height: height,
  19693. radialSegments: radialSegments,
  19694. heightSegments: heightSegments,
  19695. openEnded: openEnded,
  19696. thetaStart: thetaStart,
  19697. thetaLength: thetaLength
  19698. };
  19699. var scope = this;
  19700. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19701. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19702. height = height || 1;
  19703. radialSegments = Math.floor( radialSegments ) || 8;
  19704. heightSegments = Math.floor( heightSegments ) || 1;
  19705. openEnded = openEnded !== undefined ? openEnded : false;
  19706. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19707. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19708. // buffers
  19709. var indices = [];
  19710. var vertices = [];
  19711. var normals = [];
  19712. var uvs = [];
  19713. // helper variables
  19714. var index = 0;
  19715. var indexArray = [];
  19716. var halfHeight = height / 2;
  19717. var groupStart = 0;
  19718. // generate geometry
  19719. generateTorso();
  19720. if ( openEnded === false ) {
  19721. if ( radiusTop > 0 ) { generateCap( true ); }
  19722. if ( radiusBottom > 0 ) { generateCap( false ); }
  19723. }
  19724. // build geometry
  19725. this.setIndex( indices );
  19726. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19727. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19728. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19729. function generateTorso() {
  19730. var normal = new Vector3();
  19731. var vertex = new Vector3();
  19732. var groupCount = 0;
  19733. // this will be used to calculate the normal
  19734. var slope = ( radiusBottom - radiusTop ) / height;
  19735. // generate vertices, normals and uvs
  19736. for ( var y = 0; y <= heightSegments; y ++ ) {
  19737. var indexRow = [];
  19738. var v = y / heightSegments;
  19739. // calculate the radius of the current row
  19740. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19741. for ( var x = 0; x <= radialSegments; x ++ ) {
  19742. var u = x / radialSegments;
  19743. var theta = u * thetaLength + thetaStart;
  19744. var sinTheta = Math.sin( theta );
  19745. var cosTheta = Math.cos( theta );
  19746. // vertex
  19747. vertex.x = radius * sinTheta;
  19748. vertex.y = - v * height + halfHeight;
  19749. vertex.z = radius * cosTheta;
  19750. vertices.push( vertex.x, vertex.y, vertex.z );
  19751. // normal
  19752. normal.set( sinTheta, slope, cosTheta ).normalize();
  19753. normals.push( normal.x, normal.y, normal.z );
  19754. // uv
  19755. uvs.push( u, 1 - v );
  19756. // save index of vertex in respective row
  19757. indexRow.push( index ++ );
  19758. }
  19759. // now save vertices of the row in our index array
  19760. indexArray.push( indexRow );
  19761. }
  19762. // generate indices
  19763. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19764. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19765. // we use the index array to access the correct indices
  19766. var a = indexArray[ y$1 ][ x$1 ];
  19767. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19768. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19769. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19770. // faces
  19771. indices.push( a, b, d );
  19772. indices.push( b, c, d );
  19773. // update group counter
  19774. groupCount += 6;
  19775. }
  19776. }
  19777. // add a group to the geometry. this will ensure multi material support
  19778. scope.addGroup( groupStart, groupCount, 0 );
  19779. // calculate new start value for groups
  19780. groupStart += groupCount;
  19781. }
  19782. function generateCap( top ) {
  19783. var centerIndexStart, centerIndexEnd;
  19784. var uv = new Vector2();
  19785. var vertex = new Vector3();
  19786. var groupCount = 0;
  19787. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19788. var sign = ( top === true ) ? 1 : - 1;
  19789. // save the index of the first center vertex
  19790. centerIndexStart = index;
  19791. // first we generate the center vertex data of the cap.
  19792. // because the geometry needs one set of uvs per face,
  19793. // we must generate a center vertex per face/segment
  19794. for ( var x = 1; x <= radialSegments; x ++ ) {
  19795. // vertex
  19796. vertices.push( 0, halfHeight * sign, 0 );
  19797. // normal
  19798. normals.push( 0, sign, 0 );
  19799. // uv
  19800. uvs.push( 0.5, 0.5 );
  19801. // increase index
  19802. index ++;
  19803. }
  19804. // save the index of the last center vertex
  19805. centerIndexEnd = index;
  19806. // now we generate the surrounding vertices, normals and uvs
  19807. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19808. var u = x$1 / radialSegments;
  19809. var theta = u * thetaLength + thetaStart;
  19810. var cosTheta = Math.cos( theta );
  19811. var sinTheta = Math.sin( theta );
  19812. // vertex
  19813. vertex.x = radius * sinTheta;
  19814. vertex.y = halfHeight * sign;
  19815. vertex.z = radius * cosTheta;
  19816. vertices.push( vertex.x, vertex.y, vertex.z );
  19817. // normal
  19818. normals.push( 0, sign, 0 );
  19819. // uv
  19820. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19821. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19822. uvs.push( uv.x, uv.y );
  19823. // increase index
  19824. index ++;
  19825. }
  19826. // generate indices
  19827. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19828. var c = centerIndexStart + x$2;
  19829. var i = centerIndexEnd + x$2;
  19830. if ( top === true ) {
  19831. // face top
  19832. indices.push( i, i + 1, c );
  19833. } else {
  19834. // face bottom
  19835. indices.push( i + 1, i, c );
  19836. }
  19837. groupCount += 3;
  19838. }
  19839. // add a group to the geometry. this will ensure multi material support
  19840. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19841. // calculate new start value for groups
  19842. groupStart += groupCount;
  19843. }
  19844. }
  19845. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19846. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19847. /**
  19848. * @author abelnation / http://github.com/abelnation
  19849. */
  19850. // ConeGeometry
  19851. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19852. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19853. this.type = 'ConeGeometry';
  19854. this.parameters = {
  19855. radius: radius,
  19856. height: height,
  19857. radialSegments: radialSegments,
  19858. heightSegments: heightSegments,
  19859. openEnded: openEnded,
  19860. thetaStart: thetaStart,
  19861. thetaLength: thetaLength
  19862. };
  19863. }
  19864. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19865. ConeGeometry.prototype.constructor = ConeGeometry;
  19866. // ConeBufferGeometry
  19867. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19868. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19869. this.type = 'ConeBufferGeometry';
  19870. this.parameters = {
  19871. radius: radius,
  19872. height: height,
  19873. radialSegments: radialSegments,
  19874. heightSegments: heightSegments,
  19875. openEnded: openEnded,
  19876. thetaStart: thetaStart,
  19877. thetaLength: thetaLength
  19878. };
  19879. }
  19880. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19881. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19882. /**
  19883. * @author benaadams / https://twitter.com/ben_a_adams
  19884. * @author Mugen87 / https://github.com/Mugen87
  19885. * @author hughes
  19886. */
  19887. // CircleGeometry
  19888. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19889. Geometry.call( this );
  19890. this.type = 'CircleGeometry';
  19891. this.parameters = {
  19892. radius: radius,
  19893. segments: segments,
  19894. thetaStart: thetaStart,
  19895. thetaLength: thetaLength
  19896. };
  19897. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19898. this.mergeVertices();
  19899. }
  19900. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19901. CircleGeometry.prototype.constructor = CircleGeometry;
  19902. // CircleBufferGeometry
  19903. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19904. BufferGeometry.call( this );
  19905. this.type = 'CircleBufferGeometry';
  19906. this.parameters = {
  19907. radius: radius,
  19908. segments: segments,
  19909. thetaStart: thetaStart,
  19910. thetaLength: thetaLength
  19911. };
  19912. radius = radius || 1;
  19913. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19914. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19915. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19916. // buffers
  19917. var indices = [];
  19918. var vertices = [];
  19919. var normals = [];
  19920. var uvs = [];
  19921. // helper variables
  19922. var vertex = new Vector3();
  19923. var uv = new Vector2();
  19924. // center point
  19925. vertices.push( 0, 0, 0 );
  19926. normals.push( 0, 0, 1 );
  19927. uvs.push( 0.5, 0.5 );
  19928. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19929. var segment = thetaStart + s / segments * thetaLength;
  19930. // vertex
  19931. vertex.x = radius * Math.cos( segment );
  19932. vertex.y = radius * Math.sin( segment );
  19933. vertices.push( vertex.x, vertex.y, vertex.z );
  19934. // normal
  19935. normals.push( 0, 0, 1 );
  19936. // uvs
  19937. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19938. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19939. uvs.push( uv.x, uv.y );
  19940. }
  19941. // indices
  19942. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19943. indices.push( i$1, i$1 + 1, 0 );
  19944. }
  19945. // build geometry
  19946. this.setIndex( indices );
  19947. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19948. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19949. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19950. }
  19951. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19952. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19953. var Geometries = /*#__PURE__*/Object.freeze({
  19954. __proto__: null,
  19955. WireframeGeometry: WireframeGeometry,
  19956. ParametricGeometry: ParametricGeometry,
  19957. ParametricBufferGeometry: ParametricBufferGeometry,
  19958. TetrahedronGeometry: TetrahedronGeometry,
  19959. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19960. OctahedronGeometry: OctahedronGeometry,
  19961. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19962. IcosahedronGeometry: IcosahedronGeometry,
  19963. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19964. DodecahedronGeometry: DodecahedronGeometry,
  19965. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19966. PolyhedronGeometry: PolyhedronGeometry,
  19967. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19968. TubeGeometry: TubeGeometry,
  19969. TubeBufferGeometry: TubeBufferGeometry,
  19970. TorusKnotGeometry: TorusKnotGeometry,
  19971. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19972. TorusGeometry: TorusGeometry,
  19973. TorusBufferGeometry: TorusBufferGeometry,
  19974. TextGeometry: TextGeometry,
  19975. TextBufferGeometry: TextBufferGeometry,
  19976. SphereGeometry: SphereGeometry,
  19977. SphereBufferGeometry: SphereBufferGeometry,
  19978. RingGeometry: RingGeometry,
  19979. RingBufferGeometry: RingBufferGeometry,
  19980. PlaneGeometry: PlaneGeometry,
  19981. PlaneBufferGeometry: PlaneBufferGeometry,
  19982. LatheGeometry: LatheGeometry,
  19983. LatheBufferGeometry: LatheBufferGeometry,
  19984. ShapeGeometry: ShapeGeometry,
  19985. ShapeBufferGeometry: ShapeBufferGeometry,
  19986. ExtrudeGeometry: ExtrudeGeometry,
  19987. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19988. EdgesGeometry: EdgesGeometry,
  19989. ConeGeometry: ConeGeometry,
  19990. ConeBufferGeometry: ConeBufferGeometry,
  19991. CylinderGeometry: CylinderGeometry,
  19992. CylinderBufferGeometry: CylinderBufferGeometry,
  19993. CircleGeometry: CircleGeometry,
  19994. CircleBufferGeometry: CircleBufferGeometry,
  19995. BoxGeometry: BoxGeometry,
  19996. BoxBufferGeometry: BoxBufferGeometry
  19997. });
  19998. /**
  19999. * @author mrdoob / http://mrdoob.com/
  20000. *
  20001. * parameters = {
  20002. * color: <THREE.Color>
  20003. * }
  20004. */
  20005. function ShadowMaterial( parameters ) {
  20006. Material.call( this );
  20007. this.type = 'ShadowMaterial';
  20008. this.color = new Color( 0x000000 );
  20009. this.transparent = true;
  20010. this.setValues( parameters );
  20011. }
  20012. ShadowMaterial.prototype = Object.create( Material.prototype );
  20013. ShadowMaterial.prototype.constructor = ShadowMaterial;
  20014. ShadowMaterial.prototype.isShadowMaterial = true;
  20015. ShadowMaterial.prototype.copy = function ( source ) {
  20016. Material.prototype.copy.call( this, source );
  20017. this.color.copy( source.color );
  20018. return this;
  20019. };
  20020. /**
  20021. * @author mrdoob / http://mrdoob.com/
  20022. */
  20023. function RawShaderMaterial( parameters ) {
  20024. ShaderMaterial.call( this, parameters );
  20025. this.type = 'RawShaderMaterial';
  20026. }
  20027. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  20028. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20029. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20030. /**
  20031. * @author WestLangley / http://github.com/WestLangley
  20032. *
  20033. * parameters = {
  20034. * color: <hex>,
  20035. * roughness: <float>,
  20036. * metalness: <float>,
  20037. * opacity: <float>,
  20038. *
  20039. * map: new THREE.Texture( <Image> ),
  20040. *
  20041. * lightMap: new THREE.Texture( <Image> ),
  20042. * lightMapIntensity: <float>
  20043. *
  20044. * aoMap: new THREE.Texture( <Image> ),
  20045. * aoMapIntensity: <float>
  20046. *
  20047. * emissive: <hex>,
  20048. * emissiveIntensity: <float>
  20049. * emissiveMap: new THREE.Texture( <Image> ),
  20050. *
  20051. * bumpMap: new THREE.Texture( <Image> ),
  20052. * bumpScale: <float>,
  20053. *
  20054. * normalMap: new THREE.Texture( <Image> ),
  20055. * normalMapType: THREE.TangentSpaceNormalMap,
  20056. * normalScale: <Vector2>,
  20057. *
  20058. * displacementMap: new THREE.Texture( <Image> ),
  20059. * displacementScale: <float>,
  20060. * displacementBias: <float>,
  20061. *
  20062. * roughnessMap: new THREE.Texture( <Image> ),
  20063. *
  20064. * metalnessMap: new THREE.Texture( <Image> ),
  20065. *
  20066. * alphaMap: new THREE.Texture( <Image> ),
  20067. *
  20068. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20069. * envMapIntensity: <float>
  20070. *
  20071. * refractionRatio: <float>,
  20072. *
  20073. * wireframe: <boolean>,
  20074. * wireframeLinewidth: <float>,
  20075. *
  20076. * skinning: <bool>,
  20077. * morphTargets: <bool>,
  20078. * morphNormals: <bool>
  20079. * }
  20080. */
  20081. function MeshStandardMaterial( parameters ) {
  20082. Material.call( this );
  20083. this.defines = { 'STANDARD': '' };
  20084. this.type = 'MeshStandardMaterial';
  20085. this.color = new Color( 0xffffff ); // diffuse
  20086. this.roughness = 1.0;
  20087. this.metalness = 0.0;
  20088. this.map = null;
  20089. this.lightMap = null;
  20090. this.lightMapIntensity = 1.0;
  20091. this.aoMap = null;
  20092. this.aoMapIntensity = 1.0;
  20093. this.emissive = new Color( 0x000000 );
  20094. this.emissiveIntensity = 1.0;
  20095. this.emissiveMap = null;
  20096. this.bumpMap = null;
  20097. this.bumpScale = 1;
  20098. this.normalMap = null;
  20099. this.normalMapType = TangentSpaceNormalMap;
  20100. this.normalScale = new Vector2( 1, 1 );
  20101. this.displacementMap = null;
  20102. this.displacementScale = 1;
  20103. this.displacementBias = 0;
  20104. this.roughnessMap = null;
  20105. this.metalnessMap = null;
  20106. this.alphaMap = null;
  20107. this.envMap = null;
  20108. this.envMapIntensity = 1.0;
  20109. this.refractionRatio = 0.98;
  20110. this.wireframe = false;
  20111. this.wireframeLinewidth = 1;
  20112. this.wireframeLinecap = 'round';
  20113. this.wireframeLinejoin = 'round';
  20114. this.skinning = false;
  20115. this.morphTargets = false;
  20116. this.morphNormals = false;
  20117. this.vertexTangents = false;
  20118. this.setValues( parameters );
  20119. }
  20120. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  20121. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20122. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20123. MeshStandardMaterial.prototype.copy = function ( source ) {
  20124. Material.prototype.copy.call( this, source );
  20125. this.defines = { 'STANDARD': '' };
  20126. this.color.copy( source.color );
  20127. this.roughness = source.roughness;
  20128. this.metalness = source.metalness;
  20129. this.map = source.map;
  20130. this.lightMap = source.lightMap;
  20131. this.lightMapIntensity = source.lightMapIntensity;
  20132. this.aoMap = source.aoMap;
  20133. this.aoMapIntensity = source.aoMapIntensity;
  20134. this.emissive.copy( source.emissive );
  20135. this.emissiveMap = source.emissiveMap;
  20136. this.emissiveIntensity = source.emissiveIntensity;
  20137. this.bumpMap = source.bumpMap;
  20138. this.bumpScale = source.bumpScale;
  20139. this.normalMap = source.normalMap;
  20140. this.normalMapType = source.normalMapType;
  20141. this.normalScale.copy( source.normalScale );
  20142. this.displacementMap = source.displacementMap;
  20143. this.displacementScale = source.displacementScale;
  20144. this.displacementBias = source.displacementBias;
  20145. this.roughnessMap = source.roughnessMap;
  20146. this.metalnessMap = source.metalnessMap;
  20147. this.alphaMap = source.alphaMap;
  20148. this.envMap = source.envMap;
  20149. this.envMapIntensity = source.envMapIntensity;
  20150. this.refractionRatio = source.refractionRatio;
  20151. this.wireframe = source.wireframe;
  20152. this.wireframeLinewidth = source.wireframeLinewidth;
  20153. this.wireframeLinecap = source.wireframeLinecap;
  20154. this.wireframeLinejoin = source.wireframeLinejoin;
  20155. this.skinning = source.skinning;
  20156. this.morphTargets = source.morphTargets;
  20157. this.morphNormals = source.morphNormals;
  20158. this.vertexTangents = source.vertexTangents;
  20159. return this;
  20160. };
  20161. /**
  20162. * @author WestLangley / http://github.com/WestLangley
  20163. *
  20164. * parameters = {
  20165. * clearcoat: <float>,
  20166. * clearcoatMap: new THREE.Texture( <Image> ),
  20167. * clearcoatRoughness: <float>,
  20168. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20169. * clearcoatNormalScale: <Vector2>,
  20170. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20171. *
  20172. * reflectivity: <float>,
  20173. *
  20174. * sheen: <Color>,
  20175. *
  20176. * transmission: <float>,
  20177. * transmissionMap: new THREE.Texture( <Image> )
  20178. * }
  20179. */
  20180. function MeshPhysicalMaterial( parameters ) {
  20181. MeshStandardMaterial.call( this );
  20182. this.defines = {
  20183. 'STANDARD': '',
  20184. 'PHYSICAL': ''
  20185. };
  20186. this.type = 'MeshPhysicalMaterial';
  20187. this.clearcoat = 0.0;
  20188. this.clearcoatMap = null;
  20189. this.clearcoatRoughness = 0.0;
  20190. this.clearcoatRoughnessMap = null;
  20191. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20192. this.clearcoatNormalMap = null;
  20193. this.reflectivity = 0.5; // maps to F0 = 0.04
  20194. this.sheen = null; // null will disable sheen bsdf
  20195. this.transmission = 0.0;
  20196. this.transmissionMap = null;
  20197. this.setValues( parameters );
  20198. }
  20199. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20200. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20201. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20202. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20203. MeshStandardMaterial.prototype.copy.call( this, source );
  20204. this.defines = {
  20205. 'STANDARD': '',
  20206. 'PHYSICAL': ''
  20207. };
  20208. this.clearcoat = source.clearcoat;
  20209. this.clearcoatMap = source.clearcoatMap;
  20210. this.clearcoatRoughness = source.clearcoatRoughness;
  20211. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20212. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20213. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20214. this.reflectivity = source.reflectivity;
  20215. if ( source.sheen ) {
  20216. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20217. } else {
  20218. this.sheen = null;
  20219. }
  20220. this.transmission = source.transmission;
  20221. this.transmissionMap = source.transmissionMap;
  20222. return this;
  20223. };
  20224. /**
  20225. * @author mrdoob / http://mrdoob.com/
  20226. * @author alteredq / http://alteredqualia.com/
  20227. *
  20228. * parameters = {
  20229. * color: <hex>,
  20230. * specular: <hex>,
  20231. * shininess: <float>,
  20232. * opacity: <float>,
  20233. *
  20234. * map: new THREE.Texture( <Image> ),
  20235. *
  20236. * lightMap: new THREE.Texture( <Image> ),
  20237. * lightMapIntensity: <float>
  20238. *
  20239. * aoMap: new THREE.Texture( <Image> ),
  20240. * aoMapIntensity: <float>
  20241. *
  20242. * emissive: <hex>,
  20243. * emissiveIntensity: <float>
  20244. * emissiveMap: new THREE.Texture( <Image> ),
  20245. *
  20246. * bumpMap: new THREE.Texture( <Image> ),
  20247. * bumpScale: <float>,
  20248. *
  20249. * normalMap: new THREE.Texture( <Image> ),
  20250. * normalMapType: THREE.TangentSpaceNormalMap,
  20251. * normalScale: <Vector2>,
  20252. *
  20253. * displacementMap: new THREE.Texture( <Image> ),
  20254. * displacementScale: <float>,
  20255. * displacementBias: <float>,
  20256. *
  20257. * specularMap: new THREE.Texture( <Image> ),
  20258. *
  20259. * alphaMap: new THREE.Texture( <Image> ),
  20260. *
  20261. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20262. * combine: THREE.MultiplyOperation,
  20263. * reflectivity: <float>,
  20264. * refractionRatio: <float>,
  20265. *
  20266. * wireframe: <boolean>,
  20267. * wireframeLinewidth: <float>,
  20268. *
  20269. * skinning: <bool>,
  20270. * morphTargets: <bool>,
  20271. * morphNormals: <bool>
  20272. * }
  20273. */
  20274. function MeshPhongMaterial( parameters ) {
  20275. Material.call( this );
  20276. this.type = 'MeshPhongMaterial';
  20277. this.color = new Color( 0xffffff ); // diffuse
  20278. this.specular = new Color( 0x111111 );
  20279. this.shininess = 30;
  20280. this.map = null;
  20281. this.lightMap = null;
  20282. this.lightMapIntensity = 1.0;
  20283. this.aoMap = null;
  20284. this.aoMapIntensity = 1.0;
  20285. this.emissive = new Color( 0x000000 );
  20286. this.emissiveIntensity = 1.0;
  20287. this.emissiveMap = null;
  20288. this.bumpMap = null;
  20289. this.bumpScale = 1;
  20290. this.normalMap = null;
  20291. this.normalMapType = TangentSpaceNormalMap;
  20292. this.normalScale = new Vector2( 1, 1 );
  20293. this.displacementMap = null;
  20294. this.displacementScale = 1;
  20295. this.displacementBias = 0;
  20296. this.specularMap = null;
  20297. this.alphaMap = null;
  20298. this.envMap = null;
  20299. this.combine = MultiplyOperation;
  20300. this.reflectivity = 1;
  20301. this.refractionRatio = 0.98;
  20302. this.wireframe = false;
  20303. this.wireframeLinewidth = 1;
  20304. this.wireframeLinecap = 'round';
  20305. this.wireframeLinejoin = 'round';
  20306. this.skinning = false;
  20307. this.morphTargets = false;
  20308. this.morphNormals = false;
  20309. this.setValues( parameters );
  20310. }
  20311. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20312. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20313. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20314. MeshPhongMaterial.prototype.copy = function ( source ) {
  20315. Material.prototype.copy.call( this, source );
  20316. this.color.copy( source.color );
  20317. this.specular.copy( source.specular );
  20318. this.shininess = source.shininess;
  20319. this.map = source.map;
  20320. this.lightMap = source.lightMap;
  20321. this.lightMapIntensity = source.lightMapIntensity;
  20322. this.aoMap = source.aoMap;
  20323. this.aoMapIntensity = source.aoMapIntensity;
  20324. this.emissive.copy( source.emissive );
  20325. this.emissiveMap = source.emissiveMap;
  20326. this.emissiveIntensity = source.emissiveIntensity;
  20327. this.bumpMap = source.bumpMap;
  20328. this.bumpScale = source.bumpScale;
  20329. this.normalMap = source.normalMap;
  20330. this.normalMapType = source.normalMapType;
  20331. this.normalScale.copy( source.normalScale );
  20332. this.displacementMap = source.displacementMap;
  20333. this.displacementScale = source.displacementScale;
  20334. this.displacementBias = source.displacementBias;
  20335. this.specularMap = source.specularMap;
  20336. this.alphaMap = source.alphaMap;
  20337. this.envMap = source.envMap;
  20338. this.combine = source.combine;
  20339. this.reflectivity = source.reflectivity;
  20340. this.refractionRatio = source.refractionRatio;
  20341. this.wireframe = source.wireframe;
  20342. this.wireframeLinewidth = source.wireframeLinewidth;
  20343. this.wireframeLinecap = source.wireframeLinecap;
  20344. this.wireframeLinejoin = source.wireframeLinejoin;
  20345. this.skinning = source.skinning;
  20346. this.morphTargets = source.morphTargets;
  20347. this.morphNormals = source.morphNormals;
  20348. return this;
  20349. };
  20350. /**
  20351. * @author takahirox / http://github.com/takahirox
  20352. *
  20353. * parameters = {
  20354. * color: <hex>,
  20355. *
  20356. * map: new THREE.Texture( <Image> ),
  20357. * gradientMap: new THREE.Texture( <Image> ),
  20358. *
  20359. * lightMap: new THREE.Texture( <Image> ),
  20360. * lightMapIntensity: <float>
  20361. *
  20362. * aoMap: new THREE.Texture( <Image> ),
  20363. * aoMapIntensity: <float>
  20364. *
  20365. * emissive: <hex>,
  20366. * emissiveIntensity: <float>
  20367. * emissiveMap: new THREE.Texture( <Image> ),
  20368. *
  20369. * bumpMap: new THREE.Texture( <Image> ),
  20370. * bumpScale: <float>,
  20371. *
  20372. * normalMap: new THREE.Texture( <Image> ),
  20373. * normalMapType: THREE.TangentSpaceNormalMap,
  20374. * normalScale: <Vector2>,
  20375. *
  20376. * displacementMap: new THREE.Texture( <Image> ),
  20377. * displacementScale: <float>,
  20378. * displacementBias: <float>,
  20379. *
  20380. * alphaMap: new THREE.Texture( <Image> ),
  20381. *
  20382. * wireframe: <boolean>,
  20383. * wireframeLinewidth: <float>,
  20384. *
  20385. * skinning: <bool>,
  20386. * morphTargets: <bool>,
  20387. * morphNormals: <bool>
  20388. * }
  20389. */
  20390. function MeshToonMaterial( parameters ) {
  20391. Material.call( this );
  20392. this.defines = { 'TOON': '' };
  20393. this.type = 'MeshToonMaterial';
  20394. this.color = new Color( 0xffffff );
  20395. this.map = null;
  20396. this.gradientMap = null;
  20397. this.lightMap = null;
  20398. this.lightMapIntensity = 1.0;
  20399. this.aoMap = null;
  20400. this.aoMapIntensity = 1.0;
  20401. this.emissive = new Color( 0x000000 );
  20402. this.emissiveIntensity = 1.0;
  20403. this.emissiveMap = null;
  20404. this.bumpMap = null;
  20405. this.bumpScale = 1;
  20406. this.normalMap = null;
  20407. this.normalMapType = TangentSpaceNormalMap;
  20408. this.normalScale = new Vector2( 1, 1 );
  20409. this.displacementMap = null;
  20410. this.displacementScale = 1;
  20411. this.displacementBias = 0;
  20412. this.alphaMap = null;
  20413. this.wireframe = false;
  20414. this.wireframeLinewidth = 1;
  20415. this.wireframeLinecap = 'round';
  20416. this.wireframeLinejoin = 'round';
  20417. this.skinning = false;
  20418. this.morphTargets = false;
  20419. this.morphNormals = false;
  20420. this.setValues( parameters );
  20421. }
  20422. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20423. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20424. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20425. MeshToonMaterial.prototype.copy = function ( source ) {
  20426. Material.prototype.copy.call( this, source );
  20427. this.color.copy( source.color );
  20428. this.map = source.map;
  20429. this.gradientMap = source.gradientMap;
  20430. this.lightMap = source.lightMap;
  20431. this.lightMapIntensity = source.lightMapIntensity;
  20432. this.aoMap = source.aoMap;
  20433. this.aoMapIntensity = source.aoMapIntensity;
  20434. this.emissive.copy( source.emissive );
  20435. this.emissiveMap = source.emissiveMap;
  20436. this.emissiveIntensity = source.emissiveIntensity;
  20437. this.bumpMap = source.bumpMap;
  20438. this.bumpScale = source.bumpScale;
  20439. this.normalMap = source.normalMap;
  20440. this.normalMapType = source.normalMapType;
  20441. this.normalScale.copy( source.normalScale );
  20442. this.displacementMap = source.displacementMap;
  20443. this.displacementScale = source.displacementScale;
  20444. this.displacementBias = source.displacementBias;
  20445. this.alphaMap = source.alphaMap;
  20446. this.wireframe = source.wireframe;
  20447. this.wireframeLinewidth = source.wireframeLinewidth;
  20448. this.wireframeLinecap = source.wireframeLinecap;
  20449. this.wireframeLinejoin = source.wireframeLinejoin;
  20450. this.skinning = source.skinning;
  20451. this.morphTargets = source.morphTargets;
  20452. this.morphNormals = source.morphNormals;
  20453. return this;
  20454. };
  20455. /**
  20456. * @author mrdoob / http://mrdoob.com/
  20457. * @author WestLangley / http://github.com/WestLangley
  20458. *
  20459. * parameters = {
  20460. * opacity: <float>,
  20461. *
  20462. * bumpMap: new THREE.Texture( <Image> ),
  20463. * bumpScale: <float>,
  20464. *
  20465. * normalMap: new THREE.Texture( <Image> ),
  20466. * normalMapType: THREE.TangentSpaceNormalMap,
  20467. * normalScale: <Vector2>,
  20468. *
  20469. * displacementMap: new THREE.Texture( <Image> ),
  20470. * displacementScale: <float>,
  20471. * displacementBias: <float>,
  20472. *
  20473. * wireframe: <boolean>,
  20474. * wireframeLinewidth: <float>
  20475. *
  20476. * skinning: <bool>,
  20477. * morphTargets: <bool>,
  20478. * morphNormals: <bool>
  20479. * }
  20480. */
  20481. function MeshNormalMaterial( parameters ) {
  20482. Material.call( this );
  20483. this.type = 'MeshNormalMaterial';
  20484. this.bumpMap = null;
  20485. this.bumpScale = 1;
  20486. this.normalMap = null;
  20487. this.normalMapType = TangentSpaceNormalMap;
  20488. this.normalScale = new Vector2( 1, 1 );
  20489. this.displacementMap = null;
  20490. this.displacementScale = 1;
  20491. this.displacementBias = 0;
  20492. this.wireframe = false;
  20493. this.wireframeLinewidth = 1;
  20494. this.fog = false;
  20495. this.skinning = false;
  20496. this.morphTargets = false;
  20497. this.morphNormals = false;
  20498. this.setValues( parameters );
  20499. }
  20500. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20501. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20502. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20503. MeshNormalMaterial.prototype.copy = function ( source ) {
  20504. Material.prototype.copy.call( this, source );
  20505. this.bumpMap = source.bumpMap;
  20506. this.bumpScale = source.bumpScale;
  20507. this.normalMap = source.normalMap;
  20508. this.normalMapType = source.normalMapType;
  20509. this.normalScale.copy( source.normalScale );
  20510. this.displacementMap = source.displacementMap;
  20511. this.displacementScale = source.displacementScale;
  20512. this.displacementBias = source.displacementBias;
  20513. this.wireframe = source.wireframe;
  20514. this.wireframeLinewidth = source.wireframeLinewidth;
  20515. this.skinning = source.skinning;
  20516. this.morphTargets = source.morphTargets;
  20517. this.morphNormals = source.morphNormals;
  20518. return this;
  20519. };
  20520. /**
  20521. * @author mrdoob / http://mrdoob.com/
  20522. * @author alteredq / http://alteredqualia.com/
  20523. *
  20524. * parameters = {
  20525. * color: <hex>,
  20526. * opacity: <float>,
  20527. *
  20528. * map: new THREE.Texture( <Image> ),
  20529. *
  20530. * lightMap: new THREE.Texture( <Image> ),
  20531. * lightMapIntensity: <float>
  20532. *
  20533. * aoMap: new THREE.Texture( <Image> ),
  20534. * aoMapIntensity: <float>
  20535. *
  20536. * emissive: <hex>,
  20537. * emissiveIntensity: <float>
  20538. * emissiveMap: new THREE.Texture( <Image> ),
  20539. *
  20540. * specularMap: new THREE.Texture( <Image> ),
  20541. *
  20542. * alphaMap: new THREE.Texture( <Image> ),
  20543. *
  20544. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20545. * combine: THREE.Multiply,
  20546. * reflectivity: <float>,
  20547. * refractionRatio: <float>,
  20548. *
  20549. * wireframe: <boolean>,
  20550. * wireframeLinewidth: <float>,
  20551. *
  20552. * skinning: <bool>,
  20553. * morphTargets: <bool>,
  20554. * morphNormals: <bool>
  20555. * }
  20556. */
  20557. function MeshLambertMaterial( parameters ) {
  20558. Material.call( this );
  20559. this.type = 'MeshLambertMaterial';
  20560. this.color = new Color( 0xffffff ); // diffuse
  20561. this.map = null;
  20562. this.lightMap = null;
  20563. this.lightMapIntensity = 1.0;
  20564. this.aoMap = null;
  20565. this.aoMapIntensity = 1.0;
  20566. this.emissive = new Color( 0x000000 );
  20567. this.emissiveIntensity = 1.0;
  20568. this.emissiveMap = null;
  20569. this.specularMap = null;
  20570. this.alphaMap = null;
  20571. this.envMap = null;
  20572. this.combine = MultiplyOperation;
  20573. this.reflectivity = 1;
  20574. this.refractionRatio = 0.98;
  20575. this.wireframe = false;
  20576. this.wireframeLinewidth = 1;
  20577. this.wireframeLinecap = 'round';
  20578. this.wireframeLinejoin = 'round';
  20579. this.skinning = false;
  20580. this.morphTargets = false;
  20581. this.morphNormals = false;
  20582. this.setValues( parameters );
  20583. }
  20584. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20585. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20586. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20587. MeshLambertMaterial.prototype.copy = function ( source ) {
  20588. Material.prototype.copy.call( this, source );
  20589. this.color.copy( source.color );
  20590. this.map = source.map;
  20591. this.lightMap = source.lightMap;
  20592. this.lightMapIntensity = source.lightMapIntensity;
  20593. this.aoMap = source.aoMap;
  20594. this.aoMapIntensity = source.aoMapIntensity;
  20595. this.emissive.copy( source.emissive );
  20596. this.emissiveMap = source.emissiveMap;
  20597. this.emissiveIntensity = source.emissiveIntensity;
  20598. this.specularMap = source.specularMap;
  20599. this.alphaMap = source.alphaMap;
  20600. this.envMap = source.envMap;
  20601. this.combine = source.combine;
  20602. this.reflectivity = source.reflectivity;
  20603. this.refractionRatio = source.refractionRatio;
  20604. this.wireframe = source.wireframe;
  20605. this.wireframeLinewidth = source.wireframeLinewidth;
  20606. this.wireframeLinecap = source.wireframeLinecap;
  20607. this.wireframeLinejoin = source.wireframeLinejoin;
  20608. this.skinning = source.skinning;
  20609. this.morphTargets = source.morphTargets;
  20610. this.morphNormals = source.morphNormals;
  20611. return this;
  20612. };
  20613. /**
  20614. * @author WestLangley / http://github.com/WestLangley
  20615. *
  20616. * parameters = {
  20617. * color: <hex>,
  20618. * opacity: <float>,
  20619. *
  20620. * matcap: new THREE.Texture( <Image> ),
  20621. *
  20622. * map: new THREE.Texture( <Image> ),
  20623. *
  20624. * bumpMap: new THREE.Texture( <Image> ),
  20625. * bumpScale: <float>,
  20626. *
  20627. * normalMap: new THREE.Texture( <Image> ),
  20628. * normalMapType: THREE.TangentSpaceNormalMap,
  20629. * normalScale: <Vector2>,
  20630. *
  20631. * displacementMap: new THREE.Texture( <Image> ),
  20632. * displacementScale: <float>,
  20633. * displacementBias: <float>,
  20634. *
  20635. * alphaMap: new THREE.Texture( <Image> ),
  20636. *
  20637. * skinning: <bool>,
  20638. * morphTargets: <bool>,
  20639. * morphNormals: <bool>
  20640. * }
  20641. */
  20642. function MeshMatcapMaterial( parameters ) {
  20643. Material.call( this );
  20644. this.defines = { 'MATCAP': '' };
  20645. this.type = 'MeshMatcapMaterial';
  20646. this.color = new Color( 0xffffff ); // diffuse
  20647. this.matcap = null;
  20648. this.map = null;
  20649. this.bumpMap = null;
  20650. this.bumpScale = 1;
  20651. this.normalMap = null;
  20652. this.normalMapType = TangentSpaceNormalMap;
  20653. this.normalScale = new Vector2( 1, 1 );
  20654. this.displacementMap = null;
  20655. this.displacementScale = 1;
  20656. this.displacementBias = 0;
  20657. this.alphaMap = null;
  20658. this.skinning = false;
  20659. this.morphTargets = false;
  20660. this.morphNormals = false;
  20661. this.setValues( parameters );
  20662. }
  20663. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20664. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20665. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20666. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20667. Material.prototype.copy.call( this, source );
  20668. this.defines = { 'MATCAP': '' };
  20669. this.color.copy( source.color );
  20670. this.matcap = source.matcap;
  20671. this.map = source.map;
  20672. this.bumpMap = source.bumpMap;
  20673. this.bumpScale = source.bumpScale;
  20674. this.normalMap = source.normalMap;
  20675. this.normalMapType = source.normalMapType;
  20676. this.normalScale.copy( source.normalScale );
  20677. this.displacementMap = source.displacementMap;
  20678. this.displacementScale = source.displacementScale;
  20679. this.displacementBias = source.displacementBias;
  20680. this.alphaMap = source.alphaMap;
  20681. this.skinning = source.skinning;
  20682. this.morphTargets = source.morphTargets;
  20683. this.morphNormals = source.morphNormals;
  20684. return this;
  20685. };
  20686. /**
  20687. * @author alteredq / http://alteredqualia.com/
  20688. *
  20689. * parameters = {
  20690. * color: <hex>,
  20691. * opacity: <float>,
  20692. *
  20693. * linewidth: <float>,
  20694. *
  20695. * scale: <float>,
  20696. * dashSize: <float>,
  20697. * gapSize: <float>
  20698. * }
  20699. */
  20700. function LineDashedMaterial( parameters ) {
  20701. LineBasicMaterial.call( this );
  20702. this.type = 'LineDashedMaterial';
  20703. this.scale = 1;
  20704. this.dashSize = 3;
  20705. this.gapSize = 1;
  20706. this.setValues( parameters );
  20707. }
  20708. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20709. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20710. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20711. LineDashedMaterial.prototype.copy = function ( source ) {
  20712. LineBasicMaterial.prototype.copy.call( this, source );
  20713. this.scale = source.scale;
  20714. this.dashSize = source.dashSize;
  20715. this.gapSize = source.gapSize;
  20716. return this;
  20717. };
  20718. var Materials = /*#__PURE__*/Object.freeze({
  20719. __proto__: null,
  20720. ShadowMaterial: ShadowMaterial,
  20721. SpriteMaterial: SpriteMaterial,
  20722. RawShaderMaterial: RawShaderMaterial,
  20723. ShaderMaterial: ShaderMaterial,
  20724. PointsMaterial: PointsMaterial,
  20725. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20726. MeshStandardMaterial: MeshStandardMaterial,
  20727. MeshPhongMaterial: MeshPhongMaterial,
  20728. MeshToonMaterial: MeshToonMaterial,
  20729. MeshNormalMaterial: MeshNormalMaterial,
  20730. MeshLambertMaterial: MeshLambertMaterial,
  20731. MeshDepthMaterial: MeshDepthMaterial,
  20732. MeshDistanceMaterial: MeshDistanceMaterial,
  20733. MeshBasicMaterial: MeshBasicMaterial,
  20734. MeshMatcapMaterial: MeshMatcapMaterial,
  20735. LineDashedMaterial: LineDashedMaterial,
  20736. LineBasicMaterial: LineBasicMaterial,
  20737. Material: Material
  20738. });
  20739. /**
  20740. * @author tschw
  20741. * @author Ben Houston / http://clara.io/
  20742. * @author David Sarno / http://lighthaus.us/
  20743. */
  20744. var AnimationUtils = {
  20745. // same as Array.prototype.slice, but also works on typed arrays
  20746. arraySlice: function ( array, from, to ) {
  20747. if ( AnimationUtils.isTypedArray( array ) ) {
  20748. // in ios9 array.subarray(from, undefined) will return empty array
  20749. // but array.subarray(from) or array.subarray(from, len) is correct
  20750. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20751. }
  20752. return array.slice( from, to );
  20753. },
  20754. // converts an array to a specific type
  20755. convertArray: function ( array, type, forceClone ) {
  20756. if ( ! array || // let 'undefined' and 'null' pass
  20757. ! forceClone && array.constructor === type ) { return array; }
  20758. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20759. return new type( array ); // create typed array
  20760. }
  20761. return Array.prototype.slice.call( array ); // create Array
  20762. },
  20763. isTypedArray: function ( object ) {
  20764. return ArrayBuffer.isView( object ) &&
  20765. ! ( object instanceof DataView );
  20766. },
  20767. // returns an array by which times and values can be sorted
  20768. getKeyframeOrder: function ( times ) {
  20769. function compareTime( i, j ) {
  20770. return times[ i ] - times[ j ];
  20771. }
  20772. var n = times.length;
  20773. var result = new Array( n );
  20774. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20775. result.sort( compareTime );
  20776. return result;
  20777. },
  20778. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20779. sortedArray: function ( values, stride, order ) {
  20780. var nValues = values.length;
  20781. var result = new values.constructor( nValues );
  20782. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20783. var srcOffset = order[ i ] * stride;
  20784. for ( var j = 0; j !== stride; ++ j ) {
  20785. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20786. }
  20787. }
  20788. return result;
  20789. },
  20790. // function for parsing AOS keyframe formats
  20791. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20792. var i = 1, key = jsonKeys[ 0 ];
  20793. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20794. key = jsonKeys[ i ++ ];
  20795. }
  20796. if ( key === undefined ) { return; } // no data
  20797. var value = key[ valuePropertyName ];
  20798. if ( value === undefined ) { return; } // no data
  20799. if ( Array.isArray( value ) ) {
  20800. do {
  20801. value = key[ valuePropertyName ];
  20802. if ( value !== undefined ) {
  20803. times.push( key.time );
  20804. values.push.apply( values, value ); // push all elements
  20805. }
  20806. key = jsonKeys[ i ++ ];
  20807. } while ( key !== undefined );
  20808. } else if ( value.toArray !== undefined ) {
  20809. // ...assume THREE.Math-ish
  20810. do {
  20811. value = key[ valuePropertyName ];
  20812. if ( value !== undefined ) {
  20813. times.push( key.time );
  20814. value.toArray( values, values.length );
  20815. }
  20816. key = jsonKeys[ i ++ ];
  20817. } while ( key !== undefined );
  20818. } else {
  20819. // otherwise push as-is
  20820. do {
  20821. value = key[ valuePropertyName ];
  20822. if ( value !== undefined ) {
  20823. times.push( key.time );
  20824. values.push( value );
  20825. }
  20826. key = jsonKeys[ i ++ ];
  20827. } while ( key !== undefined );
  20828. }
  20829. },
  20830. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20831. fps = fps || 30;
  20832. var clip = sourceClip.clone();
  20833. clip.name = name;
  20834. var tracks = [];
  20835. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20836. var track = clip.tracks[ i ];
  20837. var valueSize = track.getValueSize();
  20838. var times = [];
  20839. var values = [];
  20840. for ( var j = 0; j < track.times.length; ++ j ) {
  20841. var frame = track.times[ j ] * fps;
  20842. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20843. times.push( track.times[ j ] );
  20844. for ( var k = 0; k < valueSize; ++ k ) {
  20845. values.push( track.values[ j * valueSize + k ] );
  20846. }
  20847. }
  20848. if ( times.length === 0 ) { continue; }
  20849. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20850. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20851. tracks.push( track );
  20852. }
  20853. clip.tracks = tracks;
  20854. // find minimum .times value across all tracks in the trimmed clip
  20855. var minStartTime = Infinity;
  20856. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20857. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20858. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20859. }
  20860. }
  20861. // shift all tracks such that clip begins at t=0
  20862. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20863. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20864. }
  20865. clip.resetDuration();
  20866. return clip;
  20867. },
  20868. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20869. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20870. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20871. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20872. var numTracks = targetClip.tracks.length;
  20873. var referenceTime = referenceFrame / fps;
  20874. // Make each track's values relative to the values at the reference frame
  20875. var loop = function ( i ) {
  20876. var referenceTrack = referenceClip.tracks[ i ];
  20877. var referenceTrackType = referenceTrack.ValueTypeName;
  20878. // Skip this track if it's non-numeric
  20879. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20880. // Find the track in the target clip whose name and type matches the reference track
  20881. var targetTrack = targetClip.tracks.find( function ( track ) {
  20882. return track.name === referenceTrack.name
  20883. && track.ValueTypeName === referenceTrackType;
  20884. } );
  20885. if ( targetTrack === undefined ) { return; }
  20886. var valueSize = referenceTrack.getValueSize();
  20887. var lastIndex = referenceTrack.times.length - 1;
  20888. var referenceValue = (void 0);
  20889. // Find the value to subtract out of the track
  20890. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20891. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20892. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20893. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20894. // Reference frame is after the last keyframe, so just use the last keyframe
  20895. var startIndex = lastIndex * valueSize;
  20896. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20897. } else {
  20898. // Interpolate to the reference value
  20899. var interpolant = referenceTrack.createInterpolant();
  20900. interpolant.evaluate( referenceTime );
  20901. referenceValue = interpolant.resultBuffer;
  20902. }
  20903. // Conjugate the quaternion
  20904. if ( referenceTrackType === 'quaternion' ) {
  20905. var referenceQuat = new Quaternion(
  20906. referenceValue[ 0 ],
  20907. referenceValue[ 1 ],
  20908. referenceValue[ 2 ],
  20909. referenceValue[ 3 ]
  20910. ).normalize().conjugate();
  20911. referenceQuat.toArray( referenceValue );
  20912. }
  20913. // Subtract the reference value from all of the track values
  20914. var numTimes = targetTrack.times.length;
  20915. for ( var j = 0; j < numTimes; ++ j ) {
  20916. var valueStart = j * valueSize;
  20917. if ( referenceTrackType === 'quaternion' ) {
  20918. // Multiply the conjugate for quaternion track types
  20919. Quaternion.multiplyQuaternionsFlat(
  20920. targetTrack.values,
  20921. valueStart,
  20922. referenceValue,
  20923. 0,
  20924. targetTrack.values,
  20925. valueStart
  20926. );
  20927. } else {
  20928. // Subtract each value for all other numeric track types
  20929. for ( var k = 0; k < valueSize; ++ k ) {
  20930. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20931. }
  20932. }
  20933. }
  20934. };
  20935. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20936. targetClip.blendMode = AdditiveAnimationBlendMode;
  20937. return targetClip;
  20938. }
  20939. };
  20940. /**
  20941. * Abstract base class of interpolants over parametric samples.
  20942. *
  20943. * The parameter domain is one dimensional, typically the time or a path
  20944. * along a curve defined by the data.
  20945. *
  20946. * The sample values can have any dimensionality and derived classes may
  20947. * apply special interpretations to the data.
  20948. *
  20949. * This class provides the interval seek in a Template Method, deferring
  20950. * the actual interpolation to derived classes.
  20951. *
  20952. * Time complexity is O(1) for linear access crossing at most two points
  20953. * and O(log N) for random access, where N is the number of positions.
  20954. *
  20955. * References:
  20956. *
  20957. * http://www.oodesign.com/template-method-pattern.html
  20958. *
  20959. * @author tschw
  20960. */
  20961. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20962. this.parameterPositions = parameterPositions;
  20963. this._cachedIndex = 0;
  20964. this.resultBuffer = resultBuffer !== undefined ?
  20965. resultBuffer : new sampleValues.constructor( sampleSize );
  20966. this.sampleValues = sampleValues;
  20967. this.valueSize = sampleSize;
  20968. }
  20969. Object.assign( Interpolant.prototype, {
  20970. evaluate: function ( t ) {
  20971. var pp = this.parameterPositions,
  20972. i1 = this._cachedIndex,
  20973. t1 = pp[ i1 ],
  20974. t0 = pp[ i1 - 1 ];
  20975. validate_interval: {
  20976. seek: {
  20977. var right;
  20978. linear_scan: {
  20979. //- See http://jsperf.com/comparison-to-undefined/3
  20980. //- slower code:
  20981. //-
  20982. //- if ( t >= t1 || t1 === undefined ) {
  20983. forward_scan: if ( ! ( t < t1 ) ) {
  20984. for ( var giveUpAt = i1 + 2; ; ) {
  20985. if ( t1 === undefined ) {
  20986. if ( t < t0 ) { break forward_scan; }
  20987. // after end
  20988. i1 = pp.length;
  20989. this._cachedIndex = i1;
  20990. return this.afterEnd_( i1 - 1, t, t0 );
  20991. }
  20992. if ( i1 === giveUpAt ) { break; } // this loop
  20993. t0 = t1;
  20994. t1 = pp[ ++ i1 ];
  20995. if ( t < t1 ) {
  20996. // we have arrived at the sought interval
  20997. break seek;
  20998. }
  20999. }
  21000. // prepare binary search on the right side of the index
  21001. right = pp.length;
  21002. break linear_scan;
  21003. }
  21004. //- slower code:
  21005. //- if ( t < t0 || t0 === undefined ) {
  21006. if ( ! ( t >= t0 ) ) {
  21007. // looping?
  21008. var t1global = pp[ 1 ];
  21009. if ( t < t1global ) {
  21010. i1 = 2; // + 1, using the scan for the details
  21011. t0 = t1global;
  21012. }
  21013. // linear reverse scan
  21014. for ( var giveUpAt$1 = i1 - 2; ; ) {
  21015. if ( t0 === undefined ) {
  21016. // before start
  21017. this._cachedIndex = 0;
  21018. return this.beforeStart_( 0, t, t1 );
  21019. }
  21020. if ( i1 === giveUpAt$1 ) { break; } // this loop
  21021. t1 = t0;
  21022. t0 = pp[ -- i1 - 1 ];
  21023. if ( t >= t0 ) {
  21024. // we have arrived at the sought interval
  21025. break seek;
  21026. }
  21027. }
  21028. // prepare binary search on the left side of the index
  21029. right = i1;
  21030. i1 = 0;
  21031. break linear_scan;
  21032. }
  21033. // the interval is valid
  21034. break validate_interval;
  21035. } // linear scan
  21036. // binary search
  21037. while ( i1 < right ) {
  21038. var mid = ( i1 + right ) >>> 1;
  21039. if ( t < pp[ mid ] ) {
  21040. right = mid;
  21041. } else {
  21042. i1 = mid + 1;
  21043. }
  21044. }
  21045. t1 = pp[ i1 ];
  21046. t0 = pp[ i1 - 1 ];
  21047. // check boundary cases, again
  21048. if ( t0 === undefined ) {
  21049. this._cachedIndex = 0;
  21050. return this.beforeStart_( 0, t, t1 );
  21051. }
  21052. if ( t1 === undefined ) {
  21053. i1 = pp.length;
  21054. this._cachedIndex = i1;
  21055. return this.afterEnd_( i1 - 1, t0, t );
  21056. }
  21057. } // seek
  21058. this._cachedIndex = i1;
  21059. this.intervalChanged_( i1, t0, t1 );
  21060. } // validate_interval
  21061. return this.interpolate_( i1, t0, t, t1 );
  21062. },
  21063. settings: null, // optional, subclass-specific settings structure
  21064. // Note: The indirection allows central control of many interpolants.
  21065. // --- Protected interface
  21066. DefaultSettings_: {},
  21067. getSettings_: function () {
  21068. return this.settings || this.DefaultSettings_;
  21069. },
  21070. copySampleValue_: function ( index ) {
  21071. // copies a sample value to the result buffer
  21072. var result = this.resultBuffer,
  21073. values = this.sampleValues,
  21074. stride = this.valueSize,
  21075. offset = index * stride;
  21076. for ( var i = 0; i !== stride; ++ i ) {
  21077. result[ i ] = values[ offset + i ];
  21078. }
  21079. return result;
  21080. },
  21081. // Template methods for derived classes:
  21082. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  21083. throw new Error( 'call to abstract method' );
  21084. // implementations shall return this.resultBuffer
  21085. },
  21086. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  21087. // empty
  21088. }
  21089. } );
  21090. // DECLARE ALIAS AFTER assign prototype
  21091. Object.assign( Interpolant.prototype, {
  21092. //( 0, t, t0 ), returns this.resultBuffer
  21093. beforeStart_: Interpolant.prototype.copySampleValue_,
  21094. //( N-1, tN-1, t ), returns this.resultBuffer
  21095. afterEnd_: Interpolant.prototype.copySampleValue_,
  21096. } );
  21097. /**
  21098. * Fast and simple cubic spline interpolant.
  21099. *
  21100. * It was derived from a Hermitian construction setting the first derivative
  21101. * at each sample position to the linear slope between neighboring positions
  21102. * over their parameter interval.
  21103. *
  21104. * @author tschw
  21105. */
  21106. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21107. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21108. this._weightPrev = - 0;
  21109. this._offsetPrev = - 0;
  21110. this._weightNext = - 0;
  21111. this._offsetNext = - 0;
  21112. }
  21113. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21114. constructor: CubicInterpolant,
  21115. DefaultSettings_: {
  21116. endingStart: ZeroCurvatureEnding,
  21117. endingEnd: ZeroCurvatureEnding
  21118. },
  21119. intervalChanged_: function ( i1, t0, t1 ) {
  21120. var pp = this.parameterPositions,
  21121. iPrev = i1 - 2,
  21122. iNext = i1 + 1,
  21123. tPrev = pp[ iPrev ],
  21124. tNext = pp[ iNext ];
  21125. if ( tPrev === undefined ) {
  21126. switch ( this.getSettings_().endingStart ) {
  21127. case ZeroSlopeEnding:
  21128. // f'(t0) = 0
  21129. iPrev = i1;
  21130. tPrev = 2 * t0 - t1;
  21131. break;
  21132. case WrapAroundEnding:
  21133. // use the other end of the curve
  21134. iPrev = pp.length - 2;
  21135. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  21136. break;
  21137. default: // ZeroCurvatureEnding
  21138. // f''(t0) = 0 a.k.a. Natural Spline
  21139. iPrev = i1;
  21140. tPrev = t1;
  21141. }
  21142. }
  21143. if ( tNext === undefined ) {
  21144. switch ( this.getSettings_().endingEnd ) {
  21145. case ZeroSlopeEnding:
  21146. // f'(tN) = 0
  21147. iNext = i1;
  21148. tNext = 2 * t1 - t0;
  21149. break;
  21150. case WrapAroundEnding:
  21151. // use the other end of the curve
  21152. iNext = 1;
  21153. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  21154. break;
  21155. default: // ZeroCurvatureEnding
  21156. // f''(tN) = 0, a.k.a. Natural Spline
  21157. iNext = i1 - 1;
  21158. tNext = t0;
  21159. }
  21160. }
  21161. var halfDt = ( t1 - t0 ) * 0.5,
  21162. stride = this.valueSize;
  21163. this._weightPrev = halfDt / ( t0 - tPrev );
  21164. this._weightNext = halfDt / ( tNext - t1 );
  21165. this._offsetPrev = iPrev * stride;
  21166. this._offsetNext = iNext * stride;
  21167. },
  21168. interpolate_: function ( i1, t0, t, t1 ) {
  21169. var result = this.resultBuffer,
  21170. values = this.sampleValues,
  21171. stride = this.valueSize,
  21172. o1 = i1 * stride, o0 = o1 - stride,
  21173. oP = this._offsetPrev, oN = this._offsetNext,
  21174. wP = this._weightPrev, wN = this._weightNext,
  21175. p = ( t - t0 ) / ( t1 - t0 ),
  21176. pp = p * p,
  21177. ppp = pp * p;
  21178. // evaluate polynomials
  21179. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  21180. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  21181. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21182. var sN = wN * ppp - wN * pp;
  21183. // combine data linearly
  21184. for ( var i = 0; i !== stride; ++ i ) {
  21185. result[ i ] =
  21186. sP * values[ oP + i ] +
  21187. s0 * values[ o0 + i ] +
  21188. s1 * values[ o1 + i ] +
  21189. sN * values[ oN + i ];
  21190. }
  21191. return result;
  21192. }
  21193. } );
  21194. /**
  21195. * @author tschw
  21196. */
  21197. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21198. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21199. }
  21200. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21201. constructor: LinearInterpolant,
  21202. interpolate_: function ( i1, t0, t, t1 ) {
  21203. var result = this.resultBuffer,
  21204. values = this.sampleValues,
  21205. stride = this.valueSize,
  21206. offset1 = i1 * stride,
  21207. offset0 = offset1 - stride,
  21208. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21209. weight0 = 1 - weight1;
  21210. for ( var i = 0; i !== stride; ++ i ) {
  21211. result[ i ] =
  21212. values[ offset0 + i ] * weight0 +
  21213. values[ offset1 + i ] * weight1;
  21214. }
  21215. return result;
  21216. }
  21217. } );
  21218. /**
  21219. *
  21220. * Interpolant that evaluates to the sample value at the position preceeding
  21221. * the parameter.
  21222. *
  21223. * @author tschw
  21224. */
  21225. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21226. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21227. }
  21228. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21229. constructor: DiscreteInterpolant,
  21230. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21231. return this.copySampleValue_( i1 - 1 );
  21232. }
  21233. } );
  21234. /**
  21235. *
  21236. * A timed sequence of keyframes for a specific property.
  21237. *
  21238. *
  21239. * @author Ben Houston / http://clara.io/
  21240. * @author David Sarno / http://lighthaus.us/
  21241. * @author tschw
  21242. */
  21243. function KeyframeTrack( name, times, values, interpolation ) {
  21244. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21245. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21246. this.name = name;
  21247. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21248. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21249. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21250. }
  21251. // Static methods
  21252. Object.assign( KeyframeTrack, {
  21253. // Serialization (in static context, because of constructor invocation
  21254. // and automatic invocation of .toJSON):
  21255. toJSON: function ( track ) {
  21256. var trackType = track.constructor;
  21257. var json;
  21258. // derived classes can define a static toJSON method
  21259. if ( trackType.toJSON !== undefined ) {
  21260. json = trackType.toJSON( track );
  21261. } else {
  21262. // by default, we assume the data can be serialized as-is
  21263. json = {
  21264. 'name': track.name,
  21265. 'times': AnimationUtils.convertArray( track.times, Array ),
  21266. 'values': AnimationUtils.convertArray( track.values, Array )
  21267. };
  21268. var interpolation = track.getInterpolation();
  21269. if ( interpolation !== track.DefaultInterpolation ) {
  21270. json.interpolation = interpolation;
  21271. }
  21272. }
  21273. json.type = track.ValueTypeName; // mandatory
  21274. return json;
  21275. }
  21276. } );
  21277. Object.assign( KeyframeTrack.prototype, {
  21278. constructor: KeyframeTrack,
  21279. TimeBufferType: Float32Array,
  21280. ValueBufferType: Float32Array,
  21281. DefaultInterpolation: InterpolateLinear,
  21282. InterpolantFactoryMethodDiscrete: function ( result ) {
  21283. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21284. },
  21285. InterpolantFactoryMethodLinear: function ( result ) {
  21286. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21287. },
  21288. InterpolantFactoryMethodSmooth: function ( result ) {
  21289. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21290. },
  21291. setInterpolation: function ( interpolation ) {
  21292. var factoryMethod;
  21293. switch ( interpolation ) {
  21294. case InterpolateDiscrete:
  21295. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21296. break;
  21297. case InterpolateLinear:
  21298. factoryMethod = this.InterpolantFactoryMethodLinear;
  21299. break;
  21300. case InterpolateSmooth:
  21301. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21302. break;
  21303. }
  21304. if ( factoryMethod === undefined ) {
  21305. var message = "unsupported interpolation for " +
  21306. this.ValueTypeName + " keyframe track named " + this.name;
  21307. if ( this.createInterpolant === undefined ) {
  21308. // fall back to default, unless the default itself is messed up
  21309. if ( interpolation !== this.DefaultInterpolation ) {
  21310. this.setInterpolation( this.DefaultInterpolation );
  21311. } else {
  21312. throw new Error( message ); // fatal, in this case
  21313. }
  21314. }
  21315. console.warn( 'THREE.KeyframeTrack:', message );
  21316. return this;
  21317. }
  21318. this.createInterpolant = factoryMethod;
  21319. return this;
  21320. },
  21321. getInterpolation: function () {
  21322. switch ( this.createInterpolant ) {
  21323. case this.InterpolantFactoryMethodDiscrete:
  21324. return InterpolateDiscrete;
  21325. case this.InterpolantFactoryMethodLinear:
  21326. return InterpolateLinear;
  21327. case this.InterpolantFactoryMethodSmooth:
  21328. return InterpolateSmooth;
  21329. }
  21330. },
  21331. getValueSize: function () {
  21332. return this.values.length / this.times.length;
  21333. },
  21334. // move all keyframes either forwards or backwards in time
  21335. shift: function ( timeOffset ) {
  21336. if ( timeOffset !== 0.0 ) {
  21337. var times = this.times;
  21338. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21339. times[ i ] += timeOffset;
  21340. }
  21341. }
  21342. return this;
  21343. },
  21344. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21345. scale: function ( timeScale ) {
  21346. if ( timeScale !== 1.0 ) {
  21347. var times = this.times;
  21348. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21349. times[ i ] *= timeScale;
  21350. }
  21351. }
  21352. return this;
  21353. },
  21354. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21355. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21356. trim: function ( startTime, endTime ) {
  21357. var times = this.times,
  21358. nKeys = times.length;
  21359. var from = 0,
  21360. to = nKeys - 1;
  21361. while ( from !== nKeys && times[ from ] < startTime ) {
  21362. ++ from;
  21363. }
  21364. while ( to !== - 1 && times[ to ] > endTime ) {
  21365. -- to;
  21366. }
  21367. ++ to; // inclusive -> exclusive bound
  21368. if ( from !== 0 || to !== nKeys ) {
  21369. // empty tracks are forbidden, so keep at least one keyframe
  21370. if ( from >= to ) {
  21371. to = Math.max( to, 1 );
  21372. from = to - 1;
  21373. }
  21374. var stride = this.getValueSize();
  21375. this.times = AnimationUtils.arraySlice( times, from, to );
  21376. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21377. }
  21378. return this;
  21379. },
  21380. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21381. validate: function () {
  21382. var valid = true;
  21383. var valueSize = this.getValueSize();
  21384. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21385. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21386. valid = false;
  21387. }
  21388. var times = this.times,
  21389. values = this.values,
  21390. nKeys = times.length;
  21391. if ( nKeys === 0 ) {
  21392. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21393. valid = false;
  21394. }
  21395. var prevTime = null;
  21396. for ( var i = 0; i !== nKeys; i ++ ) {
  21397. var currTime = times[ i ];
  21398. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21399. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21400. valid = false;
  21401. break;
  21402. }
  21403. if ( prevTime !== null && prevTime > currTime ) {
  21404. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21405. valid = false;
  21406. break;
  21407. }
  21408. prevTime = currTime;
  21409. }
  21410. if ( values !== undefined ) {
  21411. if ( AnimationUtils.isTypedArray( values ) ) {
  21412. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21413. var value = values[ i$1 ];
  21414. if ( isNaN( value ) ) {
  21415. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21416. valid = false;
  21417. break;
  21418. }
  21419. }
  21420. }
  21421. }
  21422. return valid;
  21423. },
  21424. // removes equivalent sequential keys as common in morph target sequences
  21425. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21426. optimize: function () {
  21427. // times or values may be shared with other tracks, so overwriting is unsafe
  21428. var times = AnimationUtils.arraySlice( this.times ),
  21429. values = AnimationUtils.arraySlice( this.values ),
  21430. stride = this.getValueSize(),
  21431. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21432. lastIndex = times.length - 1;
  21433. var writeIndex = 1;
  21434. for ( var i = 1; i < lastIndex; ++ i ) {
  21435. var keep = false;
  21436. var time = times[ i ];
  21437. var timeNext = times[ i + 1 ];
  21438. // remove adjacent keyframes scheduled at the same time
  21439. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21440. if ( ! smoothInterpolation ) {
  21441. // remove unnecessary keyframes same as their neighbors
  21442. var offset = i * stride,
  21443. offsetP = offset - stride,
  21444. offsetN = offset + stride;
  21445. for ( var j = 0; j !== stride; ++ j ) {
  21446. var value = values[ offset + j ];
  21447. if ( value !== values[ offsetP + j ] ||
  21448. value !== values[ offsetN + j ] ) {
  21449. keep = true;
  21450. break;
  21451. }
  21452. }
  21453. } else {
  21454. keep = true;
  21455. }
  21456. }
  21457. // in-place compaction
  21458. if ( keep ) {
  21459. if ( i !== writeIndex ) {
  21460. times[ writeIndex ] = times[ i ];
  21461. var readOffset = i * stride,
  21462. writeOffset = writeIndex * stride;
  21463. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21464. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21465. }
  21466. }
  21467. ++ writeIndex;
  21468. }
  21469. }
  21470. // flush last keyframe (compaction looks ahead)
  21471. if ( lastIndex > 0 ) {
  21472. times[ writeIndex ] = times[ lastIndex ];
  21473. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21474. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21475. }
  21476. ++ writeIndex;
  21477. }
  21478. if ( writeIndex !== times.length ) {
  21479. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21480. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21481. } else {
  21482. this.times = times;
  21483. this.values = values;
  21484. }
  21485. return this;
  21486. },
  21487. clone: function () {
  21488. var times = AnimationUtils.arraySlice( this.times, 0 );
  21489. var values = AnimationUtils.arraySlice( this.values, 0 );
  21490. var TypedKeyframeTrack = this.constructor;
  21491. var track = new TypedKeyframeTrack( this.name, times, values );
  21492. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21493. track.createInterpolant = this.createInterpolant;
  21494. return track;
  21495. }
  21496. } );
  21497. /**
  21498. *
  21499. * A Track of Boolean keyframe values.
  21500. *
  21501. *
  21502. * @author Ben Houston / http://clara.io/
  21503. * @author David Sarno / http://lighthaus.us/
  21504. * @author tschw
  21505. */
  21506. function BooleanKeyframeTrack( name, times, values ) {
  21507. KeyframeTrack.call( this, name, times, values );
  21508. }
  21509. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21510. constructor: BooleanKeyframeTrack,
  21511. ValueTypeName: 'bool',
  21512. ValueBufferType: Array,
  21513. DefaultInterpolation: InterpolateDiscrete,
  21514. InterpolantFactoryMethodLinear: undefined,
  21515. InterpolantFactoryMethodSmooth: undefined
  21516. // Note: Actually this track could have a optimized / compressed
  21517. // representation of a single value and a custom interpolant that
  21518. // computes "firstValue ^ isOdd( index )".
  21519. } );
  21520. /**
  21521. *
  21522. * A Track of keyframe values that represent color.
  21523. *
  21524. *
  21525. * @author Ben Houston / http://clara.io/
  21526. * @author David Sarno / http://lighthaus.us/
  21527. * @author tschw
  21528. */
  21529. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21530. KeyframeTrack.call( this, name, times, values, interpolation );
  21531. }
  21532. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21533. constructor: ColorKeyframeTrack,
  21534. ValueTypeName: 'color'
  21535. // ValueBufferType is inherited
  21536. // DefaultInterpolation is inherited
  21537. // Note: Very basic implementation and nothing special yet.
  21538. // However, this is the place for color space parameterization.
  21539. } );
  21540. /**
  21541. *
  21542. * A Track of numeric keyframe values.
  21543. *
  21544. * @author Ben Houston / http://clara.io/
  21545. * @author David Sarno / http://lighthaus.us/
  21546. * @author tschw
  21547. */
  21548. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21549. KeyframeTrack.call( this, name, times, values, interpolation );
  21550. }
  21551. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21552. constructor: NumberKeyframeTrack,
  21553. ValueTypeName: 'number'
  21554. // ValueBufferType is inherited
  21555. // DefaultInterpolation is inherited
  21556. } );
  21557. /**
  21558. * Spherical linear unit quaternion interpolant.
  21559. *
  21560. * @author tschw
  21561. */
  21562. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21563. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21564. }
  21565. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21566. constructor: QuaternionLinearInterpolant,
  21567. interpolate_: function ( i1, t0, t, t1 ) {
  21568. var result = this.resultBuffer,
  21569. values = this.sampleValues,
  21570. stride = this.valueSize,
  21571. alpha = ( t - t0 ) / ( t1 - t0 );
  21572. var offset = i1 * stride;
  21573. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21574. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21575. }
  21576. return result;
  21577. }
  21578. } );
  21579. /**
  21580. *
  21581. * A Track of quaternion keyframe values.
  21582. *
  21583. * @author Ben Houston / http://clara.io/
  21584. * @author David Sarno / http://lighthaus.us/
  21585. * @author tschw
  21586. */
  21587. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21588. KeyframeTrack.call( this, name, times, values, interpolation );
  21589. }
  21590. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21591. constructor: QuaternionKeyframeTrack,
  21592. ValueTypeName: 'quaternion',
  21593. // ValueBufferType is inherited
  21594. DefaultInterpolation: InterpolateLinear,
  21595. InterpolantFactoryMethodLinear: function ( result ) {
  21596. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21597. },
  21598. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21599. } );
  21600. /**
  21601. *
  21602. * A Track that interpolates Strings
  21603. *
  21604. *
  21605. * @author Ben Houston / http://clara.io/
  21606. * @author David Sarno / http://lighthaus.us/
  21607. * @author tschw
  21608. */
  21609. function StringKeyframeTrack( name, times, values, interpolation ) {
  21610. KeyframeTrack.call( this, name, times, values, interpolation );
  21611. }
  21612. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21613. constructor: StringKeyframeTrack,
  21614. ValueTypeName: 'string',
  21615. ValueBufferType: Array,
  21616. DefaultInterpolation: InterpolateDiscrete,
  21617. InterpolantFactoryMethodLinear: undefined,
  21618. InterpolantFactoryMethodSmooth: undefined
  21619. } );
  21620. /**
  21621. *
  21622. * A Track of vectored keyframe values.
  21623. *
  21624. *
  21625. * @author Ben Houston / http://clara.io/
  21626. * @author David Sarno / http://lighthaus.us/
  21627. * @author tschw
  21628. */
  21629. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21630. KeyframeTrack.call( this, name, times, values, interpolation );
  21631. }
  21632. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21633. constructor: VectorKeyframeTrack,
  21634. ValueTypeName: 'vector'
  21635. // ValueBufferType is inherited
  21636. // DefaultInterpolation is inherited
  21637. } );
  21638. /**
  21639. *
  21640. * Reusable set of Tracks that represent an animation.
  21641. *
  21642. * @author Ben Houston / http://clara.io/
  21643. * @author David Sarno / http://lighthaus.us/
  21644. */
  21645. function AnimationClip( name, duration, tracks, blendMode ) {
  21646. this.name = name;
  21647. this.tracks = tracks;
  21648. this.duration = ( duration !== undefined ) ? duration : - 1;
  21649. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21650. this.uuid = MathUtils.generateUUID();
  21651. // this means it should figure out its duration by scanning the tracks
  21652. if ( this.duration < 0 ) {
  21653. this.resetDuration();
  21654. }
  21655. }
  21656. function getTrackTypeForValueTypeName( typeName ) {
  21657. switch ( typeName.toLowerCase() ) {
  21658. case 'scalar':
  21659. case 'double':
  21660. case 'float':
  21661. case 'number':
  21662. case 'integer':
  21663. return NumberKeyframeTrack;
  21664. case 'vector':
  21665. case 'vector2':
  21666. case 'vector3':
  21667. case 'vector4':
  21668. return VectorKeyframeTrack;
  21669. case 'color':
  21670. return ColorKeyframeTrack;
  21671. case 'quaternion':
  21672. return QuaternionKeyframeTrack;
  21673. case 'bool':
  21674. case 'boolean':
  21675. return BooleanKeyframeTrack;
  21676. case 'string':
  21677. return StringKeyframeTrack;
  21678. }
  21679. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21680. }
  21681. function parseKeyframeTrack( json ) {
  21682. if ( json.type === undefined ) {
  21683. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21684. }
  21685. var trackType = getTrackTypeForValueTypeName( json.type );
  21686. if ( json.times === undefined ) {
  21687. var times = [], values = [];
  21688. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21689. json.times = times;
  21690. json.values = values;
  21691. }
  21692. // derived classes can define a static parse method
  21693. if ( trackType.parse !== undefined ) {
  21694. return trackType.parse( json );
  21695. } else {
  21696. // by default, we assume a constructor compatible with the base
  21697. return new trackType( json.name, json.times, json.values, json.interpolation );
  21698. }
  21699. }
  21700. Object.assign( AnimationClip, {
  21701. parse: function ( json ) {
  21702. var tracks = [],
  21703. jsonTracks = json.tracks,
  21704. frameTime = 1.0 / ( json.fps || 1.0 );
  21705. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21706. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21707. }
  21708. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21709. },
  21710. toJSON: function ( clip ) {
  21711. var tracks = [],
  21712. clipTracks = clip.tracks;
  21713. var json = {
  21714. 'name': clip.name,
  21715. 'duration': clip.duration,
  21716. 'tracks': tracks,
  21717. 'uuid': clip.uuid,
  21718. 'blendMode': clip.blendMode
  21719. };
  21720. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21721. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21722. }
  21723. return json;
  21724. },
  21725. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21726. var numMorphTargets = morphTargetSequence.length;
  21727. var tracks = [];
  21728. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21729. var times = [];
  21730. var values = [];
  21731. times.push(
  21732. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21733. i,
  21734. ( i + 1 ) % numMorphTargets );
  21735. values.push( 0, 1, 0 );
  21736. var order = AnimationUtils.getKeyframeOrder( times );
  21737. times = AnimationUtils.sortedArray( times, 1, order );
  21738. values = AnimationUtils.sortedArray( values, 1, order );
  21739. // if there is a key at the first frame, duplicate it as the
  21740. // last frame as well for perfect loop.
  21741. if ( ! noLoop && times[ 0 ] === 0 ) {
  21742. times.push( numMorphTargets );
  21743. values.push( values[ 0 ] );
  21744. }
  21745. tracks.push(
  21746. new NumberKeyframeTrack(
  21747. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21748. times, values
  21749. ).scale( 1.0 / fps ) );
  21750. }
  21751. return new AnimationClip( name, - 1, tracks );
  21752. },
  21753. findByName: function ( objectOrClipArray, name ) {
  21754. var clipArray = objectOrClipArray;
  21755. if ( ! Array.isArray( objectOrClipArray ) ) {
  21756. var o = objectOrClipArray;
  21757. clipArray = o.geometry && o.geometry.animations || o.animations;
  21758. }
  21759. for ( var i = 0; i < clipArray.length; i ++ ) {
  21760. if ( clipArray[ i ].name === name ) {
  21761. return clipArray[ i ];
  21762. }
  21763. }
  21764. return null;
  21765. },
  21766. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21767. var animationToMorphTargets = {};
  21768. // tested with https://regex101.com/ on trick sequences
  21769. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21770. var pattern = /^([\w-]*?)([\d]+)$/;
  21771. // sort morph target names into animation groups based
  21772. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21773. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21774. var morphTarget = morphTargets[ i ];
  21775. var parts = morphTarget.name.match( pattern );
  21776. if ( parts && parts.length > 1 ) {
  21777. var name = parts[ 1 ];
  21778. var animationMorphTargets = animationToMorphTargets[ name ];
  21779. if ( ! animationMorphTargets ) {
  21780. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21781. }
  21782. animationMorphTargets.push( morphTarget );
  21783. }
  21784. }
  21785. var clips = [];
  21786. for ( var name$1 in animationToMorphTargets ) {
  21787. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21788. }
  21789. return clips;
  21790. },
  21791. // parse the animation.hierarchy format
  21792. parseAnimation: function ( animation, bones ) {
  21793. if ( ! animation ) {
  21794. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21795. return null;
  21796. }
  21797. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21798. // only return track if there are actually keys.
  21799. if ( animationKeys.length !== 0 ) {
  21800. var times = [];
  21801. var values = [];
  21802. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21803. // empty keys are filtered out, so check again
  21804. if ( times.length !== 0 ) {
  21805. destTracks.push( new trackType( trackName, times, values ) );
  21806. }
  21807. }
  21808. };
  21809. var tracks = [];
  21810. var clipName = animation.name || 'default';
  21811. var fps = animation.fps || 30;
  21812. var blendMode = animation.blendMode;
  21813. // automatic length determination in AnimationClip.
  21814. var duration = animation.length || - 1;
  21815. var hierarchyTracks = animation.hierarchy || [];
  21816. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21817. var animationKeys = hierarchyTracks[ h ].keys;
  21818. // skip empty tracks
  21819. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21820. // process morph targets
  21821. if ( animationKeys[ 0 ].morphTargets ) {
  21822. // figure out all morph targets used in this track
  21823. var morphTargetNames = {};
  21824. var k = (void 0);
  21825. for ( k = 0; k < animationKeys.length; k ++ ) {
  21826. if ( animationKeys[ k ].morphTargets ) {
  21827. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21828. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21829. }
  21830. }
  21831. }
  21832. // create a track for each morph target with all zero
  21833. // morphTargetInfluences except for the keys in which
  21834. // the morphTarget is named.
  21835. for ( var morphTargetName in morphTargetNames ) {
  21836. var times = [];
  21837. var values = [];
  21838. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21839. var animationKey = animationKeys[ k ];
  21840. times.push( animationKey.time );
  21841. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21842. }
  21843. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21844. }
  21845. duration = morphTargetNames.length * ( fps || 1.0 );
  21846. } else {
  21847. // ...assume skeletal animation
  21848. var boneName = '.bones[' + bones[ h ].name + ']';
  21849. addNonemptyTrack(
  21850. VectorKeyframeTrack, boneName + '.position',
  21851. animationKeys, 'pos', tracks );
  21852. addNonemptyTrack(
  21853. QuaternionKeyframeTrack, boneName + '.quaternion',
  21854. animationKeys, 'rot', tracks );
  21855. addNonemptyTrack(
  21856. VectorKeyframeTrack, boneName + '.scale',
  21857. animationKeys, 'scl', tracks );
  21858. }
  21859. }
  21860. if ( tracks.length === 0 ) {
  21861. return null;
  21862. }
  21863. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21864. return clip;
  21865. }
  21866. } );
  21867. Object.assign( AnimationClip.prototype, {
  21868. resetDuration: function () {
  21869. var tracks = this.tracks;
  21870. var duration = 0;
  21871. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21872. var track = this.tracks[ i ];
  21873. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21874. }
  21875. this.duration = duration;
  21876. return this;
  21877. },
  21878. trim: function () {
  21879. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21880. this.tracks[ i ].trim( 0, this.duration );
  21881. }
  21882. return this;
  21883. },
  21884. validate: function () {
  21885. var valid = true;
  21886. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21887. valid = valid && this.tracks[ i ].validate();
  21888. }
  21889. return valid;
  21890. },
  21891. optimize: function () {
  21892. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21893. this.tracks[ i ].optimize();
  21894. }
  21895. return this;
  21896. },
  21897. clone: function () {
  21898. var tracks = [];
  21899. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21900. tracks.push( this.tracks[ i ].clone() );
  21901. }
  21902. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21903. }
  21904. } );
  21905. /**
  21906. * @author mrdoob / http://mrdoob.com/
  21907. */
  21908. var Cache = {
  21909. enabled: false,
  21910. files: {},
  21911. add: function ( key, file ) {
  21912. if ( this.enabled === false ) { return; }
  21913. // console.log( 'THREE.Cache', 'Adding key:', key );
  21914. this.files[ key ] = file;
  21915. },
  21916. get: function ( key ) {
  21917. if ( this.enabled === false ) { return; }
  21918. // console.log( 'THREE.Cache', 'Checking key:', key );
  21919. return this.files[ key ];
  21920. },
  21921. remove: function ( key ) {
  21922. delete this.files[ key ];
  21923. },
  21924. clear: function () {
  21925. this.files = {};
  21926. }
  21927. };
  21928. /**
  21929. * @author mrdoob / http://mrdoob.com/
  21930. */
  21931. function LoadingManager( onLoad, onProgress, onError ) {
  21932. var scope = this;
  21933. var isLoading = false;
  21934. var itemsLoaded = 0;
  21935. var itemsTotal = 0;
  21936. var urlModifier = undefined;
  21937. var handlers = [];
  21938. // Refer to #5689 for the reason why we don't set .onStart
  21939. // in the constructor
  21940. this.onStart = undefined;
  21941. this.onLoad = onLoad;
  21942. this.onProgress = onProgress;
  21943. this.onError = onError;
  21944. this.itemStart = function ( url ) {
  21945. itemsTotal ++;
  21946. if ( isLoading === false ) {
  21947. if ( scope.onStart !== undefined ) {
  21948. scope.onStart( url, itemsLoaded, itemsTotal );
  21949. }
  21950. }
  21951. isLoading = true;
  21952. };
  21953. this.itemEnd = function ( url ) {
  21954. itemsLoaded ++;
  21955. if ( scope.onProgress !== undefined ) {
  21956. scope.onProgress( url, itemsLoaded, itemsTotal );
  21957. }
  21958. if ( itemsLoaded === itemsTotal ) {
  21959. isLoading = false;
  21960. if ( scope.onLoad !== undefined ) {
  21961. scope.onLoad();
  21962. }
  21963. }
  21964. };
  21965. this.itemError = function ( url ) {
  21966. if ( scope.onError !== undefined ) {
  21967. scope.onError( url );
  21968. }
  21969. };
  21970. this.resolveURL = function ( url ) {
  21971. if ( urlModifier ) {
  21972. return urlModifier( url );
  21973. }
  21974. return url;
  21975. };
  21976. this.setURLModifier = function ( transform ) {
  21977. urlModifier = transform;
  21978. return this;
  21979. };
  21980. this.addHandler = function ( regex, loader ) {
  21981. handlers.push( regex, loader );
  21982. return this;
  21983. };
  21984. this.removeHandler = function ( regex ) {
  21985. var index = handlers.indexOf( regex );
  21986. if ( index !== - 1 ) {
  21987. handlers.splice( index, 2 );
  21988. }
  21989. return this;
  21990. };
  21991. this.getHandler = function ( file ) {
  21992. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21993. var regex = handlers[ i ];
  21994. var loader = handlers[ i + 1 ];
  21995. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21996. if ( regex.test( file ) ) {
  21997. return loader;
  21998. }
  21999. }
  22000. return null;
  22001. };
  22002. }
  22003. var DefaultLoadingManager = new LoadingManager();
  22004. /**
  22005. * @author alteredq / http://alteredqualia.com/
  22006. */
  22007. function Loader( manager ) {
  22008. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22009. this.crossOrigin = 'anonymous';
  22010. this.path = '';
  22011. this.resourcePath = '';
  22012. this.requestHeader = {};
  22013. }
  22014. Object.assign( Loader.prototype, {
  22015. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  22016. loadAsync: function ( url, onProgress ) {
  22017. var scope = this;
  22018. return new Promise( function ( resolve, reject ) {
  22019. scope.load( url, resolve, onProgress, reject );
  22020. } );
  22021. },
  22022. parse: function ( /* data */ ) {},
  22023. setCrossOrigin: function ( crossOrigin ) {
  22024. this.crossOrigin = crossOrigin;
  22025. return this;
  22026. },
  22027. setPath: function ( path ) {
  22028. this.path = path;
  22029. return this;
  22030. },
  22031. setResourcePath: function ( resourcePath ) {
  22032. this.resourcePath = resourcePath;
  22033. return this;
  22034. },
  22035. setRequestHeader: function ( requestHeader ) {
  22036. this.requestHeader = requestHeader;
  22037. return this;
  22038. }
  22039. } );
  22040. /**
  22041. * @author mrdoob / http://mrdoob.com/
  22042. */
  22043. var loading = {};
  22044. function FileLoader( manager ) {
  22045. Loader.call( this, manager );
  22046. }
  22047. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22048. constructor: FileLoader,
  22049. load: function ( url, onLoad, onProgress, onError ) {
  22050. if ( url === undefined ) { url = ''; }
  22051. if ( this.path !== undefined ) { url = this.path + url; }
  22052. url = this.manager.resolveURL( url );
  22053. var scope = this;
  22054. var cached = Cache.get( url );
  22055. if ( cached !== undefined ) {
  22056. scope.manager.itemStart( url );
  22057. setTimeout( function () {
  22058. if ( onLoad ) { onLoad( cached ); }
  22059. scope.manager.itemEnd( url );
  22060. }, 0 );
  22061. return cached;
  22062. }
  22063. // Check if request is duplicate
  22064. if ( loading[ url ] !== undefined ) {
  22065. loading[ url ].push( {
  22066. onLoad: onLoad,
  22067. onProgress: onProgress,
  22068. onError: onError
  22069. } );
  22070. return;
  22071. }
  22072. // Check for data: URI
  22073. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22074. var dataUriRegexResult = url.match( dataUriRegex );
  22075. var request;
  22076. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22077. if ( dataUriRegexResult ) {
  22078. var mimeType = dataUriRegexResult[ 1 ];
  22079. var isBase64 = !! dataUriRegexResult[ 2 ];
  22080. var data = dataUriRegexResult[ 3 ];
  22081. data = decodeURIComponent( data );
  22082. if ( isBase64 ) { data = atob( data ); }
  22083. try {
  22084. var response;
  22085. var responseType = ( this.responseType || '' ).toLowerCase();
  22086. switch ( responseType ) {
  22087. case 'arraybuffer':
  22088. case 'blob':
  22089. var view = new Uint8Array( data.length );
  22090. for ( var i = 0; i < data.length; i ++ ) {
  22091. view[ i ] = data.charCodeAt( i );
  22092. }
  22093. if ( responseType === 'blob' ) {
  22094. response = new Blob( [ view.buffer ], { type: mimeType } );
  22095. } else {
  22096. response = view.buffer;
  22097. }
  22098. break;
  22099. case 'document':
  22100. var parser = new DOMParser();
  22101. response = parser.parseFromString( data, mimeType );
  22102. break;
  22103. case 'json':
  22104. response = JSON.parse( data );
  22105. break;
  22106. default: // 'text' or other
  22107. response = data;
  22108. break;
  22109. }
  22110. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22111. setTimeout( function () {
  22112. if ( onLoad ) { onLoad( response ); }
  22113. scope.manager.itemEnd( url );
  22114. }, 0 );
  22115. } catch ( error ) {
  22116. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22117. setTimeout( function () {
  22118. if ( onError ) { onError( error ); }
  22119. scope.manager.itemError( url );
  22120. scope.manager.itemEnd( url );
  22121. }, 0 );
  22122. }
  22123. } else {
  22124. // Initialise array for duplicate requests
  22125. loading[ url ] = [];
  22126. loading[ url ].push( {
  22127. onLoad: onLoad,
  22128. onProgress: onProgress,
  22129. onError: onError
  22130. } );
  22131. request = new XMLHttpRequest();
  22132. request.open( 'GET', url, true );
  22133. request.addEventListener( 'load', function ( event ) {
  22134. var response = this.response;
  22135. var callbacks = loading[ url ];
  22136. delete loading[ url ];
  22137. if ( this.status === 200 || this.status === 0 ) {
  22138. // Some browsers return HTTP Status 0 when using non-http protocol
  22139. // e.g. 'file://' or 'data://'. Handle as success.
  22140. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  22141. // Add to cache only on HTTP success, so that we do not cache
  22142. // error response bodies as proper responses to requests.
  22143. Cache.add( url, response );
  22144. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22145. var callback = callbacks[ i ];
  22146. if ( callback.onLoad ) { callback.onLoad( response ); }
  22147. }
  22148. scope.manager.itemEnd( url );
  22149. } else {
  22150. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  22151. var callback$1 = callbacks[ i$1 ];
  22152. if ( callback$1.onError ) { callback$1.onError( event ); }
  22153. }
  22154. scope.manager.itemError( url );
  22155. scope.manager.itemEnd( url );
  22156. }
  22157. }, false );
  22158. request.addEventListener( 'progress', function ( event ) {
  22159. var callbacks = loading[ url ];
  22160. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22161. var callback = callbacks[ i ];
  22162. if ( callback.onProgress ) { callback.onProgress( event ); }
  22163. }
  22164. }, false );
  22165. request.addEventListener( 'error', function ( event ) {
  22166. var callbacks = loading[ url ];
  22167. delete loading[ url ];
  22168. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22169. var callback = callbacks[ i ];
  22170. if ( callback.onError ) { callback.onError( event ); }
  22171. }
  22172. scope.manager.itemError( url );
  22173. scope.manager.itemEnd( url );
  22174. }, false );
  22175. request.addEventListener( 'abort', function ( event ) {
  22176. var callbacks = loading[ url ];
  22177. delete loading[ url ];
  22178. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22179. var callback = callbacks[ i ];
  22180. if ( callback.onError ) { callback.onError( event ); }
  22181. }
  22182. scope.manager.itemError( url );
  22183. scope.manager.itemEnd( url );
  22184. }, false );
  22185. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22186. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22187. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22188. for ( var header in this.requestHeader ) {
  22189. request.setRequestHeader( header, this.requestHeader[ header ] );
  22190. }
  22191. request.send( null );
  22192. }
  22193. scope.manager.itemStart( url );
  22194. return request;
  22195. },
  22196. setResponseType: function ( value ) {
  22197. this.responseType = value;
  22198. return this;
  22199. },
  22200. setWithCredentials: function ( value ) {
  22201. this.withCredentials = value;
  22202. return this;
  22203. },
  22204. setMimeType: function ( value ) {
  22205. this.mimeType = value;
  22206. return this;
  22207. }
  22208. } );
  22209. /**
  22210. * @author bhouston / http://clara.io/
  22211. */
  22212. function AnimationLoader( manager ) {
  22213. Loader.call( this, manager );
  22214. }
  22215. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22216. constructor: AnimationLoader,
  22217. load: function ( url, onLoad, onProgress, onError ) {
  22218. var scope = this;
  22219. var loader = new FileLoader( scope.manager );
  22220. loader.setPath( scope.path );
  22221. loader.load( url, function ( text ) {
  22222. try {
  22223. onLoad( scope.parse( JSON.parse( text ) ) );
  22224. } catch ( e ) {
  22225. if ( onError ) {
  22226. onError( e );
  22227. } else {
  22228. console.error( e );
  22229. }
  22230. scope.manager.itemError( url );
  22231. }
  22232. }, onProgress, onError );
  22233. },
  22234. parse: function ( json ) {
  22235. var animations = [];
  22236. for ( var i = 0; i < json.length; i ++ ) {
  22237. var clip = AnimationClip.parse( json[ i ] );
  22238. animations.push( clip );
  22239. }
  22240. return animations;
  22241. }
  22242. } );
  22243. /**
  22244. * @author mrdoob / http://mrdoob.com/
  22245. *
  22246. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22247. *
  22248. * Sub classes have to implement the parse() method which will be used in load().
  22249. */
  22250. function CompressedTextureLoader( manager ) {
  22251. Loader.call( this, manager );
  22252. }
  22253. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22254. constructor: CompressedTextureLoader,
  22255. load: function ( url, onLoad, onProgress, onError ) {
  22256. var scope = this;
  22257. var images = [];
  22258. var texture = new CompressedTexture();
  22259. texture.image = images;
  22260. var loader = new FileLoader( this.manager );
  22261. loader.setPath( this.path );
  22262. loader.setResponseType( 'arraybuffer' );
  22263. var loaded = 0;
  22264. function loadTexture( i ) {
  22265. loader.load( url[ i ], function ( buffer ) {
  22266. var texDatas = scope.parse( buffer, true );
  22267. images[ i ] = {
  22268. width: texDatas.width,
  22269. height: texDatas.height,
  22270. format: texDatas.format,
  22271. mipmaps: texDatas.mipmaps
  22272. };
  22273. loaded += 1;
  22274. if ( loaded === 6 ) {
  22275. if ( texDatas.mipmapCount === 1 )
  22276. { texture.minFilter = LinearFilter; }
  22277. texture.format = texDatas.format;
  22278. texture.needsUpdate = true;
  22279. if ( onLoad ) { onLoad( texture ); }
  22280. }
  22281. }, onProgress, onError );
  22282. }
  22283. if ( Array.isArray( url ) ) {
  22284. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22285. loadTexture( i );
  22286. }
  22287. } else {
  22288. // compressed cubemap texture stored in a single DDS file
  22289. loader.load( url, function ( buffer ) {
  22290. var texDatas = scope.parse( buffer, true );
  22291. if ( texDatas.isCubemap ) {
  22292. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22293. for ( var f = 0; f < faces; f ++ ) {
  22294. images[ f ] = { mipmaps: [] };
  22295. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22296. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22297. images[ f ].format = texDatas.format;
  22298. images[ f ].width = texDatas.width;
  22299. images[ f ].height = texDatas.height;
  22300. }
  22301. }
  22302. } else {
  22303. texture.image.width = texDatas.width;
  22304. texture.image.height = texDatas.height;
  22305. texture.mipmaps = texDatas.mipmaps;
  22306. }
  22307. if ( texDatas.mipmapCount === 1 ) {
  22308. texture.minFilter = LinearFilter;
  22309. }
  22310. texture.format = texDatas.format;
  22311. texture.needsUpdate = true;
  22312. if ( onLoad ) { onLoad( texture ); }
  22313. }, onProgress, onError );
  22314. }
  22315. return texture;
  22316. }
  22317. } );
  22318. /**
  22319. * @author Nikos M. / https://github.com/foo123/
  22320. *
  22321. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22322. *
  22323. * Sub classes have to implement the parse() method which will be used in load().
  22324. */
  22325. function DataTextureLoader( manager ) {
  22326. Loader.call( this, manager );
  22327. }
  22328. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22329. constructor: DataTextureLoader,
  22330. load: function ( url, onLoad, onProgress, onError ) {
  22331. var scope = this;
  22332. var texture = new DataTexture();
  22333. var loader = new FileLoader( this.manager );
  22334. loader.setResponseType( 'arraybuffer' );
  22335. loader.setPath( this.path );
  22336. loader.load( url, function ( buffer ) {
  22337. var texData = scope.parse( buffer );
  22338. if ( ! texData ) { return; }
  22339. if ( texData.image !== undefined ) {
  22340. texture.image = texData.image;
  22341. } else if ( texData.data !== undefined ) {
  22342. texture.image.width = texData.width;
  22343. texture.image.height = texData.height;
  22344. texture.image.data = texData.data;
  22345. }
  22346. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22347. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22348. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22349. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22350. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22351. if ( texData.format !== undefined ) {
  22352. texture.format = texData.format;
  22353. }
  22354. if ( texData.type !== undefined ) {
  22355. texture.type = texData.type;
  22356. }
  22357. if ( texData.mipmaps !== undefined ) {
  22358. texture.mipmaps = texData.mipmaps;
  22359. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22360. }
  22361. if ( texData.mipmapCount === 1 ) {
  22362. texture.minFilter = LinearFilter;
  22363. }
  22364. texture.needsUpdate = true;
  22365. if ( onLoad ) { onLoad( texture, texData ); }
  22366. }, onProgress, onError );
  22367. return texture;
  22368. }
  22369. } );
  22370. /**
  22371. * @author mrdoob / http://mrdoob.com/
  22372. */
  22373. function ImageLoader( manager ) {
  22374. Loader.call( this, manager );
  22375. }
  22376. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22377. constructor: ImageLoader,
  22378. load: function ( url, onLoad, onProgress, onError ) {
  22379. if ( this.path !== undefined ) { url = this.path + url; }
  22380. url = this.manager.resolveURL( url );
  22381. var scope = this;
  22382. var cached = Cache.get( url );
  22383. if ( cached !== undefined ) {
  22384. scope.manager.itemStart( url );
  22385. setTimeout( function () {
  22386. if ( onLoad ) { onLoad( cached ); }
  22387. scope.manager.itemEnd( url );
  22388. }, 0 );
  22389. return cached;
  22390. }
  22391. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22392. function onImageLoad() {
  22393. image.removeEventListener( 'load', onImageLoad, false );
  22394. image.removeEventListener( 'error', onImageError, false );
  22395. Cache.add( url, this );
  22396. if ( onLoad ) { onLoad( this ); }
  22397. scope.manager.itemEnd( url );
  22398. }
  22399. function onImageError( event ) {
  22400. image.removeEventListener( 'load', onImageLoad, false );
  22401. image.removeEventListener( 'error', onImageError, false );
  22402. if ( onError ) { onError( event ); }
  22403. scope.manager.itemError( url );
  22404. scope.manager.itemEnd( url );
  22405. }
  22406. image.addEventListener( 'load', onImageLoad, false );
  22407. image.addEventListener( 'error', onImageError, false );
  22408. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22409. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22410. }
  22411. scope.manager.itemStart( url );
  22412. image.src = url;
  22413. return image;
  22414. }
  22415. } );
  22416. /**
  22417. * @author mrdoob / http://mrdoob.com/
  22418. */
  22419. function CubeTextureLoader( manager ) {
  22420. Loader.call( this, manager );
  22421. }
  22422. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22423. constructor: CubeTextureLoader,
  22424. load: function ( urls, onLoad, onProgress, onError ) {
  22425. var texture = new CubeTexture();
  22426. var loader = new ImageLoader( this.manager );
  22427. loader.setCrossOrigin( this.crossOrigin );
  22428. loader.setPath( this.path );
  22429. var loaded = 0;
  22430. function loadTexture( i ) {
  22431. loader.load( urls[ i ], function ( image ) {
  22432. texture.images[ i ] = image;
  22433. loaded ++;
  22434. if ( loaded === 6 ) {
  22435. texture.needsUpdate = true;
  22436. if ( onLoad ) { onLoad( texture ); }
  22437. }
  22438. }, undefined, onError );
  22439. }
  22440. for ( var i = 0; i < urls.length; ++ i ) {
  22441. loadTexture( i );
  22442. }
  22443. return texture;
  22444. }
  22445. } );
  22446. /**
  22447. * @author mrdoob / http://mrdoob.com/
  22448. */
  22449. function TextureLoader( manager ) {
  22450. Loader.call( this, manager );
  22451. }
  22452. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22453. constructor: TextureLoader,
  22454. load: function ( url, onLoad, onProgress, onError ) {
  22455. var texture = new Texture();
  22456. var loader = new ImageLoader( this.manager );
  22457. loader.setCrossOrigin( this.crossOrigin );
  22458. loader.setPath( this.path );
  22459. loader.load( url, function ( image ) {
  22460. texture.image = image;
  22461. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22462. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22463. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22464. texture.needsUpdate = true;
  22465. if ( onLoad !== undefined ) {
  22466. onLoad( texture );
  22467. }
  22468. }, onProgress, onError );
  22469. return texture;
  22470. }
  22471. } );
  22472. /**
  22473. * @author zz85 / http://www.lab4games.net/zz85/blog
  22474. * Extensible curve object
  22475. *
  22476. * Some common of curve methods:
  22477. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22478. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22479. * .getPoints(), .getSpacedPoints()
  22480. * .getLength()
  22481. * .updateArcLengths()
  22482. *
  22483. * This following curves inherit from THREE.Curve:
  22484. *
  22485. * -- 2D curves --
  22486. * THREE.ArcCurve
  22487. * THREE.CubicBezierCurve
  22488. * THREE.EllipseCurve
  22489. * THREE.LineCurve
  22490. * THREE.QuadraticBezierCurve
  22491. * THREE.SplineCurve
  22492. *
  22493. * -- 3D curves --
  22494. * THREE.CatmullRomCurve3
  22495. * THREE.CubicBezierCurve3
  22496. * THREE.LineCurve3
  22497. * THREE.QuadraticBezierCurve3
  22498. *
  22499. * A series of curves can be represented as a THREE.CurvePath.
  22500. *
  22501. **/
  22502. /**************************************************************
  22503. * Abstract Curve base class
  22504. **************************************************************/
  22505. function Curve() {
  22506. this.type = 'Curve';
  22507. this.arcLengthDivisions = 200;
  22508. }
  22509. Object.assign( Curve.prototype, {
  22510. // Virtual base class method to overwrite and implement in subclasses
  22511. // - t [0 .. 1]
  22512. getPoint: function ( /* t, optionalTarget */ ) {
  22513. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22514. return null;
  22515. },
  22516. // Get point at relative position in curve according to arc length
  22517. // - u [0 .. 1]
  22518. getPointAt: function ( u, optionalTarget ) {
  22519. var t = this.getUtoTmapping( u );
  22520. return this.getPoint( t, optionalTarget );
  22521. },
  22522. // Get sequence of points using getPoint( t )
  22523. getPoints: function ( divisions ) {
  22524. if ( divisions === undefined ) { divisions = 5; }
  22525. var points = [];
  22526. for ( var d = 0; d <= divisions; d ++ ) {
  22527. points.push( this.getPoint( d / divisions ) );
  22528. }
  22529. return points;
  22530. },
  22531. // Get sequence of points using getPointAt( u )
  22532. getSpacedPoints: function ( divisions ) {
  22533. if ( divisions === undefined ) { divisions = 5; }
  22534. var points = [];
  22535. for ( var d = 0; d <= divisions; d ++ ) {
  22536. points.push( this.getPointAt( d / divisions ) );
  22537. }
  22538. return points;
  22539. },
  22540. // Get total curve arc length
  22541. getLength: function () {
  22542. var lengths = this.getLengths();
  22543. return lengths[ lengths.length - 1 ];
  22544. },
  22545. // Get list of cumulative segment lengths
  22546. getLengths: function ( divisions ) {
  22547. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22548. if ( this.cacheArcLengths &&
  22549. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22550. ! this.needsUpdate ) {
  22551. return this.cacheArcLengths;
  22552. }
  22553. this.needsUpdate = false;
  22554. var cache = [];
  22555. var current, last = this.getPoint( 0 );
  22556. var sum = 0;
  22557. cache.push( 0 );
  22558. for ( var p = 1; p <= divisions; p ++ ) {
  22559. current = this.getPoint( p / divisions );
  22560. sum += current.distanceTo( last );
  22561. cache.push( sum );
  22562. last = current;
  22563. }
  22564. this.cacheArcLengths = cache;
  22565. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22566. },
  22567. updateArcLengths: function () {
  22568. this.needsUpdate = true;
  22569. this.getLengths();
  22570. },
  22571. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22572. getUtoTmapping: function ( u, distance ) {
  22573. var arcLengths = this.getLengths();
  22574. var i = 0, il = arcLengths.length;
  22575. var targetArcLength; // The targeted u distance value to get
  22576. if ( distance ) {
  22577. targetArcLength = distance;
  22578. } else {
  22579. targetArcLength = u * arcLengths[ il - 1 ];
  22580. }
  22581. // binary search for the index with largest value smaller than target u distance
  22582. var low = 0, high = il - 1, comparison;
  22583. while ( low <= high ) {
  22584. 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
  22585. comparison = arcLengths[ i ] - targetArcLength;
  22586. if ( comparison < 0 ) {
  22587. low = i + 1;
  22588. } else if ( comparison > 0 ) {
  22589. high = i - 1;
  22590. } else {
  22591. high = i;
  22592. break;
  22593. // DONE
  22594. }
  22595. }
  22596. i = high;
  22597. if ( arcLengths[ i ] === targetArcLength ) {
  22598. return i / ( il - 1 );
  22599. }
  22600. // we could get finer grain at lengths, or use simple interpolation between two points
  22601. var lengthBefore = arcLengths[ i ];
  22602. var lengthAfter = arcLengths[ i + 1 ];
  22603. var segmentLength = lengthAfter - lengthBefore;
  22604. // determine where we are between the 'before' and 'after' points
  22605. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22606. // add that fractional amount to t
  22607. var t = ( i + segmentFraction ) / ( il - 1 );
  22608. return t;
  22609. },
  22610. // Returns a unit vector tangent at t
  22611. // In case any sub curve does not implement its tangent derivation,
  22612. // 2 points a small delta apart will be used to find its gradient
  22613. // which seems to give a reasonable approximation
  22614. getTangent: function ( t, optionalTarget ) {
  22615. var delta = 0.0001;
  22616. var t1 = t - delta;
  22617. var t2 = t + delta;
  22618. // Capping in case of danger
  22619. if ( t1 < 0 ) { t1 = 0; }
  22620. if ( t2 > 1 ) { t2 = 1; }
  22621. var pt1 = this.getPoint( t1 );
  22622. var pt2 = this.getPoint( t2 );
  22623. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22624. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22625. return tangent;
  22626. },
  22627. getTangentAt: function ( u, optionalTarget ) {
  22628. var t = this.getUtoTmapping( u );
  22629. return this.getTangent( t, optionalTarget );
  22630. },
  22631. computeFrenetFrames: function ( segments, closed ) {
  22632. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22633. var normal = new Vector3();
  22634. var tangents = [];
  22635. var normals = [];
  22636. var binormals = [];
  22637. var vec = new Vector3();
  22638. var mat = new Matrix4();
  22639. // compute the tangent vectors for each segment on the curve
  22640. for ( var i = 0; i <= segments; i ++ ) {
  22641. var u = i / segments;
  22642. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22643. tangents[ i ].normalize();
  22644. }
  22645. // select an initial normal vector perpendicular to the first tangent vector,
  22646. // and in the direction of the minimum tangent xyz component
  22647. normals[ 0 ] = new Vector3();
  22648. binormals[ 0 ] = new Vector3();
  22649. var min = Number.MAX_VALUE;
  22650. var tx = Math.abs( tangents[ 0 ].x );
  22651. var ty = Math.abs( tangents[ 0 ].y );
  22652. var tz = Math.abs( tangents[ 0 ].z );
  22653. if ( tx <= min ) {
  22654. min = tx;
  22655. normal.set( 1, 0, 0 );
  22656. }
  22657. if ( ty <= min ) {
  22658. min = ty;
  22659. normal.set( 0, 1, 0 );
  22660. }
  22661. if ( tz <= min ) {
  22662. normal.set( 0, 0, 1 );
  22663. }
  22664. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22665. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22666. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22667. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22668. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22669. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22670. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22671. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22672. if ( vec.length() > Number.EPSILON ) {
  22673. vec.normalize();
  22674. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22675. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22676. }
  22677. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22678. }
  22679. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22680. if ( closed === true ) {
  22681. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22682. theta$1 /= segments;
  22683. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22684. theta$1 = - theta$1;
  22685. }
  22686. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22687. // twist a little...
  22688. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22689. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22690. }
  22691. }
  22692. return {
  22693. tangents: tangents,
  22694. normals: normals,
  22695. binormals: binormals
  22696. };
  22697. },
  22698. clone: function () {
  22699. return new this.constructor().copy( this );
  22700. },
  22701. copy: function ( source ) {
  22702. this.arcLengthDivisions = source.arcLengthDivisions;
  22703. return this;
  22704. },
  22705. toJSON: function () {
  22706. var data = {
  22707. metadata: {
  22708. version: 4.5,
  22709. type: 'Curve',
  22710. generator: 'Curve.toJSON'
  22711. }
  22712. };
  22713. data.arcLengthDivisions = this.arcLengthDivisions;
  22714. data.type = this.type;
  22715. return data;
  22716. },
  22717. fromJSON: function ( json ) {
  22718. this.arcLengthDivisions = json.arcLengthDivisions;
  22719. return this;
  22720. }
  22721. } );
  22722. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22723. Curve.call( this );
  22724. this.type = 'EllipseCurve';
  22725. this.aX = aX || 0;
  22726. this.aY = aY || 0;
  22727. this.xRadius = xRadius || 1;
  22728. this.yRadius = yRadius || 1;
  22729. this.aStartAngle = aStartAngle || 0;
  22730. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22731. this.aClockwise = aClockwise || false;
  22732. this.aRotation = aRotation || 0;
  22733. }
  22734. EllipseCurve.prototype = Object.create( Curve.prototype );
  22735. EllipseCurve.prototype.constructor = EllipseCurve;
  22736. EllipseCurve.prototype.isEllipseCurve = true;
  22737. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22738. var point = optionalTarget || new Vector2();
  22739. var twoPi = Math.PI * 2;
  22740. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22741. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22742. // ensures that deltaAngle is 0 .. 2 PI
  22743. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22744. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22745. if ( deltaAngle < Number.EPSILON ) {
  22746. if ( samePoints ) {
  22747. deltaAngle = 0;
  22748. } else {
  22749. deltaAngle = twoPi;
  22750. }
  22751. }
  22752. if ( this.aClockwise === true && ! samePoints ) {
  22753. if ( deltaAngle === twoPi ) {
  22754. deltaAngle = - twoPi;
  22755. } else {
  22756. deltaAngle = deltaAngle - twoPi;
  22757. }
  22758. }
  22759. var angle = this.aStartAngle + t * deltaAngle;
  22760. var x = this.aX + this.xRadius * Math.cos( angle );
  22761. var y = this.aY + this.yRadius * Math.sin( angle );
  22762. if ( this.aRotation !== 0 ) {
  22763. var cos = Math.cos( this.aRotation );
  22764. var sin = Math.sin( this.aRotation );
  22765. var tx = x - this.aX;
  22766. var ty = y - this.aY;
  22767. // Rotate the point about the center of the ellipse.
  22768. x = tx * cos - ty * sin + this.aX;
  22769. y = tx * sin + ty * cos + this.aY;
  22770. }
  22771. return point.set( x, y );
  22772. };
  22773. EllipseCurve.prototype.copy = function ( source ) {
  22774. Curve.prototype.copy.call( this, source );
  22775. this.aX = source.aX;
  22776. this.aY = source.aY;
  22777. this.xRadius = source.xRadius;
  22778. this.yRadius = source.yRadius;
  22779. this.aStartAngle = source.aStartAngle;
  22780. this.aEndAngle = source.aEndAngle;
  22781. this.aClockwise = source.aClockwise;
  22782. this.aRotation = source.aRotation;
  22783. return this;
  22784. };
  22785. EllipseCurve.prototype.toJSON = function () {
  22786. var data = Curve.prototype.toJSON.call( this );
  22787. data.aX = this.aX;
  22788. data.aY = this.aY;
  22789. data.xRadius = this.xRadius;
  22790. data.yRadius = this.yRadius;
  22791. data.aStartAngle = this.aStartAngle;
  22792. data.aEndAngle = this.aEndAngle;
  22793. data.aClockwise = this.aClockwise;
  22794. data.aRotation = this.aRotation;
  22795. return data;
  22796. };
  22797. EllipseCurve.prototype.fromJSON = function ( json ) {
  22798. Curve.prototype.fromJSON.call( this, json );
  22799. this.aX = json.aX;
  22800. this.aY = json.aY;
  22801. this.xRadius = json.xRadius;
  22802. this.yRadius = json.yRadius;
  22803. this.aStartAngle = json.aStartAngle;
  22804. this.aEndAngle = json.aEndAngle;
  22805. this.aClockwise = json.aClockwise;
  22806. this.aRotation = json.aRotation;
  22807. return this;
  22808. };
  22809. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22810. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22811. this.type = 'ArcCurve';
  22812. }
  22813. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22814. ArcCurve.prototype.constructor = ArcCurve;
  22815. ArcCurve.prototype.isArcCurve = true;
  22816. /**
  22817. * @author zz85 https://github.com/zz85
  22818. *
  22819. * Centripetal CatmullRom Curve - which is useful for avoiding
  22820. * cusps and self-intersections in non-uniform catmull rom curves.
  22821. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22822. *
  22823. * curve.type accepts centripetal(default), chordal and catmullrom
  22824. * curve.tension is used for catmullrom which defaults to 0.5
  22825. */
  22826. /*
  22827. Based on an optimized c++ solution in
  22828. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22829. - http://ideone.com/NoEbVM
  22830. This CubicPoly class could be used for reusing some variables and calculations,
  22831. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22832. which can be placed in CurveUtils.
  22833. */
  22834. function CubicPoly() {
  22835. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22836. /*
  22837. * Compute coefficients for a cubic polynomial
  22838. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22839. * such that
  22840. * p(0) = x0, p(1) = x1
  22841. * and
  22842. * p'(0) = t0, p'(1) = t1.
  22843. */
  22844. function init( x0, x1, t0, t1 ) {
  22845. c0 = x0;
  22846. c1 = t0;
  22847. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22848. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22849. }
  22850. return {
  22851. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22852. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22853. },
  22854. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22855. // compute tangents when parameterized in [t1,t2]
  22856. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22857. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22858. // rescale tangents for parametrization in [0,1]
  22859. t1 *= dt1;
  22860. t2 *= dt1;
  22861. init( x1, x2, t1, t2 );
  22862. },
  22863. calc: function ( t ) {
  22864. var t2 = t * t;
  22865. var t3 = t2 * t;
  22866. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22867. }
  22868. };
  22869. }
  22870. //
  22871. var tmp = new Vector3();
  22872. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22873. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22874. Curve.call( this );
  22875. this.type = 'CatmullRomCurve3';
  22876. this.points = points || [];
  22877. this.closed = closed || false;
  22878. this.curveType = curveType || 'centripetal';
  22879. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22880. }
  22881. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22882. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22883. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22884. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22885. var point = optionalTarget || new Vector3();
  22886. var points = this.points;
  22887. var l = points.length;
  22888. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22889. var intPoint = Math.floor( p );
  22890. var weight = p - intPoint;
  22891. if ( this.closed ) {
  22892. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22893. } else if ( weight === 0 && intPoint === l - 1 ) {
  22894. intPoint = l - 2;
  22895. weight = 1;
  22896. }
  22897. var p0, p1, p2, p3; // 4 points
  22898. if ( this.closed || intPoint > 0 ) {
  22899. p0 = points[ ( intPoint - 1 ) % l ];
  22900. } else {
  22901. // extrapolate first point
  22902. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22903. p0 = tmp;
  22904. }
  22905. p1 = points[ intPoint % l ];
  22906. p2 = points[ ( intPoint + 1 ) % l ];
  22907. if ( this.closed || intPoint + 2 < l ) {
  22908. p3 = points[ ( intPoint + 2 ) % l ];
  22909. } else {
  22910. // extrapolate last point
  22911. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22912. p3 = tmp;
  22913. }
  22914. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22915. // init Centripetal / Chordal Catmull-Rom
  22916. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22917. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22918. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22919. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22920. // safety check for repeated points
  22921. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22922. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22923. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22924. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22925. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22926. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22927. } else if ( this.curveType === 'catmullrom' ) {
  22928. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22929. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22930. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22931. }
  22932. point.set(
  22933. px.calc( weight ),
  22934. py.calc( weight ),
  22935. pz.calc( weight )
  22936. );
  22937. return point;
  22938. };
  22939. CatmullRomCurve3.prototype.copy = function ( source ) {
  22940. Curve.prototype.copy.call( this, source );
  22941. this.points = [];
  22942. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22943. var point = source.points[ i ];
  22944. this.points.push( point.clone() );
  22945. }
  22946. this.closed = source.closed;
  22947. this.curveType = source.curveType;
  22948. this.tension = source.tension;
  22949. return this;
  22950. };
  22951. CatmullRomCurve3.prototype.toJSON = function () {
  22952. var data = Curve.prototype.toJSON.call( this );
  22953. data.points = [];
  22954. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22955. var point = this.points[ i ];
  22956. data.points.push( point.toArray() );
  22957. }
  22958. data.closed = this.closed;
  22959. data.curveType = this.curveType;
  22960. data.tension = this.tension;
  22961. return data;
  22962. };
  22963. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22964. Curve.prototype.fromJSON.call( this, json );
  22965. this.points = [];
  22966. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22967. var point = json.points[ i ];
  22968. this.points.push( new Vector3().fromArray( point ) );
  22969. }
  22970. this.closed = json.closed;
  22971. this.curveType = json.curveType;
  22972. this.tension = json.tension;
  22973. return this;
  22974. };
  22975. /**
  22976. * @author zz85 / http://www.lab4games.net/zz85/blog
  22977. *
  22978. * Bezier Curves formulas obtained from
  22979. * http://en.wikipedia.org/wiki/Bézier_curve
  22980. */
  22981. function CatmullRom( t, p0, p1, p2, p3 ) {
  22982. var v0 = ( p2 - p0 ) * 0.5;
  22983. var v1 = ( p3 - p1 ) * 0.5;
  22984. var t2 = t * t;
  22985. var t3 = t * t2;
  22986. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22987. }
  22988. //
  22989. function QuadraticBezierP0( t, p ) {
  22990. var k = 1 - t;
  22991. return k * k * p;
  22992. }
  22993. function QuadraticBezierP1( t, p ) {
  22994. return 2 * ( 1 - t ) * t * p;
  22995. }
  22996. function QuadraticBezierP2( t, p ) {
  22997. return t * t * p;
  22998. }
  22999. function QuadraticBezier( t, p0, p1, p2 ) {
  23000. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23001. QuadraticBezierP2( t, p2 );
  23002. }
  23003. //
  23004. function CubicBezierP0( t, p ) {
  23005. var k = 1 - t;
  23006. return k * k * k * p;
  23007. }
  23008. function CubicBezierP1( t, p ) {
  23009. var k = 1 - t;
  23010. return 3 * k * k * t * p;
  23011. }
  23012. function CubicBezierP2( t, p ) {
  23013. return 3 * ( 1 - t ) * t * t * p;
  23014. }
  23015. function CubicBezierP3( t, p ) {
  23016. return t * t * t * p;
  23017. }
  23018. function CubicBezier( t, p0, p1, p2, p3 ) {
  23019. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23020. CubicBezierP3( t, p3 );
  23021. }
  23022. function CubicBezierCurve( v0, v1, v2, v3 ) {
  23023. Curve.call( this );
  23024. this.type = 'CubicBezierCurve';
  23025. this.v0 = v0 || new Vector2();
  23026. this.v1 = v1 || new Vector2();
  23027. this.v2 = v2 || new Vector2();
  23028. this.v3 = v3 || new Vector2();
  23029. }
  23030. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  23031. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23032. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23033. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23034. var point = optionalTarget || new Vector2();
  23035. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23036. point.set(
  23037. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23038. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23039. );
  23040. return point;
  23041. };
  23042. CubicBezierCurve.prototype.copy = function ( source ) {
  23043. Curve.prototype.copy.call( this, source );
  23044. this.v0.copy( source.v0 );
  23045. this.v1.copy( source.v1 );
  23046. this.v2.copy( source.v2 );
  23047. this.v3.copy( source.v3 );
  23048. return this;
  23049. };
  23050. CubicBezierCurve.prototype.toJSON = function () {
  23051. var data = Curve.prototype.toJSON.call( this );
  23052. data.v0 = this.v0.toArray();
  23053. data.v1 = this.v1.toArray();
  23054. data.v2 = this.v2.toArray();
  23055. data.v3 = this.v3.toArray();
  23056. return data;
  23057. };
  23058. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  23059. Curve.prototype.fromJSON.call( this, json );
  23060. this.v0.fromArray( json.v0 );
  23061. this.v1.fromArray( json.v1 );
  23062. this.v2.fromArray( json.v2 );
  23063. this.v3.fromArray( json.v3 );
  23064. return this;
  23065. };
  23066. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  23067. Curve.call( this );
  23068. this.type = 'CubicBezierCurve3';
  23069. this.v0 = v0 || new Vector3();
  23070. this.v1 = v1 || new Vector3();
  23071. this.v2 = v2 || new Vector3();
  23072. this.v3 = v3 || new Vector3();
  23073. }
  23074. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  23075. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23076. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23077. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23078. var point = optionalTarget || new Vector3();
  23079. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23080. point.set(
  23081. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23082. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23083. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23084. );
  23085. return point;
  23086. };
  23087. CubicBezierCurve3.prototype.copy = function ( source ) {
  23088. Curve.prototype.copy.call( this, source );
  23089. this.v0.copy( source.v0 );
  23090. this.v1.copy( source.v1 );
  23091. this.v2.copy( source.v2 );
  23092. this.v3.copy( source.v3 );
  23093. return this;
  23094. };
  23095. CubicBezierCurve3.prototype.toJSON = function () {
  23096. var data = Curve.prototype.toJSON.call( this );
  23097. data.v0 = this.v0.toArray();
  23098. data.v1 = this.v1.toArray();
  23099. data.v2 = this.v2.toArray();
  23100. data.v3 = this.v3.toArray();
  23101. return data;
  23102. };
  23103. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  23104. Curve.prototype.fromJSON.call( this, json );
  23105. this.v0.fromArray( json.v0 );
  23106. this.v1.fromArray( json.v1 );
  23107. this.v2.fromArray( json.v2 );
  23108. this.v3.fromArray( json.v3 );
  23109. return this;
  23110. };
  23111. function LineCurve( v1, v2 ) {
  23112. Curve.call( this );
  23113. this.type = 'LineCurve';
  23114. this.v1 = v1 || new Vector2();
  23115. this.v2 = v2 || new Vector2();
  23116. }
  23117. LineCurve.prototype = Object.create( Curve.prototype );
  23118. LineCurve.prototype.constructor = LineCurve;
  23119. LineCurve.prototype.isLineCurve = true;
  23120. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23121. var point = optionalTarget || new Vector2();
  23122. if ( t === 1 ) {
  23123. point.copy( this.v2 );
  23124. } else {
  23125. point.copy( this.v2 ).sub( this.v1 );
  23126. point.multiplyScalar( t ).add( this.v1 );
  23127. }
  23128. return point;
  23129. };
  23130. // Line curve is linear, so we can overwrite default getPointAt
  23131. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  23132. return this.getPoint( u, optionalTarget );
  23133. };
  23134. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  23135. var tangent = optionalTarget || new Vector2();
  23136. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  23137. return tangent;
  23138. };
  23139. LineCurve.prototype.copy = function ( source ) {
  23140. Curve.prototype.copy.call( this, source );
  23141. this.v1.copy( source.v1 );
  23142. this.v2.copy( source.v2 );
  23143. return this;
  23144. };
  23145. LineCurve.prototype.toJSON = function () {
  23146. var data = Curve.prototype.toJSON.call( this );
  23147. data.v1 = this.v1.toArray();
  23148. data.v2 = this.v2.toArray();
  23149. return data;
  23150. };
  23151. LineCurve.prototype.fromJSON = function ( json ) {
  23152. Curve.prototype.fromJSON.call( this, json );
  23153. this.v1.fromArray( json.v1 );
  23154. this.v2.fromArray( json.v2 );
  23155. return this;
  23156. };
  23157. function LineCurve3( v1, v2 ) {
  23158. Curve.call( this );
  23159. this.type = 'LineCurve3';
  23160. this.v1 = v1 || new Vector3();
  23161. this.v2 = v2 || new Vector3();
  23162. }
  23163. LineCurve3.prototype = Object.create( Curve.prototype );
  23164. LineCurve3.prototype.constructor = LineCurve3;
  23165. LineCurve3.prototype.isLineCurve3 = true;
  23166. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23167. var point = optionalTarget || new Vector3();
  23168. if ( t === 1 ) {
  23169. point.copy( this.v2 );
  23170. } else {
  23171. point.copy( this.v2 ).sub( this.v1 );
  23172. point.multiplyScalar( t ).add( this.v1 );
  23173. }
  23174. return point;
  23175. };
  23176. // Line curve is linear, so we can overwrite default getPointAt
  23177. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  23178. return this.getPoint( u, optionalTarget );
  23179. };
  23180. LineCurve3.prototype.copy = function ( source ) {
  23181. Curve.prototype.copy.call( this, source );
  23182. this.v1.copy( source.v1 );
  23183. this.v2.copy( source.v2 );
  23184. return this;
  23185. };
  23186. LineCurve3.prototype.toJSON = function () {
  23187. var data = Curve.prototype.toJSON.call( this );
  23188. data.v1 = this.v1.toArray();
  23189. data.v2 = this.v2.toArray();
  23190. return data;
  23191. };
  23192. LineCurve3.prototype.fromJSON = function ( json ) {
  23193. Curve.prototype.fromJSON.call( this, json );
  23194. this.v1.fromArray( json.v1 );
  23195. this.v2.fromArray( json.v2 );
  23196. return this;
  23197. };
  23198. function QuadraticBezierCurve( v0, v1, v2 ) {
  23199. Curve.call( this );
  23200. this.type = 'QuadraticBezierCurve';
  23201. this.v0 = v0 || new Vector2();
  23202. this.v1 = v1 || new Vector2();
  23203. this.v2 = v2 || new Vector2();
  23204. }
  23205. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23206. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23207. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23208. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23209. var point = optionalTarget || new Vector2();
  23210. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23211. point.set(
  23212. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23213. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23214. );
  23215. return point;
  23216. };
  23217. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23218. Curve.prototype.copy.call( this, source );
  23219. this.v0.copy( source.v0 );
  23220. this.v1.copy( source.v1 );
  23221. this.v2.copy( source.v2 );
  23222. return this;
  23223. };
  23224. QuadraticBezierCurve.prototype.toJSON = function () {
  23225. var data = Curve.prototype.toJSON.call( this );
  23226. data.v0 = this.v0.toArray();
  23227. data.v1 = this.v1.toArray();
  23228. data.v2 = this.v2.toArray();
  23229. return data;
  23230. };
  23231. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23232. Curve.prototype.fromJSON.call( this, json );
  23233. this.v0.fromArray( json.v0 );
  23234. this.v1.fromArray( json.v1 );
  23235. this.v2.fromArray( json.v2 );
  23236. return this;
  23237. };
  23238. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23239. Curve.call( this );
  23240. this.type = 'QuadraticBezierCurve3';
  23241. this.v0 = v0 || new Vector3();
  23242. this.v1 = v1 || new Vector3();
  23243. this.v2 = v2 || new Vector3();
  23244. }
  23245. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23246. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23247. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23248. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23249. var point = optionalTarget || new Vector3();
  23250. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23251. point.set(
  23252. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23253. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23254. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23255. );
  23256. return point;
  23257. };
  23258. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23259. Curve.prototype.copy.call( this, source );
  23260. this.v0.copy( source.v0 );
  23261. this.v1.copy( source.v1 );
  23262. this.v2.copy( source.v2 );
  23263. return this;
  23264. };
  23265. QuadraticBezierCurve3.prototype.toJSON = function () {
  23266. var data = Curve.prototype.toJSON.call( this );
  23267. data.v0 = this.v0.toArray();
  23268. data.v1 = this.v1.toArray();
  23269. data.v2 = this.v2.toArray();
  23270. return data;
  23271. };
  23272. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23273. Curve.prototype.fromJSON.call( this, json );
  23274. this.v0.fromArray( json.v0 );
  23275. this.v1.fromArray( json.v1 );
  23276. this.v2.fromArray( json.v2 );
  23277. return this;
  23278. };
  23279. function SplineCurve( points /* array of Vector2 */ ) {
  23280. Curve.call( this );
  23281. this.type = 'SplineCurve';
  23282. this.points = points || [];
  23283. }
  23284. SplineCurve.prototype = Object.create( Curve.prototype );
  23285. SplineCurve.prototype.constructor = SplineCurve;
  23286. SplineCurve.prototype.isSplineCurve = true;
  23287. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23288. var point = optionalTarget || new Vector2();
  23289. var points = this.points;
  23290. var p = ( points.length - 1 ) * t;
  23291. var intPoint = Math.floor( p );
  23292. var weight = p - intPoint;
  23293. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23294. var p1 = points[ intPoint ];
  23295. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23296. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23297. point.set(
  23298. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23299. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23300. );
  23301. return point;
  23302. };
  23303. SplineCurve.prototype.copy = function ( source ) {
  23304. Curve.prototype.copy.call( this, source );
  23305. this.points = [];
  23306. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23307. var point = source.points[ i ];
  23308. this.points.push( point.clone() );
  23309. }
  23310. return this;
  23311. };
  23312. SplineCurve.prototype.toJSON = function () {
  23313. var data = Curve.prototype.toJSON.call( this );
  23314. data.points = [];
  23315. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23316. var point = this.points[ i ];
  23317. data.points.push( point.toArray() );
  23318. }
  23319. return data;
  23320. };
  23321. SplineCurve.prototype.fromJSON = function ( json ) {
  23322. Curve.prototype.fromJSON.call( this, json );
  23323. this.points = [];
  23324. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23325. var point = json.points[ i ];
  23326. this.points.push( new Vector2().fromArray( point ) );
  23327. }
  23328. return this;
  23329. };
  23330. var Curves = /*#__PURE__*/Object.freeze({
  23331. __proto__: null,
  23332. ArcCurve: ArcCurve,
  23333. CatmullRomCurve3: CatmullRomCurve3,
  23334. CubicBezierCurve: CubicBezierCurve,
  23335. CubicBezierCurve3: CubicBezierCurve3,
  23336. EllipseCurve: EllipseCurve,
  23337. LineCurve: LineCurve,
  23338. LineCurve3: LineCurve3,
  23339. QuadraticBezierCurve: QuadraticBezierCurve,
  23340. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23341. SplineCurve: SplineCurve
  23342. });
  23343. /**
  23344. * @author zz85 / http://www.lab4games.net/zz85/blog
  23345. *
  23346. **/
  23347. /**************************************************************
  23348. * Curved Path - a curve path is simply a array of connected
  23349. * curves, but retains the api of a curve
  23350. **************************************************************/
  23351. function CurvePath() {
  23352. Curve.call( this );
  23353. this.type = 'CurvePath';
  23354. this.curves = [];
  23355. this.autoClose = false; // Automatically closes the path
  23356. }
  23357. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23358. constructor: CurvePath,
  23359. add: function ( curve ) {
  23360. this.curves.push( curve );
  23361. },
  23362. closePath: function () {
  23363. // Add a line curve if start and end of lines are not connected
  23364. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23365. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23366. if ( ! startPoint.equals( endPoint ) ) {
  23367. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23368. }
  23369. },
  23370. // To get accurate point with reference to
  23371. // entire path distance at time t,
  23372. // following has to be done:
  23373. // 1. Length of each sub path have to be known
  23374. // 2. Locate and identify type of curve
  23375. // 3. Get t for the curve
  23376. // 4. Return curve.getPointAt(t')
  23377. getPoint: function ( t ) {
  23378. var d = t * this.getLength();
  23379. var curveLengths = this.getCurveLengths();
  23380. var i = 0;
  23381. // To think about boundaries points.
  23382. while ( i < curveLengths.length ) {
  23383. if ( curveLengths[ i ] >= d ) {
  23384. var diff = curveLengths[ i ] - d;
  23385. var curve = this.curves[ i ];
  23386. var segmentLength = curve.getLength();
  23387. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23388. return curve.getPointAt( u );
  23389. }
  23390. i ++;
  23391. }
  23392. return null;
  23393. // loop where sum != 0, sum > d , sum+1 <d
  23394. },
  23395. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23396. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23397. // getPoint() depends on getLength
  23398. getLength: function () {
  23399. var lens = this.getCurveLengths();
  23400. return lens[ lens.length - 1 ];
  23401. },
  23402. // cacheLengths must be recalculated.
  23403. updateArcLengths: function () {
  23404. this.needsUpdate = true;
  23405. this.cacheLengths = null;
  23406. this.getCurveLengths();
  23407. },
  23408. // Compute lengths and cache them
  23409. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23410. getCurveLengths: function () {
  23411. // We use cache values if curves and cache array are same length
  23412. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23413. return this.cacheLengths;
  23414. }
  23415. // Get length of sub-curve
  23416. // Push sums into cached array
  23417. var lengths = [];
  23418. var sums = 0;
  23419. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23420. sums += this.curves[ i ].getLength();
  23421. lengths.push( sums );
  23422. }
  23423. this.cacheLengths = lengths;
  23424. return lengths;
  23425. },
  23426. getSpacedPoints: function ( divisions ) {
  23427. if ( divisions === undefined ) { divisions = 40; }
  23428. var points = [];
  23429. for ( var i = 0; i <= divisions; i ++ ) {
  23430. points.push( this.getPoint( i / divisions ) );
  23431. }
  23432. if ( this.autoClose ) {
  23433. points.push( points[ 0 ] );
  23434. }
  23435. return points;
  23436. },
  23437. getPoints: function ( divisions ) {
  23438. divisions = divisions || 12;
  23439. var points = [];
  23440. var last;
  23441. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23442. var curve = curves[ i ];
  23443. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23444. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23445. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23446. : divisions;
  23447. var pts = curve.getPoints( resolution );
  23448. for ( var j = 0; j < pts.length; j ++ ) {
  23449. var point = pts[ j ];
  23450. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23451. points.push( point );
  23452. last = point;
  23453. }
  23454. }
  23455. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23456. points.push( points[ 0 ] );
  23457. }
  23458. return points;
  23459. },
  23460. copy: function ( source ) {
  23461. Curve.prototype.copy.call( this, source );
  23462. this.curves = [];
  23463. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23464. var curve = source.curves[ i ];
  23465. this.curves.push( curve.clone() );
  23466. }
  23467. this.autoClose = source.autoClose;
  23468. return this;
  23469. },
  23470. toJSON: function () {
  23471. var data = Curve.prototype.toJSON.call( this );
  23472. data.autoClose = this.autoClose;
  23473. data.curves = [];
  23474. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23475. var curve = this.curves[ i ];
  23476. data.curves.push( curve.toJSON() );
  23477. }
  23478. return data;
  23479. },
  23480. fromJSON: function ( json ) {
  23481. Curve.prototype.fromJSON.call( this, json );
  23482. this.autoClose = json.autoClose;
  23483. this.curves = [];
  23484. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23485. var curve = json.curves[ i ];
  23486. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23487. }
  23488. return this;
  23489. }
  23490. } );
  23491. /**
  23492. * @author zz85 / http://www.lab4games.net/zz85/blog
  23493. * Creates free form 2d path using series of points, lines or curves.
  23494. **/
  23495. function Path( points ) {
  23496. CurvePath.call( this );
  23497. this.type = 'Path';
  23498. this.currentPoint = new Vector2();
  23499. if ( points ) {
  23500. this.setFromPoints( points );
  23501. }
  23502. }
  23503. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23504. constructor: Path,
  23505. setFromPoints: function ( points ) {
  23506. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23507. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23508. this.lineTo( points[ i ].x, points[ i ].y );
  23509. }
  23510. return this;
  23511. },
  23512. moveTo: function ( x, y ) {
  23513. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23514. return this;
  23515. },
  23516. lineTo: function ( x, y ) {
  23517. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23518. this.curves.push( curve );
  23519. this.currentPoint.set( x, y );
  23520. return this;
  23521. },
  23522. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23523. var curve = new QuadraticBezierCurve(
  23524. this.currentPoint.clone(),
  23525. new Vector2( aCPx, aCPy ),
  23526. new Vector2( aX, aY )
  23527. );
  23528. this.curves.push( curve );
  23529. this.currentPoint.set( aX, aY );
  23530. return this;
  23531. },
  23532. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23533. var curve = new CubicBezierCurve(
  23534. this.currentPoint.clone(),
  23535. new Vector2( aCP1x, aCP1y ),
  23536. new Vector2( aCP2x, aCP2y ),
  23537. new Vector2( aX, aY )
  23538. );
  23539. this.curves.push( curve );
  23540. this.currentPoint.set( aX, aY );
  23541. return this;
  23542. },
  23543. splineThru: function ( pts /*Array of Vector*/ ) {
  23544. var npts = [ this.currentPoint.clone() ].concat( pts );
  23545. var curve = new SplineCurve( npts );
  23546. this.curves.push( curve );
  23547. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23548. return this;
  23549. },
  23550. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23551. var x0 = this.currentPoint.x;
  23552. var y0 = this.currentPoint.y;
  23553. this.absarc( aX + x0, aY + y0, aRadius,
  23554. aStartAngle, aEndAngle, aClockwise );
  23555. return this;
  23556. },
  23557. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23558. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23559. return this;
  23560. },
  23561. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23562. var x0 = this.currentPoint.x;
  23563. var y0 = this.currentPoint.y;
  23564. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23565. return this;
  23566. },
  23567. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23568. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23569. if ( this.curves.length > 0 ) {
  23570. // if a previous curve is present, attempt to join
  23571. var firstPoint = curve.getPoint( 0 );
  23572. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23573. this.lineTo( firstPoint.x, firstPoint.y );
  23574. }
  23575. }
  23576. this.curves.push( curve );
  23577. var lastPoint = curve.getPoint( 1 );
  23578. this.currentPoint.copy( lastPoint );
  23579. return this;
  23580. },
  23581. copy: function ( source ) {
  23582. CurvePath.prototype.copy.call( this, source );
  23583. this.currentPoint.copy( source.currentPoint );
  23584. return this;
  23585. },
  23586. toJSON: function () {
  23587. var data = CurvePath.prototype.toJSON.call( this );
  23588. data.currentPoint = this.currentPoint.toArray();
  23589. return data;
  23590. },
  23591. fromJSON: function ( json ) {
  23592. CurvePath.prototype.fromJSON.call( this, json );
  23593. this.currentPoint.fromArray( json.currentPoint );
  23594. return this;
  23595. }
  23596. } );
  23597. /**
  23598. * @author zz85 / http://www.lab4games.net/zz85/blog
  23599. * Defines a 2d shape plane using paths.
  23600. **/
  23601. // STEP 1 Create a path.
  23602. // STEP 2 Turn path into shape.
  23603. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23604. // STEP 3a - Extract points from each shape, turn to vertices
  23605. // STEP 3b - Triangulate each shape, add faces.
  23606. function Shape( points ) {
  23607. Path.call( this, points );
  23608. this.uuid = MathUtils.generateUUID();
  23609. this.type = 'Shape';
  23610. this.holes = [];
  23611. }
  23612. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23613. constructor: Shape,
  23614. getPointsHoles: function ( divisions ) {
  23615. var holesPts = [];
  23616. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23617. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23618. }
  23619. return holesPts;
  23620. },
  23621. // get points of shape and holes (keypoints based on segments parameter)
  23622. extractPoints: function ( divisions ) {
  23623. return {
  23624. shape: this.getPoints( divisions ),
  23625. holes: this.getPointsHoles( divisions )
  23626. };
  23627. },
  23628. copy: function ( source ) {
  23629. Path.prototype.copy.call( this, source );
  23630. this.holes = [];
  23631. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23632. var hole = source.holes[ i ];
  23633. this.holes.push( hole.clone() );
  23634. }
  23635. return this;
  23636. },
  23637. toJSON: function () {
  23638. var data = Path.prototype.toJSON.call( this );
  23639. data.uuid = this.uuid;
  23640. data.holes = [];
  23641. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23642. var hole = this.holes[ i ];
  23643. data.holes.push( hole.toJSON() );
  23644. }
  23645. return data;
  23646. },
  23647. fromJSON: function ( json ) {
  23648. Path.prototype.fromJSON.call( this, json );
  23649. this.uuid = json.uuid;
  23650. this.holes = [];
  23651. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23652. var hole = json.holes[ i ];
  23653. this.holes.push( new Path().fromJSON( hole ) );
  23654. }
  23655. return this;
  23656. }
  23657. } );
  23658. /**
  23659. * @author mrdoob / http://mrdoob.com/
  23660. * @author alteredq / http://alteredqualia.com/
  23661. */
  23662. function Light( color, intensity ) {
  23663. Object3D.call( this );
  23664. this.type = 'Light';
  23665. this.color = new Color( color );
  23666. this.intensity = intensity !== undefined ? intensity : 1;
  23667. this.receiveShadow = undefined;
  23668. }
  23669. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23670. constructor: Light,
  23671. isLight: true,
  23672. copy: function ( source ) {
  23673. Object3D.prototype.copy.call( this, source );
  23674. this.color.copy( source.color );
  23675. this.intensity = source.intensity;
  23676. return this;
  23677. },
  23678. toJSON: function ( meta ) {
  23679. var data = Object3D.prototype.toJSON.call( this, meta );
  23680. data.object.color = this.color.getHex();
  23681. data.object.intensity = this.intensity;
  23682. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23683. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23684. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23685. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23686. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23687. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23688. return data;
  23689. }
  23690. } );
  23691. /**
  23692. * @author alteredq / http://alteredqualia.com/
  23693. */
  23694. function HemisphereLight( skyColor, groundColor, intensity ) {
  23695. Light.call( this, skyColor, intensity );
  23696. this.type = 'HemisphereLight';
  23697. this.castShadow = undefined;
  23698. this.position.copy( Object3D.DefaultUp );
  23699. this.updateMatrix();
  23700. this.groundColor = new Color( groundColor );
  23701. }
  23702. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23703. constructor: HemisphereLight,
  23704. isHemisphereLight: true,
  23705. copy: function ( source ) {
  23706. Light.prototype.copy.call( this, source );
  23707. this.groundColor.copy( source.groundColor );
  23708. return this;
  23709. }
  23710. } );
  23711. /**
  23712. * @author mrdoob / http://mrdoob.com/
  23713. */
  23714. function LightShadow( camera ) {
  23715. this.camera = camera;
  23716. this.bias = 0;
  23717. this.normalBias = 0;
  23718. this.radius = 1;
  23719. this.mapSize = new Vector2( 512, 512 );
  23720. this.map = null;
  23721. this.mapPass = null;
  23722. this.matrix = new Matrix4();
  23723. this.autoUpdate = true;
  23724. this.needsUpdate = false;
  23725. this._frustum = new Frustum();
  23726. this._frameExtents = new Vector2( 1, 1 );
  23727. this._viewportCount = 1;
  23728. this._viewports = [
  23729. new Vector4( 0, 0, 1, 1 )
  23730. ];
  23731. }
  23732. Object.assign( LightShadow.prototype, {
  23733. _projScreenMatrix: new Matrix4(),
  23734. _lightPositionWorld: new Vector3(),
  23735. _lookTarget: new Vector3(),
  23736. getViewportCount: function () {
  23737. return this._viewportCount;
  23738. },
  23739. getFrustum: function () {
  23740. return this._frustum;
  23741. },
  23742. updateMatrices: function ( light ) {
  23743. var shadowCamera = this.camera,
  23744. shadowMatrix = this.matrix,
  23745. projScreenMatrix = this._projScreenMatrix,
  23746. lookTarget = this._lookTarget,
  23747. lightPositionWorld = this._lightPositionWorld;
  23748. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23749. shadowCamera.position.copy( lightPositionWorld );
  23750. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23751. shadowCamera.lookAt( lookTarget );
  23752. shadowCamera.updateMatrixWorld();
  23753. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23754. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23755. shadowMatrix.set(
  23756. 0.5, 0.0, 0.0, 0.5,
  23757. 0.0, 0.5, 0.0, 0.5,
  23758. 0.0, 0.0, 0.5, 0.5,
  23759. 0.0, 0.0, 0.0, 1.0
  23760. );
  23761. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23762. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23763. },
  23764. getViewport: function ( viewportIndex ) {
  23765. return this._viewports[ viewportIndex ];
  23766. },
  23767. getFrameExtents: function () {
  23768. return this._frameExtents;
  23769. },
  23770. copy: function ( source ) {
  23771. this.camera = source.camera.clone();
  23772. this.bias = source.bias;
  23773. this.radius = source.radius;
  23774. this.mapSize.copy( source.mapSize );
  23775. return this;
  23776. },
  23777. clone: function () {
  23778. return new this.constructor().copy( this );
  23779. },
  23780. toJSON: function () {
  23781. var object = {};
  23782. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23783. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23784. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23785. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23786. object.camera = this.camera.toJSON( false ).object;
  23787. delete object.camera.matrix;
  23788. return object;
  23789. }
  23790. } );
  23791. /**
  23792. * @author mrdoob / http://mrdoob.com/
  23793. */
  23794. function SpotLightShadow() {
  23795. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23796. }
  23797. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23798. constructor: SpotLightShadow,
  23799. isSpotLightShadow: true,
  23800. updateMatrices: function ( light ) {
  23801. var camera = this.camera;
  23802. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23803. var aspect = this.mapSize.width / this.mapSize.height;
  23804. var far = light.distance || camera.far;
  23805. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23806. camera.fov = fov;
  23807. camera.aspect = aspect;
  23808. camera.far = far;
  23809. camera.updateProjectionMatrix();
  23810. }
  23811. LightShadow.prototype.updateMatrices.call( this, light );
  23812. }
  23813. } );
  23814. /**
  23815. * @author alteredq / http://alteredqualia.com/
  23816. */
  23817. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23818. Light.call( this, color, intensity );
  23819. this.type = 'SpotLight';
  23820. this.position.copy( Object3D.DefaultUp );
  23821. this.updateMatrix();
  23822. this.target = new Object3D();
  23823. Object.defineProperty( this, 'power', {
  23824. get: function () {
  23825. // intensity = power per solid angle.
  23826. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23827. return this.intensity * Math.PI;
  23828. },
  23829. set: function ( power ) {
  23830. // intensity = power per solid angle.
  23831. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23832. this.intensity = power / Math.PI;
  23833. }
  23834. } );
  23835. this.distance = ( distance !== undefined ) ? distance : 0;
  23836. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23837. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23838. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23839. this.shadow = new SpotLightShadow();
  23840. }
  23841. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23842. constructor: SpotLight,
  23843. isSpotLight: true,
  23844. copy: function ( source ) {
  23845. Light.prototype.copy.call( this, source );
  23846. this.distance = source.distance;
  23847. this.angle = source.angle;
  23848. this.penumbra = source.penumbra;
  23849. this.decay = source.decay;
  23850. this.target = source.target.clone();
  23851. this.shadow = source.shadow.clone();
  23852. return this;
  23853. }
  23854. } );
  23855. function PointLightShadow() {
  23856. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23857. this._frameExtents = new Vector2( 4, 2 );
  23858. this._viewportCount = 6;
  23859. this._viewports = [
  23860. // These viewports map a cube-map onto a 2D texture with the
  23861. // following orientation:
  23862. //
  23863. // xzXZ
  23864. // y Y
  23865. //
  23866. // X - Positive x direction
  23867. // x - Negative x direction
  23868. // Y - Positive y direction
  23869. // y - Negative y direction
  23870. // Z - Positive z direction
  23871. // z - Negative z direction
  23872. // positive X
  23873. new Vector4( 2, 1, 1, 1 ),
  23874. // negative X
  23875. new Vector4( 0, 1, 1, 1 ),
  23876. // positive Z
  23877. new Vector4( 3, 1, 1, 1 ),
  23878. // negative Z
  23879. new Vector4( 1, 1, 1, 1 ),
  23880. // positive Y
  23881. new Vector4( 3, 0, 1, 1 ),
  23882. // negative Y
  23883. new Vector4( 1, 0, 1, 1 )
  23884. ];
  23885. this._cubeDirections = [
  23886. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23887. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23888. ];
  23889. this._cubeUps = [
  23890. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23891. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23892. ];
  23893. }
  23894. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23895. constructor: PointLightShadow,
  23896. isPointLightShadow: true,
  23897. updateMatrices: function ( light, viewportIndex ) {
  23898. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23899. var camera = this.camera,
  23900. shadowMatrix = this.matrix,
  23901. lightPositionWorld = this._lightPositionWorld,
  23902. lookTarget = this._lookTarget,
  23903. projScreenMatrix = this._projScreenMatrix;
  23904. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23905. camera.position.copy( lightPositionWorld );
  23906. lookTarget.copy( camera.position );
  23907. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23908. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23909. camera.lookAt( lookTarget );
  23910. camera.updateMatrixWorld();
  23911. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23912. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23913. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23914. }
  23915. } );
  23916. /**
  23917. * @author mrdoob / http://mrdoob.com/
  23918. */
  23919. function PointLight( color, intensity, distance, decay ) {
  23920. Light.call( this, color, intensity );
  23921. this.type = 'PointLight';
  23922. Object.defineProperty( this, 'power', {
  23923. get: function () {
  23924. // intensity = power per solid angle.
  23925. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23926. return this.intensity * 4 * Math.PI;
  23927. },
  23928. set: function ( power ) {
  23929. // intensity = power per solid angle.
  23930. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23931. this.intensity = power / ( 4 * Math.PI );
  23932. }
  23933. } );
  23934. this.distance = ( distance !== undefined ) ? distance : 0;
  23935. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23936. this.shadow = new PointLightShadow();
  23937. }
  23938. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23939. constructor: PointLight,
  23940. isPointLight: true,
  23941. copy: function ( source ) {
  23942. Light.prototype.copy.call( this, source );
  23943. this.distance = source.distance;
  23944. this.decay = source.decay;
  23945. this.shadow = source.shadow.clone();
  23946. return this;
  23947. }
  23948. } );
  23949. /**
  23950. * @author alteredq / http://alteredqualia.com/
  23951. * @author arose / http://github.com/arose
  23952. */
  23953. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23954. Camera.call( this );
  23955. this.type = 'OrthographicCamera';
  23956. this.zoom = 1;
  23957. this.view = null;
  23958. this.left = ( left !== undefined ) ? left : - 1;
  23959. this.right = ( right !== undefined ) ? right : 1;
  23960. this.top = ( top !== undefined ) ? top : 1;
  23961. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23962. this.near = ( near !== undefined ) ? near : 0.1;
  23963. this.far = ( far !== undefined ) ? far : 2000;
  23964. this.updateProjectionMatrix();
  23965. }
  23966. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23967. constructor: OrthographicCamera,
  23968. isOrthographicCamera: true,
  23969. copy: function ( source, recursive ) {
  23970. Camera.prototype.copy.call( this, source, recursive );
  23971. this.left = source.left;
  23972. this.right = source.right;
  23973. this.top = source.top;
  23974. this.bottom = source.bottom;
  23975. this.near = source.near;
  23976. this.far = source.far;
  23977. this.zoom = source.zoom;
  23978. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23979. return this;
  23980. },
  23981. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23982. if ( this.view === null ) {
  23983. this.view = {
  23984. enabled: true,
  23985. fullWidth: 1,
  23986. fullHeight: 1,
  23987. offsetX: 0,
  23988. offsetY: 0,
  23989. width: 1,
  23990. height: 1
  23991. };
  23992. }
  23993. this.view.enabled = true;
  23994. this.view.fullWidth = fullWidth;
  23995. this.view.fullHeight = fullHeight;
  23996. this.view.offsetX = x;
  23997. this.view.offsetY = y;
  23998. this.view.width = width;
  23999. this.view.height = height;
  24000. this.updateProjectionMatrix();
  24001. },
  24002. clearViewOffset: function () {
  24003. if ( this.view !== null ) {
  24004. this.view.enabled = false;
  24005. }
  24006. this.updateProjectionMatrix();
  24007. },
  24008. updateProjectionMatrix: function () {
  24009. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  24010. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  24011. var cx = ( this.right + this.left ) / 2;
  24012. var cy = ( this.top + this.bottom ) / 2;
  24013. var left = cx - dx;
  24014. var right = cx + dx;
  24015. var top = cy + dy;
  24016. var bottom = cy - dy;
  24017. if ( this.view !== null && this.view.enabled ) {
  24018. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  24019. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  24020. left += scaleW * this.view.offsetX;
  24021. right = left + scaleW * this.view.width;
  24022. top -= scaleH * this.view.offsetY;
  24023. bottom = top - scaleH * this.view.height;
  24024. }
  24025. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  24026. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  24027. },
  24028. toJSON: function ( meta ) {
  24029. var data = Object3D.prototype.toJSON.call( this, meta );
  24030. data.object.zoom = this.zoom;
  24031. data.object.left = this.left;
  24032. data.object.right = this.right;
  24033. data.object.top = this.top;
  24034. data.object.bottom = this.bottom;
  24035. data.object.near = this.near;
  24036. data.object.far = this.far;
  24037. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  24038. return data;
  24039. }
  24040. } );
  24041. /**
  24042. * @author mrdoob / http://mrdoob.com/
  24043. */
  24044. function DirectionalLightShadow() {
  24045. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  24046. }
  24047. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  24048. constructor: DirectionalLightShadow,
  24049. isDirectionalLightShadow: true,
  24050. updateMatrices: function ( light ) {
  24051. LightShadow.prototype.updateMatrices.call( this, light );
  24052. }
  24053. } );
  24054. /**
  24055. * @author mrdoob / http://mrdoob.com/
  24056. * @author alteredq / http://alteredqualia.com/
  24057. */
  24058. function DirectionalLight( color, intensity ) {
  24059. Light.call( this, color, intensity );
  24060. this.type = 'DirectionalLight';
  24061. this.position.copy( Object3D.DefaultUp );
  24062. this.updateMatrix();
  24063. this.target = new Object3D();
  24064. this.shadow = new DirectionalLightShadow();
  24065. }
  24066. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24067. constructor: DirectionalLight,
  24068. isDirectionalLight: true,
  24069. copy: function ( source ) {
  24070. Light.prototype.copy.call( this, source );
  24071. this.target = source.target.clone();
  24072. this.shadow = source.shadow.clone();
  24073. return this;
  24074. }
  24075. } );
  24076. /**
  24077. * @author mrdoob / http://mrdoob.com/
  24078. */
  24079. function AmbientLight( color, intensity ) {
  24080. Light.call( this, color, intensity );
  24081. this.type = 'AmbientLight';
  24082. this.castShadow = undefined;
  24083. }
  24084. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24085. constructor: AmbientLight,
  24086. isAmbientLight: true
  24087. } );
  24088. /**
  24089. * @author abelnation / http://github.com/abelnation
  24090. */
  24091. function RectAreaLight( color, intensity, width, height ) {
  24092. Light.call( this, color, intensity );
  24093. this.type = 'RectAreaLight';
  24094. this.width = ( width !== undefined ) ? width : 10;
  24095. this.height = ( height !== undefined ) ? height : 10;
  24096. }
  24097. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24098. constructor: RectAreaLight,
  24099. isRectAreaLight: true,
  24100. copy: function ( source ) {
  24101. Light.prototype.copy.call( this, source );
  24102. this.width = source.width;
  24103. this.height = source.height;
  24104. return this;
  24105. },
  24106. toJSON: function ( meta ) {
  24107. var data = Light.prototype.toJSON.call( this, meta );
  24108. data.object.width = this.width;
  24109. data.object.height = this.height;
  24110. return data;
  24111. }
  24112. } );
  24113. /**
  24114. * @author bhouston / http://clara.io
  24115. * @author WestLangley / http://github.com/WestLangley
  24116. *
  24117. * Primary reference:
  24118. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24119. *
  24120. * Secondary reference:
  24121. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24122. */
  24123. // 3-band SH defined by 9 coefficients
  24124. function SphericalHarmonics3() {
  24125. this.coefficients = [];
  24126. for ( var i = 0; i < 9; i ++ ) {
  24127. this.coefficients.push( new Vector3() );
  24128. }
  24129. }
  24130. Object.assign( SphericalHarmonics3.prototype, {
  24131. isSphericalHarmonics3: true,
  24132. set: function ( coefficients ) {
  24133. for ( var i = 0; i < 9; i ++ ) {
  24134. this.coefficients[ i ].copy( coefficients[ i ] );
  24135. }
  24136. return this;
  24137. },
  24138. zero: function () {
  24139. for ( var i = 0; i < 9; i ++ ) {
  24140. this.coefficients[ i ].set( 0, 0, 0 );
  24141. }
  24142. return this;
  24143. },
  24144. // get the radiance in the direction of the normal
  24145. // target is a Vector3
  24146. getAt: function ( normal, target ) {
  24147. // normal is assumed to be unit length
  24148. var x = normal.x, y = normal.y, z = normal.z;
  24149. var coeff = this.coefficients;
  24150. // band 0
  24151. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24152. // band 1
  24153. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  24154. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  24155. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  24156. // band 2
  24157. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  24158. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  24159. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24160. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  24161. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24162. return target;
  24163. },
  24164. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24165. // target is a Vector3
  24166. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24167. getIrradianceAt: function ( normal, target ) {
  24168. // normal is assumed to be unit length
  24169. var x = normal.x, y = normal.y, z = normal.z;
  24170. var coeff = this.coefficients;
  24171. // band 0
  24172. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24173. // band 1
  24174. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24175. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  24176. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  24177. // band 2
  24178. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24179. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24180. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24181. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24182. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24183. return target;
  24184. },
  24185. add: function ( sh ) {
  24186. for ( var i = 0; i < 9; i ++ ) {
  24187. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24188. }
  24189. return this;
  24190. },
  24191. addScaledSH: function ( sh, s ) {
  24192. for ( var i = 0; i < 9; i ++ ) {
  24193. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24194. }
  24195. return this;
  24196. },
  24197. scale: function ( s ) {
  24198. for ( var i = 0; i < 9; i ++ ) {
  24199. this.coefficients[ i ].multiplyScalar( s );
  24200. }
  24201. return this;
  24202. },
  24203. lerp: function ( sh, alpha ) {
  24204. for ( var i = 0; i < 9; i ++ ) {
  24205. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24206. }
  24207. return this;
  24208. },
  24209. equals: function ( sh ) {
  24210. for ( var i = 0; i < 9; i ++ ) {
  24211. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24212. return false;
  24213. }
  24214. }
  24215. return true;
  24216. },
  24217. copy: function ( sh ) {
  24218. return this.set( sh.coefficients );
  24219. },
  24220. clone: function () {
  24221. return new this.constructor().copy( this );
  24222. },
  24223. fromArray: function ( array, offset ) {
  24224. if ( offset === undefined ) { offset = 0; }
  24225. var coefficients = this.coefficients;
  24226. for ( var i = 0; i < 9; i ++ ) {
  24227. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24228. }
  24229. return this;
  24230. },
  24231. toArray: function ( array, offset ) {
  24232. if ( array === undefined ) { array = []; }
  24233. if ( offset === undefined ) { offset = 0; }
  24234. var coefficients = this.coefficients;
  24235. for ( var i = 0; i < 9; i ++ ) {
  24236. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24237. }
  24238. return array;
  24239. }
  24240. } );
  24241. Object.assign( SphericalHarmonics3, {
  24242. // evaluate the basis functions
  24243. // shBasis is an Array[ 9 ]
  24244. getBasisAt: function ( normal, shBasis ) {
  24245. // normal is assumed to be unit length
  24246. var x = normal.x, y = normal.y, z = normal.z;
  24247. // band 0
  24248. shBasis[ 0 ] = 0.282095;
  24249. // band 1
  24250. shBasis[ 1 ] = 0.488603 * y;
  24251. shBasis[ 2 ] = 0.488603 * z;
  24252. shBasis[ 3 ] = 0.488603 * x;
  24253. // band 2
  24254. shBasis[ 4 ] = 1.092548 * x * y;
  24255. shBasis[ 5 ] = 1.092548 * y * z;
  24256. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24257. shBasis[ 7 ] = 1.092548 * x * z;
  24258. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24259. }
  24260. } );
  24261. /**
  24262. * @author WestLangley / http://github.com/WestLangley
  24263. *
  24264. * A LightProbe is a source of indirect-diffuse light
  24265. */
  24266. function LightProbe( sh, intensity ) {
  24267. Light.call( this, undefined, intensity );
  24268. this.type = 'LightProbe';
  24269. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24270. }
  24271. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24272. constructor: LightProbe,
  24273. isLightProbe: true,
  24274. copy: function ( source ) {
  24275. Light.prototype.copy.call( this, source );
  24276. this.sh.copy( source.sh );
  24277. return this;
  24278. },
  24279. fromJSON: function ( json ) {
  24280. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24281. this.sh.fromArray( json.sh );
  24282. return this;
  24283. },
  24284. toJSON: function ( meta ) {
  24285. var data = Light.prototype.toJSON.call( this, meta );
  24286. data.object.sh = this.sh.toArray();
  24287. return data;
  24288. }
  24289. } );
  24290. /**
  24291. * @author mrdoob / http://mrdoob.com/
  24292. */
  24293. function MaterialLoader( manager ) {
  24294. Loader.call( this, manager );
  24295. this.textures = {};
  24296. }
  24297. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24298. constructor: MaterialLoader,
  24299. load: function ( url, onLoad, onProgress, onError ) {
  24300. var scope = this;
  24301. var loader = new FileLoader( scope.manager );
  24302. loader.setPath( scope.path );
  24303. loader.load( url, function ( text ) {
  24304. try {
  24305. onLoad( scope.parse( JSON.parse( text ) ) );
  24306. } catch ( e ) {
  24307. if ( onError ) {
  24308. onError( e );
  24309. } else {
  24310. console.error( e );
  24311. }
  24312. scope.manager.itemError( url );
  24313. }
  24314. }, onProgress, onError );
  24315. },
  24316. parse: function ( json ) {
  24317. var textures = this.textures;
  24318. function getTexture( name ) {
  24319. if ( textures[ name ] === undefined ) {
  24320. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24321. }
  24322. return textures[ name ];
  24323. }
  24324. var material = new Materials[ json.type ]();
  24325. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24326. if ( json.name !== undefined ) { material.name = json.name; }
  24327. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24328. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24329. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24330. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24331. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24332. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24333. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24334. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24335. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24336. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24337. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24338. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24339. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24340. if ( json.side !== undefined ) { material.side = json.side; }
  24341. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24342. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24343. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24344. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24345. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24346. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24347. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24348. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24349. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24350. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24351. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24352. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24353. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24354. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24355. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24356. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24357. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24358. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24359. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24360. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24361. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24362. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24363. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24364. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24365. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24366. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24367. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24368. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24369. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24370. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24371. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24372. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24373. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24374. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24375. if ( json.vertexColors !== undefined ) {
  24376. if ( typeof json.vertexColors === 'number' ) {
  24377. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24378. } else {
  24379. material.vertexColors = json.vertexColors;
  24380. }
  24381. }
  24382. // Shader Material
  24383. if ( json.uniforms !== undefined ) {
  24384. for ( var name in json.uniforms ) {
  24385. var uniform = json.uniforms[ name ];
  24386. material.uniforms[ name ] = {};
  24387. switch ( uniform.type ) {
  24388. case 't':
  24389. material.uniforms[ name ].value = getTexture( uniform.value );
  24390. break;
  24391. case 'c':
  24392. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24393. break;
  24394. case 'v2':
  24395. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24396. break;
  24397. case 'v3':
  24398. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24399. break;
  24400. case 'v4':
  24401. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24402. break;
  24403. case 'm3':
  24404. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24405. case 'm4':
  24406. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24407. break;
  24408. default:
  24409. material.uniforms[ name ].value = uniform.value;
  24410. }
  24411. }
  24412. }
  24413. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24414. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24415. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24416. if ( json.extensions !== undefined ) {
  24417. for ( var key in json.extensions ) {
  24418. material.extensions[ key ] = json.extensions[ key ];
  24419. }
  24420. }
  24421. // Deprecated
  24422. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24423. // for PointsMaterial
  24424. if ( json.size !== undefined ) { material.size = json.size; }
  24425. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24426. // maps
  24427. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24428. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24429. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24430. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24431. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24432. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24433. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24434. if ( json.normalScale !== undefined ) {
  24435. var normalScale = json.normalScale;
  24436. if ( Array.isArray( normalScale ) === false ) {
  24437. // Blender exporter used to export a scalar. See #7459
  24438. normalScale = [ normalScale, normalScale ];
  24439. }
  24440. material.normalScale = new Vector2().fromArray( normalScale );
  24441. }
  24442. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24443. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24444. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24445. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24446. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24447. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24448. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24449. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24450. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24451. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24452. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24453. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24454. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24455. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24456. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24457. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24458. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24459. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24460. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24461. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24462. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24463. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  24464. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  24465. return material;
  24466. },
  24467. setTextures: function ( value ) {
  24468. this.textures = value;
  24469. return this;
  24470. }
  24471. } );
  24472. /**
  24473. * @author Don McCurdy / https://www.donmccurdy.com
  24474. */
  24475. var LoaderUtils = {
  24476. decodeText: function ( array ) {
  24477. if ( typeof TextDecoder !== 'undefined' ) {
  24478. return new TextDecoder().decode( array );
  24479. }
  24480. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24481. // throws a "maximum call stack size exceeded" error for large arrays.
  24482. var s = '';
  24483. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24484. // Implicitly assumes little-endian.
  24485. s += String.fromCharCode( array[ i ] );
  24486. }
  24487. try {
  24488. // merges multi-byte utf-8 characters.
  24489. return decodeURIComponent( escape( s ) );
  24490. } catch ( e ) { // see #16358
  24491. return s;
  24492. }
  24493. },
  24494. extractUrlBase: function ( url ) {
  24495. var index = url.lastIndexOf( '/' );
  24496. if ( index === - 1 ) { return './'; }
  24497. return url.substr( 0, index + 1 );
  24498. }
  24499. };
  24500. /**
  24501. * @author benaadams / https://twitter.com/ben_a_adams
  24502. */
  24503. function InstancedBufferGeometry() {
  24504. BufferGeometry.call( this );
  24505. this.type = 'InstancedBufferGeometry';
  24506. this.instanceCount = Infinity;
  24507. }
  24508. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24509. constructor: InstancedBufferGeometry,
  24510. isInstancedBufferGeometry: true,
  24511. copy: function ( source ) {
  24512. BufferGeometry.prototype.copy.call( this, source );
  24513. this.instanceCount = source.instanceCount;
  24514. return this;
  24515. },
  24516. clone: function () {
  24517. return new this.constructor().copy( this );
  24518. },
  24519. toJSON: function () {
  24520. var data = BufferGeometry.prototype.toJSON.call( this );
  24521. data.instanceCount = this.instanceCount;
  24522. data.isInstancedBufferGeometry = true;
  24523. return data;
  24524. }
  24525. } );
  24526. /**
  24527. * @author benaadams / https://twitter.com/ben_a_adams
  24528. */
  24529. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24530. if ( typeof ( normalized ) === 'number' ) {
  24531. meshPerAttribute = normalized;
  24532. normalized = false;
  24533. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24534. }
  24535. BufferAttribute.call( this, array, itemSize, normalized );
  24536. this.meshPerAttribute = meshPerAttribute || 1;
  24537. }
  24538. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24539. constructor: InstancedBufferAttribute,
  24540. isInstancedBufferAttribute: true,
  24541. copy: function ( source ) {
  24542. BufferAttribute.prototype.copy.call( this, source );
  24543. this.meshPerAttribute = source.meshPerAttribute;
  24544. return this;
  24545. },
  24546. toJSON: function () {
  24547. var data = BufferAttribute.prototype.toJSON.call( this );
  24548. data.meshPerAttribute = this.meshPerAttribute;
  24549. data.isInstancedBufferAttribute = true;
  24550. return data;
  24551. }
  24552. } );
  24553. /**
  24554. * @author mrdoob / http://mrdoob.com/
  24555. */
  24556. function BufferGeometryLoader( manager ) {
  24557. Loader.call( this, manager );
  24558. }
  24559. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24560. constructor: BufferGeometryLoader,
  24561. load: function ( url, onLoad, onProgress, onError ) {
  24562. var scope = this;
  24563. var loader = new FileLoader( scope.manager );
  24564. loader.setPath( scope.path );
  24565. loader.load( url, function ( text ) {
  24566. try {
  24567. onLoad( scope.parse( JSON.parse( text ) ) );
  24568. } catch ( e ) {
  24569. if ( onError ) {
  24570. onError( e );
  24571. } else {
  24572. console.error( e );
  24573. }
  24574. scope.manager.itemError( url );
  24575. }
  24576. }, onProgress, onError );
  24577. },
  24578. parse: function ( json ) {
  24579. var interleavedBufferMap = {};
  24580. var arrayBufferMap = {};
  24581. function getInterleavedBuffer( json, uuid ) {
  24582. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24583. var interleavedBuffers = json.interleavedBuffers;
  24584. var interleavedBuffer = interleavedBuffers[ uuid ];
  24585. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24586. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24587. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24588. ib.uuid = interleavedBuffer.uuid;
  24589. interleavedBufferMap[ uuid ] = ib;
  24590. return ib;
  24591. }
  24592. function getArrayBuffer( json, uuid ) {
  24593. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24594. var arrayBuffers = json.arrayBuffers;
  24595. var arrayBuffer = arrayBuffers[ uuid ];
  24596. var ab = new Uint32Array( arrayBuffer ).buffer;
  24597. arrayBufferMap[ uuid ] = ab;
  24598. return ab;
  24599. }
  24600. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24601. var index = json.data.index;
  24602. if ( index !== undefined ) {
  24603. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24604. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24605. }
  24606. var attributes = json.data.attributes;
  24607. for ( var key in attributes ) {
  24608. var attribute = attributes[ key ];
  24609. var bufferAttribute = (void 0);
  24610. if ( attribute.isInterleavedBufferAttribute ) {
  24611. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24612. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24613. } else {
  24614. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24615. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24616. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24617. }
  24618. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24619. geometry.setAttribute( key, bufferAttribute );
  24620. }
  24621. var morphAttributes = json.data.morphAttributes;
  24622. if ( morphAttributes ) {
  24623. for ( var key$1 in morphAttributes ) {
  24624. var attributeArray = morphAttributes[ key$1 ];
  24625. var array = [];
  24626. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24627. var attribute$1 = attributeArray[ i ];
  24628. var bufferAttribute$1 = (void 0);
  24629. if ( attribute$1.isInterleavedBufferAttribute ) {
  24630. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24631. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24632. } else {
  24633. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24634. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24635. }
  24636. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24637. array.push( bufferAttribute$1 );
  24638. }
  24639. geometry.morphAttributes[ key$1 ] = array;
  24640. }
  24641. }
  24642. var morphTargetsRelative = json.data.morphTargetsRelative;
  24643. if ( morphTargetsRelative ) {
  24644. geometry.morphTargetsRelative = true;
  24645. }
  24646. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24647. if ( groups !== undefined ) {
  24648. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24649. var group = groups[ i$1 ];
  24650. geometry.addGroup( group.start, group.count, group.materialIndex );
  24651. }
  24652. }
  24653. var boundingSphere = json.data.boundingSphere;
  24654. if ( boundingSphere !== undefined ) {
  24655. var center = new Vector3();
  24656. if ( boundingSphere.center !== undefined ) {
  24657. center.fromArray( boundingSphere.center );
  24658. }
  24659. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24660. }
  24661. if ( json.name ) { geometry.name = json.name; }
  24662. if ( json.userData ) { geometry.userData = json.userData; }
  24663. return geometry;
  24664. }
  24665. } );
  24666. var TYPED_ARRAYS = {
  24667. Int8Array: Int8Array,
  24668. Uint8Array: Uint8Array,
  24669. // Workaround for IE11 pre KB2929437. See #11440
  24670. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24671. Int16Array: Int16Array,
  24672. Uint16Array: Uint16Array,
  24673. Int32Array: Int32Array,
  24674. Uint32Array: Uint32Array,
  24675. Float32Array: Float32Array,
  24676. Float64Array: Float64Array
  24677. };
  24678. /**
  24679. * @author mrdoob / http://mrdoob.com/
  24680. */
  24681. function ObjectLoader( manager ) {
  24682. Loader.call( this, manager );
  24683. }
  24684. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24685. constructor: ObjectLoader,
  24686. load: function ( url, onLoad, onProgress, onError ) {
  24687. var scope = this;
  24688. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24689. this.resourcePath = this.resourcePath || path;
  24690. var loader = new FileLoader( scope.manager );
  24691. loader.setPath( this.path );
  24692. loader.load( url, function ( text ) {
  24693. var json = null;
  24694. try {
  24695. json = JSON.parse( text );
  24696. } catch ( error ) {
  24697. if ( onError !== undefined ) { onError( error ); }
  24698. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24699. return;
  24700. }
  24701. var metadata = json.metadata;
  24702. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24703. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24704. return;
  24705. }
  24706. scope.parse( json, onLoad );
  24707. }, onProgress, onError );
  24708. },
  24709. parse: function ( json, onLoad ) {
  24710. var shapes = this.parseShape( json.shapes );
  24711. var geometries = this.parseGeometries( json.geometries, shapes );
  24712. var images = this.parseImages( json.images, function () {
  24713. if ( onLoad !== undefined ) { onLoad( object ); }
  24714. } );
  24715. var textures = this.parseTextures( json.textures, images );
  24716. var materials = this.parseMaterials( json.materials, textures );
  24717. var object = this.parseObject( json.object, geometries, materials );
  24718. if ( json.animations ) {
  24719. object.animations = this.parseAnimations( json.animations );
  24720. }
  24721. if ( json.images === undefined || json.images.length === 0 ) {
  24722. if ( onLoad !== undefined ) { onLoad( object ); }
  24723. }
  24724. return object;
  24725. },
  24726. parseShape: function ( json ) {
  24727. var shapes = {};
  24728. if ( json !== undefined ) {
  24729. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24730. var shape = new Shape().fromJSON( json[ i ] );
  24731. shapes[ shape.uuid ] = shape;
  24732. }
  24733. }
  24734. return shapes;
  24735. },
  24736. parseGeometries: function ( json, shapes ) {
  24737. var geometries = {};
  24738. var geometryShapes;
  24739. if ( json !== undefined ) {
  24740. var bufferGeometryLoader = new BufferGeometryLoader();
  24741. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24742. var geometry = (void 0);
  24743. var data = json[ i ];
  24744. switch ( data.type ) {
  24745. case 'PlaneGeometry':
  24746. case 'PlaneBufferGeometry':
  24747. geometry = new Geometries[ data.type ](
  24748. data.width,
  24749. data.height,
  24750. data.widthSegments,
  24751. data.heightSegments
  24752. );
  24753. break;
  24754. case 'BoxGeometry':
  24755. case 'BoxBufferGeometry':
  24756. case 'CubeGeometry': // backwards compatible
  24757. geometry = new Geometries[ data.type ](
  24758. data.width,
  24759. data.height,
  24760. data.depth,
  24761. data.widthSegments,
  24762. data.heightSegments,
  24763. data.depthSegments
  24764. );
  24765. break;
  24766. case 'CircleGeometry':
  24767. case 'CircleBufferGeometry':
  24768. geometry = new Geometries[ data.type ](
  24769. data.radius,
  24770. data.segments,
  24771. data.thetaStart,
  24772. data.thetaLength
  24773. );
  24774. break;
  24775. case 'CylinderGeometry':
  24776. case 'CylinderBufferGeometry':
  24777. geometry = new Geometries[ data.type ](
  24778. data.radiusTop,
  24779. data.radiusBottom,
  24780. data.height,
  24781. data.radialSegments,
  24782. data.heightSegments,
  24783. data.openEnded,
  24784. data.thetaStart,
  24785. data.thetaLength
  24786. );
  24787. break;
  24788. case 'ConeGeometry':
  24789. case 'ConeBufferGeometry':
  24790. geometry = new Geometries[ data.type ](
  24791. data.radius,
  24792. data.height,
  24793. data.radialSegments,
  24794. data.heightSegments,
  24795. data.openEnded,
  24796. data.thetaStart,
  24797. data.thetaLength
  24798. );
  24799. break;
  24800. case 'SphereGeometry':
  24801. case 'SphereBufferGeometry':
  24802. geometry = new Geometries[ data.type ](
  24803. data.radius,
  24804. data.widthSegments,
  24805. data.heightSegments,
  24806. data.phiStart,
  24807. data.phiLength,
  24808. data.thetaStart,
  24809. data.thetaLength
  24810. );
  24811. break;
  24812. case 'DodecahedronGeometry':
  24813. case 'DodecahedronBufferGeometry':
  24814. case 'IcosahedronGeometry':
  24815. case 'IcosahedronBufferGeometry':
  24816. case 'OctahedronGeometry':
  24817. case 'OctahedronBufferGeometry':
  24818. case 'TetrahedronGeometry':
  24819. case 'TetrahedronBufferGeometry':
  24820. geometry = new Geometries[ data.type ](
  24821. data.radius,
  24822. data.detail
  24823. );
  24824. break;
  24825. case 'RingGeometry':
  24826. case 'RingBufferGeometry':
  24827. geometry = new Geometries[ data.type ](
  24828. data.innerRadius,
  24829. data.outerRadius,
  24830. data.thetaSegments,
  24831. data.phiSegments,
  24832. data.thetaStart,
  24833. data.thetaLength
  24834. );
  24835. break;
  24836. case 'TorusGeometry':
  24837. case 'TorusBufferGeometry':
  24838. geometry = new Geometries[ data.type ](
  24839. data.radius,
  24840. data.tube,
  24841. data.radialSegments,
  24842. data.tubularSegments,
  24843. data.arc
  24844. );
  24845. break;
  24846. case 'TorusKnotGeometry':
  24847. case 'TorusKnotBufferGeometry':
  24848. geometry = new Geometries[ data.type ](
  24849. data.radius,
  24850. data.tube,
  24851. data.tubularSegments,
  24852. data.radialSegments,
  24853. data.p,
  24854. data.q
  24855. );
  24856. break;
  24857. case 'TubeGeometry':
  24858. case 'TubeBufferGeometry':
  24859. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24860. // User defined curves or instances of CurvePath will not be deserialized.
  24861. geometry = new Geometries[ data.type ](
  24862. new Curves[ data.path.type ]().fromJSON( data.path ),
  24863. data.tubularSegments,
  24864. data.radius,
  24865. data.radialSegments,
  24866. data.closed
  24867. );
  24868. break;
  24869. case 'LatheGeometry':
  24870. case 'LatheBufferGeometry':
  24871. geometry = new Geometries[ data.type ](
  24872. data.points,
  24873. data.segments,
  24874. data.phiStart,
  24875. data.phiLength
  24876. );
  24877. break;
  24878. case 'PolyhedronGeometry':
  24879. case 'PolyhedronBufferGeometry':
  24880. geometry = new Geometries[ data.type ](
  24881. data.vertices,
  24882. data.indices,
  24883. data.radius,
  24884. data.details
  24885. );
  24886. break;
  24887. case 'ShapeGeometry':
  24888. case 'ShapeBufferGeometry':
  24889. geometryShapes = [];
  24890. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24891. var shape = shapes[ data.shapes[ j ] ];
  24892. geometryShapes.push( shape );
  24893. }
  24894. geometry = new Geometries[ data.type ](
  24895. geometryShapes,
  24896. data.curveSegments
  24897. );
  24898. break;
  24899. case 'ExtrudeGeometry':
  24900. case 'ExtrudeBufferGeometry':
  24901. geometryShapes = [];
  24902. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24903. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24904. geometryShapes.push( shape$1 );
  24905. }
  24906. var extrudePath = data.options.extrudePath;
  24907. if ( extrudePath !== undefined ) {
  24908. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24909. }
  24910. geometry = new Geometries[ data.type ](
  24911. geometryShapes,
  24912. data.options
  24913. );
  24914. break;
  24915. case 'BufferGeometry':
  24916. case 'InstancedBufferGeometry':
  24917. geometry = bufferGeometryLoader.parse( data );
  24918. break;
  24919. case 'Geometry':
  24920. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24921. break;
  24922. default:
  24923. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24924. continue;
  24925. }
  24926. geometry.uuid = data.uuid;
  24927. if ( data.name !== undefined ) { geometry.name = data.name; }
  24928. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24929. geometries[ data.uuid ] = geometry;
  24930. }
  24931. }
  24932. return geometries;
  24933. },
  24934. parseMaterials: function ( json, textures ) {
  24935. var cache = {}; // MultiMaterial
  24936. var materials = {};
  24937. if ( json !== undefined ) {
  24938. var loader = new MaterialLoader();
  24939. loader.setTextures( textures );
  24940. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24941. var data = json[ i ];
  24942. if ( data.type === 'MultiMaterial' ) {
  24943. // Deprecated
  24944. var array = [];
  24945. for ( var j = 0; j < data.materials.length; j ++ ) {
  24946. var material = data.materials[ j ];
  24947. if ( cache[ material.uuid ] === undefined ) {
  24948. cache[ material.uuid ] = loader.parse( material );
  24949. }
  24950. array.push( cache[ material.uuid ] );
  24951. }
  24952. materials[ data.uuid ] = array;
  24953. } else {
  24954. if ( cache[ data.uuid ] === undefined ) {
  24955. cache[ data.uuid ] = loader.parse( data );
  24956. }
  24957. materials[ data.uuid ] = cache[ data.uuid ];
  24958. }
  24959. }
  24960. }
  24961. return materials;
  24962. },
  24963. parseAnimations: function ( json ) {
  24964. var animations = [];
  24965. for ( var i = 0; i < json.length; i ++ ) {
  24966. var data = json[ i ];
  24967. var clip = AnimationClip.parse( data );
  24968. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24969. animations.push( clip );
  24970. }
  24971. return animations;
  24972. },
  24973. parseImages: function ( json, onLoad ) {
  24974. var scope = this;
  24975. var images = {};
  24976. var loader;
  24977. function loadImage( url ) {
  24978. scope.manager.itemStart( url );
  24979. return loader.load( url, function () {
  24980. scope.manager.itemEnd( url );
  24981. }, undefined, function () {
  24982. scope.manager.itemError( url );
  24983. scope.manager.itemEnd( url );
  24984. } );
  24985. }
  24986. if ( json !== undefined && json.length > 0 ) {
  24987. var manager = new LoadingManager( onLoad );
  24988. loader = new ImageLoader( manager );
  24989. loader.setCrossOrigin( this.crossOrigin );
  24990. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24991. var image = json[ i ];
  24992. var url = image.url;
  24993. if ( Array.isArray( url ) ) {
  24994. // load array of images e.g CubeTexture
  24995. images[ image.uuid ] = [];
  24996. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24997. var currentUrl = url[ j ];
  24998. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24999. images[ image.uuid ].push( loadImage( path ) );
  25000. }
  25001. } else {
  25002. // load single image
  25003. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  25004. images[ image.uuid ] = loadImage( path$1 );
  25005. }
  25006. }
  25007. }
  25008. return images;
  25009. },
  25010. parseTextures: function ( json, images ) {
  25011. function parseConstant( value, type ) {
  25012. if ( typeof value === 'number' ) { return value; }
  25013. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  25014. return type[ value ];
  25015. }
  25016. var textures = {};
  25017. if ( json !== undefined ) {
  25018. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25019. var data = json[ i ];
  25020. if ( data.image === undefined ) {
  25021. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  25022. }
  25023. if ( images[ data.image ] === undefined ) {
  25024. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  25025. }
  25026. var texture = (void 0);
  25027. if ( Array.isArray( images[ data.image ] ) ) {
  25028. texture = new CubeTexture( images[ data.image ] );
  25029. } else {
  25030. texture = new Texture( images[ data.image ] );
  25031. }
  25032. texture.needsUpdate = true;
  25033. texture.uuid = data.uuid;
  25034. if ( data.name !== undefined ) { texture.name = data.name; }
  25035. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  25036. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  25037. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  25038. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  25039. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  25040. if ( data.wrap !== undefined ) {
  25041. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  25042. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  25043. }
  25044. if ( data.format !== undefined ) { texture.format = data.format; }
  25045. if ( data.type !== undefined ) { texture.type = data.type; }
  25046. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  25047. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  25048. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  25049. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  25050. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  25051. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  25052. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  25053. textures[ data.uuid ] = texture;
  25054. }
  25055. }
  25056. return textures;
  25057. },
  25058. parseObject: function ( data, geometries, materials ) {
  25059. var object;
  25060. function getGeometry( name ) {
  25061. if ( geometries[ name ] === undefined ) {
  25062. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  25063. }
  25064. return geometries[ name ];
  25065. }
  25066. function getMaterial( name ) {
  25067. if ( name === undefined ) { return undefined; }
  25068. if ( Array.isArray( name ) ) {
  25069. var array = [];
  25070. for ( var i = 0, l = name.length; i < l; i ++ ) {
  25071. var uuid = name[ i ];
  25072. if ( materials[ uuid ] === undefined ) {
  25073. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  25074. }
  25075. array.push( materials[ uuid ] );
  25076. }
  25077. return array;
  25078. }
  25079. if ( materials[ name ] === undefined ) {
  25080. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  25081. }
  25082. return materials[ name ];
  25083. }
  25084. var geometry, material;
  25085. switch ( data.type ) {
  25086. case 'Scene':
  25087. object = new Scene();
  25088. if ( data.background !== undefined ) {
  25089. if ( Number.isInteger( data.background ) ) {
  25090. object.background = new Color( data.background );
  25091. }
  25092. }
  25093. if ( data.fog !== undefined ) {
  25094. if ( data.fog.type === 'Fog' ) {
  25095. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  25096. } else if ( data.fog.type === 'FogExp2' ) {
  25097. object.fog = new FogExp2( data.fog.color, data.fog.density );
  25098. }
  25099. }
  25100. break;
  25101. case 'PerspectiveCamera':
  25102. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  25103. if ( data.focus !== undefined ) { object.focus = data.focus; }
  25104. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25105. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  25106. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  25107. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25108. break;
  25109. case 'OrthographicCamera':
  25110. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  25111. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25112. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25113. break;
  25114. case 'AmbientLight':
  25115. object = new AmbientLight( data.color, data.intensity );
  25116. break;
  25117. case 'DirectionalLight':
  25118. object = new DirectionalLight( data.color, data.intensity );
  25119. break;
  25120. case 'PointLight':
  25121. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  25122. break;
  25123. case 'RectAreaLight':
  25124. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  25125. break;
  25126. case 'SpotLight':
  25127. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  25128. break;
  25129. case 'HemisphereLight':
  25130. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  25131. break;
  25132. case 'LightProbe':
  25133. object = new LightProbe().fromJSON( data );
  25134. break;
  25135. case 'SkinnedMesh':
  25136. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  25137. case 'Mesh':
  25138. geometry = getGeometry( data.geometry );
  25139. material = getMaterial( data.material );
  25140. object = new Mesh( geometry, material );
  25141. break;
  25142. case 'InstancedMesh':
  25143. geometry = getGeometry( data.geometry );
  25144. material = getMaterial( data.material );
  25145. var count = data.count;
  25146. var instanceMatrix = data.instanceMatrix;
  25147. object = new InstancedMesh( geometry, material, count );
  25148. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  25149. break;
  25150. case 'LOD':
  25151. object = new LOD();
  25152. break;
  25153. case 'Line':
  25154. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  25155. break;
  25156. case 'LineLoop':
  25157. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  25158. break;
  25159. case 'LineSegments':
  25160. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  25161. break;
  25162. case 'PointCloud':
  25163. case 'Points':
  25164. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  25165. break;
  25166. case 'Sprite':
  25167. object = new Sprite( getMaterial( data.material ) );
  25168. break;
  25169. case 'Group':
  25170. object = new Group();
  25171. break;
  25172. default:
  25173. object = new Object3D();
  25174. }
  25175. object.uuid = data.uuid;
  25176. if ( data.name !== undefined ) { object.name = data.name; }
  25177. if ( data.matrix !== undefined ) {
  25178. object.matrix.fromArray( data.matrix );
  25179. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  25180. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  25181. } else {
  25182. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  25183. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  25184. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  25185. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25186. }
  25187. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25188. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25189. if ( data.shadow ) {
  25190. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25191. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  25192. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25193. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25194. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25195. }
  25196. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25197. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25198. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25199. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25200. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25201. if ( data.children !== undefined ) {
  25202. var children = data.children;
  25203. for ( var i = 0; i < children.length; i ++ ) {
  25204. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25205. }
  25206. }
  25207. if ( data.type === 'LOD' ) {
  25208. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25209. var levels = data.levels;
  25210. for ( var l = 0; l < levels.length; l ++ ) {
  25211. var level = levels[ l ];
  25212. var child = object.getObjectByProperty( 'uuid', level.object );
  25213. if ( child !== undefined ) {
  25214. object.addLevel( child, level.distance );
  25215. }
  25216. }
  25217. }
  25218. return object;
  25219. }
  25220. } );
  25221. var TEXTURE_MAPPING = {
  25222. UVMapping: UVMapping,
  25223. CubeReflectionMapping: CubeReflectionMapping,
  25224. CubeRefractionMapping: CubeRefractionMapping,
  25225. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25226. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25227. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25228. CubeUVRefractionMapping: CubeUVRefractionMapping
  25229. };
  25230. var TEXTURE_WRAPPING = {
  25231. RepeatWrapping: RepeatWrapping,
  25232. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25233. MirroredRepeatWrapping: MirroredRepeatWrapping
  25234. };
  25235. var TEXTURE_FILTER = {
  25236. NearestFilter: NearestFilter,
  25237. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25238. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25239. LinearFilter: LinearFilter,
  25240. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25241. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25242. };
  25243. /**
  25244. * @author thespite / http://clicktorelease.com/
  25245. */
  25246. function ImageBitmapLoader( manager ) {
  25247. if ( typeof createImageBitmap === 'undefined' ) {
  25248. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25249. }
  25250. if ( typeof fetch === 'undefined' ) {
  25251. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25252. }
  25253. Loader.call( this, manager );
  25254. this.options = { premultiplyAlpha: 'none' };
  25255. }
  25256. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25257. constructor: ImageBitmapLoader,
  25258. isImageBitmapLoader: true,
  25259. setOptions: function setOptions( options ) {
  25260. this.options = options;
  25261. return this;
  25262. },
  25263. load: function ( url, onLoad, onProgress, onError ) {
  25264. if ( url === undefined ) { url = ''; }
  25265. if ( this.path !== undefined ) { url = this.path + url; }
  25266. url = this.manager.resolveURL( url );
  25267. var scope = this;
  25268. var cached = Cache.get( url );
  25269. if ( cached !== undefined ) {
  25270. scope.manager.itemStart( url );
  25271. setTimeout( function () {
  25272. if ( onLoad ) { onLoad( cached ); }
  25273. scope.manager.itemEnd( url );
  25274. }, 0 );
  25275. return cached;
  25276. }
  25277. fetch( url ).then( function ( res ) {
  25278. return res.blob();
  25279. } ).then( function ( blob ) {
  25280. return createImageBitmap( blob, scope.options );
  25281. } ).then( function ( imageBitmap ) {
  25282. Cache.add( url, imageBitmap );
  25283. if ( onLoad ) { onLoad( imageBitmap ); }
  25284. scope.manager.itemEnd( url );
  25285. } ).catch( function ( e ) {
  25286. if ( onError ) { onError( e ); }
  25287. scope.manager.itemError( url );
  25288. scope.manager.itemEnd( url );
  25289. } );
  25290. scope.manager.itemStart( url );
  25291. }
  25292. } );
  25293. /**
  25294. * @author zz85 / http://www.lab4games.net/zz85/blog
  25295. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25296. **/
  25297. function ShapePath() {
  25298. this.type = 'ShapePath';
  25299. this.color = new Color();
  25300. this.subPaths = [];
  25301. this.currentPath = null;
  25302. }
  25303. Object.assign( ShapePath.prototype, {
  25304. moveTo: function ( x, y ) {
  25305. this.currentPath = new Path();
  25306. this.subPaths.push( this.currentPath );
  25307. this.currentPath.moveTo( x, y );
  25308. return this;
  25309. },
  25310. lineTo: function ( x, y ) {
  25311. this.currentPath.lineTo( x, y );
  25312. return this;
  25313. },
  25314. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25315. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25316. return this;
  25317. },
  25318. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25319. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25320. return this;
  25321. },
  25322. splineThru: function ( pts ) {
  25323. this.currentPath.splineThru( pts );
  25324. return this;
  25325. },
  25326. toShapes: function ( isCCW, noHoles ) {
  25327. function toShapesNoHoles( inSubpaths ) {
  25328. var shapes = [];
  25329. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25330. var tmpPath = inSubpaths[ i ];
  25331. var tmpShape = new Shape();
  25332. tmpShape.curves = tmpPath.curves;
  25333. shapes.push( tmpShape );
  25334. }
  25335. return shapes;
  25336. }
  25337. function isPointInsidePolygon( inPt, inPolygon ) {
  25338. var polyLen = inPolygon.length;
  25339. // inPt on polygon contour => immediate success or
  25340. // toggling of inside/outside at every single! intersection point of an edge
  25341. // with the horizontal line through inPt, left of inPt
  25342. // not counting lowerY endpoints of edges and whole edges on that line
  25343. var inside = false;
  25344. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25345. var edgeLowPt = inPolygon[ p ];
  25346. var edgeHighPt = inPolygon[ q ];
  25347. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25348. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25349. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25350. // not parallel
  25351. if ( edgeDy < 0 ) {
  25352. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25353. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25354. }
  25355. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25356. if ( inPt.y === edgeLowPt.y ) {
  25357. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25358. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25359. } else {
  25360. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25361. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25362. if ( perpEdge < 0 ) { continue; }
  25363. inside = ! inside; // true intersection left of inPt
  25364. }
  25365. } else {
  25366. // parallel or collinear
  25367. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25368. // edge lies on the same horizontal line as inPt
  25369. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25370. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25371. // continue;
  25372. }
  25373. }
  25374. return inside;
  25375. }
  25376. var isClockWise = ShapeUtils.isClockWise;
  25377. var subPaths = this.subPaths;
  25378. if ( subPaths.length === 0 ) { return []; }
  25379. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25380. var solid, tmpPath, tmpShape, shapes = [];
  25381. if ( subPaths.length === 1 ) {
  25382. tmpPath = subPaths[ 0 ];
  25383. tmpShape = new Shape();
  25384. tmpShape.curves = tmpPath.curves;
  25385. shapes.push( tmpShape );
  25386. return shapes;
  25387. }
  25388. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25389. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25390. // console.log("Holes first", holesFirst);
  25391. var betterShapeHoles = [];
  25392. var newShapes = [];
  25393. var newShapeHoles = [];
  25394. var mainIdx = 0;
  25395. var tmpPoints;
  25396. newShapes[ mainIdx ] = undefined;
  25397. newShapeHoles[ mainIdx ] = [];
  25398. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25399. tmpPath = subPaths[ i ];
  25400. tmpPoints = tmpPath.getPoints();
  25401. solid = isClockWise( tmpPoints );
  25402. solid = isCCW ? ! solid : solid;
  25403. if ( solid ) {
  25404. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25405. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25406. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25407. if ( holesFirst ) { mainIdx ++; }
  25408. newShapeHoles[ mainIdx ] = [];
  25409. //console.log('cw', i);
  25410. } else {
  25411. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25412. //console.log('ccw', i);
  25413. }
  25414. }
  25415. // only Holes? -> probably all Shapes with wrong orientation
  25416. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25417. if ( newShapes.length > 1 ) {
  25418. var ambiguous = false;
  25419. var toChange = [];
  25420. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25421. betterShapeHoles[ sIdx ] = [];
  25422. }
  25423. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25424. var sho = newShapeHoles[ sIdx$1 ];
  25425. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25426. var ho = sho[ hIdx ];
  25427. var hole_unassigned = true;
  25428. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25429. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25430. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25431. if ( hole_unassigned ) {
  25432. hole_unassigned = false;
  25433. betterShapeHoles[ s2Idx ].push( ho );
  25434. } else {
  25435. ambiguous = true;
  25436. }
  25437. }
  25438. }
  25439. if ( hole_unassigned ) {
  25440. betterShapeHoles[ sIdx$1 ].push( ho );
  25441. }
  25442. }
  25443. }
  25444. // console.log("ambiguous: ", ambiguous);
  25445. if ( toChange.length > 0 ) {
  25446. // console.log("to change: ", toChange);
  25447. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25448. }
  25449. }
  25450. var tmpHoles;
  25451. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25452. tmpShape = newShapes[ i$1 ].s;
  25453. shapes.push( tmpShape );
  25454. tmpHoles = newShapeHoles[ i$1 ];
  25455. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25456. tmpShape.holes.push( tmpHoles[ j ].h );
  25457. }
  25458. }
  25459. //console.log("shape", shapes);
  25460. return shapes;
  25461. }
  25462. } );
  25463. /**
  25464. * @author zz85 / http://www.lab4games.net/zz85/blog
  25465. * @author mrdoob / http://mrdoob.com/
  25466. */
  25467. function Font( data ) {
  25468. this.type = 'Font';
  25469. this.data = data;
  25470. }
  25471. Object.assign( Font.prototype, {
  25472. isFont: true,
  25473. generateShapes: function ( text, size ) {
  25474. if ( size === undefined ) { size = 100; }
  25475. var shapes = [];
  25476. var paths = createPaths( text, size, this.data );
  25477. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25478. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25479. }
  25480. return shapes;
  25481. }
  25482. } );
  25483. function createPaths( text, size, data ) {
  25484. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25485. var scale = size / data.resolution;
  25486. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25487. var paths = [];
  25488. var offsetX = 0, offsetY = 0;
  25489. for ( var i = 0; i < chars.length; i ++ ) {
  25490. var char = chars[ i ];
  25491. if ( char === '\n' ) {
  25492. offsetX = 0;
  25493. offsetY -= line_height;
  25494. } else {
  25495. var ret = createPath( char, scale, offsetX, offsetY, data );
  25496. offsetX += ret.offsetX;
  25497. paths.push( ret.path );
  25498. }
  25499. }
  25500. return paths;
  25501. }
  25502. function createPath( char, scale, offsetX, offsetY, data ) {
  25503. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25504. if ( ! glyph ) {
  25505. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25506. return;
  25507. }
  25508. var path = new ShapePath();
  25509. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25510. if ( glyph.o ) {
  25511. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25512. for ( var i = 0, l = outline.length; i < l; ) {
  25513. var action = outline[ i ++ ];
  25514. switch ( action ) {
  25515. case 'm': // moveTo
  25516. x = outline[ i ++ ] * scale + offsetX;
  25517. y = outline[ i ++ ] * scale + offsetY;
  25518. path.moveTo( x, y );
  25519. break;
  25520. case 'l': // lineTo
  25521. x = outline[ i ++ ] * scale + offsetX;
  25522. y = outline[ i ++ ] * scale + offsetY;
  25523. path.lineTo( x, y );
  25524. break;
  25525. case 'q': // quadraticCurveTo
  25526. cpx = outline[ i ++ ] * scale + offsetX;
  25527. cpy = outline[ i ++ ] * scale + offsetY;
  25528. cpx1 = outline[ i ++ ] * scale + offsetX;
  25529. cpy1 = outline[ i ++ ] * scale + offsetY;
  25530. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25531. break;
  25532. case 'b': // bezierCurveTo
  25533. cpx = outline[ i ++ ] * scale + offsetX;
  25534. cpy = outline[ i ++ ] * scale + offsetY;
  25535. cpx1 = outline[ i ++ ] * scale + offsetX;
  25536. cpy1 = outline[ i ++ ] * scale + offsetY;
  25537. cpx2 = outline[ i ++ ] * scale + offsetX;
  25538. cpy2 = outline[ i ++ ] * scale + offsetY;
  25539. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25540. break;
  25541. }
  25542. }
  25543. }
  25544. return { offsetX: glyph.ha * scale, path: path };
  25545. }
  25546. /**
  25547. * @author mrdoob / http://mrdoob.com/
  25548. */
  25549. function FontLoader( manager ) {
  25550. Loader.call( this, manager );
  25551. }
  25552. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25553. constructor: FontLoader,
  25554. load: function ( url, onLoad, onProgress, onError ) {
  25555. var scope = this;
  25556. var loader = new FileLoader( this.manager );
  25557. loader.setPath( this.path );
  25558. loader.load( url, function ( text ) {
  25559. var json;
  25560. try {
  25561. json = JSON.parse( text );
  25562. } catch ( e ) {
  25563. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25564. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25565. }
  25566. var font = scope.parse( json );
  25567. if ( onLoad ) { onLoad( font ); }
  25568. }, onProgress, onError );
  25569. },
  25570. parse: function ( json ) {
  25571. return new Font( json );
  25572. }
  25573. } );
  25574. /**
  25575. * @author mrdoob / http://mrdoob.com/
  25576. */
  25577. var _context;
  25578. var AudioContext = {
  25579. getContext: function () {
  25580. if ( _context === undefined ) {
  25581. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25582. }
  25583. return _context;
  25584. },
  25585. setContext: function ( value ) {
  25586. _context = value;
  25587. }
  25588. };
  25589. /**
  25590. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25591. */
  25592. function AudioLoader( manager ) {
  25593. Loader.call( this, manager );
  25594. }
  25595. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25596. constructor: AudioLoader,
  25597. load: function ( url, onLoad, onProgress, onError ) {
  25598. var scope = this;
  25599. var loader = new FileLoader( scope.manager );
  25600. loader.setResponseType( 'arraybuffer' );
  25601. loader.setPath( scope.path );
  25602. loader.load( url, function ( buffer ) {
  25603. try {
  25604. // Create a copy of the buffer. The `decodeAudioData` method
  25605. // detaches the buffer when complete, preventing reuse.
  25606. var bufferCopy = buffer.slice( 0 );
  25607. var context = AudioContext.getContext();
  25608. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25609. onLoad( audioBuffer );
  25610. } );
  25611. } catch ( e ) {
  25612. if ( onError ) {
  25613. onError( e );
  25614. } else {
  25615. console.error( e );
  25616. }
  25617. scope.manager.itemError( url );
  25618. }
  25619. }, onProgress, onError );
  25620. }
  25621. } );
  25622. /**
  25623. * @author WestLangley / http://github.com/WestLangley
  25624. */
  25625. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25626. LightProbe.call( this, undefined, intensity );
  25627. var color1 = new Color().set( skyColor );
  25628. var color2 = new Color().set( groundColor );
  25629. var sky = new Vector3( color1.r, color1.g, color1.b );
  25630. var ground = new Vector3( color2.r, color2.g, color2.b );
  25631. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25632. var c0 = Math.sqrt( Math.PI );
  25633. var c1 = c0 * Math.sqrt( 0.75 );
  25634. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25635. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25636. }
  25637. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25638. constructor: HemisphereLightProbe,
  25639. isHemisphereLightProbe: true,
  25640. copy: function ( source ) { // modifying colors not currently supported
  25641. LightProbe.prototype.copy.call( this, source );
  25642. return this;
  25643. },
  25644. toJSON: function ( meta ) {
  25645. var data = LightProbe.prototype.toJSON.call( this, meta );
  25646. // data.sh = this.sh.toArray(); // todo
  25647. return data;
  25648. }
  25649. } );
  25650. /**
  25651. * @author WestLangley / http://github.com/WestLangley
  25652. */
  25653. function AmbientLightProbe( color, intensity ) {
  25654. LightProbe.call( this, undefined, intensity );
  25655. var color1 = new Color().set( color );
  25656. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25657. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25658. }
  25659. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25660. constructor: AmbientLightProbe,
  25661. isAmbientLightProbe: true,
  25662. copy: function ( source ) { // modifying color not currently supported
  25663. LightProbe.prototype.copy.call( this, source );
  25664. return this;
  25665. },
  25666. toJSON: function ( meta ) {
  25667. var data = LightProbe.prototype.toJSON.call( this, meta );
  25668. // data.sh = this.sh.toArray(); // todo
  25669. return data;
  25670. }
  25671. } );
  25672. var _eyeRight = new Matrix4();
  25673. var _eyeLeft = new Matrix4();
  25674. /**
  25675. * @author mrdoob / http://mrdoob.com/
  25676. */
  25677. function StereoCamera() {
  25678. this.type = 'StereoCamera';
  25679. this.aspect = 1;
  25680. this.eyeSep = 0.064;
  25681. this.cameraL = new PerspectiveCamera();
  25682. this.cameraL.layers.enable( 1 );
  25683. this.cameraL.matrixAutoUpdate = false;
  25684. this.cameraR = new PerspectiveCamera();
  25685. this.cameraR.layers.enable( 2 );
  25686. this.cameraR.matrixAutoUpdate = false;
  25687. this._cache = {
  25688. focus: null,
  25689. fov: null,
  25690. aspect: null,
  25691. near: null,
  25692. far: null,
  25693. zoom: null,
  25694. eyeSep: null
  25695. };
  25696. }
  25697. Object.assign( StereoCamera.prototype, {
  25698. update: function ( camera ) {
  25699. var cache = this._cache;
  25700. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25701. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25702. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25703. if ( needsUpdate ) {
  25704. cache.focus = camera.focus;
  25705. cache.fov = camera.fov;
  25706. cache.aspect = camera.aspect * this.aspect;
  25707. cache.near = camera.near;
  25708. cache.far = camera.far;
  25709. cache.zoom = camera.zoom;
  25710. cache.eyeSep = this.eyeSep;
  25711. // Off-axis stereoscopic effect based on
  25712. // http://paulbourke.net/stereographics/stereorender/
  25713. var projectionMatrix = camera.projectionMatrix.clone();
  25714. var eyeSepHalf = cache.eyeSep / 2;
  25715. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25716. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25717. var xmin, xmax;
  25718. // translate xOffset
  25719. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25720. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25721. // for left eye
  25722. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25723. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25724. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25725. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25726. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25727. // for right eye
  25728. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25729. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25730. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25731. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25732. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25733. }
  25734. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25735. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25736. }
  25737. } );
  25738. /**
  25739. * @author alteredq / http://alteredqualia.com/
  25740. */
  25741. function Clock( autoStart ) {
  25742. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25743. this.startTime = 0;
  25744. this.oldTime = 0;
  25745. this.elapsedTime = 0;
  25746. this.running = false;
  25747. }
  25748. Object.assign( Clock.prototype, {
  25749. start: function () {
  25750. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25751. this.oldTime = this.startTime;
  25752. this.elapsedTime = 0;
  25753. this.running = true;
  25754. },
  25755. stop: function () {
  25756. this.getElapsedTime();
  25757. this.running = false;
  25758. this.autoStart = false;
  25759. },
  25760. getElapsedTime: function () {
  25761. this.getDelta();
  25762. return this.elapsedTime;
  25763. },
  25764. getDelta: function () {
  25765. var diff = 0;
  25766. if ( this.autoStart && ! this.running ) {
  25767. this.start();
  25768. return 0;
  25769. }
  25770. if ( this.running ) {
  25771. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25772. diff = ( newTime - this.oldTime ) / 1000;
  25773. this.oldTime = newTime;
  25774. this.elapsedTime += diff;
  25775. }
  25776. return diff;
  25777. }
  25778. } );
  25779. /**
  25780. * @author mrdoob / http://mrdoob.com/
  25781. */
  25782. var _position$2 = new Vector3();
  25783. var _quaternion$3 = new Quaternion();
  25784. var _scale$1 = new Vector3();
  25785. var _orientation = new Vector3();
  25786. function AudioListener() {
  25787. Object3D.call( this );
  25788. this.type = 'AudioListener';
  25789. this.context = AudioContext.getContext();
  25790. this.gain = this.context.createGain();
  25791. this.gain.connect( this.context.destination );
  25792. this.filter = null;
  25793. this.timeDelta = 0;
  25794. // private
  25795. this._clock = new Clock();
  25796. }
  25797. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25798. constructor: AudioListener,
  25799. getInput: function () {
  25800. return this.gain;
  25801. },
  25802. removeFilter: function ( ) {
  25803. if ( this.filter !== null ) {
  25804. this.gain.disconnect( this.filter );
  25805. this.filter.disconnect( this.context.destination );
  25806. this.gain.connect( this.context.destination );
  25807. this.filter = null;
  25808. }
  25809. return this;
  25810. },
  25811. getFilter: function () {
  25812. return this.filter;
  25813. },
  25814. setFilter: function ( value ) {
  25815. if ( this.filter !== null ) {
  25816. this.gain.disconnect( this.filter );
  25817. this.filter.disconnect( this.context.destination );
  25818. } else {
  25819. this.gain.disconnect( this.context.destination );
  25820. }
  25821. this.filter = value;
  25822. this.gain.connect( this.filter );
  25823. this.filter.connect( this.context.destination );
  25824. return this;
  25825. },
  25826. getMasterVolume: function () {
  25827. return this.gain.gain.value;
  25828. },
  25829. setMasterVolume: function ( value ) {
  25830. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25831. return this;
  25832. },
  25833. updateMatrixWorld: function ( force ) {
  25834. Object3D.prototype.updateMatrixWorld.call( this, force );
  25835. var listener = this.context.listener;
  25836. var up = this.up;
  25837. this.timeDelta = this._clock.getDelta();
  25838. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25839. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25840. if ( listener.positionX ) {
  25841. // code path for Chrome (see #14393)
  25842. var endTime = this.context.currentTime + this.timeDelta;
  25843. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25844. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25845. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25846. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25847. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25848. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25849. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25850. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25851. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25852. } else {
  25853. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25854. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25855. }
  25856. }
  25857. } );
  25858. /**
  25859. * @author mrdoob / http://mrdoob.com/
  25860. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25861. */
  25862. function Audio( listener ) {
  25863. Object3D.call( this );
  25864. this.type = 'Audio';
  25865. this.listener = listener;
  25866. this.context = listener.context;
  25867. this.gain = this.context.createGain();
  25868. this.gain.connect( listener.getInput() );
  25869. this.autoplay = false;
  25870. this.buffer = null;
  25871. this.detune = 0;
  25872. this.loop = false;
  25873. this.loopStart = 0;
  25874. this.loopEnd = 0;
  25875. this.offset = 0;
  25876. this.duration = undefined;
  25877. this.playbackRate = 1;
  25878. this.isPlaying = false;
  25879. this.hasPlaybackControl = true;
  25880. this.sourceType = 'empty';
  25881. this._startedAt = 0;
  25882. this._progress = 0;
  25883. this.filters = [];
  25884. }
  25885. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25886. constructor: Audio,
  25887. getOutput: function () {
  25888. return this.gain;
  25889. },
  25890. setNodeSource: function ( audioNode ) {
  25891. this.hasPlaybackControl = false;
  25892. this.sourceType = 'audioNode';
  25893. this.source = audioNode;
  25894. this.connect();
  25895. return this;
  25896. },
  25897. setMediaElementSource: function ( mediaElement ) {
  25898. this.hasPlaybackControl = false;
  25899. this.sourceType = 'mediaNode';
  25900. this.source = this.context.createMediaElementSource( mediaElement );
  25901. this.connect();
  25902. return this;
  25903. },
  25904. setMediaStreamSource: function ( mediaStream ) {
  25905. this.hasPlaybackControl = false;
  25906. this.sourceType = 'mediaStreamNode';
  25907. this.source = this.context.createMediaStreamSource( mediaStream );
  25908. this.connect();
  25909. return this;
  25910. },
  25911. setBuffer: function ( audioBuffer ) {
  25912. this.buffer = audioBuffer;
  25913. this.sourceType = 'buffer';
  25914. if ( this.autoplay ) { this.play(); }
  25915. return this;
  25916. },
  25917. play: function ( delay ) {
  25918. if ( delay === undefined ) { delay = 0; }
  25919. if ( this.isPlaying === true ) {
  25920. console.warn( 'THREE.Audio: Audio is already playing.' );
  25921. return;
  25922. }
  25923. if ( this.hasPlaybackControl === false ) {
  25924. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25925. return;
  25926. }
  25927. this._startedAt = this.context.currentTime + delay;
  25928. var source = this.context.createBufferSource();
  25929. source.buffer = this.buffer;
  25930. source.loop = this.loop;
  25931. source.loopStart = this.loopStart;
  25932. source.loopEnd = this.loopEnd;
  25933. source.onended = this.onEnded.bind( this );
  25934. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25935. this.isPlaying = true;
  25936. this.source = source;
  25937. this.setDetune( this.detune );
  25938. this.setPlaybackRate( this.playbackRate );
  25939. return this.connect();
  25940. },
  25941. pause: function () {
  25942. if ( this.hasPlaybackControl === false ) {
  25943. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25944. return;
  25945. }
  25946. if ( this.isPlaying === true ) {
  25947. // update current progress
  25948. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25949. if ( this.loop === true ) {
  25950. // ensure _progress does not exceed duration with looped audios
  25951. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25952. }
  25953. this.source.stop();
  25954. this.source.onended = null;
  25955. this.isPlaying = false;
  25956. }
  25957. return this;
  25958. },
  25959. stop: function () {
  25960. if ( this.hasPlaybackControl === false ) {
  25961. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25962. return;
  25963. }
  25964. this._progress = 0;
  25965. this.source.stop();
  25966. this.source.onended = null;
  25967. this.isPlaying = false;
  25968. return this;
  25969. },
  25970. connect: function () {
  25971. if ( this.filters.length > 0 ) {
  25972. this.source.connect( this.filters[ 0 ] );
  25973. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25974. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25975. }
  25976. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25977. } else {
  25978. this.source.connect( this.getOutput() );
  25979. }
  25980. return this;
  25981. },
  25982. disconnect: function () {
  25983. if ( this.filters.length > 0 ) {
  25984. this.source.disconnect( this.filters[ 0 ] );
  25985. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25986. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25987. }
  25988. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25989. } else {
  25990. this.source.disconnect( this.getOutput() );
  25991. }
  25992. return this;
  25993. },
  25994. getFilters: function () {
  25995. return this.filters;
  25996. },
  25997. setFilters: function ( value ) {
  25998. if ( ! value ) { value = []; }
  25999. if ( this.isPlaying === true ) {
  26000. this.disconnect();
  26001. this.filters = value;
  26002. this.connect();
  26003. } else {
  26004. this.filters = value;
  26005. }
  26006. return this;
  26007. },
  26008. setDetune: function ( value ) {
  26009. this.detune = value;
  26010. if ( this.source.detune === undefined ) { return; } // only set detune when available
  26011. if ( this.isPlaying === true ) {
  26012. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  26013. }
  26014. return this;
  26015. },
  26016. getDetune: function () {
  26017. return this.detune;
  26018. },
  26019. getFilter: function () {
  26020. return this.getFilters()[ 0 ];
  26021. },
  26022. setFilter: function ( filter ) {
  26023. return this.setFilters( filter ? [ filter ] : [] );
  26024. },
  26025. setPlaybackRate: function ( value ) {
  26026. if ( this.hasPlaybackControl === false ) {
  26027. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26028. return;
  26029. }
  26030. this.playbackRate = value;
  26031. if ( this.isPlaying === true ) {
  26032. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  26033. }
  26034. return this;
  26035. },
  26036. getPlaybackRate: function () {
  26037. return this.playbackRate;
  26038. },
  26039. onEnded: function () {
  26040. this.isPlaying = false;
  26041. },
  26042. getLoop: function () {
  26043. if ( this.hasPlaybackControl === false ) {
  26044. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26045. return false;
  26046. }
  26047. return this.loop;
  26048. },
  26049. setLoop: function ( value ) {
  26050. if ( this.hasPlaybackControl === false ) {
  26051. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26052. return;
  26053. }
  26054. this.loop = value;
  26055. if ( this.isPlaying === true ) {
  26056. this.source.loop = this.loop;
  26057. }
  26058. return this;
  26059. },
  26060. setLoopStart: function ( value ) {
  26061. this.loopStart = value;
  26062. return this;
  26063. },
  26064. setLoopEnd: function ( value ) {
  26065. this.loopEnd = value;
  26066. return this;
  26067. },
  26068. getVolume: function () {
  26069. return this.gain.gain.value;
  26070. },
  26071. setVolume: function ( value ) {
  26072. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  26073. return this;
  26074. }
  26075. } );
  26076. /**
  26077. * @author mrdoob / http://mrdoob.com/
  26078. */
  26079. var _position$3 = new Vector3();
  26080. var _quaternion$4 = new Quaternion();
  26081. var _scale$2 = new Vector3();
  26082. var _orientation$1 = new Vector3();
  26083. function PositionalAudio( listener ) {
  26084. Audio.call( this, listener );
  26085. this.panner = this.context.createPanner();
  26086. this.panner.panningModel = 'HRTF';
  26087. this.panner.connect( this.gain );
  26088. }
  26089. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  26090. constructor: PositionalAudio,
  26091. getOutput: function () {
  26092. return this.panner;
  26093. },
  26094. getRefDistance: function () {
  26095. return this.panner.refDistance;
  26096. },
  26097. setRefDistance: function ( value ) {
  26098. this.panner.refDistance = value;
  26099. return this;
  26100. },
  26101. getRolloffFactor: function () {
  26102. return this.panner.rolloffFactor;
  26103. },
  26104. setRolloffFactor: function ( value ) {
  26105. this.panner.rolloffFactor = value;
  26106. return this;
  26107. },
  26108. getDistanceModel: function () {
  26109. return this.panner.distanceModel;
  26110. },
  26111. setDistanceModel: function ( value ) {
  26112. this.panner.distanceModel = value;
  26113. return this;
  26114. },
  26115. getMaxDistance: function () {
  26116. return this.panner.maxDistance;
  26117. },
  26118. setMaxDistance: function ( value ) {
  26119. this.panner.maxDistance = value;
  26120. return this;
  26121. },
  26122. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  26123. this.panner.coneInnerAngle = coneInnerAngle;
  26124. this.panner.coneOuterAngle = coneOuterAngle;
  26125. this.panner.coneOuterGain = coneOuterGain;
  26126. return this;
  26127. },
  26128. updateMatrixWorld: function ( force ) {
  26129. Object3D.prototype.updateMatrixWorld.call( this, force );
  26130. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  26131. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  26132. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  26133. var panner = this.panner;
  26134. if ( panner.positionX ) {
  26135. // code path for Chrome and Firefox (see #14393)
  26136. var endTime = this.context.currentTime + this.listener.timeDelta;
  26137. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  26138. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  26139. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  26140. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  26141. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  26142. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  26143. } else {
  26144. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  26145. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  26146. }
  26147. }
  26148. } );
  26149. /**
  26150. * @author mrdoob / http://mrdoob.com/
  26151. */
  26152. function AudioAnalyser( audio, fftSize ) {
  26153. this.analyser = audio.context.createAnalyser();
  26154. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  26155. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  26156. audio.getOutput().connect( this.analyser );
  26157. }
  26158. Object.assign( AudioAnalyser.prototype, {
  26159. getFrequencyData: function () {
  26160. this.analyser.getByteFrequencyData( this.data );
  26161. return this.data;
  26162. },
  26163. getAverageFrequency: function () {
  26164. var value = 0;
  26165. var data = this.getFrequencyData();
  26166. for ( var i = 0; i < data.length; i ++ ) {
  26167. value += data[ i ];
  26168. }
  26169. return value / data.length;
  26170. }
  26171. } );
  26172. /**
  26173. *
  26174. * Buffered scene graph property that allows weighted accumulation.
  26175. *
  26176. *
  26177. * @author Ben Houston / http://clara.io/
  26178. * @author David Sarno / http://lighthaus.us/
  26179. * @author tschw
  26180. */
  26181. function PropertyMixer( binding, typeName, valueSize ) {
  26182. this.binding = binding;
  26183. this.valueSize = valueSize;
  26184. var mixFunction,
  26185. mixFunctionAdditive,
  26186. setIdentity;
  26187. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26188. //
  26189. // interpolators can use .buffer as their .result
  26190. // the data then goes to 'incoming'
  26191. //
  26192. // 'accu0' and 'accu1' are used frame-interleaved for
  26193. // the cumulative result and are compared to detect
  26194. // changes
  26195. //
  26196. // 'orig' stores the original state of the property
  26197. //
  26198. // 'add' is used for additive cumulative results
  26199. //
  26200. // 'work' is optional and is only present for quaternion types. It is used
  26201. // to store intermediate quaternion multiplication results
  26202. switch ( typeName ) {
  26203. case 'quaternion':
  26204. mixFunction = this._slerp;
  26205. mixFunctionAdditive = this._slerpAdditive;
  26206. setIdentity = this._setAdditiveIdentityQuaternion;
  26207. this.buffer = new Float64Array( valueSize * 6 );
  26208. this._workIndex = 5;
  26209. break;
  26210. case 'string':
  26211. case 'bool':
  26212. mixFunction = this._select;
  26213. // Use the regular mix function and for additive on these types,
  26214. // additive is not relevant for non-numeric types
  26215. mixFunctionAdditive = this._select;
  26216. setIdentity = this._setAdditiveIdentityOther;
  26217. this.buffer = new Array( valueSize * 5 );
  26218. break;
  26219. default:
  26220. mixFunction = this._lerp;
  26221. mixFunctionAdditive = this._lerpAdditive;
  26222. setIdentity = this._setAdditiveIdentityNumeric;
  26223. this.buffer = new Float64Array( valueSize * 5 );
  26224. }
  26225. this._mixBufferRegion = mixFunction;
  26226. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26227. this._setIdentity = setIdentity;
  26228. this._origIndex = 3;
  26229. this._addIndex = 4;
  26230. this.cumulativeWeight = 0;
  26231. this.cumulativeWeightAdditive = 0;
  26232. this.useCount = 0;
  26233. this.referenceCount = 0;
  26234. }
  26235. Object.assign( PropertyMixer.prototype, {
  26236. // accumulate data in the 'incoming' region into 'accu<i>'
  26237. accumulate: function ( accuIndex, weight ) {
  26238. // note: happily accumulating nothing when weight = 0, the caller knows
  26239. // the weight and shouldn't have made the call in the first place
  26240. var buffer = this.buffer,
  26241. stride = this.valueSize,
  26242. offset = accuIndex * stride + stride;
  26243. var currentWeight = this.cumulativeWeight;
  26244. if ( currentWeight === 0 ) {
  26245. // accuN := incoming * weight
  26246. for ( var i = 0; i !== stride; ++ i ) {
  26247. buffer[ offset + i ] = buffer[ i ];
  26248. }
  26249. currentWeight = weight;
  26250. } else {
  26251. // accuN := accuN + incoming * weight
  26252. currentWeight += weight;
  26253. var mix = weight / currentWeight;
  26254. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26255. }
  26256. this.cumulativeWeight = currentWeight;
  26257. },
  26258. // accumulate data in the 'incoming' region into 'add'
  26259. accumulateAdditive: function ( weight ) {
  26260. var buffer = this.buffer,
  26261. stride = this.valueSize,
  26262. offset = stride * this._addIndex;
  26263. if ( this.cumulativeWeightAdditive === 0 ) {
  26264. // add = identity
  26265. this._setIdentity();
  26266. }
  26267. // add := add + incoming * weight
  26268. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26269. this.cumulativeWeightAdditive += weight;
  26270. },
  26271. // apply the state of 'accu<i>' to the binding when accus differ
  26272. apply: function ( accuIndex ) {
  26273. var stride = this.valueSize,
  26274. buffer = this.buffer,
  26275. offset = accuIndex * stride + stride,
  26276. weight = this.cumulativeWeight,
  26277. weightAdditive = this.cumulativeWeightAdditive,
  26278. binding = this.binding;
  26279. this.cumulativeWeight = 0;
  26280. this.cumulativeWeightAdditive = 0;
  26281. if ( weight < 1 ) {
  26282. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26283. var originalValueOffset = stride * this._origIndex;
  26284. this._mixBufferRegion(
  26285. buffer, offset, originalValueOffset, 1 - weight, stride );
  26286. }
  26287. if ( weightAdditive > 0 ) {
  26288. // accuN := accuN + additive accuN
  26289. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26290. }
  26291. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26292. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26293. // value has changed -> update scene graph
  26294. binding.setValue( buffer, offset );
  26295. break;
  26296. }
  26297. }
  26298. },
  26299. // remember the state of the bound property and copy it to both accus
  26300. saveOriginalState: function () {
  26301. var binding = this.binding;
  26302. var buffer = this.buffer,
  26303. stride = this.valueSize,
  26304. originalValueOffset = stride * this._origIndex;
  26305. binding.getValue( buffer, originalValueOffset );
  26306. // accu[0..1] := orig -- initially detect changes against the original
  26307. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26308. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26309. }
  26310. // Add to identity for additive
  26311. this._setIdentity();
  26312. this.cumulativeWeight = 0;
  26313. this.cumulativeWeightAdditive = 0;
  26314. },
  26315. // apply the state previously taken via 'saveOriginalState' to the binding
  26316. restoreOriginalState: function () {
  26317. var originalValueOffset = this.valueSize * 3;
  26318. this.binding.setValue( this.buffer, originalValueOffset );
  26319. },
  26320. _setAdditiveIdentityNumeric: function () {
  26321. var startIndex = this._addIndex * this.valueSize;
  26322. var endIndex = startIndex + this.valueSize;
  26323. for ( var i = startIndex; i < endIndex; i ++ ) {
  26324. this.buffer[ i ] = 0;
  26325. }
  26326. },
  26327. _setAdditiveIdentityQuaternion: function () {
  26328. this._setAdditiveIdentityNumeric();
  26329. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26330. },
  26331. _setAdditiveIdentityOther: function () {
  26332. var startIndex = this._origIndex * this.valueSize;
  26333. var targetIndex = this._addIndex * this.valueSize;
  26334. for ( var i = 0; i < this.valueSize; i ++ ) {
  26335. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26336. }
  26337. },
  26338. // mix functions
  26339. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26340. if ( t >= 0.5 ) {
  26341. for ( var i = 0; i !== stride; ++ i ) {
  26342. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26343. }
  26344. }
  26345. },
  26346. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26347. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26348. },
  26349. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26350. var workOffset = this._workIndex * stride;
  26351. // Store result in intermediate buffer offset
  26352. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26353. // Slerp to the intermediate result
  26354. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26355. },
  26356. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26357. var s = 1 - t;
  26358. for ( var i = 0; i !== stride; ++ i ) {
  26359. var j = dstOffset + i;
  26360. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26361. }
  26362. },
  26363. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26364. for ( var i = 0; i !== stride; ++ i ) {
  26365. var j = dstOffset + i;
  26366. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26367. }
  26368. }
  26369. } );
  26370. /**
  26371. *
  26372. * A reference to a real property in the scene graph.
  26373. *
  26374. *
  26375. * @author Ben Houston / http://clara.io/
  26376. * @author David Sarno / http://lighthaus.us/
  26377. * @author tschw
  26378. */
  26379. // Characters [].:/ are reserved for track binding syntax.
  26380. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26381. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26382. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26383. // only latin characters, and the unicode \p{L} is not yet supported. So
  26384. // instead, we exclude reserved characters and match everything else.
  26385. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26386. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26387. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26388. // be matched to parse the rest of the track name.
  26389. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26390. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26391. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26392. // Object on target node, and accessor. May not contain reserved
  26393. // characters. Accessor may contain any character except closing bracket.
  26394. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26395. // Property and accessor. May not contain reserved characters. Accessor may
  26396. // contain any non-bracket characters.
  26397. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26398. var _trackRe = new RegExp( ''
  26399. + '^'
  26400. + _directoryRe
  26401. + _nodeRe
  26402. + _objectRe
  26403. + _propertyRe
  26404. + '$'
  26405. );
  26406. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26407. function Composite( targetGroup, path, optionalParsedPath ) {
  26408. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26409. this._targetGroup = targetGroup;
  26410. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26411. }
  26412. Object.assign( Composite.prototype, {
  26413. getValue: function ( array, offset ) {
  26414. this.bind(); // bind all binding
  26415. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26416. binding = this._bindings[ firstValidIndex ];
  26417. // and only call .getValue on the first
  26418. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26419. },
  26420. setValue: function ( array, offset ) {
  26421. var bindings = this._bindings;
  26422. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26423. bindings[ i ].setValue( array, offset );
  26424. }
  26425. },
  26426. bind: function () {
  26427. var bindings = this._bindings;
  26428. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26429. bindings[ i ].bind();
  26430. }
  26431. },
  26432. unbind: function () {
  26433. var bindings = this._bindings;
  26434. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26435. bindings[ i ].unbind();
  26436. }
  26437. }
  26438. } );
  26439. function PropertyBinding( rootNode, path, parsedPath ) {
  26440. this.path = path;
  26441. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26442. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26443. this.rootNode = rootNode;
  26444. }
  26445. Object.assign( PropertyBinding, {
  26446. Composite: Composite,
  26447. create: function ( root, path, parsedPath ) {
  26448. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26449. return new PropertyBinding( root, path, parsedPath );
  26450. } else {
  26451. return new PropertyBinding.Composite( root, path, parsedPath );
  26452. }
  26453. },
  26454. /**
  26455. * Replaces spaces with underscores and removes unsupported characters from
  26456. * node names, to ensure compatibility with parseTrackName().
  26457. *
  26458. * @param {string} name Node name to be sanitized.
  26459. * @return {string}
  26460. */
  26461. sanitizeNodeName: function ( name ) {
  26462. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26463. },
  26464. parseTrackName: function ( trackName ) {
  26465. var matches = _trackRe.exec( trackName );
  26466. if ( ! matches ) {
  26467. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26468. }
  26469. var results = {
  26470. // directoryName: matches[ 1 ], // (tschw) currently unused
  26471. nodeName: matches[ 2 ],
  26472. objectName: matches[ 3 ],
  26473. objectIndex: matches[ 4 ],
  26474. propertyName: matches[ 5 ], // required
  26475. propertyIndex: matches[ 6 ]
  26476. };
  26477. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26478. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26479. var objectName = results.nodeName.substring( lastDot + 1 );
  26480. // Object names must be checked against an allowlist. Otherwise, there
  26481. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26482. // 'bar' could be the objectName, or part of a nodeName (which can
  26483. // include '.' characters).
  26484. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26485. results.nodeName = results.nodeName.substring( 0, lastDot );
  26486. results.objectName = objectName;
  26487. }
  26488. }
  26489. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26490. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26491. }
  26492. return results;
  26493. },
  26494. findNode: function ( root, nodeName ) {
  26495. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26496. return root;
  26497. }
  26498. // search into skeleton bones.
  26499. if ( root.skeleton ) {
  26500. var bone = root.skeleton.getBoneByName( nodeName );
  26501. if ( bone !== undefined ) {
  26502. return bone;
  26503. }
  26504. }
  26505. // search into node subtree.
  26506. if ( root.children ) {
  26507. var searchNodeSubtree = function ( children ) {
  26508. for ( var i = 0; i < children.length; i ++ ) {
  26509. var childNode = children[ i ];
  26510. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26511. return childNode;
  26512. }
  26513. var result = searchNodeSubtree( childNode.children );
  26514. if ( result ) { return result; }
  26515. }
  26516. return null;
  26517. };
  26518. var subTreeNode = searchNodeSubtree( root.children );
  26519. if ( subTreeNode ) {
  26520. return subTreeNode;
  26521. }
  26522. }
  26523. return null;
  26524. }
  26525. } );
  26526. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26527. // these are used to "bind" a nonexistent property
  26528. _getValue_unavailable: function () {},
  26529. _setValue_unavailable: function () {},
  26530. BindingType: {
  26531. Direct: 0,
  26532. EntireArray: 1,
  26533. ArrayElement: 2,
  26534. HasFromToArray: 3
  26535. },
  26536. Versioning: {
  26537. None: 0,
  26538. NeedsUpdate: 1,
  26539. MatrixWorldNeedsUpdate: 2
  26540. },
  26541. GetterByBindingType: [
  26542. function getValue_direct( buffer, offset ) {
  26543. buffer[ offset ] = this.node[ this.propertyName ];
  26544. },
  26545. function getValue_array( buffer, offset ) {
  26546. var source = this.resolvedProperty;
  26547. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26548. buffer[ offset ++ ] = source[ i ];
  26549. }
  26550. },
  26551. function getValue_arrayElement( buffer, offset ) {
  26552. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26553. },
  26554. function getValue_toArray( buffer, offset ) {
  26555. this.resolvedProperty.toArray( buffer, offset );
  26556. }
  26557. ],
  26558. SetterByBindingTypeAndVersioning: [
  26559. [
  26560. // Direct
  26561. function setValue_direct( buffer, offset ) {
  26562. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26563. },
  26564. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26565. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26566. this.targetObject.needsUpdate = true;
  26567. },
  26568. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26569. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26570. this.targetObject.matrixWorldNeedsUpdate = true;
  26571. }
  26572. ], [
  26573. // EntireArray
  26574. function setValue_array( buffer, offset ) {
  26575. var dest = this.resolvedProperty;
  26576. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26577. dest[ i ] = buffer[ offset ++ ];
  26578. }
  26579. },
  26580. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26581. var dest = this.resolvedProperty;
  26582. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26583. dest[ i ] = buffer[ offset ++ ];
  26584. }
  26585. this.targetObject.needsUpdate = true;
  26586. },
  26587. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26588. var dest = this.resolvedProperty;
  26589. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26590. dest[ i ] = buffer[ offset ++ ];
  26591. }
  26592. this.targetObject.matrixWorldNeedsUpdate = true;
  26593. }
  26594. ], [
  26595. // ArrayElement
  26596. function setValue_arrayElement( buffer, offset ) {
  26597. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26598. },
  26599. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26600. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26601. this.targetObject.needsUpdate = true;
  26602. },
  26603. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26604. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26605. this.targetObject.matrixWorldNeedsUpdate = true;
  26606. }
  26607. ], [
  26608. // HasToFromArray
  26609. function setValue_fromArray( buffer, offset ) {
  26610. this.resolvedProperty.fromArray( buffer, offset );
  26611. },
  26612. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26613. this.resolvedProperty.fromArray( buffer, offset );
  26614. this.targetObject.needsUpdate = true;
  26615. },
  26616. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26617. this.resolvedProperty.fromArray( buffer, offset );
  26618. this.targetObject.matrixWorldNeedsUpdate = true;
  26619. }
  26620. ]
  26621. ],
  26622. getValue: function getValue_unbound( targetArray, offset ) {
  26623. this.bind();
  26624. this.getValue( targetArray, offset );
  26625. // Note: This class uses a State pattern on a per-method basis:
  26626. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26627. // prototype version of these methods with one that represents
  26628. // the bound state. When the property is not found, the methods
  26629. // become no-ops.
  26630. },
  26631. setValue: function getValue_unbound( sourceArray, offset ) {
  26632. this.bind();
  26633. this.setValue( sourceArray, offset );
  26634. },
  26635. // create getter / setter pair for a property in the scene graph
  26636. bind: function () {
  26637. var targetObject = this.node,
  26638. parsedPath = this.parsedPath,
  26639. objectName = parsedPath.objectName,
  26640. propertyName = parsedPath.propertyName,
  26641. propertyIndex = parsedPath.propertyIndex;
  26642. if ( ! targetObject ) {
  26643. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26644. this.node = targetObject;
  26645. }
  26646. // set fail state so we can just 'return' on error
  26647. this.getValue = this._getValue_unavailable;
  26648. this.setValue = this._setValue_unavailable;
  26649. // ensure there is a value node
  26650. if ( ! targetObject ) {
  26651. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26652. return;
  26653. }
  26654. if ( objectName ) {
  26655. var objectIndex = parsedPath.objectIndex;
  26656. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26657. switch ( objectName ) {
  26658. case 'materials':
  26659. if ( ! targetObject.material ) {
  26660. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26661. return;
  26662. }
  26663. if ( ! targetObject.material.materials ) {
  26664. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26665. return;
  26666. }
  26667. targetObject = targetObject.material.materials;
  26668. break;
  26669. case 'bones':
  26670. if ( ! targetObject.skeleton ) {
  26671. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26672. return;
  26673. }
  26674. // potential future optimization: skip this if propertyIndex is already an integer
  26675. // and convert the integer string to a true integer.
  26676. targetObject = targetObject.skeleton.bones;
  26677. // support resolving morphTarget names into indices.
  26678. for ( var i = 0; i < targetObject.length; i ++ ) {
  26679. if ( targetObject[ i ].name === objectIndex ) {
  26680. objectIndex = i;
  26681. break;
  26682. }
  26683. }
  26684. break;
  26685. default:
  26686. if ( targetObject[ objectName ] === undefined ) {
  26687. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26688. return;
  26689. }
  26690. targetObject = targetObject[ objectName ];
  26691. }
  26692. if ( objectIndex !== undefined ) {
  26693. if ( targetObject[ objectIndex ] === undefined ) {
  26694. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26695. return;
  26696. }
  26697. targetObject = targetObject[ objectIndex ];
  26698. }
  26699. }
  26700. // resolve property
  26701. var nodeProperty = targetObject[ propertyName ];
  26702. if ( nodeProperty === undefined ) {
  26703. var nodeName = parsedPath.nodeName;
  26704. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26705. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26706. return;
  26707. }
  26708. // determine versioning scheme
  26709. var versioning = this.Versioning.None;
  26710. this.targetObject = targetObject;
  26711. if ( targetObject.needsUpdate !== undefined ) { // material
  26712. versioning = this.Versioning.NeedsUpdate;
  26713. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26714. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26715. }
  26716. // determine how the property gets bound
  26717. var bindingType = this.BindingType.Direct;
  26718. if ( propertyIndex !== undefined ) {
  26719. // access a sub element of the property array (only primitives are supported right now)
  26720. if ( propertyName === "morphTargetInfluences" ) {
  26721. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26722. // support resolving morphTarget names into indices.
  26723. if ( ! targetObject.geometry ) {
  26724. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26725. return;
  26726. }
  26727. if ( targetObject.geometry.isBufferGeometry ) {
  26728. if ( ! targetObject.geometry.morphAttributes ) {
  26729. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26730. return;
  26731. }
  26732. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26733. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26734. }
  26735. } else {
  26736. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26737. return;
  26738. }
  26739. }
  26740. bindingType = this.BindingType.ArrayElement;
  26741. this.resolvedProperty = nodeProperty;
  26742. this.propertyIndex = propertyIndex;
  26743. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26744. // must use copy for Object3D.Euler/Quaternion
  26745. bindingType = this.BindingType.HasFromToArray;
  26746. this.resolvedProperty = nodeProperty;
  26747. } else if ( Array.isArray( nodeProperty ) ) {
  26748. bindingType = this.BindingType.EntireArray;
  26749. this.resolvedProperty = nodeProperty;
  26750. } else {
  26751. this.propertyName = propertyName;
  26752. }
  26753. // select getter / setter
  26754. this.getValue = this.GetterByBindingType[ bindingType ];
  26755. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26756. },
  26757. unbind: function () {
  26758. this.node = null;
  26759. // back to the prototype version of getValue / setValue
  26760. // note: avoiding to mutate the shape of 'this' via 'delete'
  26761. this.getValue = this._getValue_unbound;
  26762. this.setValue = this._setValue_unbound;
  26763. }
  26764. } );
  26765. // DECLARE ALIAS AFTER assign prototype
  26766. Object.assign( PropertyBinding.prototype, {
  26767. // initial state of these methods that calls 'bind'
  26768. _getValue_unbound: PropertyBinding.prototype.getValue,
  26769. _setValue_unbound: PropertyBinding.prototype.setValue,
  26770. } );
  26771. /**
  26772. *
  26773. * A group of objects that receives a shared animation state.
  26774. *
  26775. * Usage:
  26776. *
  26777. * - Add objects you would otherwise pass as 'root' to the
  26778. * constructor or the .clipAction method of AnimationMixer.
  26779. *
  26780. * - Instead pass this object as 'root'.
  26781. *
  26782. * - You can also add and remove objects later when the mixer
  26783. * is running.
  26784. *
  26785. * Note:
  26786. *
  26787. * Objects of this class appear as one object to the mixer,
  26788. * so cache control of the individual objects must be done
  26789. * on the group.
  26790. *
  26791. * Limitation:
  26792. *
  26793. * - The animated properties must be compatible among the
  26794. * all objects in the group.
  26795. *
  26796. * - A single property can either be controlled through a
  26797. * target group or directly, but not both.
  26798. *
  26799. * @author tschw
  26800. */
  26801. function AnimationObjectGroup() {
  26802. this.uuid = MathUtils.generateUUID();
  26803. // cached objects followed by the active ones
  26804. this._objects = Array.prototype.slice.call( arguments );
  26805. this.nCachedObjects_ = 0; // threshold
  26806. // note: read by PropertyBinding.Composite
  26807. var indices = {};
  26808. this._indicesByUUID = indices; // for bookkeeping
  26809. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26810. indices[ arguments[ i ].uuid ] = i;
  26811. }
  26812. this._paths = []; // inside: string
  26813. this._parsedPaths = []; // inside: { we don't care, here }
  26814. this._bindings = []; // inside: Array< PropertyBinding >
  26815. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26816. var scope = this;
  26817. this.stats = {
  26818. objects: {
  26819. get total() {
  26820. return scope._objects.length;
  26821. },
  26822. get inUse() {
  26823. return this.total - scope.nCachedObjects_;
  26824. }
  26825. },
  26826. get bindingsPerObject() {
  26827. return scope._bindings.length;
  26828. }
  26829. };
  26830. }
  26831. Object.assign( AnimationObjectGroup.prototype, {
  26832. isAnimationObjectGroup: true,
  26833. add: function () {
  26834. var objects = this._objects,
  26835. indicesByUUID = this._indicesByUUID,
  26836. paths = this._paths,
  26837. parsedPaths = this._parsedPaths,
  26838. bindings = this._bindings,
  26839. nBindings = bindings.length;
  26840. var knownObject = undefined,
  26841. nObjects = objects.length,
  26842. nCachedObjects = this.nCachedObjects_;
  26843. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26844. var object = arguments[ i ],
  26845. uuid = object.uuid;
  26846. var index = indicesByUUID[ uuid ];
  26847. if ( index === undefined ) {
  26848. // unknown object -> add it to the ACTIVE region
  26849. index = nObjects ++;
  26850. indicesByUUID[ uuid ] = index;
  26851. objects.push( object );
  26852. // accounting is done, now do the same for all bindings
  26853. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26854. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26855. }
  26856. } else if ( index < nCachedObjects ) {
  26857. knownObject = objects[ index ];
  26858. // move existing object to the ACTIVE region
  26859. var firstActiveIndex = -- nCachedObjects,
  26860. lastCachedObject = objects[ firstActiveIndex ];
  26861. indicesByUUID[ lastCachedObject.uuid ] = index;
  26862. objects[ index ] = lastCachedObject;
  26863. indicesByUUID[ uuid ] = firstActiveIndex;
  26864. objects[ firstActiveIndex ] = object;
  26865. // accounting is done, now do the same for all bindings
  26866. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26867. var bindingsForPath = bindings[ j$1 ],
  26868. lastCached = bindingsForPath[ firstActiveIndex ];
  26869. var binding = bindingsForPath[ index ];
  26870. bindingsForPath[ index ] = lastCached;
  26871. if ( binding === undefined ) {
  26872. // since we do not bother to create new bindings
  26873. // for objects that are cached, the binding may
  26874. // or may not exist
  26875. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26876. }
  26877. bindingsForPath[ firstActiveIndex ] = binding;
  26878. }
  26879. } else if ( objects[ index ] !== knownObject ) {
  26880. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26881. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26882. } // else the object is already where we want it to be
  26883. } // for arguments
  26884. this.nCachedObjects_ = nCachedObjects;
  26885. },
  26886. remove: function () {
  26887. var objects = this._objects,
  26888. indicesByUUID = this._indicesByUUID,
  26889. bindings = this._bindings,
  26890. nBindings = bindings.length;
  26891. var nCachedObjects = this.nCachedObjects_;
  26892. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26893. var object = arguments[ i ],
  26894. uuid = object.uuid,
  26895. index = indicesByUUID[ uuid ];
  26896. if ( index !== undefined && index >= nCachedObjects ) {
  26897. // move existing object into the CACHED region
  26898. var lastCachedIndex = nCachedObjects ++,
  26899. firstActiveObject = objects[ lastCachedIndex ];
  26900. indicesByUUID[ firstActiveObject.uuid ] = index;
  26901. objects[ index ] = firstActiveObject;
  26902. indicesByUUID[ uuid ] = lastCachedIndex;
  26903. objects[ lastCachedIndex ] = object;
  26904. // accounting is done, now do the same for all bindings
  26905. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26906. var bindingsForPath = bindings[ j ],
  26907. firstActive = bindingsForPath[ lastCachedIndex ],
  26908. binding = bindingsForPath[ index ];
  26909. bindingsForPath[ index ] = firstActive;
  26910. bindingsForPath[ lastCachedIndex ] = binding;
  26911. }
  26912. }
  26913. } // for arguments
  26914. this.nCachedObjects_ = nCachedObjects;
  26915. },
  26916. // remove & forget
  26917. uncache: function () {
  26918. var objects = this._objects,
  26919. indicesByUUID = this._indicesByUUID,
  26920. bindings = this._bindings,
  26921. nBindings = bindings.length;
  26922. var nCachedObjects = this.nCachedObjects_,
  26923. nObjects = objects.length;
  26924. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26925. var object = arguments[ i ],
  26926. uuid = object.uuid,
  26927. index = indicesByUUID[ uuid ];
  26928. if ( index !== undefined ) {
  26929. delete indicesByUUID[ uuid ];
  26930. if ( index < nCachedObjects ) {
  26931. // object is cached, shrink the CACHED region
  26932. var firstActiveIndex = -- nCachedObjects,
  26933. lastCachedObject = objects[ firstActiveIndex ],
  26934. lastIndex = -- nObjects,
  26935. lastObject = objects[ lastIndex ];
  26936. // last cached object takes this object's place
  26937. indicesByUUID[ lastCachedObject.uuid ] = index;
  26938. objects[ index ] = lastCachedObject;
  26939. // last object goes to the activated slot and pop
  26940. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26941. objects[ firstActiveIndex ] = lastObject;
  26942. objects.pop();
  26943. // accounting is done, now do the same for all bindings
  26944. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26945. var bindingsForPath = bindings[ j ],
  26946. lastCached = bindingsForPath[ firstActiveIndex ],
  26947. last = bindingsForPath[ lastIndex ];
  26948. bindingsForPath[ index ] = lastCached;
  26949. bindingsForPath[ firstActiveIndex ] = last;
  26950. bindingsForPath.pop();
  26951. }
  26952. } else {
  26953. // object is active, just swap with the last and pop
  26954. var lastIndex$1 = -- nObjects,
  26955. lastObject$1 = objects[ lastIndex$1 ];
  26956. indicesByUUID[ lastObject$1.uuid ] = index;
  26957. objects[ index ] = lastObject$1;
  26958. objects.pop();
  26959. // accounting is done, now do the same for all bindings
  26960. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26961. var bindingsForPath$1 = bindings[ j$1 ];
  26962. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26963. bindingsForPath$1.pop();
  26964. }
  26965. } // cached or active
  26966. } // if object is known
  26967. } // for arguments
  26968. this.nCachedObjects_ = nCachedObjects;
  26969. },
  26970. // Internal interface used by befriended PropertyBinding.Composite:
  26971. subscribe_: function ( path, parsedPath ) {
  26972. // returns an array of bindings for the given path that is changed
  26973. // according to the contained objects in the group
  26974. var indicesByPath = this._bindingsIndicesByPath,
  26975. index = indicesByPath[ path ],
  26976. bindings = this._bindings;
  26977. if ( index !== undefined ) { return bindings[ index ]; }
  26978. var paths = this._paths,
  26979. parsedPaths = this._parsedPaths,
  26980. objects = this._objects,
  26981. nObjects = objects.length,
  26982. nCachedObjects = this.nCachedObjects_,
  26983. bindingsForPath = new Array( nObjects );
  26984. index = bindings.length;
  26985. indicesByPath[ path ] = index;
  26986. paths.push( path );
  26987. parsedPaths.push( parsedPath );
  26988. bindings.push( bindingsForPath );
  26989. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26990. var object = objects[ i ];
  26991. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26992. }
  26993. return bindingsForPath;
  26994. },
  26995. unsubscribe_: function ( path ) {
  26996. // tells the group to forget about a property path and no longer
  26997. // update the array previously obtained with 'subscribe_'
  26998. var indicesByPath = this._bindingsIndicesByPath,
  26999. index = indicesByPath[ path ];
  27000. if ( index !== undefined ) {
  27001. var paths = this._paths,
  27002. parsedPaths = this._parsedPaths,
  27003. bindings = this._bindings,
  27004. lastBindingsIndex = bindings.length - 1,
  27005. lastBindings = bindings[ lastBindingsIndex ],
  27006. lastBindingsPath = path[ lastBindingsIndex ];
  27007. indicesByPath[ lastBindingsPath ] = index;
  27008. bindings[ index ] = lastBindings;
  27009. bindings.pop();
  27010. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  27011. parsedPaths.pop();
  27012. paths[ index ] = paths[ lastBindingsIndex ];
  27013. paths.pop();
  27014. }
  27015. }
  27016. } );
  27017. /**
  27018. *
  27019. * Action provided by AnimationMixer for scheduling clip playback on specific
  27020. * objects.
  27021. *
  27022. * @author Ben Houston / http://clara.io/
  27023. * @author David Sarno / http://lighthaus.us/
  27024. * @author tschw
  27025. *
  27026. */
  27027. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  27028. this._mixer = mixer;
  27029. this._clip = clip;
  27030. this._localRoot = localRoot || null;
  27031. this.blendMode = blendMode || clip.blendMode;
  27032. var tracks = clip.tracks,
  27033. nTracks = tracks.length,
  27034. interpolants = new Array( nTracks );
  27035. var interpolantSettings = {
  27036. endingStart: ZeroCurvatureEnding,
  27037. endingEnd: ZeroCurvatureEnding
  27038. };
  27039. for ( var i = 0; i !== nTracks; ++ i ) {
  27040. var interpolant = tracks[ i ].createInterpolant( null );
  27041. interpolants[ i ] = interpolant;
  27042. interpolant.settings = interpolantSettings;
  27043. }
  27044. this._interpolantSettings = interpolantSettings;
  27045. this._interpolants = interpolants; // bound by the mixer
  27046. // inside: PropertyMixer (managed by the mixer)
  27047. this._propertyBindings = new Array( nTracks );
  27048. this._cacheIndex = null; // for the memory manager
  27049. this._byClipCacheIndex = null; // for the memory manager
  27050. this._timeScaleInterpolant = null;
  27051. this._weightInterpolant = null;
  27052. this.loop = LoopRepeat;
  27053. this._loopCount = - 1;
  27054. // global mixer time when the action is to be started
  27055. // it's set back to 'null' upon start of the action
  27056. this._startTime = null;
  27057. // scaled local time of the action
  27058. // gets clamped or wrapped to 0..clip.duration according to loop
  27059. this.time = 0;
  27060. this.timeScale = 1;
  27061. this._effectiveTimeScale = 1;
  27062. this.weight = 1;
  27063. this._effectiveWeight = 1;
  27064. this.repetitions = Infinity; // no. of repetitions when looping
  27065. this.paused = false; // true -> zero effective time scale
  27066. this.enabled = true; // false -> zero effective weight
  27067. this.clampWhenFinished = false;// keep feeding the last frame?
  27068. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  27069. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  27070. }
  27071. Object.assign( AnimationAction.prototype, {
  27072. // State & Scheduling
  27073. play: function () {
  27074. this._mixer._activateAction( this );
  27075. return this;
  27076. },
  27077. stop: function () {
  27078. this._mixer._deactivateAction( this );
  27079. return this.reset();
  27080. },
  27081. reset: function () {
  27082. this.paused = false;
  27083. this.enabled = true;
  27084. this.time = 0; // restart clip
  27085. this._loopCount = - 1;// forget previous loops
  27086. this._startTime = null;// forget scheduling
  27087. return this.stopFading().stopWarping();
  27088. },
  27089. isRunning: function () {
  27090. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  27091. this._startTime === null && this._mixer._isActiveAction( this );
  27092. },
  27093. // return true when play has been called
  27094. isScheduled: function () {
  27095. return this._mixer._isActiveAction( this );
  27096. },
  27097. startAt: function ( time ) {
  27098. this._startTime = time;
  27099. return this;
  27100. },
  27101. setLoop: function ( mode, repetitions ) {
  27102. this.loop = mode;
  27103. this.repetitions = repetitions;
  27104. return this;
  27105. },
  27106. // Weight
  27107. // set the weight stopping any scheduled fading
  27108. // although .enabled = false yields an effective weight of zero, this
  27109. // method does *not* change .enabled, because it would be confusing
  27110. setEffectiveWeight: function ( weight ) {
  27111. this.weight = weight;
  27112. // note: same logic as when updated at runtime
  27113. this._effectiveWeight = this.enabled ? weight : 0;
  27114. return this.stopFading();
  27115. },
  27116. // return the weight considering fading and .enabled
  27117. getEffectiveWeight: function () {
  27118. return this._effectiveWeight;
  27119. },
  27120. fadeIn: function ( duration ) {
  27121. return this._scheduleFading( duration, 0, 1 );
  27122. },
  27123. fadeOut: function ( duration ) {
  27124. return this._scheduleFading( duration, 1, 0 );
  27125. },
  27126. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  27127. fadeOutAction.fadeOut( duration );
  27128. this.fadeIn( duration );
  27129. if ( warp ) {
  27130. var fadeInDuration = this._clip.duration,
  27131. fadeOutDuration = fadeOutAction._clip.duration,
  27132. startEndRatio = fadeOutDuration / fadeInDuration,
  27133. endStartRatio = fadeInDuration / fadeOutDuration;
  27134. fadeOutAction.warp( 1.0, startEndRatio, duration );
  27135. this.warp( endStartRatio, 1.0, duration );
  27136. }
  27137. return this;
  27138. },
  27139. crossFadeTo: function ( fadeInAction, duration, warp ) {
  27140. return fadeInAction.crossFadeFrom( this, duration, warp );
  27141. },
  27142. stopFading: function () {
  27143. var weightInterpolant = this._weightInterpolant;
  27144. if ( weightInterpolant !== null ) {
  27145. this._weightInterpolant = null;
  27146. this._mixer._takeBackControlInterpolant( weightInterpolant );
  27147. }
  27148. return this;
  27149. },
  27150. // Time Scale Control
  27151. // set the time scale stopping any scheduled warping
  27152. // although .paused = true yields an effective time scale of zero, this
  27153. // method does *not* change .paused, because it would be confusing
  27154. setEffectiveTimeScale: function ( timeScale ) {
  27155. this.timeScale = timeScale;
  27156. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27157. return this.stopWarping();
  27158. },
  27159. // return the time scale considering warping and .paused
  27160. getEffectiveTimeScale: function () {
  27161. return this._effectiveTimeScale;
  27162. },
  27163. setDuration: function ( duration ) {
  27164. this.timeScale = this._clip.duration / duration;
  27165. return this.stopWarping();
  27166. },
  27167. syncWith: function ( action ) {
  27168. this.time = action.time;
  27169. this.timeScale = action.timeScale;
  27170. return this.stopWarping();
  27171. },
  27172. halt: function ( duration ) {
  27173. return this.warp( this._effectiveTimeScale, 0, duration );
  27174. },
  27175. warp: function ( startTimeScale, endTimeScale, duration ) {
  27176. var mixer = this._mixer,
  27177. now = mixer.time,
  27178. timeScale = this.timeScale;
  27179. var interpolant = this._timeScaleInterpolant;
  27180. if ( interpolant === null ) {
  27181. interpolant = mixer._lendControlInterpolant();
  27182. this._timeScaleInterpolant = interpolant;
  27183. }
  27184. var times = interpolant.parameterPositions,
  27185. values = interpolant.sampleValues;
  27186. times[ 0 ] = now;
  27187. times[ 1 ] = now + duration;
  27188. values[ 0 ] = startTimeScale / timeScale;
  27189. values[ 1 ] = endTimeScale / timeScale;
  27190. return this;
  27191. },
  27192. stopWarping: function () {
  27193. var timeScaleInterpolant = this._timeScaleInterpolant;
  27194. if ( timeScaleInterpolant !== null ) {
  27195. this._timeScaleInterpolant = null;
  27196. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27197. }
  27198. return this;
  27199. },
  27200. // Object Accessors
  27201. getMixer: function () {
  27202. return this._mixer;
  27203. },
  27204. getClip: function () {
  27205. return this._clip;
  27206. },
  27207. getRoot: function () {
  27208. return this._localRoot || this._mixer._root;
  27209. },
  27210. // Interna
  27211. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27212. // called by the mixer
  27213. if ( ! this.enabled ) {
  27214. // call ._updateWeight() to update ._effectiveWeight
  27215. this._updateWeight( time );
  27216. return;
  27217. }
  27218. var startTime = this._startTime;
  27219. if ( startTime !== null ) {
  27220. // check for scheduled start of action
  27221. var timeRunning = ( time - startTime ) * timeDirection;
  27222. if ( timeRunning < 0 || timeDirection === 0 ) {
  27223. return; // yet to come / don't decide when delta = 0
  27224. }
  27225. // start
  27226. this._startTime = null; // unschedule
  27227. deltaTime = timeDirection * timeRunning;
  27228. }
  27229. // apply time scale and advance time
  27230. deltaTime *= this._updateTimeScale( time );
  27231. var clipTime = this._updateTime( deltaTime );
  27232. // note: _updateTime may disable the action resulting in
  27233. // an effective weight of 0
  27234. var weight = this._updateWeight( time );
  27235. if ( weight > 0 ) {
  27236. var interpolants = this._interpolants;
  27237. var propertyMixers = this._propertyBindings;
  27238. switch ( this.blendMode ) {
  27239. case AdditiveAnimationBlendMode:
  27240. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27241. interpolants[ j ].evaluate( clipTime );
  27242. propertyMixers[ j ].accumulateAdditive( weight );
  27243. }
  27244. break;
  27245. case NormalAnimationBlendMode:
  27246. default:
  27247. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27248. interpolants[ j$1 ].evaluate( clipTime );
  27249. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27250. }
  27251. }
  27252. }
  27253. },
  27254. _updateWeight: function ( time ) {
  27255. var weight = 0;
  27256. if ( this.enabled ) {
  27257. weight = this.weight;
  27258. var interpolant = this._weightInterpolant;
  27259. if ( interpolant !== null ) {
  27260. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27261. weight *= interpolantValue;
  27262. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27263. this.stopFading();
  27264. if ( interpolantValue === 0 ) {
  27265. // faded out, disable
  27266. this.enabled = false;
  27267. }
  27268. }
  27269. }
  27270. }
  27271. this._effectiveWeight = weight;
  27272. return weight;
  27273. },
  27274. _updateTimeScale: function ( time ) {
  27275. var timeScale = 0;
  27276. if ( ! this.paused ) {
  27277. timeScale = this.timeScale;
  27278. var interpolant = this._timeScaleInterpolant;
  27279. if ( interpolant !== null ) {
  27280. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27281. timeScale *= interpolantValue;
  27282. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27283. this.stopWarping();
  27284. if ( timeScale === 0 ) {
  27285. // motion has halted, pause
  27286. this.paused = true;
  27287. } else {
  27288. // warp done - apply final time scale
  27289. this.timeScale = timeScale;
  27290. }
  27291. }
  27292. }
  27293. }
  27294. this._effectiveTimeScale = timeScale;
  27295. return timeScale;
  27296. },
  27297. _updateTime: function ( deltaTime ) {
  27298. var duration = this._clip.duration;
  27299. var loop = this.loop;
  27300. var time = this.time + deltaTime;
  27301. var loopCount = this._loopCount;
  27302. var pingPong = ( loop === LoopPingPong );
  27303. if ( deltaTime === 0 ) {
  27304. if ( loopCount === - 1 ) { return time; }
  27305. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27306. }
  27307. if ( loop === LoopOnce ) {
  27308. if ( loopCount === - 1 ) {
  27309. // just started
  27310. this._loopCount = 0;
  27311. this._setEndings( true, true, false );
  27312. }
  27313. handle_stop: {
  27314. if ( time >= duration ) {
  27315. time = duration;
  27316. } else if ( time < 0 ) {
  27317. time = 0;
  27318. } else {
  27319. this.time = time;
  27320. break handle_stop;
  27321. }
  27322. if ( this.clampWhenFinished ) { this.paused = true; }
  27323. else { this.enabled = false; }
  27324. this.time = time;
  27325. this._mixer.dispatchEvent( {
  27326. type: 'finished', action: this,
  27327. direction: deltaTime < 0 ? - 1 : 1
  27328. } );
  27329. }
  27330. } else { // repetitive Repeat or PingPong
  27331. if ( loopCount === - 1 ) {
  27332. // just started
  27333. if ( deltaTime >= 0 ) {
  27334. loopCount = 0;
  27335. this._setEndings( true, this.repetitions === 0, pingPong );
  27336. } else {
  27337. // when looping in reverse direction, the initial
  27338. // transition through zero counts as a repetition,
  27339. // so leave loopCount at -1
  27340. this._setEndings( this.repetitions === 0, true, pingPong );
  27341. }
  27342. }
  27343. if ( time >= duration || time < 0 ) {
  27344. // wrap around
  27345. var loopDelta = Math.floor( time / duration ); // signed
  27346. time -= duration * loopDelta;
  27347. loopCount += Math.abs( loopDelta );
  27348. var pending = this.repetitions - loopCount;
  27349. if ( pending <= 0 ) {
  27350. // have to stop (switch state, clamp time, fire event)
  27351. if ( this.clampWhenFinished ) { this.paused = true; }
  27352. else { this.enabled = false; }
  27353. time = deltaTime > 0 ? duration : 0;
  27354. this.time = time;
  27355. this._mixer.dispatchEvent( {
  27356. type: 'finished', action: this,
  27357. direction: deltaTime > 0 ? 1 : - 1
  27358. } );
  27359. } else {
  27360. // keep running
  27361. if ( pending === 1 ) {
  27362. // entering the last round
  27363. var atStart = deltaTime < 0;
  27364. this._setEndings( atStart, ! atStart, pingPong );
  27365. } else {
  27366. this._setEndings( false, false, pingPong );
  27367. }
  27368. this._loopCount = loopCount;
  27369. this.time = time;
  27370. this._mixer.dispatchEvent( {
  27371. type: 'loop', action: this, loopDelta: loopDelta
  27372. } );
  27373. }
  27374. } else {
  27375. this.time = time;
  27376. }
  27377. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27378. // invert time for the "pong round"
  27379. return duration - time;
  27380. }
  27381. }
  27382. return time;
  27383. },
  27384. _setEndings: function ( atStart, atEnd, pingPong ) {
  27385. var settings = this._interpolantSettings;
  27386. if ( pingPong ) {
  27387. settings.endingStart = ZeroSlopeEnding;
  27388. settings.endingEnd = ZeroSlopeEnding;
  27389. } else {
  27390. // assuming for LoopOnce atStart == atEnd == true
  27391. if ( atStart ) {
  27392. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27393. } else {
  27394. settings.endingStart = WrapAroundEnding;
  27395. }
  27396. if ( atEnd ) {
  27397. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27398. } else {
  27399. settings.endingEnd = WrapAroundEnding;
  27400. }
  27401. }
  27402. },
  27403. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27404. var mixer = this._mixer, now = mixer.time;
  27405. var interpolant = this._weightInterpolant;
  27406. if ( interpolant === null ) {
  27407. interpolant = mixer._lendControlInterpolant();
  27408. this._weightInterpolant = interpolant;
  27409. }
  27410. var times = interpolant.parameterPositions,
  27411. values = interpolant.sampleValues;
  27412. times[ 0 ] = now;
  27413. values[ 0 ] = weightNow;
  27414. times[ 1 ] = now + duration;
  27415. values[ 1 ] = weightThen;
  27416. return this;
  27417. }
  27418. } );
  27419. /**
  27420. *
  27421. * Player for AnimationClips.
  27422. *
  27423. *
  27424. * @author Ben Houston / http://clara.io/
  27425. * @author David Sarno / http://lighthaus.us/
  27426. * @author tschw
  27427. */
  27428. function AnimationMixer( root ) {
  27429. this._root = root;
  27430. this._initMemoryManager();
  27431. this._accuIndex = 0;
  27432. this.time = 0;
  27433. this.timeScale = 1.0;
  27434. }
  27435. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27436. constructor: AnimationMixer,
  27437. _bindAction: function ( action, prototypeAction ) {
  27438. var root = action._localRoot || this._root,
  27439. tracks = action._clip.tracks,
  27440. nTracks = tracks.length,
  27441. bindings = action._propertyBindings,
  27442. interpolants = action._interpolants,
  27443. rootUuid = root.uuid,
  27444. bindingsByRoot = this._bindingsByRootAndName;
  27445. var bindingsByName = bindingsByRoot[ rootUuid ];
  27446. if ( bindingsByName === undefined ) {
  27447. bindingsByName = {};
  27448. bindingsByRoot[ rootUuid ] = bindingsByName;
  27449. }
  27450. for ( var i = 0; i !== nTracks; ++ i ) {
  27451. var track = tracks[ i ],
  27452. trackName = track.name;
  27453. var binding = bindingsByName[ trackName ];
  27454. if ( binding !== undefined ) {
  27455. bindings[ i ] = binding;
  27456. } else {
  27457. binding = bindings[ i ];
  27458. if ( binding !== undefined ) {
  27459. // existing binding, make sure the cache knows
  27460. if ( binding._cacheIndex === null ) {
  27461. ++ binding.referenceCount;
  27462. this._addInactiveBinding( binding, rootUuid, trackName );
  27463. }
  27464. continue;
  27465. }
  27466. var path = prototypeAction && prototypeAction.
  27467. _propertyBindings[ i ].binding.parsedPath;
  27468. binding = new PropertyMixer(
  27469. PropertyBinding.create( root, trackName, path ),
  27470. track.ValueTypeName, track.getValueSize() );
  27471. ++ binding.referenceCount;
  27472. this._addInactiveBinding( binding, rootUuid, trackName );
  27473. bindings[ i ] = binding;
  27474. }
  27475. interpolants[ i ].resultBuffer = binding.buffer;
  27476. }
  27477. },
  27478. _activateAction: function ( action ) {
  27479. if ( ! this._isActiveAction( action ) ) {
  27480. if ( action._cacheIndex === null ) {
  27481. // this action has been forgotten by the cache, but the user
  27482. // appears to be still using it -> rebind
  27483. var rootUuid = ( action._localRoot || this._root ).uuid,
  27484. clipUuid = action._clip.uuid,
  27485. actionsForClip = this._actionsByClip[ clipUuid ];
  27486. this._bindAction( action,
  27487. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27488. this._addInactiveAction( action, clipUuid, rootUuid );
  27489. }
  27490. var bindings = action._propertyBindings;
  27491. // increment reference counts / sort out state
  27492. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27493. var binding = bindings[ i ];
  27494. if ( binding.useCount ++ === 0 ) {
  27495. this._lendBinding( binding );
  27496. binding.saveOriginalState();
  27497. }
  27498. }
  27499. this._lendAction( action );
  27500. }
  27501. },
  27502. _deactivateAction: function ( action ) {
  27503. if ( this._isActiveAction( action ) ) {
  27504. var bindings = action._propertyBindings;
  27505. // decrement reference counts / sort out state
  27506. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27507. var binding = bindings[ i ];
  27508. if ( -- binding.useCount === 0 ) {
  27509. binding.restoreOriginalState();
  27510. this._takeBackBinding( binding );
  27511. }
  27512. }
  27513. this._takeBackAction( action );
  27514. }
  27515. },
  27516. // Memory manager
  27517. _initMemoryManager: function () {
  27518. this._actions = []; // 'nActiveActions' followed by inactive ones
  27519. this._nActiveActions = 0;
  27520. this._actionsByClip = {};
  27521. // inside:
  27522. // {
  27523. // knownActions: Array< AnimationAction > - used as prototypes
  27524. // actionByRoot: AnimationAction - lookup
  27525. // }
  27526. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27527. this._nActiveBindings = 0;
  27528. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27529. this._controlInterpolants = []; // same game as above
  27530. this._nActiveControlInterpolants = 0;
  27531. var scope = this;
  27532. this.stats = {
  27533. actions: {
  27534. get total() {
  27535. return scope._actions.length;
  27536. },
  27537. get inUse() {
  27538. return scope._nActiveActions;
  27539. }
  27540. },
  27541. bindings: {
  27542. get total() {
  27543. return scope._bindings.length;
  27544. },
  27545. get inUse() {
  27546. return scope._nActiveBindings;
  27547. }
  27548. },
  27549. controlInterpolants: {
  27550. get total() {
  27551. return scope._controlInterpolants.length;
  27552. },
  27553. get inUse() {
  27554. return scope._nActiveControlInterpolants;
  27555. }
  27556. }
  27557. };
  27558. },
  27559. // Memory management for AnimationAction objects
  27560. _isActiveAction: function ( action ) {
  27561. var index = action._cacheIndex;
  27562. return index !== null && index < this._nActiveActions;
  27563. },
  27564. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27565. var actions = this._actions,
  27566. actionsByClip = this._actionsByClip;
  27567. var actionsForClip = actionsByClip[ clipUuid ];
  27568. if ( actionsForClip === undefined ) {
  27569. actionsForClip = {
  27570. knownActions: [ action ],
  27571. actionByRoot: {}
  27572. };
  27573. action._byClipCacheIndex = 0;
  27574. actionsByClip[ clipUuid ] = actionsForClip;
  27575. } else {
  27576. var knownActions = actionsForClip.knownActions;
  27577. action._byClipCacheIndex = knownActions.length;
  27578. knownActions.push( action );
  27579. }
  27580. action._cacheIndex = actions.length;
  27581. actions.push( action );
  27582. actionsForClip.actionByRoot[ rootUuid ] = action;
  27583. },
  27584. _removeInactiveAction: function ( action ) {
  27585. var actions = this._actions,
  27586. lastInactiveAction = actions[ actions.length - 1 ],
  27587. cacheIndex = action._cacheIndex;
  27588. lastInactiveAction._cacheIndex = cacheIndex;
  27589. actions[ cacheIndex ] = lastInactiveAction;
  27590. actions.pop();
  27591. action._cacheIndex = null;
  27592. var clipUuid = action._clip.uuid,
  27593. actionsByClip = this._actionsByClip,
  27594. actionsForClip = actionsByClip[ clipUuid ],
  27595. knownActionsForClip = actionsForClip.knownActions,
  27596. lastKnownAction =
  27597. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27598. byClipCacheIndex = action._byClipCacheIndex;
  27599. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27600. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27601. knownActionsForClip.pop();
  27602. action._byClipCacheIndex = null;
  27603. var actionByRoot = actionsForClip.actionByRoot,
  27604. rootUuid = ( action._localRoot || this._root ).uuid;
  27605. delete actionByRoot[ rootUuid ];
  27606. if ( knownActionsForClip.length === 0 ) {
  27607. delete actionsByClip[ clipUuid ];
  27608. }
  27609. this._removeInactiveBindingsForAction( action );
  27610. },
  27611. _removeInactiveBindingsForAction: function ( action ) {
  27612. var bindings = action._propertyBindings;
  27613. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27614. var binding = bindings[ i ];
  27615. if ( -- binding.referenceCount === 0 ) {
  27616. this._removeInactiveBinding( binding );
  27617. }
  27618. }
  27619. },
  27620. _lendAction: function ( action ) {
  27621. // [ active actions | inactive actions ]
  27622. // [ active actions >| inactive actions ]
  27623. // s a
  27624. // <-swap->
  27625. // a s
  27626. var actions = this._actions,
  27627. prevIndex = action._cacheIndex,
  27628. lastActiveIndex = this._nActiveActions ++,
  27629. firstInactiveAction = actions[ lastActiveIndex ];
  27630. action._cacheIndex = lastActiveIndex;
  27631. actions[ lastActiveIndex ] = action;
  27632. firstInactiveAction._cacheIndex = prevIndex;
  27633. actions[ prevIndex ] = firstInactiveAction;
  27634. },
  27635. _takeBackAction: function ( action ) {
  27636. // [ active actions | inactive actions ]
  27637. // [ active actions |< inactive actions ]
  27638. // a s
  27639. // <-swap->
  27640. // s a
  27641. var actions = this._actions,
  27642. prevIndex = action._cacheIndex,
  27643. firstInactiveIndex = -- this._nActiveActions,
  27644. lastActiveAction = actions[ firstInactiveIndex ];
  27645. action._cacheIndex = firstInactiveIndex;
  27646. actions[ firstInactiveIndex ] = action;
  27647. lastActiveAction._cacheIndex = prevIndex;
  27648. actions[ prevIndex ] = lastActiveAction;
  27649. },
  27650. // Memory management for PropertyMixer objects
  27651. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27652. var bindingsByRoot = this._bindingsByRootAndName,
  27653. bindings = this._bindings;
  27654. var bindingByName = bindingsByRoot[ rootUuid ];
  27655. if ( bindingByName === undefined ) {
  27656. bindingByName = {};
  27657. bindingsByRoot[ rootUuid ] = bindingByName;
  27658. }
  27659. bindingByName[ trackName ] = binding;
  27660. binding._cacheIndex = bindings.length;
  27661. bindings.push( binding );
  27662. },
  27663. _removeInactiveBinding: function ( binding ) {
  27664. var bindings = this._bindings,
  27665. propBinding = binding.binding,
  27666. rootUuid = propBinding.rootNode.uuid,
  27667. trackName = propBinding.path,
  27668. bindingsByRoot = this._bindingsByRootAndName,
  27669. bindingByName = bindingsByRoot[ rootUuid ],
  27670. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27671. cacheIndex = binding._cacheIndex;
  27672. lastInactiveBinding._cacheIndex = cacheIndex;
  27673. bindings[ cacheIndex ] = lastInactiveBinding;
  27674. bindings.pop();
  27675. delete bindingByName[ trackName ];
  27676. if ( Object.keys( bindingByName ).length === 0 ) {
  27677. delete bindingsByRoot[ rootUuid ];
  27678. }
  27679. },
  27680. _lendBinding: function ( binding ) {
  27681. var bindings = this._bindings,
  27682. prevIndex = binding._cacheIndex,
  27683. lastActiveIndex = this._nActiveBindings ++,
  27684. firstInactiveBinding = bindings[ lastActiveIndex ];
  27685. binding._cacheIndex = lastActiveIndex;
  27686. bindings[ lastActiveIndex ] = binding;
  27687. firstInactiveBinding._cacheIndex = prevIndex;
  27688. bindings[ prevIndex ] = firstInactiveBinding;
  27689. },
  27690. _takeBackBinding: function ( binding ) {
  27691. var bindings = this._bindings,
  27692. prevIndex = binding._cacheIndex,
  27693. firstInactiveIndex = -- this._nActiveBindings,
  27694. lastActiveBinding = bindings[ firstInactiveIndex ];
  27695. binding._cacheIndex = firstInactiveIndex;
  27696. bindings[ firstInactiveIndex ] = binding;
  27697. lastActiveBinding._cacheIndex = prevIndex;
  27698. bindings[ prevIndex ] = lastActiveBinding;
  27699. },
  27700. // Memory management of Interpolants for weight and time scale
  27701. _lendControlInterpolant: function () {
  27702. var interpolants = this._controlInterpolants,
  27703. lastActiveIndex = this._nActiveControlInterpolants ++;
  27704. var interpolant = interpolants[ lastActiveIndex ];
  27705. if ( interpolant === undefined ) {
  27706. interpolant = new LinearInterpolant(
  27707. new Float32Array( 2 ), new Float32Array( 2 ),
  27708. 1, this._controlInterpolantsResultBuffer );
  27709. interpolant.__cacheIndex = lastActiveIndex;
  27710. interpolants[ lastActiveIndex ] = interpolant;
  27711. }
  27712. return interpolant;
  27713. },
  27714. _takeBackControlInterpolant: function ( interpolant ) {
  27715. var interpolants = this._controlInterpolants,
  27716. prevIndex = interpolant.__cacheIndex,
  27717. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27718. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27719. interpolant.__cacheIndex = firstInactiveIndex;
  27720. interpolants[ firstInactiveIndex ] = interpolant;
  27721. lastActiveInterpolant.__cacheIndex = prevIndex;
  27722. interpolants[ prevIndex ] = lastActiveInterpolant;
  27723. },
  27724. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27725. // return an action for a clip optionally using a custom root target
  27726. // object (this method allocates a lot of dynamic memory in case a
  27727. // previously unknown clip/root combination is specified)
  27728. clipAction: function ( clip, optionalRoot, blendMode ) {
  27729. var root = optionalRoot || this._root,
  27730. rootUuid = root.uuid;
  27731. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27732. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27733. var actionsForClip = this._actionsByClip[ clipUuid ],
  27734. prototypeAction = null;
  27735. if ( blendMode === undefined ) {
  27736. if ( clipObject !== null ) {
  27737. blendMode = clipObject.blendMode;
  27738. } else {
  27739. blendMode = NormalAnimationBlendMode;
  27740. }
  27741. }
  27742. if ( actionsForClip !== undefined ) {
  27743. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27744. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27745. return existingAction;
  27746. }
  27747. // we know the clip, so we don't have to parse all
  27748. // the bindings again but can just copy
  27749. prototypeAction = actionsForClip.knownActions[ 0 ];
  27750. // also, take the clip from the prototype action
  27751. if ( clipObject === null )
  27752. { clipObject = prototypeAction._clip; }
  27753. }
  27754. // clip must be known when specified via string
  27755. if ( clipObject === null ) { return null; }
  27756. // allocate all resources required to run it
  27757. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27758. this._bindAction( newAction, prototypeAction );
  27759. // and make the action known to the memory manager
  27760. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27761. return newAction;
  27762. },
  27763. // get an existing action
  27764. existingAction: function ( clip, optionalRoot ) {
  27765. var root = optionalRoot || this._root,
  27766. rootUuid = root.uuid,
  27767. clipObject = typeof clip === 'string' ?
  27768. AnimationClip.findByName( root, clip ) : clip,
  27769. clipUuid = clipObject ? clipObject.uuid : clip,
  27770. actionsForClip = this._actionsByClip[ clipUuid ];
  27771. if ( actionsForClip !== undefined ) {
  27772. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27773. }
  27774. return null;
  27775. },
  27776. // deactivates all previously scheduled actions
  27777. stopAllAction: function () {
  27778. var actions = this._actions,
  27779. nActions = this._nActiveActions;
  27780. for ( var i = nActions - 1; i >= 0; -- i ) {
  27781. actions[ i ].stop();
  27782. }
  27783. return this;
  27784. },
  27785. // advance the time and update apply the animation
  27786. update: function ( deltaTime ) {
  27787. deltaTime *= this.timeScale;
  27788. var actions = this._actions,
  27789. nActions = this._nActiveActions,
  27790. time = this.time += deltaTime,
  27791. timeDirection = Math.sign( deltaTime ),
  27792. accuIndex = this._accuIndex ^= 1;
  27793. // run active actions
  27794. for ( var i = 0; i !== nActions; ++ i ) {
  27795. var action = actions[ i ];
  27796. action._update( time, deltaTime, timeDirection, accuIndex );
  27797. }
  27798. // update scene graph
  27799. var bindings = this._bindings,
  27800. nBindings = this._nActiveBindings;
  27801. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27802. bindings[ i$1 ].apply( accuIndex );
  27803. }
  27804. return this;
  27805. },
  27806. // Allows you to seek to a specific time in an animation.
  27807. setTime: function ( timeInSeconds ) {
  27808. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27809. for ( var i = 0; i < this._actions.length; i ++ ) {
  27810. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27811. }
  27812. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27813. },
  27814. // return this mixer's root target object
  27815. getRoot: function () {
  27816. return this._root;
  27817. },
  27818. // free all resources specific to a particular clip
  27819. uncacheClip: function ( clip ) {
  27820. var actions = this._actions,
  27821. clipUuid = clip.uuid,
  27822. actionsByClip = this._actionsByClip,
  27823. actionsForClip = actionsByClip[ clipUuid ];
  27824. if ( actionsForClip !== undefined ) {
  27825. // note: just calling _removeInactiveAction would mess up the
  27826. // iteration state and also require updating the state we can
  27827. // just throw away
  27828. var actionsToRemove = actionsForClip.knownActions;
  27829. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27830. var action = actionsToRemove[ i ];
  27831. this._deactivateAction( action );
  27832. var cacheIndex = action._cacheIndex,
  27833. lastInactiveAction = actions[ actions.length - 1 ];
  27834. action._cacheIndex = null;
  27835. action._byClipCacheIndex = null;
  27836. lastInactiveAction._cacheIndex = cacheIndex;
  27837. actions[ cacheIndex ] = lastInactiveAction;
  27838. actions.pop();
  27839. this._removeInactiveBindingsForAction( action );
  27840. }
  27841. delete actionsByClip[ clipUuid ];
  27842. }
  27843. },
  27844. // free all resources specific to a particular root target object
  27845. uncacheRoot: function ( root ) {
  27846. var rootUuid = root.uuid,
  27847. actionsByClip = this._actionsByClip;
  27848. for ( var clipUuid in actionsByClip ) {
  27849. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27850. action = actionByRoot[ rootUuid ];
  27851. if ( action !== undefined ) {
  27852. this._deactivateAction( action );
  27853. this._removeInactiveAction( action );
  27854. }
  27855. }
  27856. var bindingsByRoot = this._bindingsByRootAndName,
  27857. bindingByName = bindingsByRoot[ rootUuid ];
  27858. if ( bindingByName !== undefined ) {
  27859. for ( var trackName in bindingByName ) {
  27860. var binding = bindingByName[ trackName ];
  27861. binding.restoreOriginalState();
  27862. this._removeInactiveBinding( binding );
  27863. }
  27864. }
  27865. },
  27866. // remove a targeted clip from the cache
  27867. uncacheAction: function ( clip, optionalRoot ) {
  27868. var action = this.existingAction( clip, optionalRoot );
  27869. if ( action !== null ) {
  27870. this._deactivateAction( action );
  27871. this._removeInactiveAction( action );
  27872. }
  27873. }
  27874. } );
  27875. /**
  27876. * @author mrdoob / http://mrdoob.com/
  27877. */
  27878. function Uniform( value ) {
  27879. if ( typeof value === 'string' ) {
  27880. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27881. value = arguments[ 1 ];
  27882. }
  27883. this.value = value;
  27884. }
  27885. Uniform.prototype.clone = function () {
  27886. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27887. };
  27888. /**
  27889. * @author benaadams / https://twitter.com/ben_a_adams
  27890. */
  27891. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27892. InterleavedBuffer.call( this, array, stride );
  27893. this.meshPerAttribute = meshPerAttribute || 1;
  27894. }
  27895. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27896. constructor: InstancedInterleavedBuffer,
  27897. isInstancedInterleavedBuffer: true,
  27898. copy: function ( source ) {
  27899. InterleavedBuffer.prototype.copy.call( this, source );
  27900. this.meshPerAttribute = source.meshPerAttribute;
  27901. return this;
  27902. },
  27903. clone: function ( data ) {
  27904. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27905. ib.meshPerAttribute = this.meshPerAttribute;
  27906. return ib;
  27907. },
  27908. toJSON: function ( data ) {
  27909. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27910. json.isInstancedInterleavedBuffer = true;
  27911. json.meshPerAttribute = this.meshPerAttribute;
  27912. return json;
  27913. }
  27914. } );
  27915. /**
  27916. * @author mrdoob / http://mrdoob.com/
  27917. * @author bhouston / http://clara.io/
  27918. * @author stephomi / http://stephaneginier.com/
  27919. */
  27920. function Raycaster( origin, direction, near, far ) {
  27921. this.ray = new Ray( origin, direction );
  27922. // direction is assumed to be normalized (for accurate distance calculations)
  27923. this.near = near || 0;
  27924. this.far = far || Infinity;
  27925. this.camera = null;
  27926. this.layers = new Layers();
  27927. this.params = {
  27928. Mesh: {},
  27929. Line: { threshold: 1 },
  27930. LOD: {},
  27931. Points: { threshold: 1 },
  27932. Sprite: {}
  27933. };
  27934. Object.defineProperties( this.params, {
  27935. PointCloud: {
  27936. get: function () {
  27937. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27938. return this.Points;
  27939. }
  27940. }
  27941. } );
  27942. }
  27943. function ascSort( a, b ) {
  27944. return a.distance - b.distance;
  27945. }
  27946. function intersectObject( object, raycaster, intersects, recursive ) {
  27947. if ( object.layers.test( raycaster.layers ) ) {
  27948. object.raycast( raycaster, intersects );
  27949. }
  27950. if ( recursive === true ) {
  27951. var children = object.children;
  27952. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27953. intersectObject( children[ i ], raycaster, intersects, true );
  27954. }
  27955. }
  27956. }
  27957. Object.assign( Raycaster.prototype, {
  27958. set: function ( origin, direction ) {
  27959. // direction is assumed to be normalized (for accurate distance calculations)
  27960. this.ray.set( origin, direction );
  27961. },
  27962. setFromCamera: function ( coords, camera ) {
  27963. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27964. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27965. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27966. this.camera = camera;
  27967. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27968. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27969. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27970. this.camera = camera;
  27971. } else {
  27972. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27973. }
  27974. },
  27975. intersectObject: function ( object, recursive, optionalTarget ) {
  27976. var intersects = optionalTarget || [];
  27977. intersectObject( object, this, intersects, recursive );
  27978. intersects.sort( ascSort );
  27979. return intersects;
  27980. },
  27981. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27982. var intersects = optionalTarget || [];
  27983. if ( Array.isArray( objects ) === false ) {
  27984. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27985. return intersects;
  27986. }
  27987. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27988. intersectObject( objects[ i ], this, intersects, recursive );
  27989. }
  27990. intersects.sort( ascSort );
  27991. return intersects;
  27992. }
  27993. } );
  27994. /**
  27995. * @author bhouston / http://clara.io
  27996. * @author WestLangley / http://github.com/WestLangley
  27997. *
  27998. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27999. *
  28000. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  28001. * The azimuthal angle (theta) is measured from the positive z-axis.
  28002. */
  28003. function Spherical( radius, phi, theta ) {
  28004. this.radius = ( radius !== undefined ) ? radius : 1.0;
  28005. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  28006. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  28007. return this;
  28008. }
  28009. Object.assign( Spherical.prototype, {
  28010. set: function ( radius, phi, theta ) {
  28011. this.radius = radius;
  28012. this.phi = phi;
  28013. this.theta = theta;
  28014. return this;
  28015. },
  28016. clone: function () {
  28017. return new this.constructor().copy( this );
  28018. },
  28019. copy: function ( other ) {
  28020. this.radius = other.radius;
  28021. this.phi = other.phi;
  28022. this.theta = other.theta;
  28023. return this;
  28024. },
  28025. // restrict phi to be betwee EPS and PI-EPS
  28026. makeSafe: function () {
  28027. var EPS = 0.000001;
  28028. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  28029. return this;
  28030. },
  28031. setFromVector3: function ( v ) {
  28032. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28033. },
  28034. setFromCartesianCoords: function ( x, y, z ) {
  28035. this.radius = Math.sqrt( x * x + y * y + z * z );
  28036. if ( this.radius === 0 ) {
  28037. this.theta = 0;
  28038. this.phi = 0;
  28039. } else {
  28040. this.theta = Math.atan2( x, z );
  28041. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  28042. }
  28043. return this;
  28044. }
  28045. } );
  28046. /**
  28047. * @author Mugen87 / https://github.com/Mugen87
  28048. *
  28049. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  28050. *
  28051. */
  28052. function Cylindrical( radius, theta, y ) {
  28053. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  28054. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  28055. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  28056. return this;
  28057. }
  28058. Object.assign( Cylindrical.prototype, {
  28059. set: function ( radius, theta, y ) {
  28060. this.radius = radius;
  28061. this.theta = theta;
  28062. this.y = y;
  28063. return this;
  28064. },
  28065. clone: function () {
  28066. return new this.constructor().copy( this );
  28067. },
  28068. copy: function ( other ) {
  28069. this.radius = other.radius;
  28070. this.theta = other.theta;
  28071. this.y = other.y;
  28072. return this;
  28073. },
  28074. setFromVector3: function ( v ) {
  28075. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28076. },
  28077. setFromCartesianCoords: function ( x, y, z ) {
  28078. this.radius = Math.sqrt( x * x + z * z );
  28079. this.theta = Math.atan2( x, z );
  28080. this.y = y;
  28081. return this;
  28082. }
  28083. } );
  28084. /**
  28085. * @author bhouston / http://clara.io
  28086. */
  28087. var _vector$7 = new Vector2();
  28088. function Box2( min, max ) {
  28089. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  28090. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  28091. }
  28092. Object.assign( Box2.prototype, {
  28093. set: function ( min, max ) {
  28094. this.min.copy( min );
  28095. this.max.copy( max );
  28096. return this;
  28097. },
  28098. setFromPoints: function ( points ) {
  28099. this.makeEmpty();
  28100. for ( var i = 0, il = points.length; i < il; i ++ ) {
  28101. this.expandByPoint( points[ i ] );
  28102. }
  28103. return this;
  28104. },
  28105. setFromCenterAndSize: function ( center, size ) {
  28106. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  28107. this.min.copy( center ).sub( halfSize );
  28108. this.max.copy( center ).add( halfSize );
  28109. return this;
  28110. },
  28111. clone: function () {
  28112. return new this.constructor().copy( this );
  28113. },
  28114. copy: function ( box ) {
  28115. this.min.copy( box.min );
  28116. this.max.copy( box.max );
  28117. return this;
  28118. },
  28119. makeEmpty: function () {
  28120. this.min.x = this.min.y = + Infinity;
  28121. this.max.x = this.max.y = - Infinity;
  28122. return this;
  28123. },
  28124. isEmpty: function () {
  28125. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28126. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  28127. },
  28128. getCenter: function ( target ) {
  28129. if ( target === undefined ) {
  28130. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  28131. target = new Vector2();
  28132. }
  28133. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  28134. },
  28135. getSize: function ( target ) {
  28136. if ( target === undefined ) {
  28137. console.warn( 'THREE.Box2: .getSize() target is now required' );
  28138. target = new Vector2();
  28139. }
  28140. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  28141. },
  28142. expandByPoint: function ( point ) {
  28143. this.min.min( point );
  28144. this.max.max( point );
  28145. return this;
  28146. },
  28147. expandByVector: function ( vector ) {
  28148. this.min.sub( vector );
  28149. this.max.add( vector );
  28150. return this;
  28151. },
  28152. expandByScalar: function ( scalar ) {
  28153. this.min.addScalar( - scalar );
  28154. this.max.addScalar( scalar );
  28155. return this;
  28156. },
  28157. containsPoint: function ( point ) {
  28158. return point.x < this.min.x || point.x > this.max.x ||
  28159. point.y < this.min.y || point.y > this.max.y ? false : true;
  28160. },
  28161. containsBox: function ( box ) {
  28162. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  28163. this.min.y <= box.min.y && box.max.y <= this.max.y;
  28164. },
  28165. getParameter: function ( point, target ) {
  28166. // This can potentially have a divide by zero if the box
  28167. // has a size dimension of 0.
  28168. if ( target === undefined ) {
  28169. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  28170. target = new Vector2();
  28171. }
  28172. return target.set(
  28173. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  28174. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  28175. );
  28176. },
  28177. intersectsBox: function ( box ) {
  28178. // using 4 splitting planes to rule out intersections
  28179. return box.max.x < this.min.x || box.min.x > this.max.x ||
  28180. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28181. },
  28182. clampPoint: function ( point, target ) {
  28183. if ( target === undefined ) {
  28184. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28185. target = new Vector2();
  28186. }
  28187. return target.copy( point ).clamp( this.min, this.max );
  28188. },
  28189. distanceToPoint: function ( point ) {
  28190. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28191. return clampedPoint.sub( point ).length();
  28192. },
  28193. intersect: function ( box ) {
  28194. this.min.max( box.min );
  28195. this.max.min( box.max );
  28196. return this;
  28197. },
  28198. union: function ( box ) {
  28199. this.min.min( box.min );
  28200. this.max.max( box.max );
  28201. return this;
  28202. },
  28203. translate: function ( offset ) {
  28204. this.min.add( offset );
  28205. this.max.add( offset );
  28206. return this;
  28207. },
  28208. equals: function ( box ) {
  28209. return box.min.equals( this.min ) && box.max.equals( this.max );
  28210. }
  28211. } );
  28212. /**
  28213. * @author bhouston / http://clara.io
  28214. */
  28215. var _startP = new Vector3();
  28216. var _startEnd = new Vector3();
  28217. function Line3( start, end ) {
  28218. this.start = ( start !== undefined ) ? start : new Vector3();
  28219. this.end = ( end !== undefined ) ? end : new Vector3();
  28220. }
  28221. Object.assign( Line3.prototype, {
  28222. set: function ( start, end ) {
  28223. this.start.copy( start );
  28224. this.end.copy( end );
  28225. return this;
  28226. },
  28227. clone: function () {
  28228. return new this.constructor().copy( this );
  28229. },
  28230. copy: function ( line ) {
  28231. this.start.copy( line.start );
  28232. this.end.copy( line.end );
  28233. return this;
  28234. },
  28235. getCenter: function ( target ) {
  28236. if ( target === undefined ) {
  28237. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28238. target = new Vector3();
  28239. }
  28240. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28241. },
  28242. delta: function ( target ) {
  28243. if ( target === undefined ) {
  28244. console.warn( 'THREE.Line3: .delta() target is now required' );
  28245. target = new Vector3();
  28246. }
  28247. return target.subVectors( this.end, this.start );
  28248. },
  28249. distanceSq: function () {
  28250. return this.start.distanceToSquared( this.end );
  28251. },
  28252. distance: function () {
  28253. return this.start.distanceTo( this.end );
  28254. },
  28255. at: function ( t, target ) {
  28256. if ( target === undefined ) {
  28257. console.warn( 'THREE.Line3: .at() target is now required' );
  28258. target = new Vector3();
  28259. }
  28260. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28261. },
  28262. closestPointToPointParameter: function ( point, clampToLine ) {
  28263. _startP.subVectors( point, this.start );
  28264. _startEnd.subVectors( this.end, this.start );
  28265. var startEnd2 = _startEnd.dot( _startEnd );
  28266. var startEnd_startP = _startEnd.dot( _startP );
  28267. var t = startEnd_startP / startEnd2;
  28268. if ( clampToLine ) {
  28269. t = MathUtils.clamp( t, 0, 1 );
  28270. }
  28271. return t;
  28272. },
  28273. closestPointToPoint: function ( point, clampToLine, target ) {
  28274. var t = this.closestPointToPointParameter( point, clampToLine );
  28275. if ( target === undefined ) {
  28276. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28277. target = new Vector3();
  28278. }
  28279. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28280. },
  28281. applyMatrix4: function ( matrix ) {
  28282. this.start.applyMatrix4( matrix );
  28283. this.end.applyMatrix4( matrix );
  28284. return this;
  28285. },
  28286. equals: function ( line ) {
  28287. return line.start.equals( this.start ) && line.end.equals( this.end );
  28288. }
  28289. } );
  28290. /**
  28291. * @author alteredq / http://alteredqualia.com/
  28292. */
  28293. function ImmediateRenderObject( material ) {
  28294. Object3D.call( this );
  28295. this.material = material;
  28296. this.render = function ( /* renderCallback */ ) {};
  28297. this.hasPositions = false;
  28298. this.hasNormals = false;
  28299. this.hasColors = false;
  28300. this.hasUvs = false;
  28301. this.positionArray = null;
  28302. this.normalArray = null;
  28303. this.colorArray = null;
  28304. this.uvArray = null;
  28305. this.count = 0;
  28306. }
  28307. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28308. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28309. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28310. /**
  28311. * @author alteredq / http://alteredqualia.com/
  28312. * @author mrdoob / http://mrdoob.com/
  28313. * @author WestLangley / http://github.com/WestLangley
  28314. */
  28315. var _vector$8 = new Vector3();
  28316. function SpotLightHelper( light, color ) {
  28317. Object3D.call( this );
  28318. this.light = light;
  28319. this.light.updateMatrixWorld();
  28320. this.matrix = light.matrixWorld;
  28321. this.matrixAutoUpdate = false;
  28322. this.color = color;
  28323. var geometry = new BufferGeometry();
  28324. var positions = [
  28325. 0, 0, 0, 0, 0, 1,
  28326. 0, 0, 0, 1, 0, 1,
  28327. 0, 0, 0, - 1, 0, 1,
  28328. 0, 0, 0, 0, 1, 1,
  28329. 0, 0, 0, 0, - 1, 1
  28330. ];
  28331. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28332. var p1 = ( i / l ) * Math.PI * 2;
  28333. var p2 = ( j / l ) * Math.PI * 2;
  28334. positions.push(
  28335. Math.cos( p1 ), Math.sin( p1 ), 1,
  28336. Math.cos( p2 ), Math.sin( p2 ), 1
  28337. );
  28338. }
  28339. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28340. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28341. this.cone = new LineSegments( geometry, material );
  28342. this.add( this.cone );
  28343. this.update();
  28344. }
  28345. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28346. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28347. SpotLightHelper.prototype.dispose = function () {
  28348. this.cone.geometry.dispose();
  28349. this.cone.material.dispose();
  28350. };
  28351. SpotLightHelper.prototype.update = function () {
  28352. this.light.updateMatrixWorld();
  28353. var coneLength = this.light.distance ? this.light.distance : 1000;
  28354. var coneWidth = coneLength * Math.tan( this.light.angle );
  28355. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28356. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28357. this.cone.lookAt( _vector$8 );
  28358. if ( this.color !== undefined ) {
  28359. this.cone.material.color.set( this.color );
  28360. } else {
  28361. this.cone.material.color.copy( this.light.color );
  28362. }
  28363. };
  28364. /**
  28365. * @author Sean Griffin / http://twitter.com/sgrif
  28366. * @author Michael Guerrero / http://realitymeltdown.com
  28367. * @author mrdoob / http://mrdoob.com/
  28368. * @author ikerr / http://verold.com
  28369. * @author Mugen87 / https://github.com/Mugen87
  28370. */
  28371. var _vector$9 = new Vector3();
  28372. var _boneMatrix = new Matrix4();
  28373. var _matrixWorldInv = new Matrix4();
  28374. function getBoneList( object ) {
  28375. var boneList = [];
  28376. if ( object && object.isBone ) {
  28377. boneList.push( object );
  28378. }
  28379. for ( var i = 0; i < object.children.length; i ++ ) {
  28380. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28381. }
  28382. return boneList;
  28383. }
  28384. function SkeletonHelper( object ) {
  28385. var bones = getBoneList( object );
  28386. var geometry = new BufferGeometry();
  28387. var vertices = [];
  28388. var colors = [];
  28389. var color1 = new Color( 0, 0, 1 );
  28390. var color2 = new Color( 0, 1, 0 );
  28391. for ( var i = 0; i < bones.length; i ++ ) {
  28392. var bone = bones[ i ];
  28393. if ( bone.parent && bone.parent.isBone ) {
  28394. vertices.push( 0, 0, 0 );
  28395. vertices.push( 0, 0, 0 );
  28396. colors.push( color1.r, color1.g, color1.b );
  28397. colors.push( color2.r, color2.g, color2.b );
  28398. }
  28399. }
  28400. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28401. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28402. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28403. LineSegments.call( this, geometry, material );
  28404. this.type = 'SkeletonHelper';
  28405. this.root = object;
  28406. this.bones = bones;
  28407. this.matrix = object.matrixWorld;
  28408. this.matrixAutoUpdate = false;
  28409. }
  28410. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28411. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28412. SkeletonHelper.prototype.isSkeletonHelper = true;
  28413. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28414. var bones = this.bones;
  28415. var geometry = this.geometry;
  28416. var position = geometry.getAttribute( 'position' );
  28417. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28418. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28419. var bone = bones[ i ];
  28420. if ( bone.parent && bone.parent.isBone ) {
  28421. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28422. _vector$9.setFromMatrixPosition( _boneMatrix );
  28423. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28424. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28425. _vector$9.setFromMatrixPosition( _boneMatrix );
  28426. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28427. j += 2;
  28428. }
  28429. }
  28430. geometry.getAttribute( 'position' ).needsUpdate = true;
  28431. Object3D.prototype.updateMatrixWorld.call( this, force );
  28432. };
  28433. /**
  28434. * @author alteredq / http://alteredqualia.com/
  28435. * @author mrdoob / http://mrdoob.com/
  28436. */
  28437. function PointLightHelper( light, sphereSize, color ) {
  28438. this.light = light;
  28439. this.light.updateMatrixWorld();
  28440. this.color = color;
  28441. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28442. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28443. Mesh.call( this, geometry, material );
  28444. this.type = 'PointLightHelper';
  28445. this.matrix = this.light.matrixWorld;
  28446. this.matrixAutoUpdate = false;
  28447. this.update();
  28448. /*
  28449. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28450. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28451. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28452. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28453. const d = light.distance;
  28454. if ( d === 0.0 ) {
  28455. this.lightDistance.visible = false;
  28456. } else {
  28457. this.lightDistance.scale.set( d, d, d );
  28458. }
  28459. this.add( this.lightDistance );
  28460. */
  28461. }
  28462. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28463. PointLightHelper.prototype.constructor = PointLightHelper;
  28464. PointLightHelper.prototype.dispose = function () {
  28465. this.geometry.dispose();
  28466. this.material.dispose();
  28467. };
  28468. PointLightHelper.prototype.update = function () {
  28469. if ( this.color !== undefined ) {
  28470. this.material.color.set( this.color );
  28471. } else {
  28472. this.material.color.copy( this.light.color );
  28473. }
  28474. /*
  28475. const d = this.light.distance;
  28476. if ( d === 0.0 ) {
  28477. this.lightDistance.visible = false;
  28478. } else {
  28479. this.lightDistance.visible = true;
  28480. this.lightDistance.scale.set( d, d, d );
  28481. }
  28482. */
  28483. };
  28484. /**
  28485. * @author alteredq / http://alteredqualia.com/
  28486. * @author mrdoob / http://mrdoob.com/
  28487. * @author Mugen87 / https://github.com/Mugen87
  28488. */
  28489. var _vector$a = new Vector3();
  28490. var _color1 = new Color();
  28491. var _color2 = new Color();
  28492. function HemisphereLightHelper( light, size, color ) {
  28493. Object3D.call( this );
  28494. this.light = light;
  28495. this.light.updateMatrixWorld();
  28496. this.matrix = light.matrixWorld;
  28497. this.matrixAutoUpdate = false;
  28498. this.color = color;
  28499. var geometry = new OctahedronBufferGeometry( size );
  28500. geometry.rotateY( Math.PI * 0.5 );
  28501. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28502. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28503. var position = geometry.getAttribute( 'position' );
  28504. var colors = new Float32Array( position.count * 3 );
  28505. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28506. this.add( new Mesh( geometry, this.material ) );
  28507. this.update();
  28508. }
  28509. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28510. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28511. HemisphereLightHelper.prototype.dispose = function () {
  28512. this.children[ 0 ].geometry.dispose();
  28513. this.children[ 0 ].material.dispose();
  28514. };
  28515. HemisphereLightHelper.prototype.update = function () {
  28516. var mesh = this.children[ 0 ];
  28517. if ( this.color !== undefined ) {
  28518. this.material.color.set( this.color );
  28519. } else {
  28520. var colors = mesh.geometry.getAttribute( 'color' );
  28521. _color1.copy( this.light.color );
  28522. _color2.copy( this.light.groundColor );
  28523. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28524. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28525. colors.setXYZ( i, color.r, color.g, color.b );
  28526. }
  28527. colors.needsUpdate = true;
  28528. }
  28529. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28530. };
  28531. /**
  28532. * @author mrdoob / http://mrdoob.com/
  28533. */
  28534. function GridHelper( size, divisions, color1, color2 ) {
  28535. size = size || 10;
  28536. divisions = divisions || 10;
  28537. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28538. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28539. var center = divisions / 2;
  28540. var step = size / divisions;
  28541. var halfSize = size / 2;
  28542. var vertices = [], colors = [];
  28543. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28544. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28545. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28546. var color = i === center ? color1 : color2;
  28547. color.toArray( colors, j ); j += 3;
  28548. color.toArray( colors, j ); j += 3;
  28549. color.toArray( colors, j ); j += 3;
  28550. color.toArray( colors, j ); j += 3;
  28551. }
  28552. var geometry = new BufferGeometry();
  28553. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28554. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28555. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28556. LineSegments.call( this, geometry, material );
  28557. this.type = 'GridHelper';
  28558. }
  28559. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28560. constructor: GridHelper,
  28561. copy: function ( source ) {
  28562. LineSegments.prototype.copy.call( this, source );
  28563. this.geometry.copy( source.geometry );
  28564. this.material.copy( source.material );
  28565. return this;
  28566. },
  28567. clone: function () {
  28568. return new this.constructor().copy( this );
  28569. }
  28570. } );
  28571. /**
  28572. * @author mrdoob / http://mrdoob.com/
  28573. * @author Mugen87 / http://github.com/Mugen87
  28574. * @author Hectate / http://www.github.com/Hectate
  28575. */
  28576. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28577. radius = radius || 10;
  28578. radials = radials || 16;
  28579. circles = circles || 8;
  28580. divisions = divisions || 64;
  28581. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28582. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28583. var vertices = [];
  28584. var colors = [];
  28585. // create the radials
  28586. for ( var i = 0; i <= radials; i ++ ) {
  28587. var v = ( i / radials ) * ( Math.PI * 2 );
  28588. var x = Math.sin( v ) * radius;
  28589. var z = Math.cos( v ) * radius;
  28590. vertices.push( 0, 0, 0 );
  28591. vertices.push( x, 0, z );
  28592. var color = ( i & 1 ) ? color1 : color2;
  28593. colors.push( color.r, color.g, color.b );
  28594. colors.push( color.r, color.g, color.b );
  28595. }
  28596. // create the circles
  28597. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28598. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28599. var r = radius - ( radius / circles * i$1 );
  28600. for ( var j = 0; j < divisions; j ++ ) {
  28601. // first vertex
  28602. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28603. var x$1 = Math.sin( v$1 ) * r;
  28604. var z$1 = Math.cos( v$1 ) * r;
  28605. vertices.push( x$1, 0, z$1 );
  28606. colors.push( color$1.r, color$1.g, color$1.b );
  28607. // second vertex
  28608. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28609. x$1 = Math.sin( v$1 ) * r;
  28610. z$1 = Math.cos( v$1 ) * r;
  28611. vertices.push( x$1, 0, z$1 );
  28612. colors.push( color$1.r, color$1.g, color$1.b );
  28613. }
  28614. }
  28615. var geometry = new BufferGeometry();
  28616. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28617. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28618. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28619. LineSegments.call( this, geometry, material );
  28620. this.type = 'PolarGridHelper';
  28621. }
  28622. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28623. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28624. /**
  28625. * @author alteredq / http://alteredqualia.com/
  28626. * @author mrdoob / http://mrdoob.com/
  28627. * @author WestLangley / http://github.com/WestLangley
  28628. */
  28629. var _v1$5 = new Vector3();
  28630. var _v2$3 = new Vector3();
  28631. var _v3$1 = new Vector3();
  28632. function DirectionalLightHelper( light, size, color ) {
  28633. Object3D.call( this );
  28634. this.light = light;
  28635. this.light.updateMatrixWorld();
  28636. this.matrix = light.matrixWorld;
  28637. this.matrixAutoUpdate = false;
  28638. this.color = color;
  28639. if ( size === undefined ) { size = 1; }
  28640. var geometry = new BufferGeometry();
  28641. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28642. - size, size, 0,
  28643. size, size, 0,
  28644. size, - size, 0,
  28645. - size, - size, 0,
  28646. - size, size, 0
  28647. ], 3 ) );
  28648. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28649. this.lightPlane = new Line( geometry, material );
  28650. this.add( this.lightPlane );
  28651. geometry = new BufferGeometry();
  28652. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28653. this.targetLine = new Line( geometry, material );
  28654. this.add( this.targetLine );
  28655. this.update();
  28656. }
  28657. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28658. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28659. DirectionalLightHelper.prototype.dispose = function () {
  28660. this.lightPlane.geometry.dispose();
  28661. this.lightPlane.material.dispose();
  28662. this.targetLine.geometry.dispose();
  28663. this.targetLine.material.dispose();
  28664. };
  28665. DirectionalLightHelper.prototype.update = function () {
  28666. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28667. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28668. _v3$1.subVectors( _v2$3, _v1$5 );
  28669. this.lightPlane.lookAt( _v2$3 );
  28670. if ( this.color !== undefined ) {
  28671. this.lightPlane.material.color.set( this.color );
  28672. this.targetLine.material.color.set( this.color );
  28673. } else {
  28674. this.lightPlane.material.color.copy( this.light.color );
  28675. this.targetLine.material.color.copy( this.light.color );
  28676. }
  28677. this.targetLine.lookAt( _v2$3 );
  28678. this.targetLine.scale.z = _v3$1.length();
  28679. };
  28680. /**
  28681. * @author alteredq / http://alteredqualia.com/
  28682. * @author Mugen87 / https://github.com/Mugen87
  28683. *
  28684. * - shows frustum, line of sight and up of the camera
  28685. * - suitable for fast updates
  28686. * - based on frustum visualization in lightgl.js shadowmap example
  28687. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28688. */
  28689. var _vector$b = new Vector3();
  28690. var _camera = new Camera();
  28691. function CameraHelper( camera ) {
  28692. var geometry = new BufferGeometry();
  28693. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28694. var vertices = [];
  28695. var colors = [];
  28696. var pointMap = {};
  28697. // colors
  28698. var colorFrustum = new Color( 0xffaa00 );
  28699. var colorCone = new Color( 0xff0000 );
  28700. var colorUp = new Color( 0x00aaff );
  28701. var colorTarget = new Color( 0xffffff );
  28702. var colorCross = new Color( 0x333333 );
  28703. // near
  28704. addLine( 'n1', 'n2', colorFrustum );
  28705. addLine( 'n2', 'n4', colorFrustum );
  28706. addLine( 'n4', 'n3', colorFrustum );
  28707. addLine( 'n3', 'n1', colorFrustum );
  28708. // far
  28709. addLine( 'f1', 'f2', colorFrustum );
  28710. addLine( 'f2', 'f4', colorFrustum );
  28711. addLine( 'f4', 'f3', colorFrustum );
  28712. addLine( 'f3', 'f1', colorFrustum );
  28713. // sides
  28714. addLine( 'n1', 'f1', colorFrustum );
  28715. addLine( 'n2', 'f2', colorFrustum );
  28716. addLine( 'n3', 'f3', colorFrustum );
  28717. addLine( 'n4', 'f4', colorFrustum );
  28718. // cone
  28719. addLine( 'p', 'n1', colorCone );
  28720. addLine( 'p', 'n2', colorCone );
  28721. addLine( 'p', 'n3', colorCone );
  28722. addLine( 'p', 'n4', colorCone );
  28723. // up
  28724. addLine( 'u1', 'u2', colorUp );
  28725. addLine( 'u2', 'u3', colorUp );
  28726. addLine( 'u3', 'u1', colorUp );
  28727. // target
  28728. addLine( 'c', 't', colorTarget );
  28729. addLine( 'p', 'c', colorCross );
  28730. // cross
  28731. addLine( 'cn1', 'cn2', colorCross );
  28732. addLine( 'cn3', 'cn4', colorCross );
  28733. addLine( 'cf1', 'cf2', colorCross );
  28734. addLine( 'cf3', 'cf4', colorCross );
  28735. function addLine( a, b, color ) {
  28736. addPoint( a, color );
  28737. addPoint( b, color );
  28738. }
  28739. function addPoint( id, color ) {
  28740. vertices.push( 0, 0, 0 );
  28741. colors.push( color.r, color.g, color.b );
  28742. if ( pointMap[ id ] === undefined ) {
  28743. pointMap[ id ] = [];
  28744. }
  28745. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28746. }
  28747. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28748. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28749. LineSegments.call( this, geometry, material );
  28750. this.type = 'CameraHelper';
  28751. this.camera = camera;
  28752. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28753. this.matrix = camera.matrixWorld;
  28754. this.matrixAutoUpdate = false;
  28755. this.pointMap = pointMap;
  28756. this.update();
  28757. }
  28758. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28759. CameraHelper.prototype.constructor = CameraHelper;
  28760. CameraHelper.prototype.update = function () {
  28761. var geometry = this.geometry;
  28762. var pointMap = this.pointMap;
  28763. var w = 1, h = 1;
  28764. // we need just camera projection matrix inverse
  28765. // world matrix must be identity
  28766. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28767. // center / target
  28768. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28769. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28770. // near
  28771. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28772. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28773. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28774. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28775. // far
  28776. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28777. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28778. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28779. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28780. // up
  28781. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28782. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28783. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28784. // cross
  28785. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28786. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28787. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28788. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28789. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28790. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28791. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28792. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28793. geometry.getAttribute( 'position' ).needsUpdate = true;
  28794. };
  28795. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28796. _vector$b.set( x, y, z ).unproject( camera );
  28797. var points = pointMap[ point ];
  28798. if ( points !== undefined ) {
  28799. var position = geometry.getAttribute( 'position' );
  28800. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28801. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28802. }
  28803. }
  28804. }
  28805. /**
  28806. * @author mrdoob / http://mrdoob.com/
  28807. * @author Mugen87 / http://github.com/Mugen87
  28808. */
  28809. var _box$3 = new Box3();
  28810. function BoxHelper( object, color ) {
  28811. this.object = object;
  28812. if ( color === undefined ) { color = 0xffff00; }
  28813. 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 ] );
  28814. var positions = new Float32Array( 8 * 3 );
  28815. var geometry = new BufferGeometry();
  28816. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28817. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28818. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28819. this.type = 'BoxHelper';
  28820. this.matrixAutoUpdate = false;
  28821. this.update();
  28822. }
  28823. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28824. BoxHelper.prototype.constructor = BoxHelper;
  28825. BoxHelper.prototype.update = function ( object ) {
  28826. if ( object !== undefined ) {
  28827. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28828. }
  28829. if ( this.object !== undefined ) {
  28830. _box$3.setFromObject( this.object );
  28831. }
  28832. if ( _box$3.isEmpty() ) { return; }
  28833. var min = _box$3.min;
  28834. var max = _box$3.max;
  28835. /*
  28836. 5____4
  28837. 1/___0/|
  28838. | 6__|_7
  28839. 2/___3/
  28840. 0: max.x, max.y, max.z
  28841. 1: min.x, max.y, max.z
  28842. 2: min.x, min.y, max.z
  28843. 3: max.x, min.y, max.z
  28844. 4: max.x, max.y, min.z
  28845. 5: min.x, max.y, min.z
  28846. 6: min.x, min.y, min.z
  28847. 7: max.x, min.y, min.z
  28848. */
  28849. var position = this.geometry.attributes.position;
  28850. var array = position.array;
  28851. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28852. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28853. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28854. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28855. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28856. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28857. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28858. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28859. position.needsUpdate = true;
  28860. this.geometry.computeBoundingSphere();
  28861. };
  28862. BoxHelper.prototype.setFromObject = function ( object ) {
  28863. this.object = object;
  28864. this.update();
  28865. return this;
  28866. };
  28867. BoxHelper.prototype.copy = function ( source ) {
  28868. LineSegments.prototype.copy.call( this, source );
  28869. this.object = source.object;
  28870. return this;
  28871. };
  28872. BoxHelper.prototype.clone = function () {
  28873. return new this.constructor().copy( this );
  28874. };
  28875. /**
  28876. * @author WestLangley / http://github.com/WestLangley
  28877. */
  28878. function Box3Helper( box, color ) {
  28879. this.type = 'Box3Helper';
  28880. this.box = box;
  28881. if ( color === undefined ) { color = 0xffff00; }
  28882. 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 ] );
  28883. 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 ];
  28884. var geometry = new BufferGeometry();
  28885. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28886. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28887. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28888. this.type = 'Box3Helper';
  28889. this.geometry.computeBoundingSphere();
  28890. }
  28891. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28892. Box3Helper.prototype.constructor = Box3Helper;
  28893. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28894. var box = this.box;
  28895. if ( box.isEmpty() ) { return; }
  28896. box.getCenter( this.position );
  28897. box.getSize( this.scale );
  28898. this.scale.multiplyScalar( 0.5 );
  28899. Object3D.prototype.updateMatrixWorld.call( this, force );
  28900. };
  28901. /**
  28902. * @author WestLangley / http://github.com/WestLangley
  28903. */
  28904. function PlaneHelper( plane, size, hex ) {
  28905. this.plane = plane;
  28906. this.size = ( size === undefined ) ? 1 : size;
  28907. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28908. 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 ];
  28909. var geometry = new BufferGeometry();
  28910. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28911. geometry.computeBoundingSphere();
  28912. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28913. this.type = 'PlaneHelper';
  28914. //
  28915. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28916. var geometry2 = new BufferGeometry();
  28917. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28918. geometry2.computeBoundingSphere();
  28919. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28920. }
  28921. PlaneHelper.prototype = Object.create( Line.prototype );
  28922. PlaneHelper.prototype.constructor = PlaneHelper;
  28923. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28924. var scale = - this.plane.constant;
  28925. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28926. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28927. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28928. this.lookAt( this.plane.normal );
  28929. Object3D.prototype.updateMatrixWorld.call( this, force );
  28930. };
  28931. /**
  28932. * @author WestLangley / http://github.com/WestLangley
  28933. * @author zz85 / http://github.com/zz85
  28934. * @author bhouston / http://clara.io
  28935. *
  28936. * Creates an arrow for visualizing directions
  28937. *
  28938. * Parameters:
  28939. * dir - Vector3
  28940. * origin - Vector3
  28941. * length - Number
  28942. * color - color in hex value
  28943. * headLength - Number
  28944. * headWidth - Number
  28945. */
  28946. var _axis = new Vector3();
  28947. var _lineGeometry, _coneGeometry;
  28948. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28949. // dir is assumed to be normalized
  28950. Object3D.call( this );
  28951. this.type = 'ArrowHelper';
  28952. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28953. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28954. if ( length === undefined ) { length = 1; }
  28955. if ( color === undefined ) { color = 0xffff00; }
  28956. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28957. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28958. if ( _lineGeometry === undefined ) {
  28959. _lineGeometry = new BufferGeometry();
  28960. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28961. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28962. _coneGeometry.translate( 0, - 0.5, 0 );
  28963. }
  28964. this.position.copy( origin );
  28965. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28966. this.line.matrixAutoUpdate = false;
  28967. this.add( this.line );
  28968. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28969. this.cone.matrixAutoUpdate = false;
  28970. this.add( this.cone );
  28971. this.setDirection( dir );
  28972. this.setLength( length, headLength, headWidth );
  28973. }
  28974. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28975. ArrowHelper.prototype.constructor = ArrowHelper;
  28976. ArrowHelper.prototype.setDirection = function ( dir ) {
  28977. // dir is assumed to be normalized
  28978. if ( dir.y > 0.99999 ) {
  28979. this.quaternion.set( 0, 0, 0, 1 );
  28980. } else if ( dir.y < - 0.99999 ) {
  28981. this.quaternion.set( 1, 0, 0, 0 );
  28982. } else {
  28983. _axis.set( dir.z, 0, - dir.x ).normalize();
  28984. var radians = Math.acos( dir.y );
  28985. this.quaternion.setFromAxisAngle( _axis, radians );
  28986. }
  28987. };
  28988. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28989. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28990. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28991. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28992. this.line.updateMatrix();
  28993. this.cone.scale.set( headWidth, headLength, headWidth );
  28994. this.cone.position.y = length;
  28995. this.cone.updateMatrix();
  28996. };
  28997. ArrowHelper.prototype.setColor = function ( color ) {
  28998. this.line.material.color.set( color );
  28999. this.cone.material.color.set( color );
  29000. };
  29001. ArrowHelper.prototype.copy = function ( source ) {
  29002. Object3D.prototype.copy.call( this, source, false );
  29003. this.line.copy( source.line );
  29004. this.cone.copy( source.cone );
  29005. return this;
  29006. };
  29007. ArrowHelper.prototype.clone = function () {
  29008. return new this.constructor().copy( this );
  29009. };
  29010. /**
  29011. * @author sroucheray / http://sroucheray.org/
  29012. * @author mrdoob / http://mrdoob.com/
  29013. */
  29014. function AxesHelper( size ) {
  29015. size = size || 1;
  29016. var vertices = [
  29017. 0, 0, 0, size, 0, 0,
  29018. 0, 0, 0, 0, size, 0,
  29019. 0, 0, 0, 0, 0, size
  29020. ];
  29021. var colors = [
  29022. 1, 0, 0, 1, 0.6, 0,
  29023. 0, 1, 0, 0.6, 1, 0,
  29024. 0, 0, 1, 0, 0.6, 1
  29025. ];
  29026. var geometry = new BufferGeometry();
  29027. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  29028. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  29029. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  29030. LineSegments.call( this, geometry, material );
  29031. this.type = 'AxesHelper';
  29032. }
  29033. AxesHelper.prototype = Object.create( LineSegments.prototype );
  29034. AxesHelper.prototype.constructor = AxesHelper;
  29035. /**
  29036. * @author Emmett Lalish / elalish
  29037. *
  29038. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29039. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29040. * blur to be quickly accessed based on material roughness. It is packed into a
  29041. * special CubeUV format that allows us to perform custom interpolation so that
  29042. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29043. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29044. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29045. * higher roughness levels. In this way we maintain resolution to smoothly
  29046. * interpolate diffuse lighting while limiting sampling computation.
  29047. */
  29048. var LOD_MIN = 4;
  29049. var LOD_MAX = 8;
  29050. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  29051. // The standard deviations (radians) associated with the extra mips. These are
  29052. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29053. // geometric shadowing function. These sigma values squared must match the
  29054. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29055. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  29056. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29057. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29058. // samples and exit early, but not recompile the shader.
  29059. var MAX_SAMPLES = 20;
  29060. var ENCODINGS = {};
  29061. ENCODINGS[ LinearEncoding ] = 0;
  29062. ENCODINGS[ sRGBEncoding ] = 1;
  29063. ENCODINGS[ RGBEEncoding ] = 2;
  29064. ENCODINGS[ RGBM7Encoding ] = 3;
  29065. ENCODINGS[ RGBM16Encoding ] = 4;
  29066. ENCODINGS[ RGBDEncoding ] = 5;
  29067. ENCODINGS[ GammaEncoding ] = 6;
  29068. var _flatCamera = new OrthographicCamera();
  29069. var ref = _createPlanes();
  29070. var _lodPlanes = ref._lodPlanes;
  29071. var _sizeLods = ref._sizeLods;
  29072. var _sigmas = ref._sigmas;
  29073. var _oldTarget = null;
  29074. // Golden Ratio
  29075. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  29076. var INV_PHI = 1 / PHI;
  29077. // Vertices of a dodecahedron (except the opposites, which represent the
  29078. // same axis), used as axis directions evenly spread on a sphere.
  29079. var _axisDirections = [
  29080. new Vector3( 1, 1, 1 ),
  29081. new Vector3( - 1, 1, 1 ),
  29082. new Vector3( 1, 1, - 1 ),
  29083. new Vector3( - 1, 1, - 1 ),
  29084. new Vector3( 0, PHI, INV_PHI ),
  29085. new Vector3( 0, PHI, - INV_PHI ),
  29086. new Vector3( INV_PHI, 0, PHI ),
  29087. new Vector3( - INV_PHI, 0, PHI ),
  29088. new Vector3( PHI, INV_PHI, 0 ),
  29089. new Vector3( - PHI, INV_PHI, 0 ) ];
  29090. function PMREMGenerator( renderer ) {
  29091. this._renderer = renderer;
  29092. this._pingPongRenderTarget = null;
  29093. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  29094. this._equirectShader = null;
  29095. this._cubemapShader = null;
  29096. this._compileMaterial( this._blurMaterial );
  29097. }
  29098. PMREMGenerator.prototype = {
  29099. constructor: PMREMGenerator,
  29100. /**
  29101. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29102. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29103. * in radians to be applied to the scene before PMREM generation. Optional near
  29104. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29105. * is placed at the origin).
  29106. */
  29107. fromScene: function ( scene, sigma, near, far ) {
  29108. if ( sigma === void 0 ) sigma = 0;
  29109. if ( near === void 0 ) near = 0.1;
  29110. if ( far === void 0 ) far = 100;
  29111. _oldTarget = this._renderer.getRenderTarget();
  29112. var cubeUVRenderTarget = this._allocateTargets();
  29113. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  29114. if ( sigma > 0 ) {
  29115. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  29116. }
  29117. this._applyPMREM( cubeUVRenderTarget );
  29118. this._cleanup( cubeUVRenderTarget );
  29119. return cubeUVRenderTarget;
  29120. },
  29121. /**
  29122. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29123. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29124. * as this matches best with the 256 x 256 cubemap output.
  29125. */
  29126. fromEquirectangular: function ( equirectangular ) {
  29127. return this._fromTexture( equirectangular );
  29128. },
  29129. /**
  29130. * Generates a PMREM from an cubemap texture, which can be either LDR
  29131. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29132. * as this matches best with the 256 x 256 cubemap output.
  29133. */
  29134. fromCubemap: function ( cubemap ) {
  29135. return this._fromTexture( cubemap );
  29136. },
  29137. /**
  29138. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29139. * your texture's network fetch for increased concurrency.
  29140. */
  29141. compileCubemapShader: function () {
  29142. if ( this._cubemapShader === null ) {
  29143. this._cubemapShader = _getCubemapShader();
  29144. this._compileMaterial( this._cubemapShader );
  29145. }
  29146. },
  29147. /**
  29148. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29149. * your texture's network fetch for increased concurrency.
  29150. */
  29151. compileEquirectangularShader: function () {
  29152. if ( this._equirectShader === null ) {
  29153. this._equirectShader = _getEquirectShader();
  29154. this._compileMaterial( this._equirectShader );
  29155. }
  29156. },
  29157. /**
  29158. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29159. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29160. * one of them will cause any others to also become unusable.
  29161. */
  29162. dispose: function () {
  29163. this._blurMaterial.dispose();
  29164. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  29165. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  29166. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  29167. _lodPlanes[ i ].dispose();
  29168. }
  29169. },
  29170. // private interface
  29171. _cleanup: function ( outputTarget ) {
  29172. this._pingPongRenderTarget.dispose();
  29173. this._renderer.setRenderTarget( _oldTarget );
  29174. outputTarget.scissorTest = false;
  29175. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  29176. },
  29177. _fromTexture: function ( texture ) {
  29178. _oldTarget = this._renderer.getRenderTarget();
  29179. var cubeUVRenderTarget = this._allocateTargets( texture );
  29180. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29181. this._applyPMREM( cubeUVRenderTarget );
  29182. this._cleanup( cubeUVRenderTarget );
  29183. return cubeUVRenderTarget;
  29184. },
  29185. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29186. var params = {
  29187. magFilter: NearestFilter,
  29188. minFilter: NearestFilter,
  29189. generateMipmaps: false,
  29190. type: UnsignedByteType,
  29191. format: RGBEFormat,
  29192. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29193. depthBuffer: false,
  29194. stencilBuffer: false
  29195. };
  29196. var cubeUVRenderTarget = _createRenderTarget( params );
  29197. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29198. this._pingPongRenderTarget = _createRenderTarget( params );
  29199. return cubeUVRenderTarget;
  29200. },
  29201. _compileMaterial: function ( material ) {
  29202. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29203. this._renderer.compile( tmpMesh, _flatCamera );
  29204. },
  29205. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29206. var fov = 90;
  29207. var aspect = 1;
  29208. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29209. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29210. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29211. var renderer = this._renderer;
  29212. var outputEncoding = renderer.outputEncoding;
  29213. var toneMapping = renderer.toneMapping;
  29214. var clearColor = renderer.getClearColor();
  29215. var clearAlpha = renderer.getClearAlpha();
  29216. renderer.toneMapping = NoToneMapping;
  29217. renderer.outputEncoding = LinearEncoding;
  29218. var background = scene.background;
  29219. if ( background && background.isColor ) {
  29220. background.convertSRGBToLinear();
  29221. // Convert linear to RGBE
  29222. var maxComponent = Math.max( background.r, background.g, background.b );
  29223. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29224. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29225. var alpha = ( fExp + 128.0 ) / 255.0;
  29226. renderer.setClearColor( background, alpha );
  29227. scene.background = null;
  29228. }
  29229. for ( var i = 0; i < 6; i ++ ) {
  29230. var col = i % 3;
  29231. if ( col == 0 ) {
  29232. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29233. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29234. } else if ( col == 1 ) {
  29235. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29236. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29237. } else {
  29238. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29239. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29240. }
  29241. _setViewport( cubeUVRenderTarget,
  29242. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29243. renderer.setRenderTarget( cubeUVRenderTarget );
  29244. renderer.render( scene, cubeCamera );
  29245. }
  29246. renderer.toneMapping = toneMapping;
  29247. renderer.outputEncoding = outputEncoding;
  29248. renderer.setClearColor( clearColor, clearAlpha );
  29249. },
  29250. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29251. var renderer = this._renderer;
  29252. if ( texture.isCubeTexture ) {
  29253. if ( this._cubemapShader == null ) {
  29254. this._cubemapShader = _getCubemapShader();
  29255. }
  29256. } else {
  29257. if ( this._equirectShader == null ) {
  29258. this._equirectShader = _getEquirectShader();
  29259. }
  29260. }
  29261. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29262. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29263. var uniforms = material.uniforms;
  29264. uniforms[ 'envMap' ].value = texture;
  29265. if ( ! texture.isCubeTexture ) {
  29266. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29267. }
  29268. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29269. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29270. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29271. renderer.setRenderTarget( cubeUVRenderTarget );
  29272. renderer.render( mesh, _flatCamera );
  29273. },
  29274. _applyPMREM: function ( cubeUVRenderTarget ) {
  29275. var renderer = this._renderer;
  29276. var autoClear = renderer.autoClear;
  29277. renderer.autoClear = false;
  29278. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29279. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29280. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29281. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29282. }
  29283. renderer.autoClear = autoClear;
  29284. },
  29285. /**
  29286. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29287. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29288. * the blur latitudinally (around the poles), and then longitudinally (towards
  29289. * the poles) to approximate the orthogonally-separable blur. It is least
  29290. * accurate at the poles, but still does a decent job.
  29291. */
  29292. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29293. var pingPongRenderTarget = this._pingPongRenderTarget;
  29294. this._halfBlur(
  29295. cubeUVRenderTarget,
  29296. pingPongRenderTarget,
  29297. lodIn,
  29298. lodOut,
  29299. sigma,
  29300. 'latitudinal',
  29301. poleAxis );
  29302. this._halfBlur(
  29303. pingPongRenderTarget,
  29304. cubeUVRenderTarget,
  29305. lodOut,
  29306. lodOut,
  29307. sigma,
  29308. 'longitudinal',
  29309. poleAxis );
  29310. },
  29311. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29312. var renderer = this._renderer;
  29313. var blurMaterial = this._blurMaterial;
  29314. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29315. console.error(
  29316. 'blur direction must be either latitudinal or longitudinal!' );
  29317. }
  29318. // Number of standard deviations at which to cut off the discrete approximation.
  29319. var STANDARD_DEVIATIONS = 3;
  29320. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29321. var blurUniforms = blurMaterial.uniforms;
  29322. var pixels = _sizeLods[ lodIn ] - 1;
  29323. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29324. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29325. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29326. if ( samples > MAX_SAMPLES ) {
  29327. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29328. }
  29329. var weights = [];
  29330. var sum = 0;
  29331. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29332. var x$1 = i / sigmaPixels;
  29333. var weight = Math.exp( - x$1 * x$1 / 2 );
  29334. weights.push( weight );
  29335. if ( i == 0 ) {
  29336. sum += weight;
  29337. } else if ( i < samples ) {
  29338. sum += 2 * weight;
  29339. }
  29340. }
  29341. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29342. weights[ i$1 ] = weights[ i$1 ] / sum;
  29343. }
  29344. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29345. blurUniforms[ 'samples' ].value = samples;
  29346. blurUniforms[ 'weights' ].value = weights;
  29347. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29348. if ( poleAxis ) {
  29349. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29350. }
  29351. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29352. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29353. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29354. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29355. var outputSize = _sizeLods[ lodOut ];
  29356. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29357. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29358. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29359. renderer.setRenderTarget( targetOut );
  29360. renderer.render( blurMesh, _flatCamera );
  29361. }
  29362. };
  29363. function _isLDR( texture ) {
  29364. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29365. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29366. }
  29367. function _createPlanes() {
  29368. var _lodPlanes = [];
  29369. var _sizeLods = [];
  29370. var _sigmas = [];
  29371. var lod = LOD_MAX;
  29372. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29373. var sizeLod = Math.pow( 2, lod );
  29374. _sizeLods.push( sizeLod );
  29375. var sigma = 1.0 / sizeLod;
  29376. if ( i > LOD_MAX - LOD_MIN ) {
  29377. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29378. } else if ( i == 0 ) {
  29379. sigma = 0;
  29380. }
  29381. _sigmas.push( sigma );
  29382. var texelSize = 1.0 / ( sizeLod - 1 );
  29383. var min = - texelSize / 2;
  29384. var max = 1 + texelSize / 2;
  29385. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29386. var cubeFaces = 6;
  29387. var vertices = 6;
  29388. var positionSize = 3;
  29389. var uvSize = 2;
  29390. var faceIndexSize = 1;
  29391. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29392. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29393. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29394. for ( var face = 0; face < cubeFaces; face ++ ) {
  29395. var x = ( face % 3 ) * 2 / 3 - 1;
  29396. var y = face > 2 ? 0 : - 1;
  29397. var coordinates = [
  29398. x, y, 0,
  29399. x + 2 / 3, y, 0,
  29400. x + 2 / 3, y + 1, 0,
  29401. x, y, 0,
  29402. x + 2 / 3, y + 1, 0,
  29403. x, y + 1, 0
  29404. ];
  29405. position.set( coordinates, positionSize * vertices * face );
  29406. uv.set( uv1, uvSize * vertices * face );
  29407. var fill = [ face, face, face, face, face, face ];
  29408. faceIndex.set( fill, faceIndexSize * vertices * face );
  29409. }
  29410. var planes = new BufferGeometry();
  29411. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29412. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29413. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29414. _lodPlanes.push( planes );
  29415. if ( lod > LOD_MIN ) {
  29416. lod --;
  29417. }
  29418. }
  29419. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29420. }
  29421. function _createRenderTarget( params ) {
  29422. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29423. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29424. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29425. cubeUVRenderTarget.scissorTest = true;
  29426. return cubeUVRenderTarget;
  29427. }
  29428. function _setViewport( target, x, y, width, height ) {
  29429. target.viewport.set( x, y, width, height );
  29430. target.scissor.set( x, y, width, height );
  29431. }
  29432. function _getBlurShader( maxSamples ) {
  29433. var weights = new Float32Array( maxSamples );
  29434. var poleAxis = new Vector3( 0, 1, 0 );
  29435. var shaderMaterial = new RawShaderMaterial( {
  29436. name: 'SphericalGaussianBlur',
  29437. defines: { 'n': maxSamples },
  29438. uniforms: {
  29439. 'envMap': { value: null },
  29440. 'samples': { value: 1 },
  29441. 'weights': { value: weights },
  29442. 'latitudinal': { value: false },
  29443. 'dTheta': { value: 0 },
  29444. 'mipInt': { value: 0 },
  29445. 'poleAxis': { value: poleAxis },
  29446. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29447. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29448. },
  29449. vertexShader: _getCommonVertexShader(),
  29450. 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"),
  29451. blending: NoBlending,
  29452. depthTest: false,
  29453. depthWrite: false
  29454. } );
  29455. return shaderMaterial;
  29456. }
  29457. function _getEquirectShader() {
  29458. var texelSize = new Vector2( 1, 1 );
  29459. var shaderMaterial = new RawShaderMaterial( {
  29460. name: 'EquirectangularToCubeUV',
  29461. uniforms: {
  29462. 'envMap': { value: null },
  29463. 'texelSize': { value: texelSize },
  29464. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29465. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29466. },
  29467. vertexShader: _getCommonVertexShader(),
  29468. 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"),
  29469. blending: NoBlending,
  29470. depthTest: false,
  29471. depthWrite: false
  29472. } );
  29473. return shaderMaterial;
  29474. }
  29475. function _getCubemapShader() {
  29476. var shaderMaterial = new RawShaderMaterial( {
  29477. name: 'CubemapToCubeUV',
  29478. uniforms: {
  29479. 'envMap': { value: null },
  29480. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29481. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29482. },
  29483. vertexShader: _getCommonVertexShader(),
  29484. 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"),
  29485. blending: NoBlending,
  29486. depthTest: false,
  29487. depthWrite: false
  29488. } );
  29489. return shaderMaterial;
  29490. }
  29491. function _getCommonVertexShader() {
  29492. 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";
  29493. }
  29494. function _getEncodings() {
  29495. 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";
  29496. }
  29497. /**
  29498. * @author mrdoob / http://mrdoob.com/
  29499. */
  29500. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29501. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29502. return new Face3( a, b, c, normal, color, materialIndex );
  29503. }
  29504. var LineStrip = 0;
  29505. var LinePieces = 1;
  29506. var NoColors = 0;
  29507. var FaceColors = 1;
  29508. var VertexColors = 2;
  29509. function MeshFaceMaterial( materials ) {
  29510. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29511. return materials;
  29512. }
  29513. function MultiMaterial( materials ) {
  29514. if ( materials === undefined ) { materials = []; }
  29515. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29516. materials.isMultiMaterial = true;
  29517. materials.materials = materials;
  29518. materials.clone = function () {
  29519. return materials.slice();
  29520. };
  29521. return materials;
  29522. }
  29523. function PointCloud( geometry, material ) {
  29524. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29525. return new Points( geometry, material );
  29526. }
  29527. function Particle( material ) {
  29528. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29529. return new Sprite( material );
  29530. }
  29531. function ParticleSystem( geometry, material ) {
  29532. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29533. return new Points( geometry, material );
  29534. }
  29535. function PointCloudMaterial( parameters ) {
  29536. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29537. return new PointsMaterial( parameters );
  29538. }
  29539. function ParticleBasicMaterial( parameters ) {
  29540. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29541. return new PointsMaterial( parameters );
  29542. }
  29543. function ParticleSystemMaterial( parameters ) {
  29544. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29545. return new PointsMaterial( parameters );
  29546. }
  29547. function Vertex( x, y, z ) {
  29548. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29549. return new Vector3( x, y, z );
  29550. }
  29551. //
  29552. function DynamicBufferAttribute( array, itemSize ) {
  29553. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29554. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29555. }
  29556. function Int8Attribute( array, itemSize ) {
  29557. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29558. return new Int8BufferAttribute( array, itemSize );
  29559. }
  29560. function Uint8Attribute( array, itemSize ) {
  29561. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29562. return new Uint8BufferAttribute( array, itemSize );
  29563. }
  29564. function Uint8ClampedAttribute( array, itemSize ) {
  29565. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29566. return new Uint8ClampedBufferAttribute( array, itemSize );
  29567. }
  29568. function Int16Attribute( array, itemSize ) {
  29569. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29570. return new Int16BufferAttribute( array, itemSize );
  29571. }
  29572. function Uint16Attribute( array, itemSize ) {
  29573. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29574. return new Uint16BufferAttribute( array, itemSize );
  29575. }
  29576. function Int32Attribute( array, itemSize ) {
  29577. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29578. return new Int32BufferAttribute( array, itemSize );
  29579. }
  29580. function Uint32Attribute( array, itemSize ) {
  29581. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29582. return new Uint32BufferAttribute( array, itemSize );
  29583. }
  29584. function Float32Attribute( array, itemSize ) {
  29585. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29586. return new Float32BufferAttribute( array, itemSize );
  29587. }
  29588. function Float64Attribute( array, itemSize ) {
  29589. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29590. return new Float64BufferAttribute( array, itemSize );
  29591. }
  29592. //
  29593. Curve.create = function ( construct, getPoint ) {
  29594. console.log( 'THREE.Curve.create() has been deprecated' );
  29595. construct.prototype = Object.create( Curve.prototype );
  29596. construct.prototype.constructor = construct;
  29597. construct.prototype.getPoint = getPoint;
  29598. return construct;
  29599. };
  29600. //
  29601. Object.assign( CurvePath.prototype, {
  29602. createPointsGeometry: function ( divisions ) {
  29603. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29604. // generate geometry from path points (for Line or Points objects)
  29605. var pts = this.getPoints( divisions );
  29606. return this.createGeometry( pts );
  29607. },
  29608. createSpacedPointsGeometry: function ( divisions ) {
  29609. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29610. // generate geometry from equidistant sampling along the path
  29611. var pts = this.getSpacedPoints( divisions );
  29612. return this.createGeometry( pts );
  29613. },
  29614. createGeometry: function ( points ) {
  29615. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29616. var geometry = new Geometry();
  29617. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29618. var point = points[ i ];
  29619. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29620. }
  29621. return geometry;
  29622. }
  29623. } );
  29624. //
  29625. Object.assign( Path.prototype, {
  29626. fromPoints: function ( points ) {
  29627. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29628. return this.setFromPoints( points );
  29629. }
  29630. } );
  29631. //
  29632. function ClosedSplineCurve3( points ) {
  29633. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29634. CatmullRomCurve3.call( this, points );
  29635. this.type = 'catmullrom';
  29636. this.closed = true;
  29637. }
  29638. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29639. //
  29640. function SplineCurve3( points ) {
  29641. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29642. CatmullRomCurve3.call( this, points );
  29643. this.type = 'catmullrom';
  29644. }
  29645. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29646. //
  29647. function Spline( points ) {
  29648. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29649. CatmullRomCurve3.call( this, points );
  29650. this.type = 'catmullrom';
  29651. }
  29652. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29653. Object.assign( Spline.prototype, {
  29654. initFromArray: function ( /* a */ ) {
  29655. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29656. },
  29657. getControlPointsArray: function ( /* optionalTarget */ ) {
  29658. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29659. },
  29660. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29661. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29662. }
  29663. } );
  29664. //
  29665. function AxisHelper( size ) {
  29666. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29667. return new AxesHelper( size );
  29668. }
  29669. function BoundingBoxHelper( object, color ) {
  29670. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29671. return new BoxHelper( object, color );
  29672. }
  29673. function EdgesHelper( object, hex ) {
  29674. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29675. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29676. }
  29677. GridHelper.prototype.setColors = function () {
  29678. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29679. };
  29680. SkeletonHelper.prototype.update = function () {
  29681. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29682. };
  29683. function WireframeHelper( object, hex ) {
  29684. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29685. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29686. }
  29687. //
  29688. Object.assign( Loader.prototype, {
  29689. extractUrlBase: function ( url ) {
  29690. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29691. return LoaderUtils.extractUrlBase( url );
  29692. }
  29693. } );
  29694. Loader.Handlers = {
  29695. add: function ( /* regex, loader */ ) {
  29696. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29697. },
  29698. get: function ( /* file */ ) {
  29699. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29700. }
  29701. };
  29702. function XHRLoader( manager ) {
  29703. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29704. return new FileLoader( manager );
  29705. }
  29706. function BinaryTextureLoader( manager ) {
  29707. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29708. return new DataTextureLoader( manager );
  29709. }
  29710. Object.assign( ObjectLoader.prototype, {
  29711. setTexturePath: function ( value ) {
  29712. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29713. return this.setResourcePath( value );
  29714. }
  29715. } );
  29716. //
  29717. Object.assign( Box2.prototype, {
  29718. center: function ( optionalTarget ) {
  29719. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29720. return this.getCenter( optionalTarget );
  29721. },
  29722. empty: function () {
  29723. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29724. return this.isEmpty();
  29725. },
  29726. isIntersectionBox: function ( box ) {
  29727. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29728. return this.intersectsBox( box );
  29729. },
  29730. size: function ( optionalTarget ) {
  29731. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29732. return this.getSize( optionalTarget );
  29733. }
  29734. } );
  29735. Object.assign( Box3.prototype, {
  29736. center: function ( optionalTarget ) {
  29737. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29738. return this.getCenter( optionalTarget );
  29739. },
  29740. empty: function () {
  29741. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29742. return this.isEmpty();
  29743. },
  29744. isIntersectionBox: function ( box ) {
  29745. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29746. return this.intersectsBox( box );
  29747. },
  29748. isIntersectionSphere: function ( sphere ) {
  29749. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29750. return this.intersectsSphere( sphere );
  29751. },
  29752. size: function ( optionalTarget ) {
  29753. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29754. return this.getSize( optionalTarget );
  29755. }
  29756. } );
  29757. Object.assign( Sphere.prototype, {
  29758. empty: function () {
  29759. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29760. return this.isEmpty();
  29761. },
  29762. } );
  29763. Frustum.prototype.setFromMatrix = function ( m ) {
  29764. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29765. return this.setFromProjectionMatrix( m );
  29766. };
  29767. Line3.prototype.center = function ( optionalTarget ) {
  29768. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29769. return this.getCenter( optionalTarget );
  29770. };
  29771. Object.assign( MathUtils, {
  29772. random16: function () {
  29773. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29774. return Math.random();
  29775. },
  29776. nearestPowerOfTwo: function ( value ) {
  29777. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29778. return MathUtils.floorPowerOfTwo( value );
  29779. },
  29780. nextPowerOfTwo: function ( value ) {
  29781. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29782. return MathUtils.ceilPowerOfTwo( value );
  29783. }
  29784. } );
  29785. Object.assign( Matrix3.prototype, {
  29786. flattenToArrayOffset: function ( array, offset ) {
  29787. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29788. return this.toArray( array, offset );
  29789. },
  29790. multiplyVector3: function ( vector ) {
  29791. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29792. return vector.applyMatrix3( this );
  29793. },
  29794. multiplyVector3Array: function ( /* a */ ) {
  29795. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29796. },
  29797. applyToBufferAttribute: function ( attribute ) {
  29798. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29799. return attribute.applyMatrix3( this );
  29800. },
  29801. applyToVector3Array: function ( /* array, offset, length */ ) {
  29802. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29803. }
  29804. } );
  29805. Object.assign( Matrix4.prototype, {
  29806. extractPosition: function ( m ) {
  29807. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29808. return this.copyPosition( m );
  29809. },
  29810. flattenToArrayOffset: function ( array, offset ) {
  29811. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29812. return this.toArray( array, offset );
  29813. },
  29814. getPosition: function () {
  29815. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29816. return new Vector3().setFromMatrixColumn( this, 3 );
  29817. },
  29818. setRotationFromQuaternion: function ( q ) {
  29819. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29820. return this.makeRotationFromQuaternion( q );
  29821. },
  29822. multiplyToArray: function () {
  29823. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29824. },
  29825. multiplyVector3: function ( vector ) {
  29826. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29827. return vector.applyMatrix4( this );
  29828. },
  29829. multiplyVector4: function ( vector ) {
  29830. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29831. return vector.applyMatrix4( this );
  29832. },
  29833. multiplyVector3Array: function ( /* a */ ) {
  29834. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29835. },
  29836. rotateAxis: function ( v ) {
  29837. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29838. v.transformDirection( this );
  29839. },
  29840. crossVector: function ( vector ) {
  29841. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29842. return vector.applyMatrix4( this );
  29843. },
  29844. translate: function () {
  29845. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29846. },
  29847. rotateX: function () {
  29848. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29849. },
  29850. rotateY: function () {
  29851. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29852. },
  29853. rotateZ: function () {
  29854. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29855. },
  29856. rotateByAxis: function () {
  29857. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29858. },
  29859. applyToBufferAttribute: function ( attribute ) {
  29860. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29861. return attribute.applyMatrix4( this );
  29862. },
  29863. applyToVector3Array: function ( /* array, offset, length */ ) {
  29864. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29865. },
  29866. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29867. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29868. return this.makePerspective( left, right, top, bottom, near, far );
  29869. }
  29870. } );
  29871. Plane.prototype.isIntersectionLine = function ( line ) {
  29872. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29873. return this.intersectsLine( line );
  29874. };
  29875. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29876. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29877. return vector.applyQuaternion( this );
  29878. };
  29879. Object.assign( Ray.prototype, {
  29880. isIntersectionBox: function ( box ) {
  29881. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29882. return this.intersectsBox( box );
  29883. },
  29884. isIntersectionPlane: function ( plane ) {
  29885. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29886. return this.intersectsPlane( plane );
  29887. },
  29888. isIntersectionSphere: function ( sphere ) {
  29889. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29890. return this.intersectsSphere( sphere );
  29891. }
  29892. } );
  29893. Object.assign( Triangle.prototype, {
  29894. area: function () {
  29895. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29896. return this.getArea();
  29897. },
  29898. barycoordFromPoint: function ( point, target ) {
  29899. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29900. return this.getBarycoord( point, target );
  29901. },
  29902. midpoint: function ( target ) {
  29903. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29904. return this.getMidpoint( target );
  29905. },
  29906. normal: function ( target ) {
  29907. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29908. return this.getNormal( target );
  29909. },
  29910. plane: function ( target ) {
  29911. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29912. return this.getPlane( target );
  29913. }
  29914. } );
  29915. Object.assign( Triangle, {
  29916. barycoordFromPoint: function ( point, a, b, c, target ) {
  29917. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29918. return Triangle.getBarycoord( point, a, b, c, target );
  29919. },
  29920. normal: function ( a, b, c, target ) {
  29921. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29922. return Triangle.getNormal( a, b, c, target );
  29923. }
  29924. } );
  29925. Object.assign( Shape.prototype, {
  29926. extractAllPoints: function ( divisions ) {
  29927. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29928. return this.extractPoints( divisions );
  29929. },
  29930. extrude: function ( options ) {
  29931. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29932. return new ExtrudeGeometry( this, options );
  29933. },
  29934. makeGeometry: function ( options ) {
  29935. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29936. return new ShapeGeometry( this, options );
  29937. }
  29938. } );
  29939. Object.assign( Vector2.prototype, {
  29940. fromAttribute: function ( attribute, index, offset ) {
  29941. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29942. return this.fromBufferAttribute( attribute, index, offset );
  29943. },
  29944. distanceToManhattan: function ( v ) {
  29945. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29946. return this.manhattanDistanceTo( v );
  29947. },
  29948. lengthManhattan: function () {
  29949. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29950. return this.manhattanLength();
  29951. }
  29952. } );
  29953. Object.assign( Vector3.prototype, {
  29954. setEulerFromRotationMatrix: function () {
  29955. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29956. },
  29957. setEulerFromQuaternion: function () {
  29958. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29959. },
  29960. getPositionFromMatrix: function ( m ) {
  29961. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29962. return this.setFromMatrixPosition( m );
  29963. },
  29964. getScaleFromMatrix: function ( m ) {
  29965. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29966. return this.setFromMatrixScale( m );
  29967. },
  29968. getColumnFromMatrix: function ( index, matrix ) {
  29969. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29970. return this.setFromMatrixColumn( matrix, index );
  29971. },
  29972. applyProjection: function ( m ) {
  29973. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29974. return this.applyMatrix4( m );
  29975. },
  29976. fromAttribute: function ( attribute, index, offset ) {
  29977. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29978. return this.fromBufferAttribute( attribute, index, offset );
  29979. },
  29980. distanceToManhattan: function ( v ) {
  29981. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29982. return this.manhattanDistanceTo( v );
  29983. },
  29984. lengthManhattan: function () {
  29985. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29986. return this.manhattanLength();
  29987. }
  29988. } );
  29989. Object.assign( Vector4.prototype, {
  29990. fromAttribute: function ( attribute, index, offset ) {
  29991. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29992. return this.fromBufferAttribute( attribute, index, offset );
  29993. },
  29994. lengthManhattan: function () {
  29995. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29996. return this.manhattanLength();
  29997. }
  29998. } );
  29999. //
  30000. Object.assign( Geometry.prototype, {
  30001. computeTangents: function () {
  30002. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  30003. },
  30004. computeLineDistances: function () {
  30005. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  30006. },
  30007. applyMatrix: function ( matrix ) {
  30008. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30009. return this.applyMatrix4( matrix );
  30010. }
  30011. } );
  30012. Object.assign( Object3D.prototype, {
  30013. getChildByName: function ( name ) {
  30014. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  30015. return this.getObjectByName( name );
  30016. },
  30017. renderDepth: function () {
  30018. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  30019. },
  30020. translate: function ( distance, axis ) {
  30021. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  30022. return this.translateOnAxis( axis, distance );
  30023. },
  30024. getWorldRotation: function () {
  30025. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  30026. },
  30027. applyMatrix: function ( matrix ) {
  30028. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  30029. return this.applyMatrix4( matrix );
  30030. }
  30031. } );
  30032. Object.defineProperties( Object3D.prototype, {
  30033. eulerOrder: {
  30034. get: function () {
  30035. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30036. return this.rotation.order;
  30037. },
  30038. set: function ( value ) {
  30039. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30040. this.rotation.order = value;
  30041. }
  30042. },
  30043. useQuaternion: {
  30044. get: function () {
  30045. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30046. },
  30047. set: function () {
  30048. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30049. }
  30050. }
  30051. } );
  30052. Object.assign( Mesh.prototype, {
  30053. setDrawMode: function () {
  30054. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30055. },
  30056. } );
  30057. Object.defineProperties( Mesh.prototype, {
  30058. drawMode: {
  30059. get: function () {
  30060. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  30061. return TrianglesDrawMode;
  30062. },
  30063. set: function () {
  30064. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30065. }
  30066. }
  30067. } );
  30068. Object.defineProperties( LOD.prototype, {
  30069. objects: {
  30070. get: function () {
  30071. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  30072. return this.levels;
  30073. }
  30074. }
  30075. } );
  30076. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  30077. get: function () {
  30078. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30079. },
  30080. set: function () {
  30081. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30082. }
  30083. } );
  30084. SkinnedMesh.prototype.initBones = function () {
  30085. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  30086. };
  30087. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  30088. get: function () {
  30089. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30090. return this.arcLengthDivisions;
  30091. },
  30092. set: function ( value ) {
  30093. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30094. this.arcLengthDivisions = value;
  30095. }
  30096. } );
  30097. //
  30098. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30099. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30100. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30101. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  30102. this.setFocalLength( focalLength );
  30103. };
  30104. //
  30105. Object.defineProperties( Light.prototype, {
  30106. onlyShadow: {
  30107. set: function () {
  30108. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30109. }
  30110. },
  30111. shadowCameraFov: {
  30112. set: function ( value ) {
  30113. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30114. this.shadow.camera.fov = value;
  30115. }
  30116. },
  30117. shadowCameraLeft: {
  30118. set: function ( value ) {
  30119. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30120. this.shadow.camera.left = value;
  30121. }
  30122. },
  30123. shadowCameraRight: {
  30124. set: function ( value ) {
  30125. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30126. this.shadow.camera.right = value;
  30127. }
  30128. },
  30129. shadowCameraTop: {
  30130. set: function ( value ) {
  30131. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30132. this.shadow.camera.top = value;
  30133. }
  30134. },
  30135. shadowCameraBottom: {
  30136. set: function ( value ) {
  30137. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30138. this.shadow.camera.bottom = value;
  30139. }
  30140. },
  30141. shadowCameraNear: {
  30142. set: function ( value ) {
  30143. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30144. this.shadow.camera.near = value;
  30145. }
  30146. },
  30147. shadowCameraFar: {
  30148. set: function ( value ) {
  30149. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30150. this.shadow.camera.far = value;
  30151. }
  30152. },
  30153. shadowCameraVisible: {
  30154. set: function () {
  30155. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30156. }
  30157. },
  30158. shadowBias: {
  30159. set: function ( value ) {
  30160. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30161. this.shadow.bias = value;
  30162. }
  30163. },
  30164. shadowDarkness: {
  30165. set: function () {
  30166. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30167. }
  30168. },
  30169. shadowMapWidth: {
  30170. set: function ( value ) {
  30171. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30172. this.shadow.mapSize.width = value;
  30173. }
  30174. },
  30175. shadowMapHeight: {
  30176. set: function ( value ) {
  30177. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30178. this.shadow.mapSize.height = value;
  30179. }
  30180. }
  30181. } );
  30182. //
  30183. Object.defineProperties( BufferAttribute.prototype, {
  30184. length: {
  30185. get: function () {
  30186. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30187. return this.array.length;
  30188. }
  30189. },
  30190. dynamic: {
  30191. get: function () {
  30192. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30193. return this.usage === DynamicDrawUsage;
  30194. },
  30195. set: function ( /* value */ ) {
  30196. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30197. this.setUsage( DynamicDrawUsage );
  30198. }
  30199. }
  30200. } );
  30201. Object.assign( BufferAttribute.prototype, {
  30202. setDynamic: function ( value ) {
  30203. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30204. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30205. return this;
  30206. },
  30207. copyIndicesArray: function ( /* indices */ ) {
  30208. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30209. },
  30210. setArray: function ( /* array */ ) {
  30211. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30212. }
  30213. } );
  30214. Object.assign( BufferGeometry.prototype, {
  30215. addIndex: function ( index ) {
  30216. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30217. this.setIndex( index );
  30218. },
  30219. addAttribute: function ( name, attribute ) {
  30220. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30221. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30222. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30223. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30224. }
  30225. if ( name === 'index' ) {
  30226. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30227. this.setIndex( attribute );
  30228. return this;
  30229. }
  30230. return this.setAttribute( name, attribute );
  30231. },
  30232. addDrawCall: function ( start, count, indexOffset ) {
  30233. if ( indexOffset !== undefined ) {
  30234. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30235. }
  30236. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30237. this.addGroup( start, count );
  30238. },
  30239. clearDrawCalls: function () {
  30240. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30241. this.clearGroups();
  30242. },
  30243. computeTangents: function () {
  30244. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30245. },
  30246. computeOffsets: function () {
  30247. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30248. },
  30249. removeAttribute: function ( name ) {
  30250. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30251. return this.deleteAttribute( name );
  30252. },
  30253. applyMatrix: function ( matrix ) {
  30254. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30255. return this.applyMatrix4( matrix );
  30256. }
  30257. } );
  30258. Object.defineProperties( BufferGeometry.prototype, {
  30259. drawcalls: {
  30260. get: function () {
  30261. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30262. return this.groups;
  30263. }
  30264. },
  30265. offsets: {
  30266. get: function () {
  30267. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30268. return this.groups;
  30269. }
  30270. }
  30271. } );
  30272. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30273. maxInstancedCount: {
  30274. get: function () {
  30275. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30276. return this.instanceCount;
  30277. },
  30278. set: function ( value ) {
  30279. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30280. this.instanceCount = value;
  30281. }
  30282. }
  30283. } );
  30284. Object.defineProperties( Raycaster.prototype, {
  30285. linePrecision: {
  30286. get: function () {
  30287. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30288. return this.params.Line.threshold;
  30289. },
  30290. set: function ( value ) {
  30291. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30292. this.params.Line.threshold = value;
  30293. }
  30294. }
  30295. } );
  30296. Object.defineProperties( InterleavedBuffer.prototype, {
  30297. dynamic: {
  30298. get: function () {
  30299. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30300. return this.usage === DynamicDrawUsage;
  30301. },
  30302. set: function ( value ) {
  30303. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30304. this.setUsage( value );
  30305. }
  30306. }
  30307. } );
  30308. Object.assign( InterleavedBuffer.prototype, {
  30309. setDynamic: function ( value ) {
  30310. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30311. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30312. return this;
  30313. },
  30314. setArray: function ( /* array */ ) {
  30315. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30316. }
  30317. } );
  30318. //
  30319. Object.assign( ExtrudeBufferGeometry.prototype, {
  30320. getArrays: function () {
  30321. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30322. },
  30323. addShapeList: function () {
  30324. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30325. },
  30326. addShape: function () {
  30327. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30328. }
  30329. } );
  30330. //
  30331. Object.defineProperties( Uniform.prototype, {
  30332. dynamic: {
  30333. set: function () {
  30334. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30335. }
  30336. },
  30337. onUpdate: {
  30338. value: function () {
  30339. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30340. return this;
  30341. }
  30342. }
  30343. } );
  30344. //
  30345. Object.defineProperties( Material.prototype, {
  30346. wrapAround: {
  30347. get: function () {
  30348. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30349. },
  30350. set: function () {
  30351. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30352. }
  30353. },
  30354. overdraw: {
  30355. get: function () {
  30356. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30357. },
  30358. set: function () {
  30359. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30360. }
  30361. },
  30362. wrapRGB: {
  30363. get: function () {
  30364. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30365. return new Color();
  30366. }
  30367. },
  30368. shading: {
  30369. get: function () {
  30370. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30371. },
  30372. set: function ( value ) {
  30373. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30374. this.flatShading = ( value === FlatShading );
  30375. }
  30376. },
  30377. stencilMask: {
  30378. get: function () {
  30379. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30380. return this.stencilFuncMask;
  30381. },
  30382. set: function ( value ) {
  30383. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30384. this.stencilFuncMask = value;
  30385. }
  30386. }
  30387. } );
  30388. Object.defineProperties( MeshPhongMaterial.prototype, {
  30389. metal: {
  30390. get: function () {
  30391. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30392. return false;
  30393. },
  30394. set: function () {
  30395. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30396. }
  30397. }
  30398. } );
  30399. Object.defineProperties( MeshPhysicalMaterial.prototype, {
  30400. transparency: {
  30401. get: function () {
  30402. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  30403. return this.transmission;
  30404. },
  30405. set: function ( value ) {
  30406. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  30407. this.transmission = value;
  30408. }
  30409. }
  30410. } );
  30411. Object.defineProperties( ShaderMaterial.prototype, {
  30412. derivatives: {
  30413. get: function () {
  30414. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30415. return this.extensions.derivatives;
  30416. },
  30417. set: function ( value ) {
  30418. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30419. this.extensions.derivatives = value;
  30420. }
  30421. }
  30422. } );
  30423. //
  30424. Object.assign( WebGLRenderer.prototype, {
  30425. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30426. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30427. this.setRenderTarget( renderTarget );
  30428. this.clear( color, depth, stencil );
  30429. },
  30430. animate: function ( callback ) {
  30431. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30432. this.setAnimationLoop( callback );
  30433. },
  30434. getCurrentRenderTarget: function () {
  30435. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30436. return this.getRenderTarget();
  30437. },
  30438. getMaxAnisotropy: function () {
  30439. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30440. return this.capabilities.getMaxAnisotropy();
  30441. },
  30442. getPrecision: function () {
  30443. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30444. return this.capabilities.precision;
  30445. },
  30446. resetGLState: function () {
  30447. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30448. return this.state.reset();
  30449. },
  30450. supportsFloatTextures: function () {
  30451. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30452. return this.extensions.get( 'OES_texture_float' );
  30453. },
  30454. supportsHalfFloatTextures: function () {
  30455. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30456. return this.extensions.get( 'OES_texture_half_float' );
  30457. },
  30458. supportsStandardDerivatives: function () {
  30459. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30460. return this.extensions.get( 'OES_standard_derivatives' );
  30461. },
  30462. supportsCompressedTextureS3TC: function () {
  30463. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30464. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30465. },
  30466. supportsCompressedTexturePVRTC: function () {
  30467. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30468. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30469. },
  30470. supportsBlendMinMax: function () {
  30471. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30472. return this.extensions.get( 'EXT_blend_minmax' );
  30473. },
  30474. supportsVertexTextures: function () {
  30475. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30476. return this.capabilities.vertexTextures;
  30477. },
  30478. supportsInstancedArrays: function () {
  30479. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30480. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30481. },
  30482. enableScissorTest: function ( boolean ) {
  30483. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30484. this.setScissorTest( boolean );
  30485. },
  30486. initMaterial: function () {
  30487. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30488. },
  30489. addPrePlugin: function () {
  30490. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30491. },
  30492. addPostPlugin: function () {
  30493. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30494. },
  30495. updateShadowMap: function () {
  30496. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30497. },
  30498. setFaceCulling: function () {
  30499. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30500. },
  30501. allocTextureUnit: function () {
  30502. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30503. },
  30504. setTexture: function () {
  30505. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30506. },
  30507. setTexture2D: function () {
  30508. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30509. },
  30510. setTextureCube: function () {
  30511. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30512. },
  30513. getActiveMipMapLevel: function () {
  30514. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30515. return this.getActiveMipmapLevel();
  30516. }
  30517. } );
  30518. Object.defineProperties( WebGLRenderer.prototype, {
  30519. shadowMapEnabled: {
  30520. get: function () {
  30521. return this.shadowMap.enabled;
  30522. },
  30523. set: function ( value ) {
  30524. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30525. this.shadowMap.enabled = value;
  30526. }
  30527. },
  30528. shadowMapType: {
  30529. get: function () {
  30530. return this.shadowMap.type;
  30531. },
  30532. set: function ( value ) {
  30533. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30534. this.shadowMap.type = value;
  30535. }
  30536. },
  30537. shadowMapCullFace: {
  30538. get: function () {
  30539. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30540. return undefined;
  30541. },
  30542. set: function ( /* value */ ) {
  30543. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30544. }
  30545. },
  30546. context: {
  30547. get: function () {
  30548. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30549. return this.getContext();
  30550. }
  30551. },
  30552. vr: {
  30553. get: function () {
  30554. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30555. return this.xr;
  30556. }
  30557. },
  30558. gammaInput: {
  30559. get: function () {
  30560. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30561. return false;
  30562. },
  30563. set: function () {
  30564. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30565. }
  30566. },
  30567. gammaOutput: {
  30568. get: function () {
  30569. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30570. return false;
  30571. },
  30572. set: function ( value ) {
  30573. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30574. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30575. }
  30576. },
  30577. toneMappingWhitePoint: {
  30578. get: function () {
  30579. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30580. return 1.0;
  30581. },
  30582. set: function () {
  30583. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30584. }
  30585. },
  30586. } );
  30587. Object.defineProperties( WebGLShadowMap.prototype, {
  30588. cullFace: {
  30589. get: function () {
  30590. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30591. return undefined;
  30592. },
  30593. set: function ( /* cullFace */ ) {
  30594. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30595. }
  30596. },
  30597. renderReverseSided: {
  30598. get: function () {
  30599. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30600. return undefined;
  30601. },
  30602. set: function () {
  30603. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30604. }
  30605. },
  30606. renderSingleSided: {
  30607. get: function () {
  30608. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30609. return undefined;
  30610. },
  30611. set: function () {
  30612. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30613. }
  30614. }
  30615. } );
  30616. function WebGLRenderTargetCube( width, height, options ) {
  30617. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30618. return new WebGLCubeRenderTarget( width, options );
  30619. }
  30620. //
  30621. Object.defineProperties( WebGLRenderTarget.prototype, {
  30622. wrapS: {
  30623. get: function () {
  30624. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30625. return this.texture.wrapS;
  30626. },
  30627. set: function ( value ) {
  30628. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30629. this.texture.wrapS = value;
  30630. }
  30631. },
  30632. wrapT: {
  30633. get: function () {
  30634. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30635. return this.texture.wrapT;
  30636. },
  30637. set: function ( value ) {
  30638. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30639. this.texture.wrapT = value;
  30640. }
  30641. },
  30642. magFilter: {
  30643. get: function () {
  30644. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30645. return this.texture.magFilter;
  30646. },
  30647. set: function ( value ) {
  30648. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30649. this.texture.magFilter = value;
  30650. }
  30651. },
  30652. minFilter: {
  30653. get: function () {
  30654. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30655. return this.texture.minFilter;
  30656. },
  30657. set: function ( value ) {
  30658. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30659. this.texture.minFilter = value;
  30660. }
  30661. },
  30662. anisotropy: {
  30663. get: function () {
  30664. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30665. return this.texture.anisotropy;
  30666. },
  30667. set: function ( value ) {
  30668. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30669. this.texture.anisotropy = value;
  30670. }
  30671. },
  30672. offset: {
  30673. get: function () {
  30674. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30675. return this.texture.offset;
  30676. },
  30677. set: function ( value ) {
  30678. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30679. this.texture.offset = value;
  30680. }
  30681. },
  30682. repeat: {
  30683. get: function () {
  30684. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30685. return this.texture.repeat;
  30686. },
  30687. set: function ( value ) {
  30688. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30689. this.texture.repeat = value;
  30690. }
  30691. },
  30692. format: {
  30693. get: function () {
  30694. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30695. return this.texture.format;
  30696. },
  30697. set: function ( value ) {
  30698. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30699. this.texture.format = value;
  30700. }
  30701. },
  30702. type: {
  30703. get: function () {
  30704. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30705. return this.texture.type;
  30706. },
  30707. set: function ( value ) {
  30708. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30709. this.texture.type = value;
  30710. }
  30711. },
  30712. generateMipmaps: {
  30713. get: function () {
  30714. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30715. return this.texture.generateMipmaps;
  30716. },
  30717. set: function ( value ) {
  30718. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30719. this.texture.generateMipmaps = value;
  30720. }
  30721. }
  30722. } );
  30723. //
  30724. Object.defineProperties( Audio.prototype, {
  30725. load: {
  30726. value: function ( file ) {
  30727. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30728. var scope = this;
  30729. var audioLoader = new AudioLoader();
  30730. audioLoader.load( file, function ( buffer ) {
  30731. scope.setBuffer( buffer );
  30732. } );
  30733. return this;
  30734. }
  30735. },
  30736. startTime: {
  30737. set: function () {
  30738. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30739. }
  30740. }
  30741. } );
  30742. AudioAnalyser.prototype.getData = function () {
  30743. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30744. return this.getFrequencyData();
  30745. };
  30746. //
  30747. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30748. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30749. return this.update( renderer, scene );
  30750. };
  30751. //
  30752. var GeometryUtils = {
  30753. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30754. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30755. var matrix;
  30756. if ( geometry2.isMesh ) {
  30757. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30758. matrix = geometry2.matrix;
  30759. geometry2 = geometry2.geometry;
  30760. }
  30761. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30762. },
  30763. center: function ( geometry ) {
  30764. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30765. return geometry.center();
  30766. }
  30767. };
  30768. ImageUtils.crossOrigin = undefined;
  30769. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30770. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30771. var loader = new TextureLoader();
  30772. loader.setCrossOrigin( this.crossOrigin );
  30773. var texture = loader.load( url, onLoad, undefined, onError );
  30774. if ( mapping ) { texture.mapping = mapping; }
  30775. return texture;
  30776. };
  30777. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30778. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30779. var loader = new CubeTextureLoader();
  30780. loader.setCrossOrigin( this.crossOrigin );
  30781. var texture = loader.load( urls, onLoad, undefined, onError );
  30782. if ( mapping ) { texture.mapping = mapping; }
  30783. return texture;
  30784. };
  30785. ImageUtils.loadCompressedTexture = function () {
  30786. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30787. };
  30788. ImageUtils.loadCompressedTextureCube = function () {
  30789. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30790. };
  30791. //
  30792. function CanvasRenderer() {
  30793. console.error( 'THREE.CanvasRenderer has been removed' );
  30794. }
  30795. //
  30796. function JSONLoader() {
  30797. console.error( 'THREE.JSONLoader has been removed.' );
  30798. }
  30799. //
  30800. var SceneUtils = {
  30801. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30802. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30803. },
  30804. detach: function ( /* child, parent, scene */ ) {
  30805. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30806. },
  30807. attach: function ( /* child, scene, parent */ ) {
  30808. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30809. }
  30810. };
  30811. //
  30812. function LensFlare() {
  30813. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30814. }
  30815. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30816. /* eslint-disable no-undef */
  30817. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30818. revision: REVISION,
  30819. } } ) );
  30820. /* eslint-enable no-undef */
  30821. }
  30822. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30823. exports.AddEquation = AddEquation;
  30824. exports.AddOperation = AddOperation;
  30825. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30826. exports.AdditiveBlending = AdditiveBlending;
  30827. exports.AlphaFormat = AlphaFormat;
  30828. exports.AlwaysDepth = AlwaysDepth;
  30829. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30830. exports.AmbientLight = AmbientLight;
  30831. exports.AmbientLightProbe = AmbientLightProbe;
  30832. exports.AnimationClip = AnimationClip;
  30833. exports.AnimationLoader = AnimationLoader;
  30834. exports.AnimationMixer = AnimationMixer;
  30835. exports.AnimationObjectGroup = AnimationObjectGroup;
  30836. exports.AnimationUtils = AnimationUtils;
  30837. exports.ArcCurve = ArcCurve;
  30838. exports.ArrayCamera = ArrayCamera;
  30839. exports.ArrowHelper = ArrowHelper;
  30840. exports.Audio = Audio;
  30841. exports.AudioAnalyser = AudioAnalyser;
  30842. exports.AudioContext = AudioContext;
  30843. exports.AudioListener = AudioListener;
  30844. exports.AudioLoader = AudioLoader;
  30845. exports.AxesHelper = AxesHelper;
  30846. exports.AxisHelper = AxisHelper;
  30847. exports.BackSide = BackSide;
  30848. exports.BasicDepthPacking = BasicDepthPacking;
  30849. exports.BasicShadowMap = BasicShadowMap;
  30850. exports.BinaryTextureLoader = BinaryTextureLoader;
  30851. exports.Bone = Bone;
  30852. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30853. exports.BoundingBoxHelper = BoundingBoxHelper;
  30854. exports.Box2 = Box2;
  30855. exports.Box3 = Box3;
  30856. exports.Box3Helper = Box3Helper;
  30857. exports.BoxBufferGeometry = BoxBufferGeometry;
  30858. exports.BoxGeometry = BoxGeometry;
  30859. exports.BoxHelper = BoxHelper;
  30860. exports.BufferAttribute = BufferAttribute;
  30861. exports.BufferGeometry = BufferGeometry;
  30862. exports.BufferGeometryLoader = BufferGeometryLoader;
  30863. exports.ByteType = ByteType;
  30864. exports.Cache = Cache;
  30865. exports.Camera = Camera;
  30866. exports.CameraHelper = CameraHelper;
  30867. exports.CanvasRenderer = CanvasRenderer;
  30868. exports.CanvasTexture = CanvasTexture;
  30869. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30870. exports.CineonToneMapping = CineonToneMapping;
  30871. exports.CircleBufferGeometry = CircleBufferGeometry;
  30872. exports.CircleGeometry = CircleGeometry;
  30873. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30874. exports.Clock = Clock;
  30875. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30876. exports.Color = Color;
  30877. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30878. exports.CompressedTexture = CompressedTexture;
  30879. exports.CompressedTextureLoader = CompressedTextureLoader;
  30880. exports.ConeBufferGeometry = ConeBufferGeometry;
  30881. exports.ConeGeometry = ConeGeometry;
  30882. exports.CubeCamera = CubeCamera;
  30883. exports.CubeGeometry = BoxGeometry;
  30884. exports.CubeReflectionMapping = CubeReflectionMapping;
  30885. exports.CubeRefractionMapping = CubeRefractionMapping;
  30886. exports.CubeTexture = CubeTexture;
  30887. exports.CubeTextureLoader = CubeTextureLoader;
  30888. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30889. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30890. exports.CubicBezierCurve = CubicBezierCurve;
  30891. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30892. exports.CubicInterpolant = CubicInterpolant;
  30893. exports.CullFaceBack = CullFaceBack;
  30894. exports.CullFaceFront = CullFaceFront;
  30895. exports.CullFaceFrontBack = CullFaceFrontBack;
  30896. exports.CullFaceNone = CullFaceNone;
  30897. exports.Curve = Curve;
  30898. exports.CurvePath = CurvePath;
  30899. exports.CustomBlending = CustomBlending;
  30900. exports.CustomToneMapping = CustomToneMapping;
  30901. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30902. exports.CylinderGeometry = CylinderGeometry;
  30903. exports.Cylindrical = Cylindrical;
  30904. exports.DataTexture = DataTexture;
  30905. exports.DataTexture2DArray = DataTexture2DArray;
  30906. exports.DataTexture3D = DataTexture3D;
  30907. exports.DataTextureLoader = DataTextureLoader;
  30908. exports.DecrementStencilOp = DecrementStencilOp;
  30909. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30910. exports.DefaultLoadingManager = DefaultLoadingManager;
  30911. exports.DepthFormat = DepthFormat;
  30912. exports.DepthStencilFormat = DepthStencilFormat;
  30913. exports.DepthTexture = DepthTexture;
  30914. exports.DirectionalLight = DirectionalLight;
  30915. exports.DirectionalLightHelper = DirectionalLightHelper;
  30916. exports.DirectionalLightShadow = DirectionalLightShadow;
  30917. exports.DiscreteInterpolant = DiscreteInterpolant;
  30918. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30919. exports.DodecahedronGeometry = DodecahedronGeometry;
  30920. exports.DoubleSide = DoubleSide;
  30921. exports.DstAlphaFactor = DstAlphaFactor;
  30922. exports.DstColorFactor = DstColorFactor;
  30923. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30924. exports.DynamicCopyUsage = DynamicCopyUsage;
  30925. exports.DynamicDrawUsage = DynamicDrawUsage;
  30926. exports.DynamicReadUsage = DynamicReadUsage;
  30927. exports.EdgesGeometry = EdgesGeometry;
  30928. exports.EdgesHelper = EdgesHelper;
  30929. exports.EllipseCurve = EllipseCurve;
  30930. exports.EqualDepth = EqualDepth;
  30931. exports.EqualStencilFunc = EqualStencilFunc;
  30932. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30933. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30934. exports.Euler = Euler;
  30935. exports.EventDispatcher = EventDispatcher;
  30936. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30937. exports.ExtrudeGeometry = ExtrudeGeometry;
  30938. exports.Face3 = Face3;
  30939. exports.Face4 = Face4;
  30940. exports.FaceColors = FaceColors;
  30941. exports.FileLoader = FileLoader;
  30942. exports.FlatShading = FlatShading;
  30943. exports.Float32Attribute = Float32Attribute;
  30944. exports.Float32BufferAttribute = Float32BufferAttribute;
  30945. exports.Float64Attribute = Float64Attribute;
  30946. exports.Float64BufferAttribute = Float64BufferAttribute;
  30947. exports.FloatType = FloatType;
  30948. exports.Fog = Fog;
  30949. exports.FogExp2 = FogExp2;
  30950. exports.Font = Font;
  30951. exports.FontLoader = FontLoader;
  30952. exports.FrontSide = FrontSide;
  30953. exports.Frustum = Frustum;
  30954. exports.GammaEncoding = GammaEncoding;
  30955. exports.Geometry = Geometry;
  30956. exports.GeometryUtils = GeometryUtils;
  30957. exports.GreaterDepth = GreaterDepth;
  30958. exports.GreaterEqualDepth = GreaterEqualDepth;
  30959. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30960. exports.GreaterStencilFunc = GreaterStencilFunc;
  30961. exports.GridHelper = GridHelper;
  30962. exports.Group = Group;
  30963. exports.HalfFloatType = HalfFloatType;
  30964. exports.HemisphereLight = HemisphereLight;
  30965. exports.HemisphereLightHelper = HemisphereLightHelper;
  30966. exports.HemisphereLightProbe = HemisphereLightProbe;
  30967. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30968. exports.IcosahedronGeometry = IcosahedronGeometry;
  30969. exports.ImageBitmapLoader = ImageBitmapLoader;
  30970. exports.ImageLoader = ImageLoader;
  30971. exports.ImageUtils = ImageUtils;
  30972. exports.ImmediateRenderObject = ImmediateRenderObject;
  30973. exports.IncrementStencilOp = IncrementStencilOp;
  30974. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30975. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30976. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30977. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30978. exports.InstancedMesh = InstancedMesh;
  30979. exports.Int16Attribute = Int16Attribute;
  30980. exports.Int16BufferAttribute = Int16BufferAttribute;
  30981. exports.Int32Attribute = Int32Attribute;
  30982. exports.Int32BufferAttribute = Int32BufferAttribute;
  30983. exports.Int8Attribute = Int8Attribute;
  30984. exports.Int8BufferAttribute = Int8BufferAttribute;
  30985. exports.IntType = IntType;
  30986. exports.InterleavedBuffer = InterleavedBuffer;
  30987. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30988. exports.Interpolant = Interpolant;
  30989. exports.InterpolateDiscrete = InterpolateDiscrete;
  30990. exports.InterpolateLinear = InterpolateLinear;
  30991. exports.InterpolateSmooth = InterpolateSmooth;
  30992. exports.InvertStencilOp = InvertStencilOp;
  30993. exports.JSONLoader = JSONLoader;
  30994. exports.KeepStencilOp = KeepStencilOp;
  30995. exports.KeyframeTrack = KeyframeTrack;
  30996. exports.LOD = LOD;
  30997. exports.LatheBufferGeometry = LatheBufferGeometry;
  30998. exports.LatheGeometry = LatheGeometry;
  30999. exports.Layers = Layers;
  31000. exports.LensFlare = LensFlare;
  31001. exports.LessDepth = LessDepth;
  31002. exports.LessEqualDepth = LessEqualDepth;
  31003. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  31004. exports.LessStencilFunc = LessStencilFunc;
  31005. exports.Light = Light;
  31006. exports.LightProbe = LightProbe;
  31007. exports.LightShadow = LightShadow;
  31008. exports.Line = Line;
  31009. exports.Line3 = Line3;
  31010. exports.LineBasicMaterial = LineBasicMaterial;
  31011. exports.LineCurve = LineCurve;
  31012. exports.LineCurve3 = LineCurve3;
  31013. exports.LineDashedMaterial = LineDashedMaterial;
  31014. exports.LineLoop = LineLoop;
  31015. exports.LinePieces = LinePieces;
  31016. exports.LineSegments = LineSegments;
  31017. exports.LineStrip = LineStrip;
  31018. exports.LinearEncoding = LinearEncoding;
  31019. exports.LinearFilter = LinearFilter;
  31020. exports.LinearInterpolant = LinearInterpolant;
  31021. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  31022. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  31023. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  31024. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  31025. exports.LinearToneMapping = LinearToneMapping;
  31026. exports.Loader = Loader;
  31027. exports.LoaderUtils = LoaderUtils;
  31028. exports.LoadingManager = LoadingManager;
  31029. exports.LogLuvEncoding = LogLuvEncoding;
  31030. exports.LoopOnce = LoopOnce;
  31031. exports.LoopPingPong = LoopPingPong;
  31032. exports.LoopRepeat = LoopRepeat;
  31033. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  31034. exports.LuminanceFormat = LuminanceFormat;
  31035. exports.MOUSE = MOUSE;
  31036. exports.Material = Material;
  31037. exports.MaterialLoader = MaterialLoader;
  31038. exports.Math = MathUtils;
  31039. exports.MathUtils = MathUtils;
  31040. exports.Matrix3 = Matrix3;
  31041. exports.Matrix4 = Matrix4;
  31042. exports.MaxEquation = MaxEquation;
  31043. exports.Mesh = Mesh;
  31044. exports.MeshBasicMaterial = MeshBasicMaterial;
  31045. exports.MeshDepthMaterial = MeshDepthMaterial;
  31046. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31047. exports.MeshFaceMaterial = MeshFaceMaterial;
  31048. exports.MeshLambertMaterial = MeshLambertMaterial;
  31049. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31050. exports.MeshNormalMaterial = MeshNormalMaterial;
  31051. exports.MeshPhongMaterial = MeshPhongMaterial;
  31052. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31053. exports.MeshStandardMaterial = MeshStandardMaterial;
  31054. exports.MeshToonMaterial = MeshToonMaterial;
  31055. exports.MinEquation = MinEquation;
  31056. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31057. exports.MixOperation = MixOperation;
  31058. exports.MultiMaterial = MultiMaterial;
  31059. exports.MultiplyBlending = MultiplyBlending;
  31060. exports.MultiplyOperation = MultiplyOperation;
  31061. exports.NearestFilter = NearestFilter;
  31062. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31063. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31064. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31065. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31066. exports.NeverDepth = NeverDepth;
  31067. exports.NeverStencilFunc = NeverStencilFunc;
  31068. exports.NoBlending = NoBlending;
  31069. exports.NoColors = NoColors;
  31070. exports.NoToneMapping = NoToneMapping;
  31071. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31072. exports.NormalBlending = NormalBlending;
  31073. exports.NotEqualDepth = NotEqualDepth;
  31074. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31075. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31076. exports.Object3D = Object3D;
  31077. exports.ObjectLoader = ObjectLoader;
  31078. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31079. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31080. exports.OctahedronGeometry = OctahedronGeometry;
  31081. exports.OneFactor = OneFactor;
  31082. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31083. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31084. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31085. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31086. exports.OrthographicCamera = OrthographicCamera;
  31087. exports.PCFShadowMap = PCFShadowMap;
  31088. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31089. exports.PMREMGenerator = PMREMGenerator;
  31090. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31091. exports.ParametricGeometry = ParametricGeometry;
  31092. exports.Particle = Particle;
  31093. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31094. exports.ParticleSystem = ParticleSystem;
  31095. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31096. exports.Path = Path;
  31097. exports.PerspectiveCamera = PerspectiveCamera;
  31098. exports.Plane = Plane;
  31099. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31100. exports.PlaneGeometry = PlaneGeometry;
  31101. exports.PlaneHelper = PlaneHelper;
  31102. exports.PointCloud = PointCloud;
  31103. exports.PointCloudMaterial = PointCloudMaterial;
  31104. exports.PointLight = PointLight;
  31105. exports.PointLightHelper = PointLightHelper;
  31106. exports.Points = Points;
  31107. exports.PointsMaterial = PointsMaterial;
  31108. exports.PolarGridHelper = PolarGridHelper;
  31109. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31110. exports.PolyhedronGeometry = PolyhedronGeometry;
  31111. exports.PositionalAudio = PositionalAudio;
  31112. exports.PropertyBinding = PropertyBinding;
  31113. exports.PropertyMixer = PropertyMixer;
  31114. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31115. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31116. exports.Quaternion = Quaternion;
  31117. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31118. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31119. exports.REVISION = REVISION;
  31120. exports.RGBADepthPacking = RGBADepthPacking;
  31121. exports.RGBAFormat = RGBAFormat;
  31122. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31123. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31124. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31125. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31126. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31127. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31128. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31129. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31130. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31131. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31132. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31133. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31134. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31135. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31136. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31137. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31138. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31139. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31140. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31141. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31142. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31143. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31144. exports.RGBDEncoding = RGBDEncoding;
  31145. exports.RGBEEncoding = RGBEEncoding;
  31146. exports.RGBEFormat = RGBEFormat;
  31147. exports.RGBFormat = RGBFormat;
  31148. exports.RGBIntegerFormat = RGBIntegerFormat;
  31149. exports.RGBM16Encoding = RGBM16Encoding;
  31150. exports.RGBM7Encoding = RGBM7Encoding;
  31151. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31152. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31153. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31154. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31155. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31156. exports.RGFormat = RGFormat;
  31157. exports.RGIntegerFormat = RGIntegerFormat;
  31158. exports.RawShaderMaterial = RawShaderMaterial;
  31159. exports.Ray = Ray;
  31160. exports.Raycaster = Raycaster;
  31161. exports.RectAreaLight = RectAreaLight;
  31162. exports.RedFormat = RedFormat;
  31163. exports.RedIntegerFormat = RedIntegerFormat;
  31164. exports.ReinhardToneMapping = ReinhardToneMapping;
  31165. exports.RepeatWrapping = RepeatWrapping;
  31166. exports.ReplaceStencilOp = ReplaceStencilOp;
  31167. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31168. exports.RingBufferGeometry = RingBufferGeometry;
  31169. exports.RingGeometry = RingGeometry;
  31170. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31171. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31172. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31173. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31174. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31175. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31176. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31177. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31178. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31179. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31180. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31181. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31182. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31183. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31184. exports.Scene = Scene;
  31185. exports.SceneUtils = SceneUtils;
  31186. exports.ShaderChunk = ShaderChunk;
  31187. exports.ShaderLib = ShaderLib;
  31188. exports.ShaderMaterial = ShaderMaterial;
  31189. exports.ShadowMaterial = ShadowMaterial;
  31190. exports.Shape = Shape;
  31191. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31192. exports.ShapeGeometry = ShapeGeometry;
  31193. exports.ShapePath = ShapePath;
  31194. exports.ShapeUtils = ShapeUtils;
  31195. exports.ShortType = ShortType;
  31196. exports.Skeleton = Skeleton;
  31197. exports.SkeletonHelper = SkeletonHelper;
  31198. exports.SkinnedMesh = SkinnedMesh;
  31199. exports.SmoothShading = SmoothShading;
  31200. exports.Sphere = Sphere;
  31201. exports.SphereBufferGeometry = SphereBufferGeometry;
  31202. exports.SphereGeometry = SphereGeometry;
  31203. exports.Spherical = Spherical;
  31204. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31205. exports.Spline = Spline;
  31206. exports.SplineCurve = SplineCurve;
  31207. exports.SplineCurve3 = SplineCurve3;
  31208. exports.SpotLight = SpotLight;
  31209. exports.SpotLightHelper = SpotLightHelper;
  31210. exports.SpotLightShadow = SpotLightShadow;
  31211. exports.Sprite = Sprite;
  31212. exports.SpriteMaterial = SpriteMaterial;
  31213. exports.SrcAlphaFactor = SrcAlphaFactor;
  31214. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31215. exports.SrcColorFactor = SrcColorFactor;
  31216. exports.StaticCopyUsage = StaticCopyUsage;
  31217. exports.StaticDrawUsage = StaticDrawUsage;
  31218. exports.StaticReadUsage = StaticReadUsage;
  31219. exports.StereoCamera = StereoCamera;
  31220. exports.StreamCopyUsage = StreamCopyUsage;
  31221. exports.StreamDrawUsage = StreamDrawUsage;
  31222. exports.StreamReadUsage = StreamReadUsage;
  31223. exports.StringKeyframeTrack = StringKeyframeTrack;
  31224. exports.SubtractEquation = SubtractEquation;
  31225. exports.SubtractiveBlending = SubtractiveBlending;
  31226. exports.TOUCH = TOUCH;
  31227. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31228. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31229. exports.TetrahedronGeometry = TetrahedronGeometry;
  31230. exports.TextBufferGeometry = TextBufferGeometry;
  31231. exports.TextGeometry = TextGeometry;
  31232. exports.Texture = Texture;
  31233. exports.TextureLoader = TextureLoader;
  31234. exports.TorusBufferGeometry = TorusBufferGeometry;
  31235. exports.TorusGeometry = TorusGeometry;
  31236. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31237. exports.TorusKnotGeometry = TorusKnotGeometry;
  31238. exports.Triangle = Triangle;
  31239. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31240. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31241. exports.TrianglesDrawMode = TrianglesDrawMode;
  31242. exports.TubeBufferGeometry = TubeBufferGeometry;
  31243. exports.TubeGeometry = TubeGeometry;
  31244. exports.UVMapping = UVMapping;
  31245. exports.Uint16Attribute = Uint16Attribute;
  31246. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31247. exports.Uint32Attribute = Uint32Attribute;
  31248. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31249. exports.Uint8Attribute = Uint8Attribute;
  31250. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31251. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31252. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31253. exports.Uniform = Uniform;
  31254. exports.UniformsLib = UniformsLib;
  31255. exports.UniformsUtils = UniformsUtils;
  31256. exports.UnsignedByteType = UnsignedByteType;
  31257. exports.UnsignedInt248Type = UnsignedInt248Type;
  31258. exports.UnsignedIntType = UnsignedIntType;
  31259. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31260. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31261. exports.UnsignedShort565Type = UnsignedShort565Type;
  31262. exports.UnsignedShortType = UnsignedShortType;
  31263. exports.VSMShadowMap = VSMShadowMap;
  31264. exports.Vector2 = Vector2;
  31265. exports.Vector3 = Vector3;
  31266. exports.Vector4 = Vector4;
  31267. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31268. exports.Vertex = Vertex;
  31269. exports.VertexColors = VertexColors;
  31270. exports.VideoTexture = VideoTexture;
  31271. exports.WebGL1Renderer = WebGL1Renderer;
  31272. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31273. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31274. exports.WebGLRenderTarget = WebGLRenderTarget;
  31275. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31276. exports.WebGLRenderer = WebGLRenderer;
  31277. exports.WebGLUtils = WebGLUtils;
  31278. exports.WireframeGeometry = WireframeGeometry;
  31279. exports.WireframeHelper = WireframeHelper;
  31280. exports.WrapAroundEnding = WrapAroundEnding;
  31281. exports.XHRLoader = XHRLoader;
  31282. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31283. exports.ZeroFactor = ZeroFactor;
  31284. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31285. exports.ZeroStencilOp = ZeroStencilOp;
  31286. exports.sRGBEncoding = sRGBEncoding;
  31287. Object.defineProperty(exports, '__esModule', { value: true });
  31288. })));
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