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 = '117dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var RGBA_BPTC_Format = 36492;
  184. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  185. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  186. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  187. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  188. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  189. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  190. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  191. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  192. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  193. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  194. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  195. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  196. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  197. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  198. var LoopOnce = 2200;
  199. var LoopRepeat = 2201;
  200. var LoopPingPong = 2202;
  201. var InterpolateDiscrete = 2300;
  202. var InterpolateLinear = 2301;
  203. var InterpolateSmooth = 2302;
  204. var ZeroCurvatureEnding = 2400;
  205. var ZeroSlopeEnding = 2401;
  206. var WrapAroundEnding = 2402;
  207. var NormalAnimationBlendMode = 2500;
  208. var AdditiveAnimationBlendMode = 2501;
  209. var TrianglesDrawMode = 0;
  210. var TriangleStripDrawMode = 1;
  211. var TriangleFanDrawMode = 2;
  212. var LinearEncoding = 3000;
  213. var sRGBEncoding = 3001;
  214. var GammaEncoding = 3007;
  215. var RGBEEncoding = 3002;
  216. var LogLuvEncoding = 3003;
  217. var RGBM7Encoding = 3004;
  218. var RGBM16Encoding = 3005;
  219. var RGBDEncoding = 3006;
  220. var BasicDepthPacking = 3200;
  221. var RGBADepthPacking = 3201;
  222. var TangentSpaceNormalMap = 0;
  223. var ObjectSpaceNormalMap = 1;
  224. var ZeroStencilOp = 0;
  225. var KeepStencilOp = 7680;
  226. var ReplaceStencilOp = 7681;
  227. var IncrementStencilOp = 7682;
  228. var DecrementStencilOp = 7683;
  229. var IncrementWrapStencilOp = 34055;
  230. var DecrementWrapStencilOp = 34056;
  231. var InvertStencilOp = 5386;
  232. var NeverStencilFunc = 512;
  233. var LessStencilFunc = 513;
  234. var EqualStencilFunc = 514;
  235. var LessEqualStencilFunc = 515;
  236. var GreaterStencilFunc = 516;
  237. var NotEqualStencilFunc = 517;
  238. var GreaterEqualStencilFunc = 518;
  239. var AlwaysStencilFunc = 519;
  240. var StaticDrawUsage = 35044;
  241. var DynamicDrawUsage = 35048;
  242. var StreamDrawUsage = 35040;
  243. var StaticReadUsage = 35045;
  244. var DynamicReadUsage = 35049;
  245. var StreamReadUsage = 35041;
  246. var StaticCopyUsage = 35046;
  247. var DynamicCopyUsage = 35050;
  248. var StreamCopyUsage = 35042;
  249. /**
  250. * https://github.com/mrdoob/eventdispatcher.js/
  251. */
  252. function EventDispatcher() {}
  253. Object.assign( EventDispatcher.prototype, {
  254. addEventListener: function ( type, listener ) {
  255. if ( this._listeners === undefined ) { this._listeners = {}; }
  256. var listeners = this._listeners;
  257. if ( listeners[ type ] === undefined ) {
  258. listeners[ type ] = [];
  259. }
  260. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  261. listeners[ type ].push( listener );
  262. }
  263. },
  264. hasEventListener: function ( type, listener ) {
  265. if ( this._listeners === undefined ) { return false; }
  266. var listeners = this._listeners;
  267. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  268. },
  269. removeEventListener: function ( type, listener ) {
  270. if ( this._listeners === undefined ) { return; }
  271. var listeners = this._listeners;
  272. var listenerArray = listeners[ type ];
  273. if ( listenerArray !== undefined ) {
  274. var index = listenerArray.indexOf( listener );
  275. if ( index !== - 1 ) {
  276. listenerArray.splice( index, 1 );
  277. }
  278. }
  279. },
  280. dispatchEvent: function ( event ) {
  281. if ( this._listeners === undefined ) { return; }
  282. var listeners = this._listeners;
  283. var listenerArray = listeners[ event.type ];
  284. if ( listenerArray !== undefined ) {
  285. event.target = this;
  286. // Make a copy, in case listeners are removed while iterating.
  287. var array = listenerArray.slice( 0 );
  288. for ( var i = 0, l = array.length; i < l; i ++ ) {
  289. array[ i ].call( this, event );
  290. }
  291. }
  292. }
  293. } );
  294. /**
  295. * @author alteredq / http://alteredqualia.com/
  296. * @author mrdoob / http://mrdoob.com/
  297. * @author WestLangley / http://github.com/WestLangley
  298. * @author thezwap
  299. */
  300. var _lut = [];
  301. for ( var i = 0; i < 256; i ++ ) {
  302. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  303. }
  304. var MathUtils = {
  305. DEG2RAD: Math.PI / 180,
  306. RAD2DEG: 180 / Math.PI,
  307. generateUUID: function () {
  308. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  309. var d0 = Math.random() * 0xffffffff | 0;
  310. var d1 = Math.random() * 0xffffffff | 0;
  311. var d2 = Math.random() * 0xffffffff | 0;
  312. var d3 = Math.random() * 0xffffffff | 0;
  313. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  314. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  315. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  316. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  317. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  318. return uuid.toUpperCase();
  319. },
  320. clamp: function ( value, min, max ) {
  321. return Math.max( min, Math.min( max, value ) );
  322. },
  323. // compute euclidian modulo of m % n
  324. // https://en.wikipedia.org/wiki/Modulo_operation
  325. euclideanModulo: function ( n, m ) {
  326. return ( ( n % m ) + m ) % m;
  327. },
  328. // Linear mapping from range <a1, a2> to range <b1, b2>
  329. mapLinear: function ( x, a1, a2, b1, b2 ) {
  330. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  331. },
  332. // https://en.wikipedia.org/wiki/Linear_interpolation
  333. lerp: function ( x, y, t ) {
  334. return ( 1 - t ) * x + t * y;
  335. },
  336. // http://en.wikipedia.org/wiki/Smoothstep
  337. smoothstep: function ( x, min, max ) {
  338. if ( x <= min ) { return 0; }
  339. if ( x >= max ) { return 1; }
  340. x = ( x - min ) / ( max - min );
  341. return x * x * ( 3 - 2 * x );
  342. },
  343. smootherstep: function ( x, min, max ) {
  344. if ( x <= min ) { return 0; }
  345. if ( x >= max ) { return 1; }
  346. x = ( x - min ) / ( max - min );
  347. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  348. },
  349. // Random integer from <low, high> interval
  350. randInt: function ( low, high ) {
  351. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  352. },
  353. // Random float from <low, high> interval
  354. randFloat: function ( low, high ) {
  355. return low + Math.random() * ( high - low );
  356. },
  357. // Random float from <-range/2, range/2> interval
  358. randFloatSpread: function ( range ) {
  359. return range * ( 0.5 - Math.random() );
  360. },
  361. degToRad: function ( degrees ) {
  362. return degrees * MathUtils.DEG2RAD;
  363. },
  364. radToDeg: function ( radians ) {
  365. return radians * MathUtils.RAD2DEG;
  366. },
  367. isPowerOfTwo: function ( value ) {
  368. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  369. },
  370. ceilPowerOfTwo: function ( value ) {
  371. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  372. },
  373. floorPowerOfTwo: function ( value ) {
  374. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  375. },
  376. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  377. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  378. // rotations are applied to the axes in the order specified by 'order'
  379. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  380. // angles are in radians
  381. var cos = Math.cos;
  382. var sin = Math.sin;
  383. var c2 = cos( b / 2 );
  384. var s2 = sin( b / 2 );
  385. var c13 = cos( ( a + c ) / 2 );
  386. var s13 = sin( ( a + c ) / 2 );
  387. var c1_3 = cos( ( a - c ) / 2 );
  388. var s1_3 = sin( ( a - c ) / 2 );
  389. var c3_1 = cos( ( c - a ) / 2 );
  390. var s3_1 = sin( ( c - a ) / 2 );
  391. switch ( order ) {
  392. case 'XYX':
  393. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  394. break;
  395. case 'YZY':
  396. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  397. break;
  398. case 'ZXZ':
  399. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  400. break;
  401. case 'XZX':
  402. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  403. break;
  404. case 'YXY':
  405. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  406. break;
  407. case 'ZYZ':
  408. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  409. break;
  410. default:
  411. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  412. }
  413. }
  414. };
  415. /**
  416. * @author mrdoob / http://mrdoob.com/
  417. * @author philogb / http://blog.thejit.org/
  418. * @author egraether / http://egraether.com/
  419. * @author zz85 / http://www.lab4games.net/zz85/blog
  420. */
  421. function Vector2( x, y ) {
  422. this.x = x || 0;
  423. this.y = y || 0;
  424. }
  425. Object.defineProperties( Vector2.prototype, {
  426. "width": {
  427. get: function () {
  428. return this.x;
  429. },
  430. set: function ( value ) {
  431. this.x = value;
  432. }
  433. },
  434. "height": {
  435. get: function () {
  436. return this.y;
  437. },
  438. set: function ( value ) {
  439. this.y = value;
  440. }
  441. }
  442. } );
  443. Object.assign( Vector2.prototype, {
  444. isVector2: true,
  445. set: function ( x, y ) {
  446. this.x = x;
  447. this.y = y;
  448. return this;
  449. },
  450. setScalar: function ( scalar ) {
  451. this.x = scalar;
  452. this.y = scalar;
  453. return this;
  454. },
  455. setX: function ( x ) {
  456. this.x = x;
  457. return this;
  458. },
  459. setY: function ( y ) {
  460. this.y = y;
  461. return this;
  462. },
  463. setComponent: function ( index, value ) {
  464. switch ( index ) {
  465. case 0: this.x = value; break;
  466. case 1: this.y = value; break;
  467. default: throw new Error( 'index is out of range: ' + index );
  468. }
  469. return this;
  470. },
  471. getComponent: function ( index ) {
  472. switch ( index ) {
  473. case 0: return this.x;
  474. case 1: return this.y;
  475. default: throw new Error( 'index is out of range: ' + index );
  476. }
  477. },
  478. clone: function () {
  479. return new this.constructor( this.x, this.y );
  480. },
  481. copy: function ( v ) {
  482. this.x = v.x;
  483. this.y = v.y;
  484. return this;
  485. },
  486. add: function ( v, w ) {
  487. if ( w !== undefined ) {
  488. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  489. return this.addVectors( v, w );
  490. }
  491. this.x += v.x;
  492. this.y += v.y;
  493. return this;
  494. },
  495. addScalar: function ( s ) {
  496. this.x += s;
  497. this.y += s;
  498. return this;
  499. },
  500. addVectors: function ( a, b ) {
  501. this.x = a.x + b.x;
  502. this.y = a.y + b.y;
  503. return this;
  504. },
  505. addScaledVector: function ( v, s ) {
  506. this.x += v.x * s;
  507. this.y += v.y * s;
  508. return this;
  509. },
  510. sub: function ( v, w ) {
  511. if ( w !== undefined ) {
  512. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  513. return this.subVectors( v, w );
  514. }
  515. this.x -= v.x;
  516. this.y -= v.y;
  517. return this;
  518. },
  519. subScalar: function ( s ) {
  520. this.x -= s;
  521. this.y -= s;
  522. return this;
  523. },
  524. subVectors: function ( a, b ) {
  525. this.x = a.x - b.x;
  526. this.y = a.y - b.y;
  527. return this;
  528. },
  529. multiply: function ( v ) {
  530. this.x *= v.x;
  531. this.y *= v.y;
  532. return this;
  533. },
  534. multiplyScalar: function ( scalar ) {
  535. this.x *= scalar;
  536. this.y *= scalar;
  537. return this;
  538. },
  539. divide: function ( v ) {
  540. this.x /= v.x;
  541. this.y /= v.y;
  542. return this;
  543. },
  544. divideScalar: function ( scalar ) {
  545. return this.multiplyScalar( 1 / scalar );
  546. },
  547. applyMatrix3: function ( m ) {
  548. var x = this.x, y = this.y;
  549. var e = m.elements;
  550. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  551. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  552. return this;
  553. },
  554. min: function ( v ) {
  555. this.x = Math.min( this.x, v.x );
  556. this.y = Math.min( this.y, v.y );
  557. return this;
  558. },
  559. max: function ( v ) {
  560. this.x = Math.max( this.x, v.x );
  561. this.y = Math.max( this.y, v.y );
  562. return this;
  563. },
  564. clamp: function ( min, max ) {
  565. // assumes min < max, componentwise
  566. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  567. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  568. return this;
  569. },
  570. clampScalar: function ( minVal, maxVal ) {
  571. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  572. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  573. return this;
  574. },
  575. clampLength: function ( min, max ) {
  576. var length = this.length();
  577. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  578. },
  579. floor: function () {
  580. this.x = Math.floor( this.x );
  581. this.y = Math.floor( this.y );
  582. return this;
  583. },
  584. ceil: function () {
  585. this.x = Math.ceil( this.x );
  586. this.y = Math.ceil( this.y );
  587. return this;
  588. },
  589. round: function () {
  590. this.x = Math.round( this.x );
  591. this.y = Math.round( this.y );
  592. return this;
  593. },
  594. roundToZero: function () {
  595. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  596. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  597. return this;
  598. },
  599. negate: function () {
  600. this.x = - this.x;
  601. this.y = - this.y;
  602. return this;
  603. },
  604. dot: function ( v ) {
  605. return this.x * v.x + this.y * v.y;
  606. },
  607. cross: function ( v ) {
  608. return this.x * v.y - this.y * v.x;
  609. },
  610. lengthSq: function () {
  611. return this.x * this.x + this.y * this.y;
  612. },
  613. length: function () {
  614. return Math.sqrt( this.x * this.x + this.y * this.y );
  615. },
  616. manhattanLength: function () {
  617. return Math.abs( this.x ) + Math.abs( this.y );
  618. },
  619. normalize: function () {
  620. return this.divideScalar( this.length() || 1 );
  621. },
  622. angle: function () {
  623. // computes the angle in radians with respect to the positive x-axis
  624. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  625. return angle;
  626. },
  627. distanceTo: function ( v ) {
  628. return Math.sqrt( this.distanceToSquared( v ) );
  629. },
  630. distanceToSquared: function ( v ) {
  631. var dx = this.x - v.x, dy = this.y - v.y;
  632. return dx * dx + dy * dy;
  633. },
  634. manhattanDistanceTo: function ( v ) {
  635. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  636. },
  637. setLength: function ( length ) {
  638. return this.normalize().multiplyScalar( length );
  639. },
  640. lerp: function ( v, alpha ) {
  641. this.x += ( v.x - this.x ) * alpha;
  642. this.y += ( v.y - this.y ) * alpha;
  643. return this;
  644. },
  645. lerpVectors: function ( v1, v2, alpha ) {
  646. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  647. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  648. return this;
  649. },
  650. equals: function ( v ) {
  651. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  652. },
  653. fromArray: function ( array, offset ) {
  654. if ( offset === undefined ) { offset = 0; }
  655. this.x = array[ offset ];
  656. this.y = array[ offset + 1 ];
  657. return this;
  658. },
  659. toArray: function ( array, offset ) {
  660. if ( array === undefined ) { array = []; }
  661. if ( offset === undefined ) { offset = 0; }
  662. array[ offset ] = this.x;
  663. array[ offset + 1 ] = this.y;
  664. return array;
  665. },
  666. fromBufferAttribute: function ( attribute, index, offset ) {
  667. if ( offset !== undefined ) {
  668. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  669. }
  670. this.x = attribute.getX( index );
  671. this.y = attribute.getY( index );
  672. return this;
  673. },
  674. rotateAround: function ( center, angle ) {
  675. var c = Math.cos( angle ), s = Math.sin( angle );
  676. var x = this.x - center.x;
  677. var y = this.y - center.y;
  678. this.x = x * c - y * s + center.x;
  679. this.y = x * s + y * c + center.y;
  680. return this;
  681. },
  682. random: function () {
  683. this.x = Math.random();
  684. this.y = Math.random();
  685. return this;
  686. }
  687. } );
  688. /**
  689. * @author alteredq / http://alteredqualia.com/
  690. * @author WestLangley / http://github.com/WestLangley
  691. * @author bhouston / http://clara.io
  692. * @author tschw
  693. */
  694. function Matrix3() {
  695. this.elements = [
  696. 1, 0, 0,
  697. 0, 1, 0,
  698. 0, 0, 1
  699. ];
  700. if ( arguments.length > 0 ) {
  701. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  702. }
  703. }
  704. Object.assign( Matrix3.prototype, {
  705. isMatrix3: true,
  706. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  707. var te = this.elements;
  708. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  709. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  710. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  711. return this;
  712. },
  713. identity: function () {
  714. this.set(
  715. 1, 0, 0,
  716. 0, 1, 0,
  717. 0, 0, 1
  718. );
  719. return this;
  720. },
  721. clone: function () {
  722. return new this.constructor().fromArray( this.elements );
  723. },
  724. copy: function ( m ) {
  725. var te = this.elements;
  726. var me = m.elements;
  727. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  728. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  729. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  730. return this;
  731. },
  732. extractBasis: function ( xAxis, yAxis, zAxis ) {
  733. xAxis.setFromMatrix3Column( this, 0 );
  734. yAxis.setFromMatrix3Column( this, 1 );
  735. zAxis.setFromMatrix3Column( this, 2 );
  736. return this;
  737. },
  738. setFromMatrix4: function ( m ) {
  739. var me = m.elements;
  740. this.set(
  741. me[ 0 ], me[ 4 ], me[ 8 ],
  742. me[ 1 ], me[ 5 ], me[ 9 ],
  743. me[ 2 ], me[ 6 ], me[ 10 ]
  744. );
  745. return this;
  746. },
  747. multiply: function ( m ) {
  748. return this.multiplyMatrices( this, m );
  749. },
  750. premultiply: function ( m ) {
  751. return this.multiplyMatrices( m, this );
  752. },
  753. multiplyMatrices: function ( a, b ) {
  754. var ae = a.elements;
  755. var be = b.elements;
  756. var te = this.elements;
  757. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  758. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  759. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  760. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  761. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  762. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  763. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  764. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  765. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  766. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  767. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  768. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  769. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  770. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  771. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  772. return this;
  773. },
  774. multiplyScalar: function ( s ) {
  775. var te = this.elements;
  776. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  777. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  778. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  779. return this;
  780. },
  781. determinant: function () {
  782. var te = this.elements;
  783. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  784. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  785. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  786. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  787. },
  788. getInverse: function ( matrix, throwOnDegenerate ) {
  789. if ( throwOnDegenerate !== undefined ) {
  790. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  791. }
  792. var me = matrix.elements,
  793. te = this.elements,
  794. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  795. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  796. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  797. t11 = n33 * n22 - n32 * n23,
  798. t12 = n32 * n13 - n33 * n12,
  799. t13 = n23 * n12 - n22 * n13,
  800. det = n11 * t11 + n21 * t12 + n31 * t13;
  801. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  802. var detInv = 1 / det;
  803. te[ 0 ] = t11 * detInv;
  804. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  805. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  806. te[ 3 ] = t12 * detInv;
  807. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  808. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  809. te[ 6 ] = t13 * detInv;
  810. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  811. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  812. return this;
  813. },
  814. transpose: function () {
  815. var tmp, m = this.elements;
  816. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  817. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  818. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  819. return this;
  820. },
  821. getNormalMatrix: function ( matrix4 ) {
  822. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  823. },
  824. transposeIntoArray: function ( r ) {
  825. var m = this.elements;
  826. r[ 0 ] = m[ 0 ];
  827. r[ 1 ] = m[ 3 ];
  828. r[ 2 ] = m[ 6 ];
  829. r[ 3 ] = m[ 1 ];
  830. r[ 4 ] = m[ 4 ];
  831. r[ 5 ] = m[ 7 ];
  832. r[ 6 ] = m[ 2 ];
  833. r[ 7 ] = m[ 5 ];
  834. r[ 8 ] = m[ 8 ];
  835. return this;
  836. },
  837. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  838. var c = Math.cos( rotation );
  839. var s = Math.sin( rotation );
  840. this.set(
  841. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  842. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  843. 0, 0, 1
  844. );
  845. },
  846. scale: function ( sx, sy ) {
  847. var te = this.elements;
  848. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  849. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  850. return this;
  851. },
  852. rotate: function ( theta ) {
  853. var c = Math.cos( theta );
  854. var s = Math.sin( theta );
  855. var te = this.elements;
  856. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  857. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  858. te[ 0 ] = c * a11 + s * a21;
  859. te[ 3 ] = c * a12 + s * a22;
  860. te[ 6 ] = c * a13 + s * a23;
  861. te[ 1 ] = - s * a11 + c * a21;
  862. te[ 4 ] = - s * a12 + c * a22;
  863. te[ 7 ] = - s * a13 + c * a23;
  864. return this;
  865. },
  866. translate: function ( tx, ty ) {
  867. var te = this.elements;
  868. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  869. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  870. return this;
  871. },
  872. equals: function ( matrix ) {
  873. var te = this.elements;
  874. var me = matrix.elements;
  875. for ( var i = 0; i < 9; i ++ ) {
  876. if ( te[ i ] !== me[ i ] ) { return false; }
  877. }
  878. return true;
  879. },
  880. fromArray: function ( array, offset ) {
  881. if ( offset === undefined ) { offset = 0; }
  882. for ( var i = 0; i < 9; i ++ ) {
  883. this.elements[ i ] = array[ i + offset ];
  884. }
  885. return this;
  886. },
  887. toArray: function ( array, offset ) {
  888. if ( array === undefined ) { array = []; }
  889. if ( offset === undefined ) { offset = 0; }
  890. var te = this.elements;
  891. array[ offset ] = te[ 0 ];
  892. array[ offset + 1 ] = te[ 1 ];
  893. array[ offset + 2 ] = te[ 2 ];
  894. array[ offset + 3 ] = te[ 3 ];
  895. array[ offset + 4 ] = te[ 4 ];
  896. array[ offset + 5 ] = te[ 5 ];
  897. array[ offset + 6 ] = te[ 6 ];
  898. array[ offset + 7 ] = te[ 7 ];
  899. array[ offset + 8 ] = te[ 8 ];
  900. return array;
  901. }
  902. } );
  903. /**
  904. * @author mrdoob / http://mrdoob.com/
  905. * @author alteredq / http://alteredqualia.com/
  906. * @author szimek / https://github.com/szimek/
  907. */
  908. var _canvas;
  909. var ImageUtils = {
  910. getDataURL: function ( image ) {
  911. var canvas;
  912. if ( typeof HTMLCanvasElement == 'undefined' ) {
  913. return image.src;
  914. } else if ( image instanceof HTMLCanvasElement ) {
  915. canvas = image;
  916. } else {
  917. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  918. _canvas.width = image.width;
  919. _canvas.height = image.height;
  920. var context = _canvas.getContext( '2d' );
  921. if ( image instanceof ImageData ) {
  922. context.putImageData( image, 0, 0 );
  923. } else {
  924. context.drawImage( image, 0, 0, image.width, image.height );
  925. }
  926. canvas = _canvas;
  927. }
  928. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  929. return canvas.toDataURL( 'image/jpeg', 0.6 );
  930. } else {
  931. return canvas.toDataURL( 'image/png' );
  932. }
  933. }
  934. };
  935. /**
  936. * @author mrdoob / http://mrdoob.com/
  937. * @author alteredq / http://alteredqualia.com/
  938. * @author szimek / https://github.com/szimek/
  939. */
  940. var textureId = 0;
  941. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  942. Object.defineProperty( this, 'id', { value: textureId ++ } );
  943. this.uuid = MathUtils.generateUUID();
  944. this.name = '';
  945. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  946. this.mipmaps = [];
  947. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  948. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  949. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  950. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  951. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  952. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  953. this.format = format !== undefined ? format : RGBAFormat;
  954. this.internalFormat = null;
  955. this.type = type !== undefined ? type : UnsignedByteType;
  956. this.offset = new Vector2( 0, 0 );
  957. this.repeat = new Vector2( 1, 1 );
  958. this.center = new Vector2( 0, 0 );
  959. this.rotation = 0;
  960. this.matrixAutoUpdate = true;
  961. this.matrix = new Matrix3();
  962. this.generateMipmaps = true;
  963. this.premultiplyAlpha = false;
  964. this.flipY = true;
  965. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  966. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  967. //
  968. // Also changing the encoding after already used by a Material will not automatically make the Material
  969. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  970. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  971. this.version = 0;
  972. this.onUpdate = null;
  973. }
  974. Texture.DEFAULT_IMAGE = undefined;
  975. Texture.DEFAULT_MAPPING = UVMapping;
  976. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  977. constructor: Texture,
  978. isTexture: true,
  979. updateMatrix: function () {
  980. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  981. },
  982. clone: function () {
  983. return new this.constructor().copy( this );
  984. },
  985. copy: function ( source ) {
  986. this.name = source.name;
  987. this.image = source.image;
  988. this.mipmaps = source.mipmaps.slice( 0 );
  989. this.mapping = source.mapping;
  990. this.wrapS = source.wrapS;
  991. this.wrapT = source.wrapT;
  992. this.magFilter = source.magFilter;
  993. this.minFilter = source.minFilter;
  994. this.anisotropy = source.anisotropy;
  995. this.format = source.format;
  996. this.internalFormat = source.internalFormat;
  997. this.type = source.type;
  998. this.offset.copy( source.offset );
  999. this.repeat.copy( source.repeat );
  1000. this.center.copy( source.center );
  1001. this.rotation = source.rotation;
  1002. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1003. this.matrix.copy( source.matrix );
  1004. this.generateMipmaps = source.generateMipmaps;
  1005. this.premultiplyAlpha = source.premultiplyAlpha;
  1006. this.flipY = source.flipY;
  1007. this.unpackAlignment = source.unpackAlignment;
  1008. this.encoding = source.encoding;
  1009. return this;
  1010. },
  1011. toJSON: function ( meta ) {
  1012. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1013. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1014. return meta.textures[ this.uuid ];
  1015. }
  1016. var output = {
  1017. metadata: {
  1018. version: 4.5,
  1019. type: 'Texture',
  1020. generator: 'Texture.toJSON'
  1021. },
  1022. uuid: this.uuid,
  1023. name: this.name,
  1024. mapping: this.mapping,
  1025. repeat: [ this.repeat.x, this.repeat.y ],
  1026. offset: [ this.offset.x, this.offset.y ],
  1027. center: [ this.center.x, this.center.y ],
  1028. rotation: this.rotation,
  1029. wrap: [ this.wrapS, this.wrapT ],
  1030. format: this.format,
  1031. type: this.type,
  1032. encoding: this.encoding,
  1033. minFilter: this.minFilter,
  1034. magFilter: this.magFilter,
  1035. anisotropy: this.anisotropy,
  1036. flipY: this.flipY,
  1037. premultiplyAlpha: this.premultiplyAlpha,
  1038. unpackAlignment: this.unpackAlignment
  1039. };
  1040. if ( this.image !== undefined ) {
  1041. // TODO: Move to THREE.Image
  1042. var image = this.image;
  1043. if ( image.uuid === undefined ) {
  1044. image.uuid = MathUtils.generateUUID(); // UGH
  1045. }
  1046. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1047. var url;
  1048. if ( Array.isArray( image ) ) {
  1049. // process array of images e.g. CubeTexture
  1050. url = [];
  1051. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1052. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1053. }
  1054. } else {
  1055. // process single image
  1056. url = ImageUtils.getDataURL( image );
  1057. }
  1058. meta.images[ image.uuid ] = {
  1059. uuid: image.uuid,
  1060. url: url
  1061. };
  1062. }
  1063. output.image = image.uuid;
  1064. }
  1065. if ( ! isRootObject ) {
  1066. meta.textures[ this.uuid ] = output;
  1067. }
  1068. return output;
  1069. },
  1070. dispose: function () {
  1071. this.dispatchEvent( { type: 'dispose' } );
  1072. },
  1073. transformUv: function ( uv ) {
  1074. if ( this.mapping !== UVMapping ) { return uv; }
  1075. uv.applyMatrix3( this.matrix );
  1076. if ( uv.x < 0 || uv.x > 1 ) {
  1077. switch ( this.wrapS ) {
  1078. case RepeatWrapping:
  1079. uv.x = uv.x - Math.floor( uv.x );
  1080. break;
  1081. case ClampToEdgeWrapping:
  1082. uv.x = uv.x < 0 ? 0 : 1;
  1083. break;
  1084. case MirroredRepeatWrapping:
  1085. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1086. uv.x = Math.ceil( uv.x ) - uv.x;
  1087. } else {
  1088. uv.x = uv.x - Math.floor( uv.x );
  1089. }
  1090. break;
  1091. }
  1092. }
  1093. if ( uv.y < 0 || uv.y > 1 ) {
  1094. switch ( this.wrapT ) {
  1095. case RepeatWrapping:
  1096. uv.y = uv.y - Math.floor( uv.y );
  1097. break;
  1098. case ClampToEdgeWrapping:
  1099. uv.y = uv.y < 0 ? 0 : 1;
  1100. break;
  1101. case MirroredRepeatWrapping:
  1102. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1103. uv.y = Math.ceil( uv.y ) - uv.y;
  1104. } else {
  1105. uv.y = uv.y - Math.floor( uv.y );
  1106. }
  1107. break;
  1108. }
  1109. }
  1110. if ( this.flipY ) {
  1111. uv.y = 1 - uv.y;
  1112. }
  1113. return uv;
  1114. }
  1115. } );
  1116. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1117. set: function ( value ) {
  1118. if ( value === true ) { this.version ++; }
  1119. }
  1120. } );
  1121. /**
  1122. * @author supereggbert / http://www.paulbrunt.co.uk/
  1123. * @author philogb / http://blog.thejit.org/
  1124. * @author mikael emtinger / http://gomo.se/
  1125. * @author egraether / http://egraether.com/
  1126. * @author WestLangley / http://github.com/WestLangley
  1127. */
  1128. function Vector4( x, y, z, w ) {
  1129. this.x = x || 0;
  1130. this.y = y || 0;
  1131. this.z = z || 0;
  1132. this.w = ( w !== undefined ) ? w : 1;
  1133. }
  1134. Object.defineProperties( Vector4.prototype, {
  1135. "width": {
  1136. get: function () {
  1137. return this.z;
  1138. },
  1139. set: function ( value ) {
  1140. this.z = value;
  1141. }
  1142. },
  1143. "height": {
  1144. get: function () {
  1145. return this.w;
  1146. },
  1147. set: function ( value ) {
  1148. this.w = value;
  1149. }
  1150. }
  1151. } );
  1152. Object.assign( Vector4.prototype, {
  1153. isVector4: true,
  1154. set: function ( x, y, z, w ) {
  1155. this.x = x;
  1156. this.y = y;
  1157. this.z = z;
  1158. this.w = w;
  1159. return this;
  1160. },
  1161. setScalar: function ( scalar ) {
  1162. this.x = scalar;
  1163. this.y = scalar;
  1164. this.z = scalar;
  1165. this.w = scalar;
  1166. return this;
  1167. },
  1168. setX: function ( x ) {
  1169. this.x = x;
  1170. return this;
  1171. },
  1172. setY: function ( y ) {
  1173. this.y = y;
  1174. return this;
  1175. },
  1176. setZ: function ( z ) {
  1177. this.z = z;
  1178. return this;
  1179. },
  1180. setW: function ( w ) {
  1181. this.w = w;
  1182. return this;
  1183. },
  1184. setComponent: function ( index, value ) {
  1185. switch ( index ) {
  1186. case 0: this.x = value; break;
  1187. case 1: this.y = value; break;
  1188. case 2: this.z = value; break;
  1189. case 3: this.w = value; break;
  1190. default: throw new Error( 'index is out of range: ' + index );
  1191. }
  1192. return this;
  1193. },
  1194. getComponent: function ( index ) {
  1195. switch ( index ) {
  1196. case 0: return this.x;
  1197. case 1: return this.y;
  1198. case 2: return this.z;
  1199. case 3: return this.w;
  1200. default: throw new Error( 'index is out of range: ' + index );
  1201. }
  1202. },
  1203. clone: function () {
  1204. return new this.constructor( this.x, this.y, this.z, this.w );
  1205. },
  1206. copy: function ( v ) {
  1207. this.x = v.x;
  1208. this.y = v.y;
  1209. this.z = v.z;
  1210. this.w = ( v.w !== undefined ) ? v.w : 1;
  1211. return this;
  1212. },
  1213. add: function ( v, w ) {
  1214. if ( w !== undefined ) {
  1215. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1216. return this.addVectors( v, w );
  1217. }
  1218. this.x += v.x;
  1219. this.y += v.y;
  1220. this.z += v.z;
  1221. this.w += v.w;
  1222. return this;
  1223. },
  1224. addScalar: function ( s ) {
  1225. this.x += s;
  1226. this.y += s;
  1227. this.z += s;
  1228. this.w += s;
  1229. return this;
  1230. },
  1231. addVectors: function ( a, b ) {
  1232. this.x = a.x + b.x;
  1233. this.y = a.y + b.y;
  1234. this.z = a.z + b.z;
  1235. this.w = a.w + b.w;
  1236. return this;
  1237. },
  1238. addScaledVector: function ( v, s ) {
  1239. this.x += v.x * s;
  1240. this.y += v.y * s;
  1241. this.z += v.z * s;
  1242. this.w += v.w * s;
  1243. return this;
  1244. },
  1245. sub: function ( v, w ) {
  1246. if ( w !== undefined ) {
  1247. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1248. return this.subVectors( v, w );
  1249. }
  1250. this.x -= v.x;
  1251. this.y -= v.y;
  1252. this.z -= v.z;
  1253. this.w -= v.w;
  1254. return this;
  1255. },
  1256. subScalar: function ( s ) {
  1257. this.x -= s;
  1258. this.y -= s;
  1259. this.z -= s;
  1260. this.w -= s;
  1261. return this;
  1262. },
  1263. subVectors: function ( a, b ) {
  1264. this.x = a.x - b.x;
  1265. this.y = a.y - b.y;
  1266. this.z = a.z - b.z;
  1267. this.w = a.w - b.w;
  1268. return this;
  1269. },
  1270. multiplyScalar: function ( scalar ) {
  1271. this.x *= scalar;
  1272. this.y *= scalar;
  1273. this.z *= scalar;
  1274. this.w *= scalar;
  1275. return this;
  1276. },
  1277. applyMatrix4: function ( m ) {
  1278. var x = this.x, y = this.y, z = this.z, w = this.w;
  1279. var e = m.elements;
  1280. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1281. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1282. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1283. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1284. return this;
  1285. },
  1286. divideScalar: function ( scalar ) {
  1287. return this.multiplyScalar( 1 / scalar );
  1288. },
  1289. setAxisAngleFromQuaternion: function ( q ) {
  1290. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1291. // q is assumed to be normalized
  1292. this.w = 2 * Math.acos( q.w );
  1293. var s = Math.sqrt( 1 - q.w * q.w );
  1294. if ( s < 0.0001 ) {
  1295. this.x = 1;
  1296. this.y = 0;
  1297. this.z = 0;
  1298. } else {
  1299. this.x = q.x / s;
  1300. this.y = q.y / s;
  1301. this.z = q.z / s;
  1302. }
  1303. return this;
  1304. },
  1305. setAxisAngleFromRotationMatrix: function ( m ) {
  1306. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1307. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1308. var angle, x, y, z, // variables for result
  1309. epsilon = 0.01, // margin to allow for rounding errors
  1310. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1311. te = m.elements,
  1312. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1313. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1314. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1315. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1316. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1317. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1318. // singularity found
  1319. // first check for identity matrix which must have +1 for all terms
  1320. // in leading diagonal and zero in other terms
  1321. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1322. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1323. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1324. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1325. // this singularity is identity matrix so angle = 0
  1326. this.set( 1, 0, 0, 0 );
  1327. return this; // zero angle, arbitrary axis
  1328. }
  1329. // otherwise this singularity is angle = 180
  1330. angle = Math.PI;
  1331. var xx = ( m11 + 1 ) / 2;
  1332. var yy = ( m22 + 1 ) / 2;
  1333. var zz = ( m33 + 1 ) / 2;
  1334. var xy = ( m12 + m21 ) / 4;
  1335. var xz = ( m13 + m31 ) / 4;
  1336. var yz = ( m23 + m32 ) / 4;
  1337. if ( ( xx > yy ) && ( xx > zz ) ) {
  1338. // m11 is the largest diagonal term
  1339. if ( xx < epsilon ) {
  1340. x = 0;
  1341. y = 0.707106781;
  1342. z = 0.707106781;
  1343. } else {
  1344. x = Math.sqrt( xx );
  1345. y = xy / x;
  1346. z = xz / x;
  1347. }
  1348. } else if ( yy > zz ) {
  1349. // m22 is the largest diagonal term
  1350. if ( yy < epsilon ) {
  1351. x = 0.707106781;
  1352. y = 0;
  1353. z = 0.707106781;
  1354. } else {
  1355. y = Math.sqrt( yy );
  1356. x = xy / y;
  1357. z = yz / y;
  1358. }
  1359. } else {
  1360. // m33 is the largest diagonal term so base result on this
  1361. if ( zz < epsilon ) {
  1362. x = 0.707106781;
  1363. y = 0.707106781;
  1364. z = 0;
  1365. } else {
  1366. z = Math.sqrt( zz );
  1367. x = xz / z;
  1368. y = yz / z;
  1369. }
  1370. }
  1371. this.set( x, y, z, angle );
  1372. return this; // return 180 deg rotation
  1373. }
  1374. // as we have reached here there are no singularities so we can handle normally
  1375. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1376. ( m13 - m31 ) * ( m13 - m31 ) +
  1377. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1378. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1379. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1380. // caught by singularity test above, but I've left it in just in case
  1381. this.x = ( m32 - m23 ) / s;
  1382. this.y = ( m13 - m31 ) / s;
  1383. this.z = ( m21 - m12 ) / s;
  1384. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1385. return this;
  1386. },
  1387. min: function ( v ) {
  1388. this.x = Math.min( this.x, v.x );
  1389. this.y = Math.min( this.y, v.y );
  1390. this.z = Math.min( this.z, v.z );
  1391. this.w = Math.min( this.w, v.w );
  1392. return this;
  1393. },
  1394. max: function ( v ) {
  1395. this.x = Math.max( this.x, v.x );
  1396. this.y = Math.max( this.y, v.y );
  1397. this.z = Math.max( this.z, v.z );
  1398. this.w = Math.max( this.w, v.w );
  1399. return this;
  1400. },
  1401. clamp: function ( min, max ) {
  1402. // assumes min < max, componentwise
  1403. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1404. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1405. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1406. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1407. return this;
  1408. },
  1409. clampScalar: function ( minVal, maxVal ) {
  1410. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1411. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1412. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1413. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1414. return this;
  1415. },
  1416. clampLength: function ( min, max ) {
  1417. var length = this.length();
  1418. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1419. },
  1420. floor: function () {
  1421. this.x = Math.floor( this.x );
  1422. this.y = Math.floor( this.y );
  1423. this.z = Math.floor( this.z );
  1424. this.w = Math.floor( this.w );
  1425. return this;
  1426. },
  1427. ceil: function () {
  1428. this.x = Math.ceil( this.x );
  1429. this.y = Math.ceil( this.y );
  1430. this.z = Math.ceil( this.z );
  1431. this.w = Math.ceil( this.w );
  1432. return this;
  1433. },
  1434. round: function () {
  1435. this.x = Math.round( this.x );
  1436. this.y = Math.round( this.y );
  1437. this.z = Math.round( this.z );
  1438. this.w = Math.round( this.w );
  1439. return this;
  1440. },
  1441. roundToZero: function () {
  1442. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1443. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1444. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1445. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1446. return this;
  1447. },
  1448. negate: function () {
  1449. this.x = - this.x;
  1450. this.y = - this.y;
  1451. this.z = - this.z;
  1452. this.w = - this.w;
  1453. return this;
  1454. },
  1455. dot: function ( v ) {
  1456. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1457. },
  1458. lengthSq: function () {
  1459. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1460. },
  1461. length: function () {
  1462. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1463. },
  1464. manhattanLength: function () {
  1465. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1466. },
  1467. normalize: function () {
  1468. return this.divideScalar( this.length() || 1 );
  1469. },
  1470. setLength: function ( length ) {
  1471. return this.normalize().multiplyScalar( length );
  1472. },
  1473. lerp: function ( v, alpha ) {
  1474. this.x += ( v.x - this.x ) * alpha;
  1475. this.y += ( v.y - this.y ) * alpha;
  1476. this.z += ( v.z - this.z ) * alpha;
  1477. this.w += ( v.w - this.w ) * alpha;
  1478. return this;
  1479. },
  1480. lerpVectors: function ( v1, v2, alpha ) {
  1481. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1482. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1483. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1484. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1485. return this;
  1486. },
  1487. equals: function ( v ) {
  1488. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1489. },
  1490. fromArray: function ( array, offset ) {
  1491. if ( offset === undefined ) { offset = 0; }
  1492. this.x = array[ offset ];
  1493. this.y = array[ offset + 1 ];
  1494. this.z = array[ offset + 2 ];
  1495. this.w = array[ offset + 3 ];
  1496. return this;
  1497. },
  1498. toArray: function ( array, offset ) {
  1499. if ( array === undefined ) { array = []; }
  1500. if ( offset === undefined ) { offset = 0; }
  1501. array[ offset ] = this.x;
  1502. array[ offset + 1 ] = this.y;
  1503. array[ offset + 2 ] = this.z;
  1504. array[ offset + 3 ] = this.w;
  1505. return array;
  1506. },
  1507. fromBufferAttribute: function ( attribute, index, offset ) {
  1508. if ( offset !== undefined ) {
  1509. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1510. }
  1511. this.x = attribute.getX( index );
  1512. this.y = attribute.getY( index );
  1513. this.z = attribute.getZ( index );
  1514. this.w = attribute.getW( index );
  1515. return this;
  1516. },
  1517. random: function () {
  1518. this.x = Math.random();
  1519. this.y = Math.random();
  1520. this.z = Math.random();
  1521. this.w = Math.random();
  1522. return this;
  1523. }
  1524. } );
  1525. /**
  1526. * @author szimek / https://github.com/szimek/
  1527. * @author alteredq / http://alteredqualia.com/
  1528. * @author Marius Kintel / https://github.com/kintel
  1529. */
  1530. /*
  1531. In options, we can specify:
  1532. * Texture parameters for an auto-generated target texture
  1533. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1534. */
  1535. function WebGLRenderTarget( width, height, options ) {
  1536. this.width = width;
  1537. this.height = height;
  1538. this.scissor = new Vector4( 0, 0, width, height );
  1539. this.scissorTest = false;
  1540. this.viewport = new Vector4( 0, 0, width, height );
  1541. options = options || {};
  1542. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1543. this.texture.image = {};
  1544. this.texture.image.width = width;
  1545. this.texture.image.height = height;
  1546. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1547. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1548. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1549. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1550. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1551. }
  1552. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1553. constructor: WebGLRenderTarget,
  1554. isWebGLRenderTarget: true,
  1555. setSize: function ( width, height ) {
  1556. if ( this.width !== width || this.height !== height ) {
  1557. this.width = width;
  1558. this.height = height;
  1559. this.texture.image.width = width;
  1560. this.texture.image.height = height;
  1561. this.dispose();
  1562. }
  1563. this.viewport.set( 0, 0, width, height );
  1564. this.scissor.set( 0, 0, width, height );
  1565. },
  1566. clone: function () {
  1567. return new this.constructor().copy( this );
  1568. },
  1569. copy: function ( source ) {
  1570. this.width = source.width;
  1571. this.height = source.height;
  1572. this.viewport.copy( source.viewport );
  1573. this.texture = source.texture.clone();
  1574. this.depthBuffer = source.depthBuffer;
  1575. this.stencilBuffer = source.stencilBuffer;
  1576. this.depthTexture = source.depthTexture;
  1577. return this;
  1578. },
  1579. dispose: function () {
  1580. this.dispatchEvent( { type: 'dispose' } );
  1581. }
  1582. } );
  1583. /**
  1584. * @author Mugen87 / https://github.com/Mugen87
  1585. * @author Matt DesLauriers / @mattdesl
  1586. */
  1587. function WebGLMultisampleRenderTarget( width, height, options ) {
  1588. WebGLRenderTarget.call( this, width, height, options );
  1589. this.samples = 4;
  1590. }
  1591. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1592. constructor: WebGLMultisampleRenderTarget,
  1593. isWebGLMultisampleRenderTarget: true,
  1594. copy: function ( source ) {
  1595. WebGLRenderTarget.prototype.copy.call( this, source );
  1596. this.samples = source.samples;
  1597. return this;
  1598. }
  1599. } );
  1600. /**
  1601. * @author mikael emtinger / http://gomo.se/
  1602. * @author alteredq / http://alteredqualia.com/
  1603. * @author WestLangley / http://github.com/WestLangley
  1604. * @author bhouston / http://clara.io
  1605. */
  1606. function Quaternion( x, y, z, w ) {
  1607. this._x = x || 0;
  1608. this._y = y || 0;
  1609. this._z = z || 0;
  1610. this._w = ( w !== undefined ) ? w : 1;
  1611. }
  1612. Object.assign( Quaternion, {
  1613. slerp: function ( qa, qb, qm, t ) {
  1614. return qm.copy( qa ).slerp( qb, t );
  1615. },
  1616. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1617. // fuzz-free, array-based Quaternion SLERP operation
  1618. var x0 = src0[ srcOffset0 + 0 ],
  1619. y0 = src0[ srcOffset0 + 1 ],
  1620. z0 = src0[ srcOffset0 + 2 ],
  1621. w0 = src0[ srcOffset0 + 3 ],
  1622. x1 = src1[ srcOffset1 + 0 ],
  1623. y1 = src1[ srcOffset1 + 1 ],
  1624. z1 = src1[ srcOffset1 + 2 ],
  1625. w1 = src1[ srcOffset1 + 3 ];
  1626. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1627. var s = 1 - t,
  1628. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1629. dir = ( cos >= 0 ? 1 : - 1 ),
  1630. sqrSin = 1 - cos * cos;
  1631. // Skip the Slerp for tiny steps to avoid numeric problems:
  1632. if ( sqrSin > Number.EPSILON ) {
  1633. var sin = Math.sqrt( sqrSin ),
  1634. len = Math.atan2( sin, cos * dir );
  1635. s = Math.sin( s * len ) / sin;
  1636. t = Math.sin( t * len ) / sin;
  1637. }
  1638. var tDir = t * dir;
  1639. x0 = x0 * s + x1 * tDir;
  1640. y0 = y0 * s + y1 * tDir;
  1641. z0 = z0 * s + z1 * tDir;
  1642. w0 = w0 * s + w1 * tDir;
  1643. // Normalize in case we just did a lerp:
  1644. if ( s === 1 - t ) {
  1645. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1646. x0 *= f;
  1647. y0 *= f;
  1648. z0 *= f;
  1649. w0 *= f;
  1650. }
  1651. }
  1652. dst[ dstOffset ] = x0;
  1653. dst[ dstOffset + 1 ] = y0;
  1654. dst[ dstOffset + 2 ] = z0;
  1655. dst[ dstOffset + 3 ] = w0;
  1656. },
  1657. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1658. var x0 = src0[ srcOffset0 ];
  1659. var y0 = src0[ srcOffset0 + 1 ];
  1660. var z0 = src0[ srcOffset0 + 2 ];
  1661. var w0 = src0[ srcOffset0 + 3 ];
  1662. var x1 = src1[ srcOffset1 ];
  1663. var y1 = src1[ srcOffset1 + 1 ];
  1664. var z1 = src1[ srcOffset1 + 2 ];
  1665. var w1 = src1[ srcOffset1 + 3 ];
  1666. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1667. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1668. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1669. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1670. return dst;
  1671. }
  1672. } );
  1673. Object.defineProperties( Quaternion.prototype, {
  1674. x: {
  1675. get: function () {
  1676. return this._x;
  1677. },
  1678. set: function ( value ) {
  1679. this._x = value;
  1680. this._onChangeCallback();
  1681. }
  1682. },
  1683. y: {
  1684. get: function () {
  1685. return this._y;
  1686. },
  1687. set: function ( value ) {
  1688. this._y = value;
  1689. this._onChangeCallback();
  1690. }
  1691. },
  1692. z: {
  1693. get: function () {
  1694. return this._z;
  1695. },
  1696. set: function ( value ) {
  1697. this._z = value;
  1698. this._onChangeCallback();
  1699. }
  1700. },
  1701. w: {
  1702. get: function () {
  1703. return this._w;
  1704. },
  1705. set: function ( value ) {
  1706. this._w = value;
  1707. this._onChangeCallback();
  1708. }
  1709. }
  1710. } );
  1711. Object.assign( Quaternion.prototype, {
  1712. isQuaternion: true,
  1713. set: function ( x, y, z, w ) {
  1714. this._x = x;
  1715. this._y = y;
  1716. this._z = z;
  1717. this._w = w;
  1718. this._onChangeCallback();
  1719. return this;
  1720. },
  1721. clone: function () {
  1722. return new this.constructor( this._x, this._y, this._z, this._w );
  1723. },
  1724. copy: function ( quaternion ) {
  1725. this._x = quaternion.x;
  1726. this._y = quaternion.y;
  1727. this._z = quaternion.z;
  1728. this._w = quaternion.w;
  1729. this._onChangeCallback();
  1730. return this;
  1731. },
  1732. setFromEuler: function ( euler, update ) {
  1733. if ( ! ( euler && euler.isEuler ) ) {
  1734. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1735. }
  1736. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1737. // http://www.mathworks.com/matlabcentral/fileexchange/
  1738. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1739. // content/SpinCalc.m
  1740. var cos = Math.cos;
  1741. var sin = Math.sin;
  1742. var c1 = cos( x / 2 );
  1743. var c2 = cos( y / 2 );
  1744. var c3 = cos( z / 2 );
  1745. var s1 = sin( x / 2 );
  1746. var s2 = sin( y / 2 );
  1747. var s3 = sin( z / 2 );
  1748. switch ( order ) {
  1749. case 'XYZ':
  1750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1752. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1753. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1754. break;
  1755. case 'YXZ':
  1756. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1757. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1758. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1759. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1760. break;
  1761. case 'ZXY':
  1762. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1763. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1764. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1765. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1766. break;
  1767. case 'ZYX':
  1768. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1769. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1770. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1771. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1772. break;
  1773. case 'YZX':
  1774. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1777. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1778. break;
  1779. case 'XZY':
  1780. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1781. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1782. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1783. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1784. break;
  1785. default:
  1786. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1787. }
  1788. if ( update !== false ) { this._onChangeCallback(); }
  1789. return this;
  1790. },
  1791. setFromAxisAngle: function ( axis, angle ) {
  1792. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1793. // assumes axis is normalized
  1794. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1795. this._x = axis.x * s;
  1796. this._y = axis.y * s;
  1797. this._z = axis.z * s;
  1798. this._w = Math.cos( halfAngle );
  1799. this._onChangeCallback();
  1800. return this;
  1801. },
  1802. setFromRotationMatrix: function ( m ) {
  1803. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1804. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1805. var te = m.elements,
  1806. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1807. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1808. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1809. trace = m11 + m22 + m33,
  1810. s;
  1811. if ( trace > 0 ) {
  1812. s = 0.5 / Math.sqrt( trace + 1.0 );
  1813. this._w = 0.25 / s;
  1814. this._x = ( m32 - m23 ) * s;
  1815. this._y = ( m13 - m31 ) * s;
  1816. this._z = ( m21 - m12 ) * s;
  1817. } else if ( m11 > m22 && m11 > m33 ) {
  1818. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1819. this._w = ( m32 - m23 ) / s;
  1820. this._x = 0.25 * s;
  1821. this._y = ( m12 + m21 ) / s;
  1822. this._z = ( m13 + m31 ) / s;
  1823. } else if ( m22 > m33 ) {
  1824. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1825. this._w = ( m13 - m31 ) / s;
  1826. this._x = ( m12 + m21 ) / s;
  1827. this._y = 0.25 * s;
  1828. this._z = ( m23 + m32 ) / s;
  1829. } else {
  1830. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1831. this._w = ( m21 - m12 ) / s;
  1832. this._x = ( m13 + m31 ) / s;
  1833. this._y = ( m23 + m32 ) / s;
  1834. this._z = 0.25 * s;
  1835. }
  1836. this._onChangeCallback();
  1837. return this;
  1838. },
  1839. setFromUnitVectors: function ( vFrom, vTo ) {
  1840. // assumes direction vectors vFrom and vTo are normalized
  1841. var EPS = 0.000001;
  1842. var r = vFrom.dot( vTo ) + 1;
  1843. if ( r < EPS ) {
  1844. r = 0;
  1845. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1846. this._x = - vFrom.y;
  1847. this._y = vFrom.x;
  1848. this._z = 0;
  1849. this._w = r;
  1850. } else {
  1851. this._x = 0;
  1852. this._y = - vFrom.z;
  1853. this._z = vFrom.y;
  1854. this._w = r;
  1855. }
  1856. } else {
  1857. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1858. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1859. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1860. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1861. this._w = r;
  1862. }
  1863. return this.normalize();
  1864. },
  1865. angleTo: function ( q ) {
  1866. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1867. },
  1868. rotateTowards: function ( q, step ) {
  1869. var angle = this.angleTo( q );
  1870. if ( angle === 0 ) { return this; }
  1871. var t = Math.min( 1, step / angle );
  1872. this.slerp( q, t );
  1873. return this;
  1874. },
  1875. inverse: function () {
  1876. // quaternion is assumed to have unit length
  1877. return this.conjugate();
  1878. },
  1879. conjugate: function () {
  1880. this._x *= - 1;
  1881. this._y *= - 1;
  1882. this._z *= - 1;
  1883. this._onChangeCallback();
  1884. return this;
  1885. },
  1886. dot: function ( v ) {
  1887. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1888. },
  1889. lengthSq: function () {
  1890. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1891. },
  1892. length: function () {
  1893. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1894. },
  1895. normalize: function () {
  1896. var l = this.length();
  1897. if ( l === 0 ) {
  1898. this._x = 0;
  1899. this._y = 0;
  1900. this._z = 0;
  1901. this._w = 1;
  1902. } else {
  1903. l = 1 / l;
  1904. this._x = this._x * l;
  1905. this._y = this._y * l;
  1906. this._z = this._z * l;
  1907. this._w = this._w * l;
  1908. }
  1909. this._onChangeCallback();
  1910. return this;
  1911. },
  1912. multiply: function ( q, p ) {
  1913. if ( p !== undefined ) {
  1914. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1915. return this.multiplyQuaternions( q, p );
  1916. }
  1917. return this.multiplyQuaternions( this, q );
  1918. },
  1919. premultiply: function ( q ) {
  1920. return this.multiplyQuaternions( q, this );
  1921. },
  1922. multiplyQuaternions: function ( a, b ) {
  1923. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1924. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1925. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1926. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1927. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1928. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1929. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1930. this._onChangeCallback();
  1931. return this;
  1932. },
  1933. slerp: function ( qb, t ) {
  1934. if ( t === 0 ) { return this; }
  1935. if ( t === 1 ) { return this.copy( qb ); }
  1936. var x = this._x, y = this._y, z = this._z, w = this._w;
  1937. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1938. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1939. if ( cosHalfTheta < 0 ) {
  1940. this._w = - qb._w;
  1941. this._x = - qb._x;
  1942. this._y = - qb._y;
  1943. this._z = - qb._z;
  1944. cosHalfTheta = - cosHalfTheta;
  1945. } else {
  1946. this.copy( qb );
  1947. }
  1948. if ( cosHalfTheta >= 1.0 ) {
  1949. this._w = w;
  1950. this._x = x;
  1951. this._y = y;
  1952. this._z = z;
  1953. return this;
  1954. }
  1955. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1956. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1957. var s = 1 - t;
  1958. this._w = s * w + t * this._w;
  1959. this._x = s * x + t * this._x;
  1960. this._y = s * y + t * this._y;
  1961. this._z = s * z + t * this._z;
  1962. this.normalize();
  1963. this._onChangeCallback();
  1964. return this;
  1965. }
  1966. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1967. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1968. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1969. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1970. this._w = ( w * ratioA + this._w * ratioB );
  1971. this._x = ( x * ratioA + this._x * ratioB );
  1972. this._y = ( y * ratioA + this._y * ratioB );
  1973. this._z = ( z * ratioA + this._z * ratioB );
  1974. this._onChangeCallback();
  1975. return this;
  1976. },
  1977. equals: function ( quaternion ) {
  1978. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1979. },
  1980. fromArray: function ( array, offset ) {
  1981. if ( offset === undefined ) { offset = 0; }
  1982. this._x = array[ offset ];
  1983. this._y = array[ offset + 1 ];
  1984. this._z = array[ offset + 2 ];
  1985. this._w = array[ offset + 3 ];
  1986. this._onChangeCallback();
  1987. return this;
  1988. },
  1989. toArray: function ( array, offset ) {
  1990. if ( array === undefined ) { array = []; }
  1991. if ( offset === undefined ) { offset = 0; }
  1992. array[ offset ] = this._x;
  1993. array[ offset + 1 ] = this._y;
  1994. array[ offset + 2 ] = this._z;
  1995. array[ offset + 3 ] = this._w;
  1996. return array;
  1997. },
  1998. fromBufferAttribute: function ( attribute, index ) {
  1999. this._x = attribute.getX( index );
  2000. this._y = attribute.getY( index );
  2001. this._z = attribute.getZ( index );
  2002. this._w = attribute.getW( index );
  2003. return this;
  2004. },
  2005. _onChange: function ( callback ) {
  2006. this._onChangeCallback = callback;
  2007. return this;
  2008. },
  2009. _onChangeCallback: function () {}
  2010. } );
  2011. /**
  2012. * @author mrdoob / http://mrdoob.com/
  2013. * @author kile / http://kile.stravaganza.org/
  2014. * @author philogb / http://blog.thejit.org/
  2015. * @author mikael emtinger / http://gomo.se/
  2016. * @author egraether / http://egraether.com/
  2017. * @author WestLangley / http://github.com/WestLangley
  2018. */
  2019. var _vector = new Vector3();
  2020. var _quaternion = new Quaternion();
  2021. function Vector3( x, y, z ) {
  2022. this.x = x || 0;
  2023. this.y = y || 0;
  2024. this.z = z || 0;
  2025. }
  2026. Object.assign( Vector3.prototype, {
  2027. isVector3: true,
  2028. set: function ( x, y, z ) {
  2029. this.x = x;
  2030. this.y = y;
  2031. this.z = z;
  2032. return this;
  2033. },
  2034. setScalar: function ( scalar ) {
  2035. this.x = scalar;
  2036. this.y = scalar;
  2037. this.z = scalar;
  2038. return this;
  2039. },
  2040. setX: function ( x ) {
  2041. this.x = x;
  2042. return this;
  2043. },
  2044. setY: function ( y ) {
  2045. this.y = y;
  2046. return this;
  2047. },
  2048. setZ: function ( z ) {
  2049. this.z = z;
  2050. return this;
  2051. },
  2052. setComponent: function ( index, value ) {
  2053. switch ( index ) {
  2054. case 0: this.x = value; break;
  2055. case 1: this.y = value; break;
  2056. case 2: this.z = value; break;
  2057. default: throw new Error( 'index is out of range: ' + index );
  2058. }
  2059. return this;
  2060. },
  2061. getComponent: function ( index ) {
  2062. switch ( index ) {
  2063. case 0: return this.x;
  2064. case 1: return this.y;
  2065. case 2: return this.z;
  2066. default: throw new Error( 'index is out of range: ' + index );
  2067. }
  2068. },
  2069. clone: function () {
  2070. return new this.constructor( this.x, this.y, this.z );
  2071. },
  2072. copy: function ( v ) {
  2073. this.x = v.x;
  2074. this.y = v.y;
  2075. this.z = v.z;
  2076. return this;
  2077. },
  2078. add: function ( v, w ) {
  2079. if ( w !== undefined ) {
  2080. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2081. return this.addVectors( v, w );
  2082. }
  2083. this.x += v.x;
  2084. this.y += v.y;
  2085. this.z += v.z;
  2086. return this;
  2087. },
  2088. addScalar: function ( s ) {
  2089. this.x += s;
  2090. this.y += s;
  2091. this.z += s;
  2092. return this;
  2093. },
  2094. addVectors: function ( a, b ) {
  2095. this.x = a.x + b.x;
  2096. this.y = a.y + b.y;
  2097. this.z = a.z + b.z;
  2098. return this;
  2099. },
  2100. addScaledVector: function ( v, s ) {
  2101. this.x += v.x * s;
  2102. this.y += v.y * s;
  2103. this.z += v.z * s;
  2104. return this;
  2105. },
  2106. sub: function ( v, w ) {
  2107. if ( w !== undefined ) {
  2108. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2109. return this.subVectors( v, w );
  2110. }
  2111. this.x -= v.x;
  2112. this.y -= v.y;
  2113. this.z -= v.z;
  2114. return this;
  2115. },
  2116. subScalar: function ( s ) {
  2117. this.x -= s;
  2118. this.y -= s;
  2119. this.z -= s;
  2120. return this;
  2121. },
  2122. subVectors: function ( a, b ) {
  2123. this.x = a.x - b.x;
  2124. this.y = a.y - b.y;
  2125. this.z = a.z - b.z;
  2126. return this;
  2127. },
  2128. multiply: function ( v, w ) {
  2129. if ( w !== undefined ) {
  2130. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2131. return this.multiplyVectors( v, w );
  2132. }
  2133. this.x *= v.x;
  2134. this.y *= v.y;
  2135. this.z *= v.z;
  2136. return this;
  2137. },
  2138. multiplyScalar: function ( scalar ) {
  2139. this.x *= scalar;
  2140. this.y *= scalar;
  2141. this.z *= scalar;
  2142. return this;
  2143. },
  2144. multiplyVectors: function ( a, b ) {
  2145. this.x = a.x * b.x;
  2146. this.y = a.y * b.y;
  2147. this.z = a.z * b.z;
  2148. return this;
  2149. },
  2150. applyEuler: function ( euler ) {
  2151. if ( ! ( euler && euler.isEuler ) ) {
  2152. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2153. }
  2154. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2155. },
  2156. applyAxisAngle: function ( axis, angle ) {
  2157. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2158. },
  2159. applyMatrix3: function ( m ) {
  2160. var x = this.x, y = this.y, z = this.z;
  2161. var e = m.elements;
  2162. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2163. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2164. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2165. return this;
  2166. },
  2167. applyNormalMatrix: function ( m ) {
  2168. return this.applyMatrix3( m ).normalize();
  2169. },
  2170. applyMatrix4: function ( m ) {
  2171. var x = this.x, y = this.y, z = this.z;
  2172. var e = m.elements;
  2173. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2174. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2175. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2176. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2177. return this;
  2178. },
  2179. applyQuaternion: function ( q ) {
  2180. var x = this.x, y = this.y, z = this.z;
  2181. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2182. // calculate quat * vector
  2183. var ix = qw * x + qy * z - qz * y;
  2184. var iy = qw * y + qz * x - qx * z;
  2185. var iz = qw * z + qx * y - qy * x;
  2186. var iw = - qx * x - qy * y - qz * z;
  2187. // calculate result * inverse quat
  2188. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2189. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2190. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2191. return this;
  2192. },
  2193. project: function ( camera ) {
  2194. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2195. },
  2196. unproject: function ( camera ) {
  2197. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2198. },
  2199. transformDirection: function ( m ) {
  2200. // input: THREE.Matrix4 affine matrix
  2201. // vector interpreted as a direction
  2202. var x = this.x, y = this.y, z = this.z;
  2203. var e = m.elements;
  2204. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2205. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2206. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2207. return this.normalize();
  2208. },
  2209. divide: function ( v ) {
  2210. this.x /= v.x;
  2211. this.y /= v.y;
  2212. this.z /= v.z;
  2213. return this;
  2214. },
  2215. divideScalar: function ( scalar ) {
  2216. return this.multiplyScalar( 1 / scalar );
  2217. },
  2218. min: function ( v ) {
  2219. this.x = Math.min( this.x, v.x );
  2220. this.y = Math.min( this.y, v.y );
  2221. this.z = Math.min( this.z, v.z );
  2222. return this;
  2223. },
  2224. max: function ( v ) {
  2225. this.x = Math.max( this.x, v.x );
  2226. this.y = Math.max( this.y, v.y );
  2227. this.z = Math.max( this.z, v.z );
  2228. return this;
  2229. },
  2230. clamp: function ( min, max ) {
  2231. // assumes min < max, componentwise
  2232. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2233. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2234. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2235. return this;
  2236. },
  2237. clampScalar: function ( minVal, maxVal ) {
  2238. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2239. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2240. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2241. return this;
  2242. },
  2243. clampLength: function ( min, max ) {
  2244. var length = this.length();
  2245. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2246. },
  2247. floor: function () {
  2248. this.x = Math.floor( this.x );
  2249. this.y = Math.floor( this.y );
  2250. this.z = Math.floor( this.z );
  2251. return this;
  2252. },
  2253. ceil: function () {
  2254. this.x = Math.ceil( this.x );
  2255. this.y = Math.ceil( this.y );
  2256. this.z = Math.ceil( this.z );
  2257. return this;
  2258. },
  2259. round: function () {
  2260. this.x = Math.round( this.x );
  2261. this.y = Math.round( this.y );
  2262. this.z = Math.round( this.z );
  2263. return this;
  2264. },
  2265. roundToZero: function () {
  2266. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2267. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2268. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2269. return this;
  2270. },
  2271. negate: function () {
  2272. this.x = - this.x;
  2273. this.y = - this.y;
  2274. this.z = - this.z;
  2275. return this;
  2276. },
  2277. dot: function ( v ) {
  2278. return this.x * v.x + this.y * v.y + this.z * v.z;
  2279. },
  2280. // TODO lengthSquared?
  2281. lengthSq: function () {
  2282. return this.x * this.x + this.y * this.y + this.z * this.z;
  2283. },
  2284. length: function () {
  2285. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2286. },
  2287. manhattanLength: function () {
  2288. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2289. },
  2290. normalize: function () {
  2291. return this.divideScalar( this.length() || 1 );
  2292. },
  2293. setLength: function ( length ) {
  2294. return this.normalize().multiplyScalar( length );
  2295. },
  2296. lerp: function ( v, alpha ) {
  2297. this.x += ( v.x - this.x ) * alpha;
  2298. this.y += ( v.y - this.y ) * alpha;
  2299. this.z += ( v.z - this.z ) * alpha;
  2300. return this;
  2301. },
  2302. lerpVectors: function ( v1, v2, alpha ) {
  2303. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2304. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2305. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2306. return this;
  2307. },
  2308. cross: function ( v, w ) {
  2309. if ( w !== undefined ) {
  2310. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2311. return this.crossVectors( v, w );
  2312. }
  2313. return this.crossVectors( this, v );
  2314. },
  2315. crossVectors: function ( a, b ) {
  2316. var ax = a.x, ay = a.y, az = a.z;
  2317. var bx = b.x, by = b.y, bz = b.z;
  2318. this.x = ay * bz - az * by;
  2319. this.y = az * bx - ax * bz;
  2320. this.z = ax * by - ay * bx;
  2321. return this;
  2322. },
  2323. projectOnVector: function ( v ) {
  2324. var denominator = v.lengthSq();
  2325. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2326. var scalar = v.dot( this ) / denominator;
  2327. return this.copy( v ).multiplyScalar( scalar );
  2328. },
  2329. projectOnPlane: function ( planeNormal ) {
  2330. _vector.copy( this ).projectOnVector( planeNormal );
  2331. return this.sub( _vector );
  2332. },
  2333. reflect: function ( normal ) {
  2334. // reflect incident vector off plane orthogonal to normal
  2335. // normal is assumed to have unit length
  2336. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2337. },
  2338. angleTo: function ( v ) {
  2339. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2340. if ( denominator === 0 ) { return Math.PI / 2; }
  2341. var theta = this.dot( v ) / denominator;
  2342. // clamp, to handle numerical problems
  2343. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2344. },
  2345. distanceTo: function ( v ) {
  2346. return Math.sqrt( this.distanceToSquared( v ) );
  2347. },
  2348. distanceToSquared: function ( v ) {
  2349. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2350. return dx * dx + dy * dy + dz * dz;
  2351. },
  2352. manhattanDistanceTo: function ( v ) {
  2353. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2354. },
  2355. setFromSpherical: function ( s ) {
  2356. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2357. },
  2358. setFromSphericalCoords: function ( radius, phi, theta ) {
  2359. var sinPhiRadius = Math.sin( phi ) * radius;
  2360. this.x = sinPhiRadius * Math.sin( theta );
  2361. this.y = Math.cos( phi ) * radius;
  2362. this.z = sinPhiRadius * Math.cos( theta );
  2363. return this;
  2364. },
  2365. setFromCylindrical: function ( c ) {
  2366. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2367. },
  2368. setFromCylindricalCoords: function ( radius, theta, y ) {
  2369. this.x = radius * Math.sin( theta );
  2370. this.y = y;
  2371. this.z = radius * Math.cos( theta );
  2372. return this;
  2373. },
  2374. setFromMatrixPosition: function ( m ) {
  2375. var e = m.elements;
  2376. this.x = e[ 12 ];
  2377. this.y = e[ 13 ];
  2378. this.z = e[ 14 ];
  2379. return this;
  2380. },
  2381. setFromMatrixScale: function ( m ) {
  2382. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2383. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2384. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2385. this.x = sx;
  2386. this.y = sy;
  2387. this.z = sz;
  2388. return this;
  2389. },
  2390. setFromMatrixColumn: function ( m, index ) {
  2391. return this.fromArray( m.elements, index * 4 );
  2392. },
  2393. setFromMatrix3Column: function ( m, index ) {
  2394. return this.fromArray( m.elements, index * 3 );
  2395. },
  2396. equals: function ( v ) {
  2397. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2398. },
  2399. fromArray: function ( array, offset ) {
  2400. if ( offset === undefined ) { offset = 0; }
  2401. this.x = array[ offset ];
  2402. this.y = array[ offset + 1 ];
  2403. this.z = array[ offset + 2 ];
  2404. return this;
  2405. },
  2406. toArray: function ( array, offset ) {
  2407. if ( array === undefined ) { array = []; }
  2408. if ( offset === undefined ) { offset = 0; }
  2409. array[ offset ] = this.x;
  2410. array[ offset + 1 ] = this.y;
  2411. array[ offset + 2 ] = this.z;
  2412. return array;
  2413. },
  2414. fromBufferAttribute: function ( attribute, index, offset ) {
  2415. if ( offset !== undefined ) {
  2416. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2417. }
  2418. this.x = attribute.getX( index );
  2419. this.y = attribute.getY( index );
  2420. this.z = attribute.getZ( index );
  2421. return this;
  2422. },
  2423. random: function () {
  2424. this.x = Math.random();
  2425. this.y = Math.random();
  2426. this.z = Math.random();
  2427. return this;
  2428. }
  2429. } );
  2430. var _v1 = new Vector3();
  2431. var _m1 = new Matrix4();
  2432. var _zero = new Vector3( 0, 0, 0 );
  2433. var _one = new Vector3( 1, 1, 1 );
  2434. var _x = new Vector3();
  2435. var _y = new Vector3();
  2436. var _z = new Vector3();
  2437. /**
  2438. * @author mrdoob / http://mrdoob.com/
  2439. * @author supereggbert / http://www.paulbrunt.co.uk/
  2440. * @author philogb / http://blog.thejit.org/
  2441. * @author jordi_ros / http://plattsoft.com
  2442. * @author D1plo1d / http://github.com/D1plo1d
  2443. * @author alteredq / http://alteredqualia.com/
  2444. * @author mikael emtinger / http://gomo.se/
  2445. * @author timknip / http://www.floorplanner.com/
  2446. * @author bhouston / http://clara.io
  2447. * @author WestLangley / http://github.com/WestLangley
  2448. */
  2449. function Matrix4() {
  2450. this.elements = [
  2451. 1, 0, 0, 0,
  2452. 0, 1, 0, 0,
  2453. 0, 0, 1, 0,
  2454. 0, 0, 0, 1
  2455. ];
  2456. if ( arguments.length > 0 ) {
  2457. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2458. }
  2459. }
  2460. Object.assign( Matrix4.prototype, {
  2461. isMatrix4: true,
  2462. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2463. var te = this.elements;
  2464. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2465. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2466. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2467. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2468. return this;
  2469. },
  2470. identity: function () {
  2471. this.set(
  2472. 1, 0, 0, 0,
  2473. 0, 1, 0, 0,
  2474. 0, 0, 1, 0,
  2475. 0, 0, 0, 1
  2476. );
  2477. return this;
  2478. },
  2479. clone: function () {
  2480. return new Matrix4().fromArray( this.elements );
  2481. },
  2482. copy: function ( m ) {
  2483. var te = this.elements;
  2484. var me = m.elements;
  2485. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2486. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2487. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2488. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2489. return this;
  2490. },
  2491. copyPosition: function ( m ) {
  2492. var te = this.elements, me = m.elements;
  2493. te[ 12 ] = me[ 12 ];
  2494. te[ 13 ] = me[ 13 ];
  2495. te[ 14 ] = me[ 14 ];
  2496. return this;
  2497. },
  2498. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2499. xAxis.setFromMatrixColumn( this, 0 );
  2500. yAxis.setFromMatrixColumn( this, 1 );
  2501. zAxis.setFromMatrixColumn( this, 2 );
  2502. return this;
  2503. },
  2504. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2505. this.set(
  2506. xAxis.x, yAxis.x, zAxis.x, 0,
  2507. xAxis.y, yAxis.y, zAxis.y, 0,
  2508. xAxis.z, yAxis.z, zAxis.z, 0,
  2509. 0, 0, 0, 1
  2510. );
  2511. return this;
  2512. },
  2513. extractRotation: function ( m ) {
  2514. // this method does not support reflection matrices
  2515. var te = this.elements;
  2516. var me = m.elements;
  2517. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2518. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2519. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2520. te[ 0 ] = me[ 0 ] * scaleX;
  2521. te[ 1 ] = me[ 1 ] * scaleX;
  2522. te[ 2 ] = me[ 2 ] * scaleX;
  2523. te[ 3 ] = 0;
  2524. te[ 4 ] = me[ 4 ] * scaleY;
  2525. te[ 5 ] = me[ 5 ] * scaleY;
  2526. te[ 6 ] = me[ 6 ] * scaleY;
  2527. te[ 7 ] = 0;
  2528. te[ 8 ] = me[ 8 ] * scaleZ;
  2529. te[ 9 ] = me[ 9 ] * scaleZ;
  2530. te[ 10 ] = me[ 10 ] * scaleZ;
  2531. te[ 11 ] = 0;
  2532. te[ 12 ] = 0;
  2533. te[ 13 ] = 0;
  2534. te[ 14 ] = 0;
  2535. te[ 15 ] = 1;
  2536. return this;
  2537. },
  2538. makeRotationFromEuler: function ( euler ) {
  2539. if ( ! ( euler && euler.isEuler ) ) {
  2540. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2541. }
  2542. var te = this.elements;
  2543. var x = euler.x, y = euler.y, z = euler.z;
  2544. var a = Math.cos( x ), b = Math.sin( x );
  2545. var c = Math.cos( y ), d = Math.sin( y );
  2546. var e = Math.cos( z ), f = Math.sin( z );
  2547. if ( euler.order === 'XYZ' ) {
  2548. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2549. te[ 0 ] = c * e;
  2550. te[ 4 ] = - c * f;
  2551. te[ 8 ] = d;
  2552. te[ 1 ] = af + be * d;
  2553. te[ 5 ] = ae - bf * d;
  2554. te[ 9 ] = - b * c;
  2555. te[ 2 ] = bf - ae * d;
  2556. te[ 6 ] = be + af * d;
  2557. te[ 10 ] = a * c;
  2558. } else if ( euler.order === 'YXZ' ) {
  2559. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2560. te[ 0 ] = ce + df * b;
  2561. te[ 4 ] = de * b - cf;
  2562. te[ 8 ] = a * d;
  2563. te[ 1 ] = a * f;
  2564. te[ 5 ] = a * e;
  2565. te[ 9 ] = - b;
  2566. te[ 2 ] = cf * b - de;
  2567. te[ 6 ] = df + ce * b;
  2568. te[ 10 ] = a * c;
  2569. } else if ( euler.order === 'ZXY' ) {
  2570. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2571. te[ 0 ] = ce - df * b;
  2572. te[ 4 ] = - a * f;
  2573. te[ 8 ] = de + cf * b;
  2574. te[ 1 ] = cf + de * b;
  2575. te[ 5 ] = a * e;
  2576. te[ 9 ] = df - ce * b;
  2577. te[ 2 ] = - a * d;
  2578. te[ 6 ] = b;
  2579. te[ 10 ] = a * c;
  2580. } else if ( euler.order === 'ZYX' ) {
  2581. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2582. te[ 0 ] = c * e;
  2583. te[ 4 ] = be * d - af;
  2584. te[ 8 ] = ae * d + bf;
  2585. te[ 1 ] = c * f;
  2586. te[ 5 ] = bf * d + ae;
  2587. te[ 9 ] = af * d - be;
  2588. te[ 2 ] = - d;
  2589. te[ 6 ] = b * c;
  2590. te[ 10 ] = a * c;
  2591. } else if ( euler.order === 'YZX' ) {
  2592. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2593. te[ 0 ] = c * e;
  2594. te[ 4 ] = bd - ac * f;
  2595. te[ 8 ] = bc * f + ad;
  2596. te[ 1 ] = f;
  2597. te[ 5 ] = a * e;
  2598. te[ 9 ] = - b * e;
  2599. te[ 2 ] = - d * e;
  2600. te[ 6 ] = ad * f + bc;
  2601. te[ 10 ] = ac - bd * f;
  2602. } else if ( euler.order === 'XZY' ) {
  2603. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2604. te[ 0 ] = c * e;
  2605. te[ 4 ] = - f;
  2606. te[ 8 ] = d * e;
  2607. te[ 1 ] = ac * f + bd;
  2608. te[ 5 ] = a * e;
  2609. te[ 9 ] = ad * f - bc;
  2610. te[ 2 ] = bc * f - ad;
  2611. te[ 6 ] = b * e;
  2612. te[ 10 ] = bd * f + ac;
  2613. }
  2614. // bottom row
  2615. te[ 3 ] = 0;
  2616. te[ 7 ] = 0;
  2617. te[ 11 ] = 0;
  2618. // last column
  2619. te[ 12 ] = 0;
  2620. te[ 13 ] = 0;
  2621. te[ 14 ] = 0;
  2622. te[ 15 ] = 1;
  2623. return this;
  2624. },
  2625. makeRotationFromQuaternion: function ( q ) {
  2626. return this.compose( _zero, q, _one );
  2627. },
  2628. lookAt: function ( eye, target, up ) {
  2629. var te = this.elements;
  2630. _z.subVectors( eye, target );
  2631. if ( _z.lengthSq() === 0 ) {
  2632. // eye and target are in the same position
  2633. _z.z = 1;
  2634. }
  2635. _z.normalize();
  2636. _x.crossVectors( up, _z );
  2637. if ( _x.lengthSq() === 0 ) {
  2638. // up and z are parallel
  2639. if ( Math.abs( up.z ) === 1 ) {
  2640. _z.x += 0.0001;
  2641. } else {
  2642. _z.z += 0.0001;
  2643. }
  2644. _z.normalize();
  2645. _x.crossVectors( up, _z );
  2646. }
  2647. _x.normalize();
  2648. _y.crossVectors( _z, _x );
  2649. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2650. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2651. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2652. return this;
  2653. },
  2654. multiply: function ( m, n ) {
  2655. if ( n !== undefined ) {
  2656. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2657. return this.multiplyMatrices( m, n );
  2658. }
  2659. return this.multiplyMatrices( this, m );
  2660. },
  2661. premultiply: function ( m ) {
  2662. return this.multiplyMatrices( m, this );
  2663. },
  2664. multiplyMatrices: function ( a, b ) {
  2665. var ae = a.elements;
  2666. var be = b.elements;
  2667. var te = this.elements;
  2668. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2669. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2670. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2671. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2672. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2673. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2674. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2675. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2676. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2677. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2678. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2679. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2680. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2681. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2682. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2683. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2684. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2685. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2686. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2687. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2688. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2689. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2690. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2691. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2692. return this;
  2693. },
  2694. multiplyScalar: function ( s ) {
  2695. var te = this.elements;
  2696. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2697. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2698. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2699. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2700. return this;
  2701. },
  2702. determinant: function () {
  2703. var te = this.elements;
  2704. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2705. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2706. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2707. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2708. //TODO: make this more efficient
  2709. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2710. return (
  2711. n41 * (
  2712. + n14 * n23 * n32
  2713. - n13 * n24 * n32
  2714. - n14 * n22 * n33
  2715. + n12 * n24 * n33
  2716. + n13 * n22 * n34
  2717. - n12 * n23 * n34
  2718. ) +
  2719. n42 * (
  2720. + n11 * n23 * n34
  2721. - n11 * n24 * n33
  2722. + n14 * n21 * n33
  2723. - n13 * n21 * n34
  2724. + n13 * n24 * n31
  2725. - n14 * n23 * n31
  2726. ) +
  2727. n43 * (
  2728. + n11 * n24 * n32
  2729. - n11 * n22 * n34
  2730. - n14 * n21 * n32
  2731. + n12 * n21 * n34
  2732. + n14 * n22 * n31
  2733. - n12 * n24 * n31
  2734. ) +
  2735. n44 * (
  2736. - n13 * n22 * n31
  2737. - n11 * n23 * n32
  2738. + n11 * n22 * n33
  2739. + n13 * n21 * n32
  2740. - n12 * n21 * n33
  2741. + n12 * n23 * n31
  2742. )
  2743. );
  2744. },
  2745. transpose: function () {
  2746. var te = this.elements;
  2747. var tmp;
  2748. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2749. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2750. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2751. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2752. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2753. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2754. return this;
  2755. },
  2756. setPosition: function ( x, y, z ) {
  2757. var te = this.elements;
  2758. if ( x.isVector3 ) {
  2759. te[ 12 ] = x.x;
  2760. te[ 13 ] = x.y;
  2761. te[ 14 ] = x.z;
  2762. } else {
  2763. te[ 12 ] = x;
  2764. te[ 13 ] = y;
  2765. te[ 14 ] = z;
  2766. }
  2767. return this;
  2768. },
  2769. getInverse: function ( m, throwOnDegenerate ) {
  2770. if ( throwOnDegenerate !== undefined ) {
  2771. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2772. }
  2773. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2774. var te = this.elements,
  2775. me = m.elements,
  2776. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2777. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2778. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2779. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2780. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2781. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2782. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2783. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2784. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2785. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2786. var detInv = 1 / det;
  2787. te[ 0 ] = t11 * detInv;
  2788. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2789. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2790. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2791. te[ 4 ] = t12 * detInv;
  2792. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2793. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2794. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2795. te[ 8 ] = t13 * detInv;
  2796. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2797. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2798. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2799. te[ 12 ] = t14 * detInv;
  2800. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2801. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2802. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2803. return this;
  2804. },
  2805. scale: function ( v ) {
  2806. var te = this.elements;
  2807. var x = v.x, y = v.y, z = v.z;
  2808. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2809. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2810. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2811. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2812. return this;
  2813. },
  2814. getMaxScaleOnAxis: function () {
  2815. var te = this.elements;
  2816. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2817. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2818. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2819. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2820. },
  2821. makeTranslation: function ( x, y, z ) {
  2822. this.set(
  2823. 1, 0, 0, x,
  2824. 0, 1, 0, y,
  2825. 0, 0, 1, z,
  2826. 0, 0, 0, 1
  2827. );
  2828. return this;
  2829. },
  2830. makeRotationX: function ( theta ) {
  2831. var c = Math.cos( theta ), s = Math.sin( theta );
  2832. this.set(
  2833. 1, 0, 0, 0,
  2834. 0, c, - s, 0,
  2835. 0, s, c, 0,
  2836. 0, 0, 0, 1
  2837. );
  2838. return this;
  2839. },
  2840. makeRotationY: function ( theta ) {
  2841. var c = Math.cos( theta ), s = Math.sin( theta );
  2842. this.set(
  2843. c, 0, s, 0,
  2844. 0, 1, 0, 0,
  2845. - s, 0, c, 0,
  2846. 0, 0, 0, 1
  2847. );
  2848. return this;
  2849. },
  2850. makeRotationZ: function ( theta ) {
  2851. var c = Math.cos( theta ), s = Math.sin( theta );
  2852. this.set(
  2853. c, - s, 0, 0,
  2854. s, c, 0, 0,
  2855. 0, 0, 1, 0,
  2856. 0, 0, 0, 1
  2857. );
  2858. return this;
  2859. },
  2860. makeRotationAxis: function ( axis, angle ) {
  2861. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2862. var c = Math.cos( angle );
  2863. var s = Math.sin( angle );
  2864. var t = 1 - c;
  2865. var x = axis.x, y = axis.y, z = axis.z;
  2866. var tx = t * x, ty = t * y;
  2867. this.set(
  2868. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2869. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2870. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2871. 0, 0, 0, 1
  2872. );
  2873. return this;
  2874. },
  2875. makeScale: function ( x, y, z ) {
  2876. this.set(
  2877. x, 0, 0, 0,
  2878. 0, y, 0, 0,
  2879. 0, 0, z, 0,
  2880. 0, 0, 0, 1
  2881. );
  2882. return this;
  2883. },
  2884. makeShear: function ( x, y, z ) {
  2885. this.set(
  2886. 1, y, z, 0,
  2887. x, 1, z, 0,
  2888. x, y, 1, 0,
  2889. 0, 0, 0, 1
  2890. );
  2891. return this;
  2892. },
  2893. compose: function ( position, quaternion, scale ) {
  2894. var te = this.elements;
  2895. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2896. var x2 = x + x, y2 = y + y, z2 = z + z;
  2897. var xx = x * x2, xy = x * y2, xz = x * z2;
  2898. var yy = y * y2, yz = y * z2, zz = z * z2;
  2899. var wx = w * x2, wy = w * y2, wz = w * z2;
  2900. var sx = scale.x, sy = scale.y, sz = scale.z;
  2901. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2902. te[ 1 ] = ( xy + wz ) * sx;
  2903. te[ 2 ] = ( xz - wy ) * sx;
  2904. te[ 3 ] = 0;
  2905. te[ 4 ] = ( xy - wz ) * sy;
  2906. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2907. te[ 6 ] = ( yz + wx ) * sy;
  2908. te[ 7 ] = 0;
  2909. te[ 8 ] = ( xz + wy ) * sz;
  2910. te[ 9 ] = ( yz - wx ) * sz;
  2911. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2912. te[ 11 ] = 0;
  2913. te[ 12 ] = position.x;
  2914. te[ 13 ] = position.y;
  2915. te[ 14 ] = position.z;
  2916. te[ 15 ] = 1;
  2917. return this;
  2918. },
  2919. decompose: function ( position, quaternion, scale ) {
  2920. var te = this.elements;
  2921. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2922. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2923. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2924. // if determine is negative, we need to invert one scale
  2925. var det = this.determinant();
  2926. if ( det < 0 ) { sx = - sx; }
  2927. position.x = te[ 12 ];
  2928. position.y = te[ 13 ];
  2929. position.z = te[ 14 ];
  2930. // scale the rotation part
  2931. _m1.copy( this );
  2932. var invSX = 1 / sx;
  2933. var invSY = 1 / sy;
  2934. var invSZ = 1 / sz;
  2935. _m1.elements[ 0 ] *= invSX;
  2936. _m1.elements[ 1 ] *= invSX;
  2937. _m1.elements[ 2 ] *= invSX;
  2938. _m1.elements[ 4 ] *= invSY;
  2939. _m1.elements[ 5 ] *= invSY;
  2940. _m1.elements[ 6 ] *= invSY;
  2941. _m1.elements[ 8 ] *= invSZ;
  2942. _m1.elements[ 9 ] *= invSZ;
  2943. _m1.elements[ 10 ] *= invSZ;
  2944. quaternion.setFromRotationMatrix( _m1 );
  2945. scale.x = sx;
  2946. scale.y = sy;
  2947. scale.z = sz;
  2948. return this;
  2949. },
  2950. makePerspective: function ( left, right, top, bottom, near, far ) {
  2951. if ( far === undefined ) {
  2952. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2953. }
  2954. var te = this.elements;
  2955. var x = 2 * near / ( right - left );
  2956. var y = 2 * near / ( top - bottom );
  2957. var a = ( right + left ) / ( right - left );
  2958. var b = ( top + bottom ) / ( top - bottom );
  2959. var c = - ( far + near ) / ( far - near );
  2960. var d = - 2 * far * near / ( far - near );
  2961. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2962. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2963. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2964. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2965. return this;
  2966. },
  2967. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2968. var te = this.elements;
  2969. var w = 1.0 / ( right - left );
  2970. var h = 1.0 / ( top - bottom );
  2971. var p = 1.0 / ( far - near );
  2972. var x = ( right + left ) * w;
  2973. var y = ( top + bottom ) * h;
  2974. var z = ( far + near ) * p;
  2975. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2976. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2977. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2978. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2979. return this;
  2980. },
  2981. equals: function ( matrix ) {
  2982. var te = this.elements;
  2983. var me = matrix.elements;
  2984. for ( var i = 0; i < 16; i ++ ) {
  2985. if ( te[ i ] !== me[ i ] ) { return false; }
  2986. }
  2987. return true;
  2988. },
  2989. fromArray: function ( array, offset ) {
  2990. if ( offset === undefined ) { offset = 0; }
  2991. for ( var i = 0; i < 16; i ++ ) {
  2992. this.elements[ i ] = array[ i + offset ];
  2993. }
  2994. return this;
  2995. },
  2996. toArray: function ( array, offset ) {
  2997. if ( array === undefined ) { array = []; }
  2998. if ( offset === undefined ) { offset = 0; }
  2999. var te = this.elements;
  3000. array[ offset ] = te[ 0 ];
  3001. array[ offset + 1 ] = te[ 1 ];
  3002. array[ offset + 2 ] = te[ 2 ];
  3003. array[ offset + 3 ] = te[ 3 ];
  3004. array[ offset + 4 ] = te[ 4 ];
  3005. array[ offset + 5 ] = te[ 5 ];
  3006. array[ offset + 6 ] = te[ 6 ];
  3007. array[ offset + 7 ] = te[ 7 ];
  3008. array[ offset + 8 ] = te[ 8 ];
  3009. array[ offset + 9 ] = te[ 9 ];
  3010. array[ offset + 10 ] = te[ 10 ];
  3011. array[ offset + 11 ] = te[ 11 ];
  3012. array[ offset + 12 ] = te[ 12 ];
  3013. array[ offset + 13 ] = te[ 13 ];
  3014. array[ offset + 14 ] = te[ 14 ];
  3015. array[ offset + 15 ] = te[ 15 ];
  3016. return array;
  3017. }
  3018. } );
  3019. /**
  3020. * @author mrdoob / http://mrdoob.com/
  3021. * @author WestLangley / http://github.com/WestLangley
  3022. * @author bhouston / http://clara.io
  3023. */
  3024. var _matrix = new Matrix4();
  3025. var _quaternion$1 = new Quaternion();
  3026. function Euler( x, y, z, order ) {
  3027. this._x = x || 0;
  3028. this._y = y || 0;
  3029. this._z = z || 0;
  3030. this._order = order || Euler.DefaultOrder;
  3031. }
  3032. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3033. Euler.DefaultOrder = 'XYZ';
  3034. Object.defineProperties( Euler.prototype, {
  3035. x: {
  3036. get: function () {
  3037. return this._x;
  3038. },
  3039. set: function ( value ) {
  3040. this._x = value;
  3041. this._onChangeCallback();
  3042. }
  3043. },
  3044. y: {
  3045. get: function () {
  3046. return this._y;
  3047. },
  3048. set: function ( value ) {
  3049. this._y = value;
  3050. this._onChangeCallback();
  3051. }
  3052. },
  3053. z: {
  3054. get: function () {
  3055. return this._z;
  3056. },
  3057. set: function ( value ) {
  3058. this._z = value;
  3059. this._onChangeCallback();
  3060. }
  3061. },
  3062. order: {
  3063. get: function () {
  3064. return this._order;
  3065. },
  3066. set: function ( value ) {
  3067. this._order = value;
  3068. this._onChangeCallback();
  3069. }
  3070. }
  3071. } );
  3072. Object.assign( Euler.prototype, {
  3073. isEuler: true,
  3074. set: function ( x, y, z, order ) {
  3075. this._x = x;
  3076. this._y = y;
  3077. this._z = z;
  3078. this._order = order || this._order;
  3079. this._onChangeCallback();
  3080. return this;
  3081. },
  3082. clone: function () {
  3083. return new this.constructor( this._x, this._y, this._z, this._order );
  3084. },
  3085. copy: function ( euler ) {
  3086. this._x = euler._x;
  3087. this._y = euler._y;
  3088. this._z = euler._z;
  3089. this._order = euler._order;
  3090. this._onChangeCallback();
  3091. return this;
  3092. },
  3093. setFromRotationMatrix: function ( m, order, update ) {
  3094. var clamp = MathUtils.clamp;
  3095. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3096. var te = m.elements;
  3097. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3098. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3099. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3100. order = order || this._order;
  3101. switch ( order ) {
  3102. case 'XYZ':
  3103. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3104. if ( Math.abs( m13 ) < 0.9999999 ) {
  3105. this._x = Math.atan2( - m23, m33 );
  3106. this._z = Math.atan2( - m12, m11 );
  3107. } else {
  3108. this._x = Math.atan2( m32, m22 );
  3109. this._z = 0;
  3110. }
  3111. break;
  3112. case 'YXZ':
  3113. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3114. if ( Math.abs( m23 ) < 0.9999999 ) {
  3115. this._y = Math.atan2( m13, m33 );
  3116. this._z = Math.atan2( m21, m22 );
  3117. } else {
  3118. this._y = Math.atan2( - m31, m11 );
  3119. this._z = 0;
  3120. }
  3121. break;
  3122. case 'ZXY':
  3123. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3124. if ( Math.abs( m32 ) < 0.9999999 ) {
  3125. this._y = Math.atan2( - m31, m33 );
  3126. this._z = Math.atan2( - m12, m22 );
  3127. } else {
  3128. this._y = 0;
  3129. this._z = Math.atan2( m21, m11 );
  3130. }
  3131. break;
  3132. case 'ZYX':
  3133. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3134. if ( Math.abs( m31 ) < 0.9999999 ) {
  3135. this._x = Math.atan2( m32, m33 );
  3136. this._z = Math.atan2( m21, m11 );
  3137. } else {
  3138. this._x = 0;
  3139. this._z = Math.atan2( - m12, m22 );
  3140. }
  3141. break;
  3142. case 'YZX':
  3143. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3144. if ( Math.abs( m21 ) < 0.9999999 ) {
  3145. this._x = Math.atan2( - m23, m22 );
  3146. this._y = Math.atan2( - m31, m11 );
  3147. } else {
  3148. this._x = 0;
  3149. this._y = Math.atan2( m13, m33 );
  3150. }
  3151. break;
  3152. case 'XZY':
  3153. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3154. if ( Math.abs( m12 ) < 0.9999999 ) {
  3155. this._x = Math.atan2( m32, m22 );
  3156. this._y = Math.atan2( m13, m11 );
  3157. } else {
  3158. this._x = Math.atan2( - m23, m33 );
  3159. this._y = 0;
  3160. }
  3161. break;
  3162. default:
  3163. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3164. }
  3165. this._order = order;
  3166. if ( update !== false ) { this._onChangeCallback(); }
  3167. return this;
  3168. },
  3169. setFromQuaternion: function ( q, order, update ) {
  3170. _matrix.makeRotationFromQuaternion( q );
  3171. return this.setFromRotationMatrix( _matrix, order, update );
  3172. },
  3173. setFromVector3: function ( v, order ) {
  3174. return this.set( v.x, v.y, v.z, order || this._order );
  3175. },
  3176. reorder: function ( newOrder ) {
  3177. // WARNING: this discards revolution information -bhouston
  3178. _quaternion$1.setFromEuler( this );
  3179. return this.setFromQuaternion( _quaternion$1, newOrder );
  3180. },
  3181. equals: function ( euler ) {
  3182. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3183. },
  3184. fromArray: function ( array ) {
  3185. this._x = array[ 0 ];
  3186. this._y = array[ 1 ];
  3187. this._z = array[ 2 ];
  3188. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3189. this._onChangeCallback();
  3190. return this;
  3191. },
  3192. toArray: function ( array, offset ) {
  3193. if ( array === undefined ) { array = []; }
  3194. if ( offset === undefined ) { offset = 0; }
  3195. array[ offset ] = this._x;
  3196. array[ offset + 1 ] = this._y;
  3197. array[ offset + 2 ] = this._z;
  3198. array[ offset + 3 ] = this._order;
  3199. return array;
  3200. },
  3201. toVector3: function ( optionalResult ) {
  3202. if ( optionalResult ) {
  3203. return optionalResult.set( this._x, this._y, this._z );
  3204. } else {
  3205. return new Vector3( this._x, this._y, this._z );
  3206. }
  3207. },
  3208. _onChange: function ( callback ) {
  3209. this._onChangeCallback = callback;
  3210. return this;
  3211. },
  3212. _onChangeCallback: function () {}
  3213. } );
  3214. /**
  3215. * @author mrdoob / http://mrdoob.com/
  3216. */
  3217. function Layers() {
  3218. this.mask = 1 | 0;
  3219. }
  3220. Object.assign( Layers.prototype, {
  3221. set: function ( channel ) {
  3222. this.mask = 1 << channel | 0;
  3223. },
  3224. enable: function ( channel ) {
  3225. this.mask |= 1 << channel | 0;
  3226. },
  3227. enableAll: function () {
  3228. this.mask = 0xffffffff | 0;
  3229. },
  3230. toggle: function ( channel ) {
  3231. this.mask ^= 1 << channel | 0;
  3232. },
  3233. disable: function ( channel ) {
  3234. this.mask &= ~ ( 1 << channel | 0 );
  3235. },
  3236. disableAll: function () {
  3237. this.mask = 0;
  3238. },
  3239. test: function ( layers ) {
  3240. return ( this.mask & layers.mask ) !== 0;
  3241. }
  3242. } );
  3243. var _object3DId = 0;
  3244. var _v1$1 = new Vector3();
  3245. var _q1 = new Quaternion();
  3246. var _m1$1 = new Matrix4();
  3247. var _target = new Vector3();
  3248. var _position = new Vector3();
  3249. var _scale = new Vector3();
  3250. var _quaternion$2 = new Quaternion();
  3251. var _xAxis = new Vector3( 1, 0, 0 );
  3252. var _yAxis = new Vector3( 0, 1, 0 );
  3253. var _zAxis = new Vector3( 0, 0, 1 );
  3254. var _addedEvent = { type: 'added' };
  3255. var _removedEvent = { type: 'removed' };
  3256. /**
  3257. * @author mrdoob / http://mrdoob.com/
  3258. * @author mikael emtinger / http://gomo.se/
  3259. * @author alteredq / http://alteredqualia.com/
  3260. * @author WestLangley / http://github.com/WestLangley
  3261. * @author elephantatwork / www.elephantatwork.ch
  3262. */
  3263. function Object3D() {
  3264. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3265. this.uuid = MathUtils.generateUUID();
  3266. this.name = '';
  3267. this.type = 'Object3D';
  3268. this.parent = null;
  3269. this.children = [];
  3270. this.up = Object3D.DefaultUp.clone();
  3271. var position = new Vector3();
  3272. var rotation = new Euler();
  3273. var quaternion = new Quaternion();
  3274. var scale = new Vector3( 1, 1, 1 );
  3275. function onRotationChange() {
  3276. quaternion.setFromEuler( rotation, false );
  3277. }
  3278. function onQuaternionChange() {
  3279. rotation.setFromQuaternion( quaternion, undefined, false );
  3280. }
  3281. rotation._onChange( onRotationChange );
  3282. quaternion._onChange( onQuaternionChange );
  3283. Object.defineProperties( this, {
  3284. position: {
  3285. configurable: true,
  3286. enumerable: true,
  3287. value: position
  3288. },
  3289. rotation: {
  3290. configurable: true,
  3291. enumerable: true,
  3292. value: rotation
  3293. },
  3294. quaternion: {
  3295. configurable: true,
  3296. enumerable: true,
  3297. value: quaternion
  3298. },
  3299. scale: {
  3300. configurable: true,
  3301. enumerable: true,
  3302. value: scale
  3303. },
  3304. modelViewMatrix: {
  3305. value: new Matrix4()
  3306. },
  3307. normalMatrix: {
  3308. value: new Matrix3()
  3309. }
  3310. } );
  3311. this.matrix = new Matrix4();
  3312. this.matrixWorld = new Matrix4();
  3313. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3314. this.matrixWorldNeedsUpdate = false;
  3315. this.layers = new Layers();
  3316. this.visible = true;
  3317. this.castShadow = false;
  3318. this.receiveShadow = false;
  3319. this.frustumCulled = true;
  3320. this.renderOrder = 0;
  3321. this.userData = {};
  3322. }
  3323. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3324. Object3D.DefaultMatrixAutoUpdate = true;
  3325. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3326. constructor: Object3D,
  3327. isObject3D: true,
  3328. onBeforeRender: function () {},
  3329. onAfterRender: function () {},
  3330. applyMatrix4: function ( matrix ) {
  3331. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3332. this.matrix.premultiply( matrix );
  3333. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3334. },
  3335. applyQuaternion: function ( q ) {
  3336. this.quaternion.premultiply( q );
  3337. return this;
  3338. },
  3339. setRotationFromAxisAngle: function ( axis, angle ) {
  3340. // assumes axis is normalized
  3341. this.quaternion.setFromAxisAngle( axis, angle );
  3342. },
  3343. setRotationFromEuler: function ( euler ) {
  3344. this.quaternion.setFromEuler( euler, true );
  3345. },
  3346. setRotationFromMatrix: function ( m ) {
  3347. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3348. this.quaternion.setFromRotationMatrix( m );
  3349. },
  3350. setRotationFromQuaternion: function ( q ) {
  3351. // assumes q is normalized
  3352. this.quaternion.copy( q );
  3353. },
  3354. rotateOnAxis: function ( axis, angle ) {
  3355. // rotate object on axis in object space
  3356. // axis is assumed to be normalized
  3357. _q1.setFromAxisAngle( axis, angle );
  3358. this.quaternion.multiply( _q1 );
  3359. return this;
  3360. },
  3361. rotateOnWorldAxis: function ( axis, angle ) {
  3362. // rotate object on axis in world space
  3363. // axis is assumed to be normalized
  3364. // method assumes no rotated parent
  3365. _q1.setFromAxisAngle( axis, angle );
  3366. this.quaternion.premultiply( _q1 );
  3367. return this;
  3368. },
  3369. rotateX: function ( angle ) {
  3370. return this.rotateOnAxis( _xAxis, angle );
  3371. },
  3372. rotateY: function ( angle ) {
  3373. return this.rotateOnAxis( _yAxis, angle );
  3374. },
  3375. rotateZ: function ( angle ) {
  3376. return this.rotateOnAxis( _zAxis, angle );
  3377. },
  3378. translateOnAxis: function ( axis, distance ) {
  3379. // translate object by distance along axis in object space
  3380. // axis is assumed to be normalized
  3381. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3382. this.position.add( _v1$1.multiplyScalar( distance ) );
  3383. return this;
  3384. },
  3385. translateX: function ( distance ) {
  3386. return this.translateOnAxis( _xAxis, distance );
  3387. },
  3388. translateY: function ( distance ) {
  3389. return this.translateOnAxis( _yAxis, distance );
  3390. },
  3391. translateZ: function ( distance ) {
  3392. return this.translateOnAxis( _zAxis, distance );
  3393. },
  3394. localToWorld: function ( vector ) {
  3395. return vector.applyMatrix4( this.matrixWorld );
  3396. },
  3397. worldToLocal: function ( vector ) {
  3398. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3399. },
  3400. lookAt: function ( x, y, z ) {
  3401. // This method does not support objects having non-uniformly-scaled parent(s)
  3402. if ( x.isVector3 ) {
  3403. _target.copy( x );
  3404. } else {
  3405. _target.set( x, y, z );
  3406. }
  3407. var parent = this.parent;
  3408. this.updateWorldMatrix( true, false );
  3409. _position.setFromMatrixPosition( this.matrixWorld );
  3410. if ( this.isCamera || this.isLight ) {
  3411. _m1$1.lookAt( _position, _target, this.up );
  3412. } else {
  3413. _m1$1.lookAt( _target, _position, this.up );
  3414. }
  3415. this.quaternion.setFromRotationMatrix( _m1$1 );
  3416. if ( parent ) {
  3417. _m1$1.extractRotation( parent.matrixWorld );
  3418. _q1.setFromRotationMatrix( _m1$1 );
  3419. this.quaternion.premultiply( _q1.inverse() );
  3420. }
  3421. },
  3422. add: function ( object ) {
  3423. if ( arguments.length > 1 ) {
  3424. for ( var i = 0; i < arguments.length; i ++ ) {
  3425. this.add( arguments[ i ] );
  3426. }
  3427. return this;
  3428. }
  3429. if ( object === this ) {
  3430. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3431. return this;
  3432. }
  3433. if ( ( object && object.isObject3D ) ) {
  3434. if ( object.parent !== null ) {
  3435. object.parent.remove( object );
  3436. }
  3437. object.parent = this;
  3438. this.children.push( object );
  3439. object.dispatchEvent( _addedEvent );
  3440. } else {
  3441. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3442. }
  3443. return this;
  3444. },
  3445. remove: function ( object ) {
  3446. if ( arguments.length > 1 ) {
  3447. for ( var i = 0; i < arguments.length; i ++ ) {
  3448. this.remove( arguments[ i ] );
  3449. }
  3450. return this;
  3451. }
  3452. var index = this.children.indexOf( object );
  3453. if ( index !== - 1 ) {
  3454. object.parent = null;
  3455. this.children.splice( index, 1 );
  3456. object.dispatchEvent( _removedEvent );
  3457. }
  3458. return this;
  3459. },
  3460. attach: function ( object ) {
  3461. // adds object as a child of this, while maintaining the object's world transform
  3462. this.updateWorldMatrix( true, false );
  3463. _m1$1.getInverse( this.matrixWorld );
  3464. if ( object.parent !== null ) {
  3465. object.parent.updateWorldMatrix( true, false );
  3466. _m1$1.multiply( object.parent.matrixWorld );
  3467. }
  3468. object.applyMatrix4( _m1$1 );
  3469. object.updateWorldMatrix( false, false );
  3470. this.add( object );
  3471. return this;
  3472. },
  3473. getObjectById: function ( id ) {
  3474. return this.getObjectByProperty( 'id', id );
  3475. },
  3476. getObjectByName: function ( name ) {
  3477. return this.getObjectByProperty( 'name', name );
  3478. },
  3479. getObjectByProperty: function ( name, value ) {
  3480. if ( this[ name ] === value ) { return this; }
  3481. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3482. var child = this.children[ i ];
  3483. var object = child.getObjectByProperty( name, value );
  3484. if ( object !== undefined ) {
  3485. return object;
  3486. }
  3487. }
  3488. return undefined;
  3489. },
  3490. getWorldPosition: function ( target ) {
  3491. if ( target === undefined ) {
  3492. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3493. target = new Vector3();
  3494. }
  3495. this.updateMatrixWorld( true );
  3496. return target.setFromMatrixPosition( this.matrixWorld );
  3497. },
  3498. getWorldQuaternion: function ( target ) {
  3499. if ( target === undefined ) {
  3500. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3501. target = new Quaternion();
  3502. }
  3503. this.updateMatrixWorld( true );
  3504. this.matrixWorld.decompose( _position, target, _scale );
  3505. return target;
  3506. },
  3507. getWorldScale: function ( target ) {
  3508. if ( target === undefined ) {
  3509. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3510. target = new Vector3();
  3511. }
  3512. this.updateMatrixWorld( true );
  3513. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3514. return target;
  3515. },
  3516. getWorldDirection: function ( target ) {
  3517. if ( target === undefined ) {
  3518. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3519. target = new Vector3();
  3520. }
  3521. this.updateMatrixWorld( true );
  3522. var e = this.matrixWorld.elements;
  3523. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3524. },
  3525. raycast: function () {},
  3526. traverse: function ( callback ) {
  3527. callback( this );
  3528. var children = this.children;
  3529. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3530. children[ i ].traverse( callback );
  3531. }
  3532. },
  3533. traverseVisible: function ( callback ) {
  3534. if ( this.visible === false ) { return; }
  3535. callback( this );
  3536. var children = this.children;
  3537. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3538. children[ i ].traverseVisible( callback );
  3539. }
  3540. },
  3541. traverseAncestors: function ( callback ) {
  3542. var parent = this.parent;
  3543. if ( parent !== null ) {
  3544. callback( parent );
  3545. parent.traverseAncestors( callback );
  3546. }
  3547. },
  3548. updateMatrix: function () {
  3549. this.matrix.compose( this.position, this.quaternion, this.scale );
  3550. this.matrixWorldNeedsUpdate = true;
  3551. },
  3552. updateMatrixWorld: function ( force ) {
  3553. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3554. if ( this.matrixWorldNeedsUpdate || force ) {
  3555. if ( this.parent === null ) {
  3556. this.matrixWorld.copy( this.matrix );
  3557. } else {
  3558. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3559. }
  3560. this.matrixWorldNeedsUpdate = false;
  3561. force = true;
  3562. }
  3563. // update children
  3564. var children = this.children;
  3565. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3566. children[ i ].updateMatrixWorld( force );
  3567. }
  3568. },
  3569. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3570. var parent = this.parent;
  3571. if ( updateParents === true && parent !== null ) {
  3572. parent.updateWorldMatrix( true, false );
  3573. }
  3574. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3575. if ( this.parent === null ) {
  3576. this.matrixWorld.copy( this.matrix );
  3577. } else {
  3578. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3579. }
  3580. // update children
  3581. if ( updateChildren === true ) {
  3582. var children = this.children;
  3583. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3584. children[ i ].updateWorldMatrix( false, true );
  3585. }
  3586. }
  3587. },
  3588. toJSON: function ( meta ) {
  3589. // meta is a string when called from JSON.stringify
  3590. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3591. var output = {};
  3592. // meta is a hash used to collect geometries, materials.
  3593. // not providing it implies that this is the root object
  3594. // being serialized.
  3595. if ( isRootObject ) {
  3596. // initialize meta obj
  3597. meta = {
  3598. geometries: {},
  3599. materials: {},
  3600. textures: {},
  3601. images: {},
  3602. shapes: {}
  3603. };
  3604. output.metadata = {
  3605. version: 4.5,
  3606. type: 'Object',
  3607. generator: 'Object3D.toJSON'
  3608. };
  3609. }
  3610. // standard Object3D serialization
  3611. var object = {};
  3612. object.uuid = this.uuid;
  3613. object.type = this.type;
  3614. if ( this.name !== '' ) { object.name = this.name; }
  3615. if ( this.castShadow === true ) { object.castShadow = true; }
  3616. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3617. if ( this.visible === false ) { object.visible = false; }
  3618. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3619. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3620. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3621. object.layers = this.layers.mask;
  3622. object.matrix = this.matrix.toArray();
  3623. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3624. // object specific properties
  3625. if ( this.isInstancedMesh ) {
  3626. object.type = 'InstancedMesh';
  3627. object.count = this.count;
  3628. object.instanceMatrix = this.instanceMatrix.toJSON();
  3629. }
  3630. //
  3631. function serialize( library, element ) {
  3632. if ( library[ element.uuid ] === undefined ) {
  3633. library[ element.uuid ] = element.toJSON( meta );
  3634. }
  3635. return element.uuid;
  3636. }
  3637. if ( this.isMesh || this.isLine || this.isPoints ) {
  3638. object.geometry = serialize( meta.geometries, this.geometry );
  3639. var parameters = this.geometry.parameters;
  3640. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3641. var shapes = parameters.shapes;
  3642. if ( Array.isArray( shapes ) ) {
  3643. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3644. var shape = shapes[ i ];
  3645. serialize( meta.shapes, shape );
  3646. }
  3647. } else {
  3648. serialize( meta.shapes, shapes );
  3649. }
  3650. }
  3651. }
  3652. if ( this.material !== undefined ) {
  3653. if ( Array.isArray( this.material ) ) {
  3654. var uuids = [];
  3655. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3656. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3657. }
  3658. object.material = uuids;
  3659. } else {
  3660. object.material = serialize( meta.materials, this.material );
  3661. }
  3662. }
  3663. //
  3664. if ( this.children.length > 0 ) {
  3665. object.children = [];
  3666. for ( var i = 0; i < this.children.length; i ++ ) {
  3667. object.children.push( this.children[ i ].toJSON( meta ).object );
  3668. }
  3669. }
  3670. if ( isRootObject ) {
  3671. var geometries = extractFromCache( meta.geometries );
  3672. var materials = extractFromCache( meta.materials );
  3673. var textures = extractFromCache( meta.textures );
  3674. var images = extractFromCache( meta.images );
  3675. var shapes = extractFromCache( meta.shapes );
  3676. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3677. if ( materials.length > 0 ) { output.materials = materials; }
  3678. if ( textures.length > 0 ) { output.textures = textures; }
  3679. if ( images.length > 0 ) { output.images = images; }
  3680. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3681. }
  3682. output.object = object;
  3683. return output;
  3684. // extract data from the cache hash
  3685. // remove metadata on each item
  3686. // and return as array
  3687. function extractFromCache( cache ) {
  3688. var values = [];
  3689. for ( var key in cache ) {
  3690. var data = cache[ key ];
  3691. delete data.metadata;
  3692. values.push( data );
  3693. }
  3694. return values;
  3695. }
  3696. },
  3697. clone: function ( recursive ) {
  3698. return new this.constructor().copy( this, recursive );
  3699. },
  3700. copy: function ( source, recursive ) {
  3701. if ( recursive === undefined ) { recursive = true; }
  3702. this.name = source.name;
  3703. this.up.copy( source.up );
  3704. this.position.copy( source.position );
  3705. this.quaternion.copy( source.quaternion );
  3706. this.scale.copy( source.scale );
  3707. this.matrix.copy( source.matrix );
  3708. this.matrixWorld.copy( source.matrixWorld );
  3709. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3710. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3711. this.layers.mask = source.layers.mask;
  3712. this.visible = source.visible;
  3713. this.castShadow = source.castShadow;
  3714. this.receiveShadow = source.receiveShadow;
  3715. this.frustumCulled = source.frustumCulled;
  3716. this.renderOrder = source.renderOrder;
  3717. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3718. if ( recursive === true ) {
  3719. for ( var i = 0; i < source.children.length; i ++ ) {
  3720. var child = source.children[ i ];
  3721. this.add( child.clone() );
  3722. }
  3723. }
  3724. return this;
  3725. }
  3726. } );
  3727. /**
  3728. * @author mrdoob / http://mrdoob.com/
  3729. */
  3730. function Scene() {
  3731. Object3D.call( this );
  3732. this.type = 'Scene';
  3733. this.background = null;
  3734. this.environment = null;
  3735. this.fog = null;
  3736. this.overrideMaterial = null;
  3737. this.autoUpdate = true; // checked by the renderer
  3738. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3739. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3740. }
  3741. }
  3742. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3743. constructor: Scene,
  3744. isScene: true,
  3745. copy: function ( source, recursive ) {
  3746. Object3D.prototype.copy.call( this, source, recursive );
  3747. if ( source.background !== null ) { this.background = source.background.clone(); }
  3748. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3749. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3750. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3751. this.autoUpdate = source.autoUpdate;
  3752. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3753. return this;
  3754. },
  3755. toJSON: function ( meta ) {
  3756. var data = Object3D.prototype.toJSON.call( this, meta );
  3757. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3758. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3759. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3760. return data;
  3761. },
  3762. dispose: function () {
  3763. this.dispatchEvent( { type: 'dispose' } );
  3764. }
  3765. } );
  3766. var _points = [
  3767. new Vector3(),
  3768. new Vector3(),
  3769. new Vector3(),
  3770. new Vector3(),
  3771. new Vector3(),
  3772. new Vector3(),
  3773. new Vector3(),
  3774. new Vector3()
  3775. ];
  3776. var _vector$1 = new Vector3();
  3777. var _box = new Box3();
  3778. // triangle centered vertices
  3779. var _v0 = new Vector3();
  3780. var _v1$2 = new Vector3();
  3781. var _v2 = new Vector3();
  3782. // triangle edge vectors
  3783. var _f0 = new Vector3();
  3784. var _f1 = new Vector3();
  3785. var _f2 = new Vector3();
  3786. var _center = new Vector3();
  3787. var _extents = new Vector3();
  3788. var _triangleNormal = new Vector3();
  3789. var _testAxis = new Vector3();
  3790. /**
  3791. * @author bhouston / http://clara.io
  3792. * @author WestLangley / http://github.com/WestLangley
  3793. */
  3794. function Box3( min, max ) {
  3795. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3796. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3797. }
  3798. Object.assign( Box3.prototype, {
  3799. isBox3: true,
  3800. set: function ( min, max ) {
  3801. this.min.copy( min );
  3802. this.max.copy( max );
  3803. return this;
  3804. },
  3805. setFromArray: function ( array ) {
  3806. var minX = + Infinity;
  3807. var minY = + Infinity;
  3808. var minZ = + Infinity;
  3809. var maxX = - Infinity;
  3810. var maxY = - Infinity;
  3811. var maxZ = - Infinity;
  3812. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3813. var x = array[ i ];
  3814. var y = array[ i + 1 ];
  3815. var z = array[ i + 2 ];
  3816. if ( x < minX ) { minX = x; }
  3817. if ( y < minY ) { minY = y; }
  3818. if ( z < minZ ) { minZ = z; }
  3819. if ( x > maxX ) { maxX = x; }
  3820. if ( y > maxY ) { maxY = y; }
  3821. if ( z > maxZ ) { maxZ = z; }
  3822. }
  3823. this.min.set( minX, minY, minZ );
  3824. this.max.set( maxX, maxY, maxZ );
  3825. return this;
  3826. },
  3827. setFromBufferAttribute: function ( attribute ) {
  3828. var minX = + Infinity;
  3829. var minY = + Infinity;
  3830. var minZ = + Infinity;
  3831. var maxX = - Infinity;
  3832. var maxY = - Infinity;
  3833. var maxZ = - Infinity;
  3834. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3835. var x = attribute.getX( i );
  3836. var y = attribute.getY( i );
  3837. var z = attribute.getZ( i );
  3838. if ( x < minX ) { minX = x; }
  3839. if ( y < minY ) { minY = y; }
  3840. if ( z < minZ ) { minZ = z; }
  3841. if ( x > maxX ) { maxX = x; }
  3842. if ( y > maxY ) { maxY = y; }
  3843. if ( z > maxZ ) { maxZ = z; }
  3844. }
  3845. this.min.set( minX, minY, minZ );
  3846. this.max.set( maxX, maxY, maxZ );
  3847. return this;
  3848. },
  3849. setFromPoints: function ( points ) {
  3850. this.makeEmpty();
  3851. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3852. this.expandByPoint( points[ i ] );
  3853. }
  3854. return this;
  3855. },
  3856. setFromCenterAndSize: function ( center, size ) {
  3857. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3858. this.min.copy( center ).sub( halfSize );
  3859. this.max.copy( center ).add( halfSize );
  3860. return this;
  3861. },
  3862. setFromObject: function ( object ) {
  3863. this.makeEmpty();
  3864. return this.expandByObject( object );
  3865. },
  3866. clone: function () {
  3867. return new this.constructor().copy( this );
  3868. },
  3869. copy: function ( box ) {
  3870. this.min.copy( box.min );
  3871. this.max.copy( box.max );
  3872. return this;
  3873. },
  3874. makeEmpty: function () {
  3875. this.min.x = this.min.y = this.min.z = + Infinity;
  3876. this.max.x = this.max.y = this.max.z = - Infinity;
  3877. return this;
  3878. },
  3879. isEmpty: function () {
  3880. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3881. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3882. },
  3883. getCenter: function ( target ) {
  3884. if ( target === undefined ) {
  3885. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3886. target = new Vector3();
  3887. }
  3888. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3889. },
  3890. getSize: function ( target ) {
  3891. if ( target === undefined ) {
  3892. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3893. target = new Vector3();
  3894. }
  3895. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3896. },
  3897. expandByPoint: function ( point ) {
  3898. this.min.min( point );
  3899. this.max.max( point );
  3900. return this;
  3901. },
  3902. expandByVector: function ( vector ) {
  3903. this.min.sub( vector );
  3904. this.max.add( vector );
  3905. return this;
  3906. },
  3907. expandByScalar: function ( scalar ) {
  3908. this.min.addScalar( - scalar );
  3909. this.max.addScalar( scalar );
  3910. return this;
  3911. },
  3912. expandByObject: function ( object ) {
  3913. // Computes the world-axis-aligned bounding box of an object (including its children),
  3914. // accounting for both the object's, and children's, world transforms
  3915. object.updateWorldMatrix( false, false );
  3916. var geometry = object.geometry;
  3917. if ( geometry !== undefined ) {
  3918. if ( geometry.boundingBox === null ) {
  3919. geometry.computeBoundingBox();
  3920. }
  3921. _box.copy( geometry.boundingBox );
  3922. _box.applyMatrix4( object.matrixWorld );
  3923. this.union( _box );
  3924. }
  3925. var children = object.children;
  3926. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3927. this.expandByObject( children[ i ] );
  3928. }
  3929. return this;
  3930. },
  3931. containsPoint: function ( point ) {
  3932. return point.x < this.min.x || point.x > this.max.x ||
  3933. point.y < this.min.y || point.y > this.max.y ||
  3934. point.z < this.min.z || point.z > this.max.z ? false : true;
  3935. },
  3936. containsBox: function ( box ) {
  3937. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3938. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3939. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3940. },
  3941. getParameter: function ( point, target ) {
  3942. // This can potentially have a divide by zero if the box
  3943. // has a size dimension of 0.
  3944. if ( target === undefined ) {
  3945. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3946. target = new Vector3();
  3947. }
  3948. return target.set(
  3949. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3950. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3951. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3952. );
  3953. },
  3954. intersectsBox: function ( box ) {
  3955. // using 6 splitting planes to rule out intersections.
  3956. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3957. box.max.y < this.min.y || box.min.y > this.max.y ||
  3958. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3959. },
  3960. intersectsSphere: function ( sphere ) {
  3961. // Find the point on the AABB closest to the sphere center.
  3962. this.clampPoint( sphere.center, _vector$1 );
  3963. // If that point is inside the sphere, the AABB and sphere intersect.
  3964. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3965. },
  3966. intersectsPlane: function ( plane ) {
  3967. // We compute the minimum and maximum dot product values. If those values
  3968. // are on the same side (back or front) of the plane, then there is no intersection.
  3969. var min, max;
  3970. if ( plane.normal.x > 0 ) {
  3971. min = plane.normal.x * this.min.x;
  3972. max = plane.normal.x * this.max.x;
  3973. } else {
  3974. min = plane.normal.x * this.max.x;
  3975. max = plane.normal.x * this.min.x;
  3976. }
  3977. if ( plane.normal.y > 0 ) {
  3978. min += plane.normal.y * this.min.y;
  3979. max += plane.normal.y * this.max.y;
  3980. } else {
  3981. min += plane.normal.y * this.max.y;
  3982. max += plane.normal.y * this.min.y;
  3983. }
  3984. if ( plane.normal.z > 0 ) {
  3985. min += plane.normal.z * this.min.z;
  3986. max += plane.normal.z * this.max.z;
  3987. } else {
  3988. min += plane.normal.z * this.max.z;
  3989. max += plane.normal.z * this.min.z;
  3990. }
  3991. return ( min <= - plane.constant && max >= - plane.constant );
  3992. },
  3993. intersectsTriangle: function ( triangle ) {
  3994. if ( this.isEmpty() ) {
  3995. return false;
  3996. }
  3997. // compute box center and extents
  3998. this.getCenter( _center );
  3999. _extents.subVectors( this.max, _center );
  4000. // translate triangle to aabb origin
  4001. _v0.subVectors( triangle.a, _center );
  4002. _v1$2.subVectors( triangle.b, _center );
  4003. _v2.subVectors( triangle.c, _center );
  4004. // compute edge vectors for triangle
  4005. _f0.subVectors( _v1$2, _v0 );
  4006. _f1.subVectors( _v2, _v1$2 );
  4007. _f2.subVectors( _v0, _v2 );
  4008. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4009. // 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
  4010. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4011. var axes = [
  4012. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4013. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4014. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4015. ];
  4016. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4017. return false;
  4018. }
  4019. // test 3 face normals from the aabb
  4020. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4021. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4022. return false;
  4023. }
  4024. // finally testing the face normal of the triangle
  4025. // use already existing triangle edge vectors here
  4026. _triangleNormal.crossVectors( _f0, _f1 );
  4027. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4028. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4029. },
  4030. clampPoint: function ( point, target ) {
  4031. if ( target === undefined ) {
  4032. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4033. target = new Vector3();
  4034. }
  4035. return target.copy( point ).clamp( this.min, this.max );
  4036. },
  4037. distanceToPoint: function ( point ) {
  4038. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4039. return clampedPoint.sub( point ).length();
  4040. },
  4041. getBoundingSphere: function ( target ) {
  4042. if ( target === undefined ) {
  4043. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4044. //target = new Sphere(); // removed to avoid cyclic dependency
  4045. }
  4046. this.getCenter( target.center );
  4047. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4048. return target;
  4049. },
  4050. intersect: function ( box ) {
  4051. this.min.max( box.min );
  4052. this.max.min( box.max );
  4053. // 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.
  4054. if ( this.isEmpty() ) { this.makeEmpty(); }
  4055. return this;
  4056. },
  4057. union: function ( box ) {
  4058. this.min.min( box.min );
  4059. this.max.max( box.max );
  4060. return this;
  4061. },
  4062. applyMatrix4: function ( matrix ) {
  4063. // transform of empty box is an empty box.
  4064. if ( this.isEmpty() ) { return this; }
  4065. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4066. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4067. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4068. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4069. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4070. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4071. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4072. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4073. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4074. this.setFromPoints( _points );
  4075. return this;
  4076. },
  4077. translate: function ( offset ) {
  4078. this.min.add( offset );
  4079. this.max.add( offset );
  4080. return this;
  4081. },
  4082. equals: function ( box ) {
  4083. return box.min.equals( this.min ) && box.max.equals( this.max );
  4084. }
  4085. } );
  4086. function satForAxes( axes, v0, v1, v2, extents ) {
  4087. var i, j;
  4088. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4089. _testAxis.fromArray( axes, i );
  4090. // project the aabb onto the seperating axis
  4091. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4092. // project all 3 vertices of the triangle onto the seperating axis
  4093. var p0 = v0.dot( _testAxis );
  4094. var p1 = v1.dot( _testAxis );
  4095. var p2 = v2.dot( _testAxis );
  4096. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4097. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4098. // points of the projected triangle are outside the projected half-length of the aabb
  4099. // the axis is seperating and we can exit
  4100. return false;
  4101. }
  4102. }
  4103. return true;
  4104. }
  4105. var _box$1 = new Box3();
  4106. /**
  4107. * @author bhouston / http://clara.io
  4108. * @author mrdoob / http://mrdoob.com/
  4109. */
  4110. function Sphere( center, radius ) {
  4111. this.center = ( center !== undefined ) ? center : new Vector3();
  4112. this.radius = ( radius !== undefined ) ? radius : - 1;
  4113. }
  4114. Object.assign( Sphere.prototype, {
  4115. set: function ( center, radius ) {
  4116. this.center.copy( center );
  4117. this.radius = radius;
  4118. return this;
  4119. },
  4120. setFromPoints: function ( points, optionalCenter ) {
  4121. var center = this.center;
  4122. if ( optionalCenter !== undefined ) {
  4123. center.copy( optionalCenter );
  4124. } else {
  4125. _box$1.setFromPoints( points ).getCenter( center );
  4126. }
  4127. var maxRadiusSq = 0;
  4128. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4129. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4130. }
  4131. this.radius = Math.sqrt( maxRadiusSq );
  4132. return this;
  4133. },
  4134. clone: function () {
  4135. return new this.constructor().copy( this );
  4136. },
  4137. copy: function ( sphere ) {
  4138. this.center.copy( sphere.center );
  4139. this.radius = sphere.radius;
  4140. return this;
  4141. },
  4142. isEmpty: function () {
  4143. return ( this.radius < 0 );
  4144. },
  4145. makeEmpty: function () {
  4146. this.center.set( 0, 0, 0 );
  4147. this.radius = - 1;
  4148. return this;
  4149. },
  4150. containsPoint: function ( point ) {
  4151. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4152. },
  4153. distanceToPoint: function ( point ) {
  4154. return ( point.distanceTo( this.center ) - this.radius );
  4155. },
  4156. intersectsSphere: function ( sphere ) {
  4157. var radiusSum = this.radius + sphere.radius;
  4158. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4159. },
  4160. intersectsBox: function ( box ) {
  4161. return box.intersectsSphere( this );
  4162. },
  4163. intersectsPlane: function ( plane ) {
  4164. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4165. },
  4166. clampPoint: function ( point, target ) {
  4167. var deltaLengthSq = this.center.distanceToSquared( point );
  4168. if ( target === undefined ) {
  4169. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4170. target = new Vector3();
  4171. }
  4172. target.copy( point );
  4173. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4174. target.sub( this.center ).normalize();
  4175. target.multiplyScalar( this.radius ).add( this.center );
  4176. }
  4177. return target;
  4178. },
  4179. getBoundingBox: function ( target ) {
  4180. if ( target === undefined ) {
  4181. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4182. target = new Box3();
  4183. }
  4184. if ( this.isEmpty() ) {
  4185. // Empty sphere produces empty bounding box
  4186. target.makeEmpty();
  4187. return target;
  4188. }
  4189. target.set( this.center, this.center );
  4190. target.expandByScalar( this.radius );
  4191. return target;
  4192. },
  4193. applyMatrix4: function ( matrix ) {
  4194. this.center.applyMatrix4( matrix );
  4195. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4196. return this;
  4197. },
  4198. translate: function ( offset ) {
  4199. this.center.add( offset );
  4200. return this;
  4201. },
  4202. equals: function ( sphere ) {
  4203. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4204. }
  4205. } );
  4206. var _vector$2 = new Vector3();
  4207. var _segCenter = new Vector3();
  4208. var _segDir = new Vector3();
  4209. var _diff = new Vector3();
  4210. var _edge1 = new Vector3();
  4211. var _edge2 = new Vector3();
  4212. var _normal = new Vector3();
  4213. /**
  4214. * @author bhouston / http://clara.io
  4215. */
  4216. function Ray( origin, direction ) {
  4217. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4218. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4219. }
  4220. Object.assign( Ray.prototype, {
  4221. set: function ( origin, direction ) {
  4222. this.origin.copy( origin );
  4223. this.direction.copy( direction );
  4224. return this;
  4225. },
  4226. clone: function () {
  4227. return new this.constructor().copy( this );
  4228. },
  4229. copy: function ( ray ) {
  4230. this.origin.copy( ray.origin );
  4231. this.direction.copy( ray.direction );
  4232. return this;
  4233. },
  4234. at: function ( t, target ) {
  4235. if ( target === undefined ) {
  4236. console.warn( 'THREE.Ray: .at() target is now required' );
  4237. target = new Vector3();
  4238. }
  4239. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4240. },
  4241. lookAt: function ( v ) {
  4242. this.direction.copy( v ).sub( this.origin ).normalize();
  4243. return this;
  4244. },
  4245. recast: function ( t ) {
  4246. this.origin.copy( this.at( t, _vector$2 ) );
  4247. return this;
  4248. },
  4249. closestPointToPoint: function ( point, target ) {
  4250. if ( target === undefined ) {
  4251. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4252. target = new Vector3();
  4253. }
  4254. target.subVectors( point, this.origin );
  4255. var directionDistance = target.dot( this.direction );
  4256. if ( directionDistance < 0 ) {
  4257. return target.copy( this.origin );
  4258. }
  4259. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4260. },
  4261. distanceToPoint: function ( point ) {
  4262. return Math.sqrt( this.distanceSqToPoint( point ) );
  4263. },
  4264. distanceSqToPoint: function ( point ) {
  4265. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4266. // point behind the ray
  4267. if ( directionDistance < 0 ) {
  4268. return this.origin.distanceToSquared( point );
  4269. }
  4270. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4271. return _vector$2.distanceToSquared( point );
  4272. },
  4273. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4274. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4275. // It returns the min distance between the ray and the segment
  4276. // defined by v0 and v1
  4277. // It can also set two optional targets :
  4278. // - The closest point on the ray
  4279. // - The closest point on the segment
  4280. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4281. _segDir.copy( v1 ).sub( v0 ).normalize();
  4282. _diff.copy( this.origin ).sub( _segCenter );
  4283. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4284. var a01 = - this.direction.dot( _segDir );
  4285. var b0 = _diff.dot( this.direction );
  4286. var b1 = - _diff.dot( _segDir );
  4287. var c = _diff.lengthSq();
  4288. var det = Math.abs( 1 - a01 * a01 );
  4289. var s0, s1, sqrDist, extDet;
  4290. if ( det > 0 ) {
  4291. // The ray and segment are not parallel.
  4292. s0 = a01 * b1 - b0;
  4293. s1 = a01 * b0 - b1;
  4294. extDet = segExtent * det;
  4295. if ( s0 >= 0 ) {
  4296. if ( s1 >= - extDet ) {
  4297. if ( s1 <= extDet ) {
  4298. // region 0
  4299. // Minimum at interior points of ray and segment.
  4300. var invDet = 1 / det;
  4301. s0 *= invDet;
  4302. s1 *= invDet;
  4303. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4304. } else {
  4305. // region 1
  4306. s1 = segExtent;
  4307. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4308. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4309. }
  4310. } else {
  4311. // region 5
  4312. s1 = - segExtent;
  4313. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4314. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4315. }
  4316. } else {
  4317. if ( s1 <= - extDet ) {
  4318. // region 4
  4319. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4320. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4321. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4322. } else if ( s1 <= extDet ) {
  4323. // region 3
  4324. s0 = 0;
  4325. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4326. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4327. } else {
  4328. // region 2
  4329. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4330. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4331. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4332. }
  4333. }
  4334. } else {
  4335. // Ray and segment are parallel.
  4336. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4337. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4338. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4339. }
  4340. if ( optionalPointOnRay ) {
  4341. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4342. }
  4343. if ( optionalPointOnSegment ) {
  4344. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4345. }
  4346. return sqrDist;
  4347. },
  4348. intersectSphere: function ( sphere, target ) {
  4349. _vector$2.subVectors( sphere.center, this.origin );
  4350. var tca = _vector$2.dot( this.direction );
  4351. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4352. var radius2 = sphere.radius * sphere.radius;
  4353. if ( d2 > radius2 ) { return null; }
  4354. var thc = Math.sqrt( radius2 - d2 );
  4355. // t0 = first intersect point - entrance on front of sphere
  4356. var t0 = tca - thc;
  4357. // t1 = second intersect point - exit point on back of sphere
  4358. var t1 = tca + thc;
  4359. // test to see if both t0 and t1 are behind the ray - if so, return null
  4360. if ( t0 < 0 && t1 < 0 ) { return null; }
  4361. // test to see if t0 is behind the ray:
  4362. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4363. // in order to always return an intersect point that is in front of the ray.
  4364. if ( t0 < 0 ) { return this.at( t1, target ); }
  4365. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4366. return this.at( t0, target );
  4367. },
  4368. intersectsSphere: function ( sphere ) {
  4369. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4370. },
  4371. distanceToPlane: function ( plane ) {
  4372. var denominator = plane.normal.dot( this.direction );
  4373. if ( denominator === 0 ) {
  4374. // line is coplanar, return origin
  4375. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4376. return 0;
  4377. }
  4378. // Null is preferable to undefined since undefined means.... it is undefined
  4379. return null;
  4380. }
  4381. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4382. // Return if the ray never intersects the plane
  4383. return t >= 0 ? t : null;
  4384. },
  4385. intersectPlane: function ( plane, target ) {
  4386. var t = this.distanceToPlane( plane );
  4387. if ( t === null ) {
  4388. return null;
  4389. }
  4390. return this.at( t, target );
  4391. },
  4392. intersectsPlane: function ( plane ) {
  4393. // check if the ray lies on the plane first
  4394. var distToPoint = plane.distanceToPoint( this.origin );
  4395. if ( distToPoint === 0 ) {
  4396. return true;
  4397. }
  4398. var denominator = plane.normal.dot( this.direction );
  4399. if ( denominator * distToPoint < 0 ) {
  4400. return true;
  4401. }
  4402. // ray origin is behind the plane (and is pointing behind it)
  4403. return false;
  4404. },
  4405. intersectBox: function ( box, target ) {
  4406. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4407. var invdirx = 1 / this.direction.x,
  4408. invdiry = 1 / this.direction.y,
  4409. invdirz = 1 / this.direction.z;
  4410. var origin = this.origin;
  4411. if ( invdirx >= 0 ) {
  4412. tmin = ( box.min.x - origin.x ) * invdirx;
  4413. tmax = ( box.max.x - origin.x ) * invdirx;
  4414. } else {
  4415. tmin = ( box.max.x - origin.x ) * invdirx;
  4416. tmax = ( box.min.x - origin.x ) * invdirx;
  4417. }
  4418. if ( invdiry >= 0 ) {
  4419. tymin = ( box.min.y - origin.y ) * invdiry;
  4420. tymax = ( box.max.y - origin.y ) * invdiry;
  4421. } else {
  4422. tymin = ( box.max.y - origin.y ) * invdiry;
  4423. tymax = ( box.min.y - origin.y ) * invdiry;
  4424. }
  4425. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4426. // These lines also handle the case where tmin or tmax is NaN
  4427. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4428. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4429. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4430. if ( invdirz >= 0 ) {
  4431. tzmin = ( box.min.z - origin.z ) * invdirz;
  4432. tzmax = ( box.max.z - origin.z ) * invdirz;
  4433. } else {
  4434. tzmin = ( box.max.z - origin.z ) * invdirz;
  4435. tzmax = ( box.min.z - origin.z ) * invdirz;
  4436. }
  4437. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4438. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4439. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4440. //return point closest to the ray (positive side)
  4441. if ( tmax < 0 ) { return null; }
  4442. return this.at( tmin >= 0 ? tmin : tmax, target );
  4443. },
  4444. intersectsBox: function ( box ) {
  4445. return this.intersectBox( box, _vector$2 ) !== null;
  4446. },
  4447. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4448. // Compute the offset origin, edges, and normal.
  4449. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4450. _edge1.subVectors( b, a );
  4451. _edge2.subVectors( c, a );
  4452. _normal.crossVectors( _edge1, _edge2 );
  4453. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4454. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4455. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4456. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4457. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4458. var DdN = this.direction.dot( _normal );
  4459. var sign;
  4460. if ( DdN > 0 ) {
  4461. if ( backfaceCulling ) { return null; }
  4462. sign = 1;
  4463. } else if ( DdN < 0 ) {
  4464. sign = - 1;
  4465. DdN = - DdN;
  4466. } else {
  4467. return null;
  4468. }
  4469. _diff.subVectors( this.origin, a );
  4470. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4471. // b1 < 0, no intersection
  4472. if ( DdQxE2 < 0 ) {
  4473. return null;
  4474. }
  4475. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4476. // b2 < 0, no intersection
  4477. if ( DdE1xQ < 0 ) {
  4478. return null;
  4479. }
  4480. // b1+b2 > 1, no intersection
  4481. if ( DdQxE2 + DdE1xQ > DdN ) {
  4482. return null;
  4483. }
  4484. // Line intersects triangle, check if ray does.
  4485. var QdN = - sign * _diff.dot( _normal );
  4486. // t < 0, no intersection
  4487. if ( QdN < 0 ) {
  4488. return null;
  4489. }
  4490. // Ray intersects triangle.
  4491. return this.at( QdN / DdN, target );
  4492. },
  4493. applyMatrix4: function ( matrix4 ) {
  4494. this.origin.applyMatrix4( matrix4 );
  4495. this.direction.transformDirection( matrix4 );
  4496. return this;
  4497. },
  4498. equals: function ( ray ) {
  4499. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4500. }
  4501. } );
  4502. /**
  4503. * @author bhouston / http://clara.io
  4504. */
  4505. var _vector1 = new Vector3();
  4506. var _vector2 = new Vector3();
  4507. var _normalMatrix = new Matrix3();
  4508. function Plane( normal, constant ) {
  4509. // normal is assumed to be normalized
  4510. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4511. this.constant = ( constant !== undefined ) ? constant : 0;
  4512. }
  4513. Object.assign( Plane.prototype, {
  4514. isPlane: true,
  4515. set: function ( normal, constant ) {
  4516. this.normal.copy( normal );
  4517. this.constant = constant;
  4518. return this;
  4519. },
  4520. setComponents: function ( x, y, z, w ) {
  4521. this.normal.set( x, y, z );
  4522. this.constant = w;
  4523. return this;
  4524. },
  4525. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4526. this.normal.copy( normal );
  4527. this.constant = - point.dot( this.normal );
  4528. return this;
  4529. },
  4530. setFromCoplanarPoints: function ( a, b, c ) {
  4531. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4532. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4533. this.setFromNormalAndCoplanarPoint( normal, a );
  4534. return this;
  4535. },
  4536. clone: function () {
  4537. return new this.constructor().copy( this );
  4538. },
  4539. copy: function ( plane ) {
  4540. this.normal.copy( plane.normal );
  4541. this.constant = plane.constant;
  4542. return this;
  4543. },
  4544. normalize: function () {
  4545. // Note: will lead to a divide by zero if the plane is invalid.
  4546. var inverseNormalLength = 1.0 / this.normal.length();
  4547. this.normal.multiplyScalar( inverseNormalLength );
  4548. this.constant *= inverseNormalLength;
  4549. return this;
  4550. },
  4551. negate: function () {
  4552. this.constant *= - 1;
  4553. this.normal.negate();
  4554. return this;
  4555. },
  4556. distanceToPoint: function ( point ) {
  4557. return this.normal.dot( point ) + this.constant;
  4558. },
  4559. distanceToSphere: function ( sphere ) {
  4560. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4561. },
  4562. projectPoint: function ( point, target ) {
  4563. if ( target === undefined ) {
  4564. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4565. target = new Vector3();
  4566. }
  4567. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4568. },
  4569. intersectLine: function ( line, target ) {
  4570. if ( target === undefined ) {
  4571. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4572. target = new Vector3();
  4573. }
  4574. var direction = line.delta( _vector1 );
  4575. var denominator = this.normal.dot( direction );
  4576. if ( denominator === 0 ) {
  4577. // line is coplanar, return origin
  4578. if ( this.distanceToPoint( line.start ) === 0 ) {
  4579. return target.copy( line.start );
  4580. }
  4581. // Unsure if this is the correct method to handle this case.
  4582. return undefined;
  4583. }
  4584. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4585. if ( t < 0 || t > 1 ) {
  4586. return undefined;
  4587. }
  4588. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4589. },
  4590. intersectsLine: function ( line ) {
  4591. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4592. var startSign = this.distanceToPoint( line.start );
  4593. var endSign = this.distanceToPoint( line.end );
  4594. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4595. },
  4596. intersectsBox: function ( box ) {
  4597. return box.intersectsPlane( this );
  4598. },
  4599. intersectsSphere: function ( sphere ) {
  4600. return sphere.intersectsPlane( this );
  4601. },
  4602. coplanarPoint: function ( target ) {
  4603. if ( target === undefined ) {
  4604. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4605. target = new Vector3();
  4606. }
  4607. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4608. },
  4609. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4610. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4611. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4612. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4613. this.constant = - referencePoint.dot( normal );
  4614. return this;
  4615. },
  4616. translate: function ( offset ) {
  4617. this.constant -= offset.dot( this.normal );
  4618. return this;
  4619. },
  4620. equals: function ( plane ) {
  4621. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4622. }
  4623. } );
  4624. /**
  4625. * @author bhouston / http://clara.io
  4626. * @author mrdoob / http://mrdoob.com/
  4627. */
  4628. var _v0$1 = new Vector3();
  4629. var _v1$3 = new Vector3();
  4630. var _v2$1 = new Vector3();
  4631. var _v3 = new Vector3();
  4632. var _vab = new Vector3();
  4633. var _vac = new Vector3();
  4634. var _vbc = new Vector3();
  4635. var _vap = new Vector3();
  4636. var _vbp = new Vector3();
  4637. var _vcp = new Vector3();
  4638. function Triangle( a, b, c ) {
  4639. this.a = ( a !== undefined ) ? a : new Vector3();
  4640. this.b = ( b !== undefined ) ? b : new Vector3();
  4641. this.c = ( c !== undefined ) ? c : new Vector3();
  4642. }
  4643. Object.assign( Triangle, {
  4644. getNormal: function ( a, b, c, target ) {
  4645. if ( target === undefined ) {
  4646. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4647. target = new Vector3();
  4648. }
  4649. target.subVectors( c, b );
  4650. _v0$1.subVectors( a, b );
  4651. target.cross( _v0$1 );
  4652. var targetLengthSq = target.lengthSq();
  4653. if ( targetLengthSq > 0 ) {
  4654. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4655. }
  4656. return target.set( 0, 0, 0 );
  4657. },
  4658. // static/instance method to calculate barycentric coordinates
  4659. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4660. getBarycoord: function ( point, a, b, c, target ) {
  4661. _v0$1.subVectors( c, a );
  4662. _v1$3.subVectors( b, a );
  4663. _v2$1.subVectors( point, a );
  4664. var dot00 = _v0$1.dot( _v0$1 );
  4665. var dot01 = _v0$1.dot( _v1$3 );
  4666. var dot02 = _v0$1.dot( _v2$1 );
  4667. var dot11 = _v1$3.dot( _v1$3 );
  4668. var dot12 = _v1$3.dot( _v2$1 );
  4669. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4670. if ( target === undefined ) {
  4671. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4672. target = new Vector3();
  4673. }
  4674. // collinear or singular triangle
  4675. if ( denom === 0 ) {
  4676. // arbitrary location outside of triangle?
  4677. // not sure if this is the best idea, maybe should be returning undefined
  4678. return target.set( - 2, - 1, - 1 );
  4679. }
  4680. var invDenom = 1 / denom;
  4681. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4682. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4683. // barycentric coordinates must always sum to 1
  4684. return target.set( 1 - u - v, v, u );
  4685. },
  4686. containsPoint: function ( point, a, b, c ) {
  4687. Triangle.getBarycoord( point, a, b, c, _v3 );
  4688. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4689. },
  4690. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4691. this.getBarycoord( point, p1, p2, p3, _v3 );
  4692. target.set( 0, 0 );
  4693. target.addScaledVector( uv1, _v3.x );
  4694. target.addScaledVector( uv2, _v3.y );
  4695. target.addScaledVector( uv3, _v3.z );
  4696. return target;
  4697. },
  4698. isFrontFacing: function ( a, b, c, direction ) {
  4699. _v0$1.subVectors( c, b );
  4700. _v1$3.subVectors( a, b );
  4701. // strictly front facing
  4702. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4703. }
  4704. } );
  4705. Object.assign( Triangle.prototype, {
  4706. set: function ( a, b, c ) {
  4707. this.a.copy( a );
  4708. this.b.copy( b );
  4709. this.c.copy( c );
  4710. return this;
  4711. },
  4712. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4713. this.a.copy( points[ i0 ] );
  4714. this.b.copy( points[ i1 ] );
  4715. this.c.copy( points[ i2 ] );
  4716. return this;
  4717. },
  4718. clone: function () {
  4719. return new this.constructor().copy( this );
  4720. },
  4721. copy: function ( triangle ) {
  4722. this.a.copy( triangle.a );
  4723. this.b.copy( triangle.b );
  4724. this.c.copy( triangle.c );
  4725. return this;
  4726. },
  4727. getArea: function () {
  4728. _v0$1.subVectors( this.c, this.b );
  4729. _v1$3.subVectors( this.a, this.b );
  4730. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4731. },
  4732. getMidpoint: function ( target ) {
  4733. if ( target === undefined ) {
  4734. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4735. target = new Vector3();
  4736. }
  4737. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4738. },
  4739. getNormal: function ( target ) {
  4740. return Triangle.getNormal( this.a, this.b, this.c, target );
  4741. },
  4742. getPlane: function ( target ) {
  4743. if ( target === undefined ) {
  4744. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4745. target = new Plane();
  4746. }
  4747. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4748. },
  4749. getBarycoord: function ( point, target ) {
  4750. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4751. },
  4752. getUV: function ( point, uv1, uv2, uv3, target ) {
  4753. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4754. },
  4755. containsPoint: function ( point ) {
  4756. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4757. },
  4758. isFrontFacing: function ( direction ) {
  4759. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4760. },
  4761. intersectsBox: function ( box ) {
  4762. return box.intersectsTriangle( this );
  4763. },
  4764. closestPointToPoint: function ( p, target ) {
  4765. if ( target === undefined ) {
  4766. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4767. target = new Vector3();
  4768. }
  4769. var a = this.a, b = this.b, c = this.c;
  4770. var v, w;
  4771. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4772. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4773. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4774. // basically, we're distinguishing which of the voronoi regions of the triangle
  4775. // the point lies in with the minimum amount of redundant computation.
  4776. _vab.subVectors( b, a );
  4777. _vac.subVectors( c, a );
  4778. _vap.subVectors( p, a );
  4779. var d1 = _vab.dot( _vap );
  4780. var d2 = _vac.dot( _vap );
  4781. if ( d1 <= 0 && d2 <= 0 ) {
  4782. // vertex region of A; barycentric coords (1, 0, 0)
  4783. return target.copy( a );
  4784. }
  4785. _vbp.subVectors( p, b );
  4786. var d3 = _vab.dot( _vbp );
  4787. var d4 = _vac.dot( _vbp );
  4788. if ( d3 >= 0 && d4 <= d3 ) {
  4789. // vertex region of B; barycentric coords (0, 1, 0)
  4790. return target.copy( b );
  4791. }
  4792. var vc = d1 * d4 - d3 * d2;
  4793. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4794. v = d1 / ( d1 - d3 );
  4795. // edge region of AB; barycentric coords (1-v, v, 0)
  4796. return target.copy( a ).addScaledVector( _vab, v );
  4797. }
  4798. _vcp.subVectors( p, c );
  4799. var d5 = _vab.dot( _vcp );
  4800. var d6 = _vac.dot( _vcp );
  4801. if ( d6 >= 0 && d5 <= d6 ) {
  4802. // vertex region of C; barycentric coords (0, 0, 1)
  4803. return target.copy( c );
  4804. }
  4805. var vb = d5 * d2 - d1 * d6;
  4806. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4807. w = d2 / ( d2 - d6 );
  4808. // edge region of AC; barycentric coords (1-w, 0, w)
  4809. return target.copy( a ).addScaledVector( _vac, w );
  4810. }
  4811. var va = d3 * d6 - d5 * d4;
  4812. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4813. _vbc.subVectors( c, b );
  4814. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4815. // edge region of BC; barycentric coords (0, 1-w, w)
  4816. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4817. }
  4818. // face region
  4819. var denom = 1 / ( va + vb + vc );
  4820. // u = va * denom
  4821. v = vb * denom;
  4822. w = vc * denom;
  4823. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4824. },
  4825. equals: function ( triangle ) {
  4826. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4827. }
  4828. } );
  4829. /**
  4830. * @author mrdoob / http://mrdoob.com/
  4831. */
  4832. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4833. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4834. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4835. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4836. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4837. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4838. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4839. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4840. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4841. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4842. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4843. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4844. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4845. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4846. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4847. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4848. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4849. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4850. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4851. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4852. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4853. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4854. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4855. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4856. var _hslA = { h: 0, s: 0, l: 0 };
  4857. var _hslB = { h: 0, s: 0, l: 0 };
  4858. function Color( r, g, b ) {
  4859. if ( g === undefined && b === undefined ) {
  4860. // r is THREE.Color, hex or string
  4861. return this.set( r );
  4862. }
  4863. return this.setRGB( r, g, b );
  4864. }
  4865. function hue2rgb( p, q, t ) {
  4866. if ( t < 0 ) { t += 1; }
  4867. if ( t > 1 ) { t -= 1; }
  4868. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4869. if ( t < 1 / 2 ) { return q; }
  4870. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4871. return p;
  4872. }
  4873. function SRGBToLinear( c ) {
  4874. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4875. }
  4876. function LinearToSRGB( c ) {
  4877. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4878. }
  4879. Object.assign( Color.prototype, {
  4880. isColor: true,
  4881. r: 1, g: 1, b: 1,
  4882. set: function ( value ) {
  4883. if ( value && value.isColor ) {
  4884. this.copy( value );
  4885. } else if ( typeof value === 'number' ) {
  4886. this.setHex( value );
  4887. } else if ( typeof value === 'string' ) {
  4888. this.setStyle( value );
  4889. }
  4890. return this;
  4891. },
  4892. setScalar: function ( scalar ) {
  4893. this.r = scalar;
  4894. this.g = scalar;
  4895. this.b = scalar;
  4896. return this;
  4897. },
  4898. setHex: function ( hex ) {
  4899. hex = Math.floor( hex );
  4900. this.r = ( hex >> 16 & 255 ) / 255;
  4901. this.g = ( hex >> 8 & 255 ) / 255;
  4902. this.b = ( hex & 255 ) / 255;
  4903. return this;
  4904. },
  4905. setRGB: function ( r, g, b ) {
  4906. this.r = r;
  4907. this.g = g;
  4908. this.b = b;
  4909. return this;
  4910. },
  4911. setHSL: function ( h, s, l ) {
  4912. // h,s,l ranges are in 0.0 - 1.0
  4913. h = MathUtils.euclideanModulo( h, 1 );
  4914. s = MathUtils.clamp( s, 0, 1 );
  4915. l = MathUtils.clamp( l, 0, 1 );
  4916. if ( s === 0 ) {
  4917. this.r = this.g = this.b = l;
  4918. } else {
  4919. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4920. var q = ( 2 * l ) - p;
  4921. this.r = hue2rgb( q, p, h + 1 / 3 );
  4922. this.g = hue2rgb( q, p, h );
  4923. this.b = hue2rgb( q, p, h - 1 / 3 );
  4924. }
  4925. return this;
  4926. },
  4927. setStyle: function ( style ) {
  4928. function handleAlpha( string ) {
  4929. if ( string === undefined ) { return; }
  4930. if ( parseFloat( string ) < 1 ) {
  4931. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4932. }
  4933. }
  4934. var m;
  4935. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4936. // rgb / hsl
  4937. var color;
  4938. var name = m[ 1 ];
  4939. var components = m[ 2 ];
  4940. switch ( name ) {
  4941. case 'rgb':
  4942. case 'rgba':
  4943. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4944. // rgb(255,0,0) rgba(255,0,0,0.5)
  4945. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4946. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4947. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4948. handleAlpha( color[ 5 ] );
  4949. return this;
  4950. }
  4951. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4952. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4953. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4954. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4955. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4956. handleAlpha( color[ 5 ] );
  4957. return this;
  4958. }
  4959. break;
  4960. case 'hsl':
  4961. case 'hsla':
  4962. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4963. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4964. var h = parseFloat( color[ 1 ] ) / 360;
  4965. var s = parseInt( color[ 2 ], 10 ) / 100;
  4966. var l = parseInt( color[ 3 ], 10 ) / 100;
  4967. handleAlpha( color[ 5 ] );
  4968. return this.setHSL( h, s, l );
  4969. }
  4970. break;
  4971. }
  4972. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4973. // hex color
  4974. var hex = m[ 1 ];
  4975. var size = hex.length;
  4976. if ( size === 3 ) {
  4977. // #ff0
  4978. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4979. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4980. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4981. return this;
  4982. } else if ( size === 6 ) {
  4983. // #ff0000
  4984. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4985. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4986. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4987. return this;
  4988. }
  4989. }
  4990. if ( style && style.length > 0 ) {
  4991. return this.setColorName( style );
  4992. }
  4993. return this;
  4994. },
  4995. setColorName: function ( style ) {
  4996. // color keywords
  4997. var hex = _colorKeywords[ style ];
  4998. if ( hex !== undefined ) {
  4999. // red
  5000. this.setHex( hex );
  5001. } else {
  5002. // unknown color
  5003. console.warn( 'THREE.Color: Unknown color ' + style );
  5004. }
  5005. return this;
  5006. },
  5007. clone: function () {
  5008. return new this.constructor( this.r, this.g, this.b );
  5009. },
  5010. copy: function ( color ) {
  5011. this.r = color.r;
  5012. this.g = color.g;
  5013. this.b = color.b;
  5014. return this;
  5015. },
  5016. copyGammaToLinear: function ( color, gammaFactor ) {
  5017. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5018. this.r = Math.pow( color.r, gammaFactor );
  5019. this.g = Math.pow( color.g, gammaFactor );
  5020. this.b = Math.pow( color.b, gammaFactor );
  5021. return this;
  5022. },
  5023. copyLinearToGamma: function ( color, gammaFactor ) {
  5024. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5025. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5026. this.r = Math.pow( color.r, safeInverse );
  5027. this.g = Math.pow( color.g, safeInverse );
  5028. this.b = Math.pow( color.b, safeInverse );
  5029. return this;
  5030. },
  5031. convertGammaToLinear: function ( gammaFactor ) {
  5032. this.copyGammaToLinear( this, gammaFactor );
  5033. return this;
  5034. },
  5035. convertLinearToGamma: function ( gammaFactor ) {
  5036. this.copyLinearToGamma( this, gammaFactor );
  5037. return this;
  5038. },
  5039. copySRGBToLinear: function ( color ) {
  5040. this.r = SRGBToLinear( color.r );
  5041. this.g = SRGBToLinear( color.g );
  5042. this.b = SRGBToLinear( color.b );
  5043. return this;
  5044. },
  5045. copyLinearToSRGB: function ( color ) {
  5046. this.r = LinearToSRGB( color.r );
  5047. this.g = LinearToSRGB( color.g );
  5048. this.b = LinearToSRGB( color.b );
  5049. return this;
  5050. },
  5051. convertSRGBToLinear: function () {
  5052. this.copySRGBToLinear( this );
  5053. return this;
  5054. },
  5055. convertLinearToSRGB: function () {
  5056. this.copyLinearToSRGB( this );
  5057. return this;
  5058. },
  5059. getHex: function () {
  5060. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5061. },
  5062. getHexString: function () {
  5063. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5064. },
  5065. getHSL: function ( target ) {
  5066. // h,s,l ranges are in 0.0 - 1.0
  5067. if ( target === undefined ) {
  5068. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5069. target = { h: 0, s: 0, l: 0 };
  5070. }
  5071. var r = this.r, g = this.g, b = this.b;
  5072. var max = Math.max( r, g, b );
  5073. var min = Math.min( r, g, b );
  5074. var hue, saturation;
  5075. var lightness = ( min + max ) / 2.0;
  5076. if ( min === max ) {
  5077. hue = 0;
  5078. saturation = 0;
  5079. } else {
  5080. var delta = max - min;
  5081. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5082. switch ( max ) {
  5083. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5084. case g: hue = ( b - r ) / delta + 2; break;
  5085. case b: hue = ( r - g ) / delta + 4; break;
  5086. }
  5087. hue /= 6;
  5088. }
  5089. target.h = hue;
  5090. target.s = saturation;
  5091. target.l = lightness;
  5092. return target;
  5093. },
  5094. getStyle: function () {
  5095. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5096. },
  5097. offsetHSL: function ( h, s, l ) {
  5098. this.getHSL( _hslA );
  5099. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5100. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5101. return this;
  5102. },
  5103. add: function ( color ) {
  5104. this.r += color.r;
  5105. this.g += color.g;
  5106. this.b += color.b;
  5107. return this;
  5108. },
  5109. addColors: function ( color1, color2 ) {
  5110. this.r = color1.r + color2.r;
  5111. this.g = color1.g + color2.g;
  5112. this.b = color1.b + color2.b;
  5113. return this;
  5114. },
  5115. addScalar: function ( s ) {
  5116. this.r += s;
  5117. this.g += s;
  5118. this.b += s;
  5119. return this;
  5120. },
  5121. sub: function ( color ) {
  5122. this.r = Math.max( 0, this.r - color.r );
  5123. this.g = Math.max( 0, this.g - color.g );
  5124. this.b = Math.max( 0, this.b - color.b );
  5125. return this;
  5126. },
  5127. multiply: function ( color ) {
  5128. this.r *= color.r;
  5129. this.g *= color.g;
  5130. this.b *= color.b;
  5131. return this;
  5132. },
  5133. multiplyScalar: function ( s ) {
  5134. this.r *= s;
  5135. this.g *= s;
  5136. this.b *= s;
  5137. return this;
  5138. },
  5139. lerp: function ( color, alpha ) {
  5140. this.r += ( color.r - this.r ) * alpha;
  5141. this.g += ( color.g - this.g ) * alpha;
  5142. this.b += ( color.b - this.b ) * alpha;
  5143. return this;
  5144. },
  5145. lerpHSL: function ( color, alpha ) {
  5146. this.getHSL( _hslA );
  5147. color.getHSL( _hslB );
  5148. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5149. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5150. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5151. this.setHSL( h, s, l );
  5152. return this;
  5153. },
  5154. equals: function ( c ) {
  5155. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5156. },
  5157. fromArray: function ( array, offset ) {
  5158. if ( offset === undefined ) { offset = 0; }
  5159. this.r = array[ offset ];
  5160. this.g = array[ offset + 1 ];
  5161. this.b = array[ offset + 2 ];
  5162. return this;
  5163. },
  5164. toArray: function ( array, offset ) {
  5165. if ( array === undefined ) { array = []; }
  5166. if ( offset === undefined ) { offset = 0; }
  5167. array[ offset ] = this.r;
  5168. array[ offset + 1 ] = this.g;
  5169. array[ offset + 2 ] = this.b;
  5170. return array;
  5171. },
  5172. toJSON: function () {
  5173. return this.getHex();
  5174. }
  5175. } );
  5176. Color.NAMES = _colorKeywords;
  5177. /**
  5178. * @author mrdoob / http://mrdoob.com/
  5179. * @author alteredq / http://alteredqualia.com/
  5180. */
  5181. function Face3( a, b, c, normal, color, materialIndex ) {
  5182. this.a = a;
  5183. this.b = b;
  5184. this.c = c;
  5185. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5186. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5187. this.color = ( color && color.isColor ) ? color : new Color();
  5188. this.vertexColors = Array.isArray( color ) ? color : [];
  5189. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5190. }
  5191. Object.assign( Face3.prototype, {
  5192. clone: function () {
  5193. return new this.constructor().copy( this );
  5194. },
  5195. copy: function ( source ) {
  5196. this.a = source.a;
  5197. this.b = source.b;
  5198. this.c = source.c;
  5199. this.normal.copy( source.normal );
  5200. this.color.copy( source.color );
  5201. this.materialIndex = source.materialIndex;
  5202. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5203. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5204. }
  5205. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5206. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5207. }
  5208. return this;
  5209. }
  5210. } );
  5211. /**
  5212. * @author mrdoob / http://mrdoob.com/
  5213. * @author alteredq / http://alteredqualia.com/
  5214. */
  5215. var materialId = 0;
  5216. function Material() {
  5217. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5218. this.uuid = MathUtils.generateUUID();
  5219. this.name = '';
  5220. this.type = 'Material';
  5221. this.fog = true;
  5222. this.blending = NormalBlending;
  5223. this.side = FrontSide;
  5224. this.flatShading = false;
  5225. this.vertexColors = false;
  5226. this.opacity = 1;
  5227. this.transparent = false;
  5228. this.blendSrc = SrcAlphaFactor;
  5229. this.blendDst = OneMinusSrcAlphaFactor;
  5230. this.blendEquation = AddEquation;
  5231. this.blendSrcAlpha = null;
  5232. this.blendDstAlpha = null;
  5233. this.blendEquationAlpha = null;
  5234. this.depthFunc = LessEqualDepth;
  5235. this.depthTest = true;
  5236. this.depthWrite = true;
  5237. this.stencilWriteMask = 0xff;
  5238. this.stencilFunc = AlwaysStencilFunc;
  5239. this.stencilRef = 0;
  5240. this.stencilFuncMask = 0xff;
  5241. this.stencilFail = KeepStencilOp;
  5242. this.stencilZFail = KeepStencilOp;
  5243. this.stencilZPass = KeepStencilOp;
  5244. this.stencilWrite = false;
  5245. this.clippingPlanes = null;
  5246. this.clipIntersection = false;
  5247. this.clipShadows = false;
  5248. this.shadowSide = null;
  5249. this.colorWrite = true;
  5250. this.precision = null; // override the renderer's default precision for this material
  5251. this.polygonOffset = false;
  5252. this.polygonOffsetFactor = 0;
  5253. this.polygonOffsetUnits = 0;
  5254. this.dithering = false;
  5255. this.alphaTest = 0;
  5256. this.premultipliedAlpha = false;
  5257. this.visible = true;
  5258. this.toneMapped = true;
  5259. this.userData = {};
  5260. this.version = 0;
  5261. }
  5262. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5263. constructor: Material,
  5264. isMaterial: true,
  5265. onBeforeCompile: function () {},
  5266. setValues: function ( values ) {
  5267. if ( values === undefined ) { return; }
  5268. for ( var key in values ) {
  5269. var newValue = values[ key ];
  5270. if ( newValue === undefined ) {
  5271. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5272. continue;
  5273. }
  5274. // for backward compatability if shading is set in the constructor
  5275. if ( key === 'shading' ) {
  5276. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5277. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5278. continue;
  5279. }
  5280. var currentValue = this[ key ];
  5281. if ( currentValue === undefined ) {
  5282. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5283. continue;
  5284. }
  5285. if ( currentValue && currentValue.isColor ) {
  5286. currentValue.set( newValue );
  5287. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5288. currentValue.copy( newValue );
  5289. } else {
  5290. this[ key ] = newValue;
  5291. }
  5292. }
  5293. },
  5294. toJSON: function ( meta ) {
  5295. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5296. if ( isRoot ) {
  5297. meta = {
  5298. textures: {},
  5299. images: {}
  5300. };
  5301. }
  5302. var data = {
  5303. metadata: {
  5304. version: 4.5,
  5305. type: 'Material',
  5306. generator: 'Material.toJSON'
  5307. }
  5308. };
  5309. // standard Material serialization
  5310. data.uuid = this.uuid;
  5311. data.type = this.type;
  5312. if ( this.name !== '' ) { data.name = this.name; }
  5313. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5314. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5315. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5316. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5317. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5318. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5319. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5320. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5321. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5322. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5323. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5324. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5325. }
  5326. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5327. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5328. }
  5329. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5330. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5331. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5332. }
  5333. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5334. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5335. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5336. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5337. if ( this.aoMap && this.aoMap.isTexture ) {
  5338. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5339. data.aoMapIntensity = this.aoMapIntensity;
  5340. }
  5341. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5342. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5343. data.bumpScale = this.bumpScale;
  5344. }
  5345. if ( this.normalMap && this.normalMap.isTexture ) {
  5346. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5347. data.normalMapType = this.normalMapType;
  5348. data.normalScale = this.normalScale.toArray();
  5349. }
  5350. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5351. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5352. data.displacementScale = this.displacementScale;
  5353. data.displacementBias = this.displacementBias;
  5354. }
  5355. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5356. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5357. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5358. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5359. if ( this.envMap && this.envMap.isTexture ) {
  5360. data.envMap = this.envMap.toJSON( meta ).uuid;
  5361. data.reflectivity = this.reflectivity; // Scale behind envMap
  5362. data.refractionRatio = this.refractionRatio;
  5363. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5364. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5365. }
  5366. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5367. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5368. }
  5369. if ( this.size !== undefined ) { data.size = this.size; }
  5370. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5371. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5372. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5373. if ( this.side !== FrontSide ) { data.side = this.side; }
  5374. if ( this.vertexColors ) { data.vertexColors = true; }
  5375. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5376. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5377. data.depthFunc = this.depthFunc;
  5378. data.depthTest = this.depthTest;
  5379. data.depthWrite = this.depthWrite;
  5380. data.stencilWrite = this.stencilWrite;
  5381. data.stencilWriteMask = this.stencilWriteMask;
  5382. data.stencilFunc = this.stencilFunc;
  5383. data.stencilRef = this.stencilRef;
  5384. data.stencilFuncMask = this.stencilFuncMask;
  5385. data.stencilFail = this.stencilFail;
  5386. data.stencilZFail = this.stencilZFail;
  5387. data.stencilZPass = this.stencilZPass;
  5388. // rotation (SpriteMaterial)
  5389. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5390. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5391. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5392. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5393. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5394. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5395. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5396. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5397. if ( this.dithering === true ) { data.dithering = true; }
  5398. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5399. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5400. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5401. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5402. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5403. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5404. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5405. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5406. if ( this.skinning === true ) { data.skinning = true; }
  5407. if ( this.visible === false ) { data.visible = false; }
  5408. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5409. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5410. // TODO: Copied from Object3D.toJSON
  5411. function extractFromCache( cache ) {
  5412. var values = [];
  5413. for ( var key in cache ) {
  5414. var data = cache[ key ];
  5415. delete data.metadata;
  5416. values.push( data );
  5417. }
  5418. return values;
  5419. }
  5420. if ( isRoot ) {
  5421. var textures = extractFromCache( meta.textures );
  5422. var images = extractFromCache( meta.images );
  5423. if ( textures.length > 0 ) { data.textures = textures; }
  5424. if ( images.length > 0 ) { data.images = images; }
  5425. }
  5426. return data;
  5427. },
  5428. clone: function () {
  5429. return new this.constructor().copy( this );
  5430. },
  5431. copy: function ( source ) {
  5432. this.name = source.name;
  5433. this.fog = source.fog;
  5434. this.blending = source.blending;
  5435. this.side = source.side;
  5436. this.flatShading = source.flatShading;
  5437. this.vertexColors = source.vertexColors;
  5438. this.opacity = source.opacity;
  5439. this.transparent = source.transparent;
  5440. this.blendSrc = source.blendSrc;
  5441. this.blendDst = source.blendDst;
  5442. this.blendEquation = source.blendEquation;
  5443. this.blendSrcAlpha = source.blendSrcAlpha;
  5444. this.blendDstAlpha = source.blendDstAlpha;
  5445. this.blendEquationAlpha = source.blendEquationAlpha;
  5446. this.depthFunc = source.depthFunc;
  5447. this.depthTest = source.depthTest;
  5448. this.depthWrite = source.depthWrite;
  5449. this.stencilWriteMask = source.stencilWriteMask;
  5450. this.stencilFunc = source.stencilFunc;
  5451. this.stencilRef = source.stencilRef;
  5452. this.stencilFuncMask = source.stencilFuncMask;
  5453. this.stencilFail = source.stencilFail;
  5454. this.stencilZFail = source.stencilZFail;
  5455. this.stencilZPass = source.stencilZPass;
  5456. this.stencilWrite = source.stencilWrite;
  5457. var srcPlanes = source.clippingPlanes,
  5458. dstPlanes = null;
  5459. if ( srcPlanes !== null ) {
  5460. var n = srcPlanes.length;
  5461. dstPlanes = new Array( n );
  5462. for ( var i = 0; i !== n; ++ i )
  5463. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5464. }
  5465. this.clippingPlanes = dstPlanes;
  5466. this.clipIntersection = source.clipIntersection;
  5467. this.clipShadows = source.clipShadows;
  5468. this.shadowSide = source.shadowSide;
  5469. this.colorWrite = source.colorWrite;
  5470. this.precision = source.precision;
  5471. this.polygonOffset = source.polygonOffset;
  5472. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5473. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5474. this.dithering = source.dithering;
  5475. this.alphaTest = source.alphaTest;
  5476. this.premultipliedAlpha = source.premultipliedAlpha;
  5477. this.visible = source.visible;
  5478. this.toneMapped = source.toneMapped;
  5479. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5480. return this;
  5481. },
  5482. dispose: function () {
  5483. this.dispatchEvent( { type: 'dispose' } );
  5484. }
  5485. } );
  5486. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5487. set: function ( value ) {
  5488. if ( value === true ) { this.version ++; }
  5489. }
  5490. } );
  5491. /**
  5492. * @author mrdoob / http://mrdoob.com/
  5493. * @author alteredq / http://alteredqualia.com/
  5494. *
  5495. * parameters = {
  5496. * color: <hex>,
  5497. * opacity: <float>,
  5498. * map: new THREE.Texture( <Image> ),
  5499. *
  5500. * lightMap: new THREE.Texture( <Image> ),
  5501. * lightMapIntensity: <float>
  5502. *
  5503. * aoMap: new THREE.Texture( <Image> ),
  5504. * aoMapIntensity: <float>
  5505. *
  5506. * specularMap: new THREE.Texture( <Image> ),
  5507. *
  5508. * alphaMap: new THREE.Texture( <Image> ),
  5509. *
  5510. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5511. * combine: THREE.Multiply,
  5512. * reflectivity: <float>,
  5513. * refractionRatio: <float>,
  5514. *
  5515. * depthTest: <bool>,
  5516. * depthWrite: <bool>,
  5517. *
  5518. * wireframe: <boolean>,
  5519. * wireframeLinewidth: <float>,
  5520. *
  5521. * skinning: <bool>,
  5522. * morphTargets: <bool>
  5523. * }
  5524. */
  5525. function MeshBasicMaterial( parameters ) {
  5526. Material.call( this );
  5527. this.type = 'MeshBasicMaterial';
  5528. this.color = new Color( 0xffffff ); // emissive
  5529. this.map = null;
  5530. this.lightMap = null;
  5531. this.lightMapIntensity = 1.0;
  5532. this.aoMap = null;
  5533. this.aoMapIntensity = 1.0;
  5534. this.specularMap = null;
  5535. this.alphaMap = null;
  5536. this.envMap = null;
  5537. this.combine = MultiplyOperation;
  5538. this.reflectivity = 1;
  5539. this.refractionRatio = 0.98;
  5540. this.wireframe = false;
  5541. this.wireframeLinewidth = 1;
  5542. this.wireframeLinecap = 'round';
  5543. this.wireframeLinejoin = 'round';
  5544. this.skinning = false;
  5545. this.morphTargets = false;
  5546. this.setValues( parameters );
  5547. }
  5548. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5549. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5550. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5551. MeshBasicMaterial.prototype.copy = function ( source ) {
  5552. Material.prototype.copy.call( this, source );
  5553. this.color.copy( source.color );
  5554. this.map = source.map;
  5555. this.lightMap = source.lightMap;
  5556. this.lightMapIntensity = source.lightMapIntensity;
  5557. this.aoMap = source.aoMap;
  5558. this.aoMapIntensity = source.aoMapIntensity;
  5559. this.specularMap = source.specularMap;
  5560. this.alphaMap = source.alphaMap;
  5561. this.envMap = source.envMap;
  5562. this.combine = source.combine;
  5563. this.reflectivity = source.reflectivity;
  5564. this.refractionRatio = source.refractionRatio;
  5565. this.wireframe = source.wireframe;
  5566. this.wireframeLinewidth = source.wireframeLinewidth;
  5567. this.wireframeLinecap = source.wireframeLinecap;
  5568. this.wireframeLinejoin = source.wireframeLinejoin;
  5569. this.skinning = source.skinning;
  5570. this.morphTargets = source.morphTargets;
  5571. return this;
  5572. };
  5573. /**
  5574. * @author mrdoob / http://mrdoob.com/
  5575. */
  5576. var _vector$3 = new Vector3();
  5577. function BufferAttribute( array, itemSize, normalized ) {
  5578. if ( Array.isArray( array ) ) {
  5579. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5580. }
  5581. this.name = '';
  5582. this.array = array;
  5583. this.itemSize = itemSize;
  5584. this.count = array !== undefined ? array.length / itemSize : 0;
  5585. this.normalized = normalized === true;
  5586. this.usage = StaticDrawUsage;
  5587. this.updateRange = { offset: 0, count: - 1 };
  5588. this.version = 0;
  5589. }
  5590. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5591. set: function ( value ) {
  5592. if ( value === true ) { this.version ++; }
  5593. }
  5594. } );
  5595. Object.assign( BufferAttribute.prototype, {
  5596. isBufferAttribute: true,
  5597. onUploadCallback: function () {},
  5598. setUsage: function ( value ) {
  5599. this.usage = value;
  5600. return this;
  5601. },
  5602. copy: function ( source ) {
  5603. this.name = source.name;
  5604. this.array = new source.array.constructor( source.array );
  5605. this.itemSize = source.itemSize;
  5606. this.count = source.count;
  5607. this.normalized = source.normalized;
  5608. this.usage = source.usage;
  5609. return this;
  5610. },
  5611. copyAt: function ( index1, attribute, index2 ) {
  5612. index1 *= this.itemSize;
  5613. index2 *= attribute.itemSize;
  5614. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5615. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5616. }
  5617. return this;
  5618. },
  5619. copyArray: function ( array ) {
  5620. this.array.set( array );
  5621. return this;
  5622. },
  5623. copyColorsArray: function ( colors ) {
  5624. var array = this.array, offset = 0;
  5625. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5626. var color = colors[ i ];
  5627. if ( color === undefined ) {
  5628. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5629. color = new Color();
  5630. }
  5631. array[ offset ++ ] = color.r;
  5632. array[ offset ++ ] = color.g;
  5633. array[ offset ++ ] = color.b;
  5634. }
  5635. return this;
  5636. },
  5637. copyVector2sArray: function ( vectors ) {
  5638. var array = this.array, offset = 0;
  5639. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5640. var vector = vectors[ i ];
  5641. if ( vector === undefined ) {
  5642. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5643. vector = new Vector2();
  5644. }
  5645. array[ offset ++ ] = vector.x;
  5646. array[ offset ++ ] = vector.y;
  5647. }
  5648. return this;
  5649. },
  5650. copyVector3sArray: function ( vectors ) {
  5651. var array = this.array, offset = 0;
  5652. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5653. var vector = vectors[ i ];
  5654. if ( vector === undefined ) {
  5655. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5656. vector = new Vector3();
  5657. }
  5658. array[ offset ++ ] = vector.x;
  5659. array[ offset ++ ] = vector.y;
  5660. array[ offset ++ ] = vector.z;
  5661. }
  5662. return this;
  5663. },
  5664. copyVector4sArray: function ( vectors ) {
  5665. var array = this.array, offset = 0;
  5666. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5667. var vector = vectors[ i ];
  5668. if ( vector === undefined ) {
  5669. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5670. vector = new Vector4();
  5671. }
  5672. array[ offset ++ ] = vector.x;
  5673. array[ offset ++ ] = vector.y;
  5674. array[ offset ++ ] = vector.z;
  5675. array[ offset ++ ] = vector.w;
  5676. }
  5677. return this;
  5678. },
  5679. applyMatrix3: function ( m ) {
  5680. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5681. _vector$3.x = this.getX( i );
  5682. _vector$3.y = this.getY( i );
  5683. _vector$3.z = this.getZ( i );
  5684. _vector$3.applyMatrix3( m );
  5685. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5686. }
  5687. return this;
  5688. },
  5689. applyMatrix4: function ( m ) {
  5690. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5691. _vector$3.x = this.getX( i );
  5692. _vector$3.y = this.getY( i );
  5693. _vector$3.z = this.getZ( i );
  5694. _vector$3.applyMatrix4( m );
  5695. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5696. }
  5697. return this;
  5698. },
  5699. applyNormalMatrix: function ( m ) {
  5700. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5701. _vector$3.x = this.getX( i );
  5702. _vector$3.y = this.getY( i );
  5703. _vector$3.z = this.getZ( i );
  5704. _vector$3.applyNormalMatrix( m );
  5705. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5706. }
  5707. return this;
  5708. },
  5709. transformDirection: function ( m ) {
  5710. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5711. _vector$3.x = this.getX( i );
  5712. _vector$3.y = this.getY( i );
  5713. _vector$3.z = this.getZ( i );
  5714. _vector$3.transformDirection( m );
  5715. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5716. }
  5717. return this;
  5718. },
  5719. set: function ( value, offset ) {
  5720. if ( offset === undefined ) { offset = 0; }
  5721. this.array.set( value, offset );
  5722. return this;
  5723. },
  5724. getX: function ( index ) {
  5725. return this.array[ index * this.itemSize ];
  5726. },
  5727. setX: function ( index, x ) {
  5728. this.array[ index * this.itemSize ] = x;
  5729. return this;
  5730. },
  5731. getY: function ( index ) {
  5732. return this.array[ index * this.itemSize + 1 ];
  5733. },
  5734. setY: function ( index, y ) {
  5735. this.array[ index * this.itemSize + 1 ] = y;
  5736. return this;
  5737. },
  5738. getZ: function ( index ) {
  5739. return this.array[ index * this.itemSize + 2 ];
  5740. },
  5741. setZ: function ( index, z ) {
  5742. this.array[ index * this.itemSize + 2 ] = z;
  5743. return this;
  5744. },
  5745. getW: function ( index ) {
  5746. return this.array[ index * this.itemSize + 3 ];
  5747. },
  5748. setW: function ( index, w ) {
  5749. this.array[ index * this.itemSize + 3 ] = w;
  5750. return this;
  5751. },
  5752. setXY: function ( index, x, y ) {
  5753. index *= this.itemSize;
  5754. this.array[ index + 0 ] = x;
  5755. this.array[ index + 1 ] = y;
  5756. return this;
  5757. },
  5758. setXYZ: function ( index, x, y, z ) {
  5759. index *= this.itemSize;
  5760. this.array[ index + 0 ] = x;
  5761. this.array[ index + 1 ] = y;
  5762. this.array[ index + 2 ] = z;
  5763. return this;
  5764. },
  5765. setXYZW: function ( index, x, y, z, w ) {
  5766. index *= this.itemSize;
  5767. this.array[ index + 0 ] = x;
  5768. this.array[ index + 1 ] = y;
  5769. this.array[ index + 2 ] = z;
  5770. this.array[ index + 3 ] = w;
  5771. return this;
  5772. },
  5773. onUpload: function ( callback ) {
  5774. this.onUploadCallback = callback;
  5775. return this;
  5776. },
  5777. clone: function () {
  5778. return new this.constructor( this.array, this.itemSize ).copy( this );
  5779. },
  5780. toJSON: function () {
  5781. return {
  5782. itemSize: this.itemSize,
  5783. type: this.array.constructor.name,
  5784. array: Array.prototype.slice.call( this.array ),
  5785. normalized: this.normalized
  5786. };
  5787. }
  5788. } );
  5789. //
  5790. function Int8BufferAttribute( array, itemSize, normalized ) {
  5791. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5792. }
  5793. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5794. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5795. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5796. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5797. }
  5798. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5799. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5800. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5801. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5802. }
  5803. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5804. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5805. function Int16BufferAttribute( array, itemSize, normalized ) {
  5806. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5807. }
  5808. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5809. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5810. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5811. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5812. }
  5813. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5814. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5815. function Int32BufferAttribute( array, itemSize, normalized ) {
  5816. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5817. }
  5818. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5819. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5820. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5821. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5822. }
  5823. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5824. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5825. function Float32BufferAttribute( array, itemSize, normalized ) {
  5826. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5827. }
  5828. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5829. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5830. function Float64BufferAttribute( array, itemSize, normalized ) {
  5831. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5832. }
  5833. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5834. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5835. /**
  5836. * @author mrdoob / http://mrdoob.com/
  5837. */
  5838. function DirectGeometry() {
  5839. this.vertices = [];
  5840. this.normals = [];
  5841. this.colors = [];
  5842. this.uvs = [];
  5843. this.uvs2 = [];
  5844. this.groups = [];
  5845. this.morphTargets = {};
  5846. this.skinWeights = [];
  5847. this.skinIndices = [];
  5848. // this.lineDistances = [];
  5849. this.boundingBox = null;
  5850. this.boundingSphere = null;
  5851. // update flags
  5852. this.verticesNeedUpdate = false;
  5853. this.normalsNeedUpdate = false;
  5854. this.colorsNeedUpdate = false;
  5855. this.uvsNeedUpdate = false;
  5856. this.groupsNeedUpdate = false;
  5857. }
  5858. Object.assign( DirectGeometry.prototype, {
  5859. computeGroups: function ( geometry ) {
  5860. var group;
  5861. var groups = [];
  5862. var materialIndex = undefined;
  5863. var faces = geometry.faces;
  5864. for ( var i = 0; i < faces.length; i ++ ) {
  5865. var face = faces[ i ];
  5866. // materials
  5867. if ( face.materialIndex !== materialIndex ) {
  5868. materialIndex = face.materialIndex;
  5869. if ( group !== undefined ) {
  5870. group.count = ( i * 3 ) - group.start;
  5871. groups.push( group );
  5872. }
  5873. group = {
  5874. start: i * 3,
  5875. materialIndex: materialIndex
  5876. };
  5877. }
  5878. }
  5879. if ( group !== undefined ) {
  5880. group.count = ( i * 3 ) - group.start;
  5881. groups.push( group );
  5882. }
  5883. this.groups = groups;
  5884. },
  5885. fromGeometry: function ( geometry ) {
  5886. var faces = geometry.faces;
  5887. var vertices = geometry.vertices;
  5888. var faceVertexUvs = geometry.faceVertexUvs;
  5889. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5890. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5891. // morphs
  5892. var morphTargets = geometry.morphTargets;
  5893. var morphTargetsLength = morphTargets.length;
  5894. var morphTargetsPosition;
  5895. if ( morphTargetsLength > 0 ) {
  5896. morphTargetsPosition = [];
  5897. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5898. morphTargetsPosition[ i ] = {
  5899. name: morphTargets[ i ].name,
  5900. data: []
  5901. };
  5902. }
  5903. this.morphTargets.position = morphTargetsPosition;
  5904. }
  5905. var morphNormals = geometry.morphNormals;
  5906. var morphNormalsLength = morphNormals.length;
  5907. var morphTargetsNormal;
  5908. if ( morphNormalsLength > 0 ) {
  5909. morphTargetsNormal = [];
  5910. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5911. morphTargetsNormal[ i ] = {
  5912. name: morphNormals[ i ].name,
  5913. data: []
  5914. };
  5915. }
  5916. this.morphTargets.normal = morphTargetsNormal;
  5917. }
  5918. // skins
  5919. var skinIndices = geometry.skinIndices;
  5920. var skinWeights = geometry.skinWeights;
  5921. var hasSkinIndices = skinIndices.length === vertices.length;
  5922. var hasSkinWeights = skinWeights.length === vertices.length;
  5923. //
  5924. if ( vertices.length > 0 && faces.length === 0 ) {
  5925. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5926. }
  5927. for ( var i = 0; i < faces.length; i ++ ) {
  5928. var face = faces[ i ];
  5929. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5930. var vertexNormals = face.vertexNormals;
  5931. if ( vertexNormals.length === 3 ) {
  5932. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5933. } else {
  5934. var normal = face.normal;
  5935. this.normals.push( normal, normal, normal );
  5936. }
  5937. var vertexColors = face.vertexColors;
  5938. if ( vertexColors.length === 3 ) {
  5939. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5940. } else {
  5941. var color = face.color;
  5942. this.colors.push( color, color, color );
  5943. }
  5944. if ( hasFaceVertexUv === true ) {
  5945. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5946. if ( vertexUvs !== undefined ) {
  5947. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5948. } else {
  5949. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5950. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5951. }
  5952. }
  5953. if ( hasFaceVertexUv2 === true ) {
  5954. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5955. if ( vertexUvs !== undefined ) {
  5956. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5957. } else {
  5958. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5959. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5960. }
  5961. }
  5962. // morphs
  5963. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5964. var morphTarget = morphTargets[ j ].vertices;
  5965. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5966. }
  5967. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5968. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5969. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5970. }
  5971. // skins
  5972. if ( hasSkinIndices ) {
  5973. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5974. }
  5975. if ( hasSkinWeights ) {
  5976. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5977. }
  5978. }
  5979. this.computeGroups( geometry );
  5980. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5981. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5982. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5983. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5984. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5985. if ( geometry.boundingSphere !== null ) {
  5986. this.boundingSphere = geometry.boundingSphere.clone();
  5987. }
  5988. if ( geometry.boundingBox !== null ) {
  5989. this.boundingBox = geometry.boundingBox.clone();
  5990. }
  5991. return this;
  5992. }
  5993. } );
  5994. /**
  5995. * @author mrdoob / http://mrdoob.com/
  5996. */
  5997. function arrayMax( array ) {
  5998. if ( array.length === 0 ) { return - Infinity; }
  5999. var max = array[ 0 ];
  6000. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6001. if ( array[ i ] > max ) { max = array[ i ]; }
  6002. }
  6003. return max;
  6004. }
  6005. /**
  6006. * @author alteredq / http://alteredqualia.com/
  6007. * @author mrdoob / http://mrdoob.com/
  6008. */
  6009. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6010. var _m1$2 = new Matrix4();
  6011. var _obj = new Object3D();
  6012. var _offset = new Vector3();
  6013. var _box$2 = new Box3();
  6014. var _boxMorphTargets = new Box3();
  6015. var _vector$4 = new Vector3();
  6016. function BufferGeometry() {
  6017. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6018. this.uuid = MathUtils.generateUUID();
  6019. this.name = '';
  6020. this.type = 'BufferGeometry';
  6021. this.index = null;
  6022. this.attributes = {};
  6023. this.morphAttributes = {};
  6024. this.morphTargetsRelative = false;
  6025. this.groups = [];
  6026. this.boundingBox = null;
  6027. this.boundingSphere = null;
  6028. this.drawRange = { start: 0, count: Infinity };
  6029. this.userData = {};
  6030. }
  6031. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6032. constructor: BufferGeometry,
  6033. isBufferGeometry: true,
  6034. getIndex: function () {
  6035. return this.index;
  6036. },
  6037. setIndex: function ( index ) {
  6038. if ( Array.isArray( index ) ) {
  6039. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6040. } else {
  6041. this.index = index;
  6042. }
  6043. },
  6044. getAttribute: function ( name ) {
  6045. return this.attributes[ name ];
  6046. },
  6047. setAttribute: function ( name, attribute ) {
  6048. this.attributes[ name ] = attribute;
  6049. return this;
  6050. },
  6051. deleteAttribute: function ( name ) {
  6052. delete this.attributes[ name ];
  6053. return this;
  6054. },
  6055. addGroup: function ( start, count, materialIndex ) {
  6056. this.groups.push( {
  6057. start: start,
  6058. count: count,
  6059. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6060. } );
  6061. },
  6062. clearGroups: function () {
  6063. this.groups = [];
  6064. },
  6065. setDrawRange: function ( start, count ) {
  6066. this.drawRange.start = start;
  6067. this.drawRange.count = count;
  6068. },
  6069. applyMatrix4: function ( matrix ) {
  6070. var position = this.attributes.position;
  6071. if ( position !== undefined ) {
  6072. position.applyMatrix4( matrix );
  6073. position.needsUpdate = true;
  6074. }
  6075. var normal = this.attributes.normal;
  6076. if ( normal !== undefined ) {
  6077. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6078. normal.applyNormalMatrix( normalMatrix );
  6079. normal.needsUpdate = true;
  6080. }
  6081. var tangent = this.attributes.tangent;
  6082. if ( tangent !== undefined ) {
  6083. tangent.transformDirection( matrix );
  6084. tangent.needsUpdate = true;
  6085. }
  6086. if ( this.boundingBox !== null ) {
  6087. this.computeBoundingBox();
  6088. }
  6089. if ( this.boundingSphere !== null ) {
  6090. this.computeBoundingSphere();
  6091. }
  6092. return this;
  6093. },
  6094. rotateX: function ( angle ) {
  6095. // rotate geometry around world x-axis
  6096. _m1$2.makeRotationX( angle );
  6097. this.applyMatrix4( _m1$2 );
  6098. return this;
  6099. },
  6100. rotateY: function ( angle ) {
  6101. // rotate geometry around world y-axis
  6102. _m1$2.makeRotationY( angle );
  6103. this.applyMatrix4( _m1$2 );
  6104. return this;
  6105. },
  6106. rotateZ: function ( angle ) {
  6107. // rotate geometry around world z-axis
  6108. _m1$2.makeRotationZ( angle );
  6109. this.applyMatrix4( _m1$2 );
  6110. return this;
  6111. },
  6112. translate: function ( x, y, z ) {
  6113. // translate geometry
  6114. _m1$2.makeTranslation( x, y, z );
  6115. this.applyMatrix4( _m1$2 );
  6116. return this;
  6117. },
  6118. scale: function ( x, y, z ) {
  6119. // scale geometry
  6120. _m1$2.makeScale( x, y, z );
  6121. this.applyMatrix4( _m1$2 );
  6122. return this;
  6123. },
  6124. lookAt: function ( vector ) {
  6125. _obj.lookAt( vector );
  6126. _obj.updateMatrix();
  6127. this.applyMatrix4( _obj.matrix );
  6128. return this;
  6129. },
  6130. center: function () {
  6131. this.computeBoundingBox();
  6132. this.boundingBox.getCenter( _offset ).negate();
  6133. this.translate( _offset.x, _offset.y, _offset.z );
  6134. return this;
  6135. },
  6136. setFromObject: function ( object ) {
  6137. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6138. var geometry = object.geometry;
  6139. if ( object.isPoints || object.isLine ) {
  6140. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6141. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6142. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6143. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6144. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6145. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6146. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6147. }
  6148. if ( geometry.boundingSphere !== null ) {
  6149. this.boundingSphere = geometry.boundingSphere.clone();
  6150. }
  6151. if ( geometry.boundingBox !== null ) {
  6152. this.boundingBox = geometry.boundingBox.clone();
  6153. }
  6154. } else if ( object.isMesh ) {
  6155. if ( geometry && geometry.isGeometry ) {
  6156. this.fromGeometry( geometry );
  6157. }
  6158. }
  6159. return this;
  6160. },
  6161. setFromPoints: function ( points ) {
  6162. var position = [];
  6163. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6164. var point = points[ i ];
  6165. position.push( point.x, point.y, point.z || 0 );
  6166. }
  6167. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6168. return this;
  6169. },
  6170. updateFromObject: function ( object ) {
  6171. var geometry = object.geometry;
  6172. if ( object.isMesh ) {
  6173. var direct = geometry.__directGeometry;
  6174. if ( geometry.elementsNeedUpdate === true ) {
  6175. direct = undefined;
  6176. geometry.elementsNeedUpdate = false;
  6177. }
  6178. if ( direct === undefined ) {
  6179. return this.fromGeometry( geometry );
  6180. }
  6181. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6182. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6183. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6184. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6185. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6186. geometry.verticesNeedUpdate = false;
  6187. geometry.normalsNeedUpdate = false;
  6188. geometry.colorsNeedUpdate = false;
  6189. geometry.uvsNeedUpdate = false;
  6190. geometry.groupsNeedUpdate = false;
  6191. geometry = direct;
  6192. }
  6193. var attribute;
  6194. if ( geometry.verticesNeedUpdate === true ) {
  6195. attribute = this.attributes.position;
  6196. if ( attribute !== undefined ) {
  6197. attribute.copyVector3sArray( geometry.vertices );
  6198. attribute.needsUpdate = true;
  6199. }
  6200. geometry.verticesNeedUpdate = false;
  6201. }
  6202. if ( geometry.normalsNeedUpdate === true ) {
  6203. attribute = this.attributes.normal;
  6204. if ( attribute !== undefined ) {
  6205. attribute.copyVector3sArray( geometry.normals );
  6206. attribute.needsUpdate = true;
  6207. }
  6208. geometry.normalsNeedUpdate = false;
  6209. }
  6210. if ( geometry.colorsNeedUpdate === true ) {
  6211. attribute = this.attributes.color;
  6212. if ( attribute !== undefined ) {
  6213. attribute.copyColorsArray( geometry.colors );
  6214. attribute.needsUpdate = true;
  6215. }
  6216. geometry.colorsNeedUpdate = false;
  6217. }
  6218. if ( geometry.uvsNeedUpdate ) {
  6219. attribute = this.attributes.uv;
  6220. if ( attribute !== undefined ) {
  6221. attribute.copyVector2sArray( geometry.uvs );
  6222. attribute.needsUpdate = true;
  6223. }
  6224. geometry.uvsNeedUpdate = false;
  6225. }
  6226. if ( geometry.lineDistancesNeedUpdate ) {
  6227. attribute = this.attributes.lineDistance;
  6228. if ( attribute !== undefined ) {
  6229. attribute.copyArray( geometry.lineDistances );
  6230. attribute.needsUpdate = true;
  6231. }
  6232. geometry.lineDistancesNeedUpdate = false;
  6233. }
  6234. if ( geometry.groupsNeedUpdate ) {
  6235. geometry.computeGroups( object.geometry );
  6236. this.groups = geometry.groups;
  6237. geometry.groupsNeedUpdate = false;
  6238. }
  6239. return this;
  6240. },
  6241. fromGeometry: function ( geometry ) {
  6242. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6243. return this.fromDirectGeometry( geometry.__directGeometry );
  6244. },
  6245. fromDirectGeometry: function ( geometry ) {
  6246. var positions = new Float32Array( geometry.vertices.length * 3 );
  6247. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6248. if ( geometry.normals.length > 0 ) {
  6249. var normals = new Float32Array( geometry.normals.length * 3 );
  6250. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6251. }
  6252. if ( geometry.colors.length > 0 ) {
  6253. var colors = new Float32Array( geometry.colors.length * 3 );
  6254. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6255. }
  6256. if ( geometry.uvs.length > 0 ) {
  6257. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6258. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6259. }
  6260. if ( geometry.uvs2.length > 0 ) {
  6261. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6262. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6263. }
  6264. // groups
  6265. this.groups = geometry.groups;
  6266. // morphs
  6267. for ( var name in geometry.morphTargets ) {
  6268. var array = [];
  6269. var morphTargets = geometry.morphTargets[ name ];
  6270. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6271. var morphTarget = morphTargets[ i ];
  6272. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6273. attribute.name = morphTarget.name;
  6274. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6275. }
  6276. this.morphAttributes[ name ] = array;
  6277. }
  6278. // skinning
  6279. if ( geometry.skinIndices.length > 0 ) {
  6280. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6281. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6282. }
  6283. if ( geometry.skinWeights.length > 0 ) {
  6284. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6285. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6286. }
  6287. //
  6288. if ( geometry.boundingSphere !== null ) {
  6289. this.boundingSphere = geometry.boundingSphere.clone();
  6290. }
  6291. if ( geometry.boundingBox !== null ) {
  6292. this.boundingBox = geometry.boundingBox.clone();
  6293. }
  6294. return this;
  6295. },
  6296. computeBoundingBox: function () {
  6297. if ( this.boundingBox === null ) {
  6298. this.boundingBox = new Box3();
  6299. }
  6300. var position = this.attributes.position;
  6301. var morphAttributesPosition = this.morphAttributes.position;
  6302. if ( position !== undefined ) {
  6303. this.boundingBox.setFromBufferAttribute( position );
  6304. // process morph attributes if present
  6305. if ( morphAttributesPosition ) {
  6306. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6307. var morphAttribute = morphAttributesPosition[ i ];
  6308. _box$2.setFromBufferAttribute( morphAttribute );
  6309. if ( this.morphTargetsRelative ) {
  6310. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6311. this.boundingBox.expandByPoint( _vector$4 );
  6312. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6313. this.boundingBox.expandByPoint( _vector$4 );
  6314. } else {
  6315. this.boundingBox.expandByPoint( _box$2.min );
  6316. this.boundingBox.expandByPoint( _box$2.max );
  6317. }
  6318. }
  6319. }
  6320. } else {
  6321. this.boundingBox.makeEmpty();
  6322. }
  6323. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6324. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6325. }
  6326. },
  6327. computeBoundingSphere: function () {
  6328. if ( this.boundingSphere === null ) {
  6329. this.boundingSphere = new Sphere();
  6330. }
  6331. var position = this.attributes.position;
  6332. var morphAttributesPosition = this.morphAttributes.position;
  6333. if ( position ) {
  6334. // first, find the center of the bounding sphere
  6335. var center = this.boundingSphere.center;
  6336. _box$2.setFromBufferAttribute( position );
  6337. // process morph attributes if present
  6338. if ( morphAttributesPosition ) {
  6339. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6340. var morphAttribute = morphAttributesPosition[ i ];
  6341. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6342. if ( this.morphTargetsRelative ) {
  6343. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6344. _box$2.expandByPoint( _vector$4 );
  6345. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6346. _box$2.expandByPoint( _vector$4 );
  6347. } else {
  6348. _box$2.expandByPoint( _boxMorphTargets.min );
  6349. _box$2.expandByPoint( _boxMorphTargets.max );
  6350. }
  6351. }
  6352. }
  6353. _box$2.getCenter( center );
  6354. // second, try to find a boundingSphere with a radius smaller than the
  6355. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6356. var maxRadiusSq = 0;
  6357. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6358. _vector$4.fromBufferAttribute( position, i );
  6359. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6360. }
  6361. // process morph attributes if present
  6362. if ( morphAttributesPosition ) {
  6363. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6364. var morphAttribute = morphAttributesPosition[ i ];
  6365. var morphTargetsRelative = this.morphTargetsRelative;
  6366. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6367. _vector$4.fromBufferAttribute( morphAttribute, j );
  6368. if ( morphTargetsRelative ) {
  6369. _offset.fromBufferAttribute( position, j );
  6370. _vector$4.add( _offset );
  6371. }
  6372. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6373. }
  6374. }
  6375. }
  6376. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6377. if ( isNaN( this.boundingSphere.radius ) ) {
  6378. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6379. }
  6380. }
  6381. },
  6382. computeFaceNormals: function () {
  6383. // backwards compatibility
  6384. },
  6385. computeVertexNormals: function () {
  6386. var index = this.index;
  6387. var attributes = this.attributes;
  6388. if ( attributes.position ) {
  6389. var positions = attributes.position.array;
  6390. if ( attributes.normal === undefined ) {
  6391. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6392. } else {
  6393. // reset existing normals to zero
  6394. var array = attributes.normal.array;
  6395. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6396. array[ i ] = 0;
  6397. }
  6398. }
  6399. var normals = attributes.normal.array;
  6400. var vA, vB, vC;
  6401. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6402. var cb = new Vector3(), ab = new Vector3();
  6403. // indexed elements
  6404. if ( index ) {
  6405. var indices = index.array;
  6406. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6407. vA = indices[ i + 0 ] * 3;
  6408. vB = indices[ i + 1 ] * 3;
  6409. vC = indices[ i + 2 ] * 3;
  6410. pA.fromArray( positions, vA );
  6411. pB.fromArray( positions, vB );
  6412. pC.fromArray( positions, vC );
  6413. cb.subVectors( pC, pB );
  6414. ab.subVectors( pA, pB );
  6415. cb.cross( ab );
  6416. normals[ vA ] += cb.x;
  6417. normals[ vA + 1 ] += cb.y;
  6418. normals[ vA + 2 ] += cb.z;
  6419. normals[ vB ] += cb.x;
  6420. normals[ vB + 1 ] += cb.y;
  6421. normals[ vB + 2 ] += cb.z;
  6422. normals[ vC ] += cb.x;
  6423. normals[ vC + 1 ] += cb.y;
  6424. normals[ vC + 2 ] += cb.z;
  6425. }
  6426. } else {
  6427. // non-indexed elements (unconnected triangle soup)
  6428. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6429. pA.fromArray( positions, i );
  6430. pB.fromArray( positions, i + 3 );
  6431. pC.fromArray( positions, i + 6 );
  6432. cb.subVectors( pC, pB );
  6433. ab.subVectors( pA, pB );
  6434. cb.cross( ab );
  6435. normals[ i ] = cb.x;
  6436. normals[ i + 1 ] = cb.y;
  6437. normals[ i + 2 ] = cb.z;
  6438. normals[ i + 3 ] = cb.x;
  6439. normals[ i + 4 ] = cb.y;
  6440. normals[ i + 5 ] = cb.z;
  6441. normals[ i + 6 ] = cb.x;
  6442. normals[ i + 7 ] = cb.y;
  6443. normals[ i + 8 ] = cb.z;
  6444. }
  6445. }
  6446. this.normalizeNormals();
  6447. attributes.normal.needsUpdate = true;
  6448. }
  6449. },
  6450. merge: function ( geometry, offset ) {
  6451. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6452. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6453. return;
  6454. }
  6455. if ( offset === undefined ) {
  6456. offset = 0;
  6457. console.warn(
  6458. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6459. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6460. );
  6461. }
  6462. var attributes = this.attributes;
  6463. for ( var key in attributes ) {
  6464. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6465. var attribute1 = attributes[ key ];
  6466. var attributeArray1 = attribute1.array;
  6467. var attribute2 = geometry.attributes[ key ];
  6468. var attributeArray2 = attribute2.array;
  6469. var attributeOffset = attribute2.itemSize * offset;
  6470. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6471. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6472. attributeArray1[ j ] = attributeArray2[ i ];
  6473. }
  6474. }
  6475. return this;
  6476. },
  6477. normalizeNormals: function () {
  6478. var normals = this.attributes.normal;
  6479. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6480. _vector$4.x = normals.getX( i );
  6481. _vector$4.y = normals.getY( i );
  6482. _vector$4.z = normals.getZ( i );
  6483. _vector$4.normalize();
  6484. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6485. }
  6486. },
  6487. toNonIndexed: function () {
  6488. function convertBufferAttribute( attribute, indices ) {
  6489. var array = attribute.array;
  6490. var itemSize = attribute.itemSize;
  6491. var array2 = new array.constructor( indices.length * itemSize );
  6492. var index = 0, index2 = 0;
  6493. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6494. index = indices[ i ] * itemSize;
  6495. for ( var j = 0; j < itemSize; j ++ ) {
  6496. array2[ index2 ++ ] = array[ index ++ ];
  6497. }
  6498. }
  6499. return new BufferAttribute( array2, itemSize );
  6500. }
  6501. //
  6502. if ( this.index === null ) {
  6503. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6504. return this;
  6505. }
  6506. var geometry2 = new BufferGeometry();
  6507. var indices = this.index.array;
  6508. var attributes = this.attributes;
  6509. // attributes
  6510. for ( var name in attributes ) {
  6511. var attribute = attributes[ name ];
  6512. var newAttribute = convertBufferAttribute( attribute, indices );
  6513. geometry2.setAttribute( name, newAttribute );
  6514. }
  6515. // morph attributes
  6516. var morphAttributes = this.morphAttributes;
  6517. for ( name in morphAttributes ) {
  6518. var morphArray = [];
  6519. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6520. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6521. var attribute = morphAttribute[ i ];
  6522. var newAttribute = convertBufferAttribute( attribute, indices );
  6523. morphArray.push( newAttribute );
  6524. }
  6525. geometry2.morphAttributes[ name ] = morphArray;
  6526. }
  6527. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6528. // groups
  6529. var groups = this.groups;
  6530. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6531. var group = groups[ i ];
  6532. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6533. }
  6534. return geometry2;
  6535. },
  6536. toJSON: function () {
  6537. var data = {
  6538. metadata: {
  6539. version: 4.5,
  6540. type: 'BufferGeometry',
  6541. generator: 'BufferGeometry.toJSON'
  6542. }
  6543. };
  6544. // standard BufferGeometry serialization
  6545. data.uuid = this.uuid;
  6546. data.type = this.type;
  6547. if ( this.name !== '' ) { data.name = this.name; }
  6548. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6549. if ( this.parameters !== undefined ) {
  6550. var parameters = this.parameters;
  6551. for ( var key in parameters ) {
  6552. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6553. }
  6554. return data;
  6555. }
  6556. data.data = { attributes: {} };
  6557. var index = this.index;
  6558. if ( index !== null ) {
  6559. data.data.index = {
  6560. type: index.array.constructor.name,
  6561. array: Array.prototype.slice.call( index.array )
  6562. };
  6563. }
  6564. var attributes = this.attributes;
  6565. for ( var key in attributes ) {
  6566. var attribute = attributes[ key ];
  6567. var attributeData = attribute.toJSON();
  6568. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6569. data.data.attributes[ key ] = attributeData;
  6570. }
  6571. var morphAttributes = {};
  6572. var hasMorphAttributes = false;
  6573. for ( var key in this.morphAttributes ) {
  6574. var attributeArray = this.morphAttributes[ key ];
  6575. var array = [];
  6576. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6577. var attribute = attributeArray[ i ];
  6578. var attributeData = attribute.toJSON();
  6579. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6580. array.push( attributeData );
  6581. }
  6582. if ( array.length > 0 ) {
  6583. morphAttributes[ key ] = array;
  6584. hasMorphAttributes = true;
  6585. }
  6586. }
  6587. if ( hasMorphAttributes ) {
  6588. data.data.morphAttributes = morphAttributes;
  6589. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6590. }
  6591. var groups = this.groups;
  6592. if ( groups.length > 0 ) {
  6593. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6594. }
  6595. var boundingSphere = this.boundingSphere;
  6596. if ( boundingSphere !== null ) {
  6597. data.data.boundingSphere = {
  6598. center: boundingSphere.center.toArray(),
  6599. radius: boundingSphere.radius
  6600. };
  6601. }
  6602. return data;
  6603. },
  6604. clone: function () {
  6605. /*
  6606. // Handle primitives
  6607. var parameters = this.parameters;
  6608. if ( parameters !== undefined ) {
  6609. var values = [];
  6610. for ( var key in parameters ) {
  6611. values.push( parameters[ key ] );
  6612. }
  6613. var geometry = Object.create( this.constructor.prototype );
  6614. this.constructor.apply( geometry, values );
  6615. return geometry;
  6616. }
  6617. return new this.constructor().copy( this );
  6618. */
  6619. return new BufferGeometry().copy( this );
  6620. },
  6621. copy: function ( source ) {
  6622. var name, i, l;
  6623. // reset
  6624. this.index = null;
  6625. this.attributes = {};
  6626. this.morphAttributes = {};
  6627. this.groups = [];
  6628. this.boundingBox = null;
  6629. this.boundingSphere = null;
  6630. // name
  6631. this.name = source.name;
  6632. // index
  6633. var index = source.index;
  6634. if ( index !== null ) {
  6635. this.setIndex( index.clone() );
  6636. }
  6637. // attributes
  6638. var attributes = source.attributes;
  6639. for ( name in attributes ) {
  6640. var attribute = attributes[ name ];
  6641. this.setAttribute( name, attribute.clone() );
  6642. }
  6643. // morph attributes
  6644. var morphAttributes = source.morphAttributes;
  6645. for ( name in morphAttributes ) {
  6646. var array = [];
  6647. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6648. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6649. array.push( morphAttribute[ i ].clone() );
  6650. }
  6651. this.morphAttributes[ name ] = array;
  6652. }
  6653. this.morphTargetsRelative = source.morphTargetsRelative;
  6654. // groups
  6655. var groups = source.groups;
  6656. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6657. var group = groups[ i ];
  6658. this.addGroup( group.start, group.count, group.materialIndex );
  6659. }
  6660. // bounding box
  6661. var boundingBox = source.boundingBox;
  6662. if ( boundingBox !== null ) {
  6663. this.boundingBox = boundingBox.clone();
  6664. }
  6665. // bounding sphere
  6666. var boundingSphere = source.boundingSphere;
  6667. if ( boundingSphere !== null ) {
  6668. this.boundingSphere = boundingSphere.clone();
  6669. }
  6670. // draw range
  6671. this.drawRange.start = source.drawRange.start;
  6672. this.drawRange.count = source.drawRange.count;
  6673. // user data
  6674. this.userData = source.userData;
  6675. return this;
  6676. },
  6677. dispose: function () {
  6678. this.dispatchEvent( { type: 'dispose' } );
  6679. }
  6680. } );
  6681. /**
  6682. * @author mrdoob / http://mrdoob.com/
  6683. * @author alteredq / http://alteredqualia.com/
  6684. * @author mikael emtinger / http://gomo.se/
  6685. * @author jonobr1 / http://jonobr1.com/
  6686. */
  6687. var _inverseMatrix = new Matrix4();
  6688. var _ray = new Ray();
  6689. var _sphere = new Sphere();
  6690. var _vA = new Vector3();
  6691. var _vB = new Vector3();
  6692. var _vC = new Vector3();
  6693. var _tempA = new Vector3();
  6694. var _tempB = new Vector3();
  6695. var _tempC = new Vector3();
  6696. var _morphA = new Vector3();
  6697. var _morphB = new Vector3();
  6698. var _morphC = new Vector3();
  6699. var _uvA = new Vector2();
  6700. var _uvB = new Vector2();
  6701. var _uvC = new Vector2();
  6702. var _intersectionPoint = new Vector3();
  6703. var _intersectionPointWorld = new Vector3();
  6704. function Mesh( geometry, material ) {
  6705. Object3D.call( this );
  6706. this.type = 'Mesh';
  6707. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6708. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6709. this.updateMorphTargets();
  6710. }
  6711. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6712. constructor: Mesh,
  6713. isMesh: true,
  6714. copy: function ( source ) {
  6715. Object3D.prototype.copy.call( this, source );
  6716. if ( source.morphTargetInfluences !== undefined ) {
  6717. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6718. }
  6719. if ( source.morphTargetDictionary !== undefined ) {
  6720. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6721. }
  6722. return this;
  6723. },
  6724. updateMorphTargets: function () {
  6725. var geometry = this.geometry;
  6726. var m, ml, name;
  6727. if ( geometry.isBufferGeometry ) {
  6728. var morphAttributes = geometry.morphAttributes;
  6729. var keys = Object.keys( morphAttributes );
  6730. if ( keys.length > 0 ) {
  6731. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6732. if ( morphAttribute !== undefined ) {
  6733. this.morphTargetInfluences = [];
  6734. this.morphTargetDictionary = {};
  6735. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6736. name = morphAttribute[ m ].name || String( m );
  6737. this.morphTargetInfluences.push( 0 );
  6738. this.morphTargetDictionary[ name ] = m;
  6739. }
  6740. }
  6741. }
  6742. } else {
  6743. var morphTargets = geometry.morphTargets;
  6744. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6745. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6746. }
  6747. }
  6748. },
  6749. raycast: function ( raycaster, intersects ) {
  6750. var geometry = this.geometry;
  6751. var material = this.material;
  6752. var matrixWorld = this.matrixWorld;
  6753. if ( material === undefined ) { return; }
  6754. // Checking boundingSphere distance to ray
  6755. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6756. _sphere.copy( geometry.boundingSphere );
  6757. _sphere.applyMatrix4( matrixWorld );
  6758. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6759. //
  6760. _inverseMatrix.getInverse( matrixWorld );
  6761. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6762. // Check boundingBox before continuing
  6763. if ( geometry.boundingBox !== null ) {
  6764. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6765. }
  6766. var intersection;
  6767. if ( geometry.isBufferGeometry ) {
  6768. var a, b, c;
  6769. var index = geometry.index;
  6770. var position = geometry.attributes.position;
  6771. var morphPosition = geometry.morphAttributes.position;
  6772. var morphTargetsRelative = geometry.morphTargetsRelative;
  6773. var uv = geometry.attributes.uv;
  6774. var uv2 = geometry.attributes.uv2;
  6775. var groups = geometry.groups;
  6776. var drawRange = geometry.drawRange;
  6777. var i, j, il, jl;
  6778. var group, groupMaterial;
  6779. var start, end;
  6780. if ( index !== null ) {
  6781. // indexed buffer geometry
  6782. if ( Array.isArray( material ) ) {
  6783. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6784. group = groups[ i ];
  6785. groupMaterial = material[ group.materialIndex ];
  6786. start = Math.max( group.start, drawRange.start );
  6787. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6788. for ( j = start, jl = end; j < jl; j += 3 ) {
  6789. a = index.getX( j );
  6790. b = index.getX( j + 1 );
  6791. c = index.getX( j + 2 );
  6792. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6793. if ( intersection ) {
  6794. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6795. intersection.face.materialIndex = group.materialIndex;
  6796. intersects.push( intersection );
  6797. }
  6798. }
  6799. }
  6800. } else {
  6801. start = Math.max( 0, drawRange.start );
  6802. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6803. for ( i = start, il = end; i < il; i += 3 ) {
  6804. a = index.getX( i );
  6805. b = index.getX( i + 1 );
  6806. c = index.getX( i + 2 );
  6807. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6808. if ( intersection ) {
  6809. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6810. intersects.push( intersection );
  6811. }
  6812. }
  6813. }
  6814. } else if ( position !== undefined ) {
  6815. // non-indexed buffer geometry
  6816. if ( Array.isArray( material ) ) {
  6817. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6818. group = groups[ i ];
  6819. groupMaterial = material[ group.materialIndex ];
  6820. start = Math.max( group.start, drawRange.start );
  6821. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6822. for ( j = start, jl = end; j < jl; j += 3 ) {
  6823. a = j;
  6824. b = j + 1;
  6825. c = j + 2;
  6826. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6827. if ( intersection ) {
  6828. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6829. intersection.face.materialIndex = group.materialIndex;
  6830. intersects.push( intersection );
  6831. }
  6832. }
  6833. }
  6834. } else {
  6835. start = Math.max( 0, drawRange.start );
  6836. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6837. for ( i = start, il = end; i < il; i += 3 ) {
  6838. a = i;
  6839. b = i + 1;
  6840. c = i + 2;
  6841. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6842. if ( intersection ) {
  6843. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6844. intersects.push( intersection );
  6845. }
  6846. }
  6847. }
  6848. }
  6849. } else if ( geometry.isGeometry ) {
  6850. var fvA, fvB, fvC;
  6851. var isMultiMaterial = Array.isArray( material );
  6852. var vertices = geometry.vertices;
  6853. var faces = geometry.faces;
  6854. var uvs;
  6855. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6856. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6857. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6858. var face = faces[ f ];
  6859. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6860. if ( faceMaterial === undefined ) { continue; }
  6861. fvA = vertices[ face.a ];
  6862. fvB = vertices[ face.b ];
  6863. fvC = vertices[ face.c ];
  6864. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6865. if ( intersection ) {
  6866. if ( uvs && uvs[ f ] ) {
  6867. var uvs_f = uvs[ f ];
  6868. _uvA.copy( uvs_f[ 0 ] );
  6869. _uvB.copy( uvs_f[ 1 ] );
  6870. _uvC.copy( uvs_f[ 2 ] );
  6871. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6872. }
  6873. intersection.face = face;
  6874. intersection.faceIndex = f;
  6875. intersects.push( intersection );
  6876. }
  6877. }
  6878. }
  6879. },
  6880. clone: function () {
  6881. return new this.constructor( this.geometry, this.material ).copy( this );
  6882. }
  6883. } );
  6884. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6885. var intersect;
  6886. if ( material.side === BackSide ) {
  6887. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6888. } else {
  6889. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6890. }
  6891. if ( intersect === null ) { return null; }
  6892. _intersectionPointWorld.copy( point );
  6893. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6894. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6895. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6896. return {
  6897. distance: distance,
  6898. point: _intersectionPointWorld.clone(),
  6899. object: object
  6900. };
  6901. }
  6902. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6903. _vA.fromBufferAttribute( position, a );
  6904. _vB.fromBufferAttribute( position, b );
  6905. _vC.fromBufferAttribute( position, c );
  6906. var morphInfluences = object.morphTargetInfluences;
  6907. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6908. _morphA.set( 0, 0, 0 );
  6909. _morphB.set( 0, 0, 0 );
  6910. _morphC.set( 0, 0, 0 );
  6911. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6912. var influence = morphInfluences[ i ];
  6913. var morphAttribute = morphPosition[ i ];
  6914. if ( influence === 0 ) { continue; }
  6915. _tempA.fromBufferAttribute( morphAttribute, a );
  6916. _tempB.fromBufferAttribute( morphAttribute, b );
  6917. _tempC.fromBufferAttribute( morphAttribute, c );
  6918. if ( morphTargetsRelative ) {
  6919. _morphA.addScaledVector( _tempA, influence );
  6920. _morphB.addScaledVector( _tempB, influence );
  6921. _morphC.addScaledVector( _tempC, influence );
  6922. } else {
  6923. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6924. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6925. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6926. }
  6927. }
  6928. _vA.add( _morphA );
  6929. _vB.add( _morphB );
  6930. _vC.add( _morphC );
  6931. }
  6932. if ( object.isSkinnedMesh ) {
  6933. object.boneTransform( a, _vA );
  6934. object.boneTransform( b, _vB );
  6935. object.boneTransform( c, _vC );
  6936. }
  6937. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6938. if ( intersection ) {
  6939. if ( uv ) {
  6940. _uvA.fromBufferAttribute( uv, a );
  6941. _uvB.fromBufferAttribute( uv, b );
  6942. _uvC.fromBufferAttribute( uv, c );
  6943. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6944. }
  6945. if ( uv2 ) {
  6946. _uvA.fromBufferAttribute( uv2, a );
  6947. _uvB.fromBufferAttribute( uv2, b );
  6948. _uvC.fromBufferAttribute( uv2, c );
  6949. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6950. }
  6951. var face = new Face3( a, b, c );
  6952. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6953. intersection.face = face;
  6954. }
  6955. return intersection;
  6956. }
  6957. /**
  6958. * @author mrdoob / http://mrdoob.com/
  6959. * @author kile / http://kile.stravaganza.org/
  6960. * @author alteredq / http://alteredqualia.com/
  6961. * @author mikael emtinger / http://gomo.se/
  6962. * @author zz85 / http://www.lab4games.net/zz85/blog
  6963. * @author bhouston / http://clara.io
  6964. */
  6965. var _geometryId = 0; // Geometry uses even numbers as Id
  6966. var _m1$3 = new Matrix4();
  6967. var _obj$1 = new Object3D();
  6968. var _offset$1 = new Vector3();
  6969. function Geometry() {
  6970. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6971. this.uuid = MathUtils.generateUUID();
  6972. this.name = '';
  6973. this.type = 'Geometry';
  6974. this.vertices = [];
  6975. this.colors = [];
  6976. this.faces = [];
  6977. this.faceVertexUvs = [[]];
  6978. this.morphTargets = [];
  6979. this.morphNormals = [];
  6980. this.skinWeights = [];
  6981. this.skinIndices = [];
  6982. this.lineDistances = [];
  6983. this.boundingBox = null;
  6984. this.boundingSphere = null;
  6985. // update flags
  6986. this.elementsNeedUpdate = false;
  6987. this.verticesNeedUpdate = false;
  6988. this.uvsNeedUpdate = false;
  6989. this.normalsNeedUpdate = false;
  6990. this.colorsNeedUpdate = false;
  6991. this.lineDistancesNeedUpdate = false;
  6992. this.groupsNeedUpdate = false;
  6993. }
  6994. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6995. constructor: Geometry,
  6996. isGeometry: true,
  6997. applyMatrix4: function ( matrix ) {
  6998. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6999. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7000. var vertex = this.vertices[ i ];
  7001. vertex.applyMatrix4( matrix );
  7002. }
  7003. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  7004. var face = this.faces[ i ];
  7005. face.normal.applyMatrix3( normalMatrix ).normalize();
  7006. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7007. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7008. }
  7009. }
  7010. if ( this.boundingBox !== null ) {
  7011. this.computeBoundingBox();
  7012. }
  7013. if ( this.boundingSphere !== null ) {
  7014. this.computeBoundingSphere();
  7015. }
  7016. this.verticesNeedUpdate = true;
  7017. this.normalsNeedUpdate = true;
  7018. return this;
  7019. },
  7020. rotateX: function ( angle ) {
  7021. // rotate geometry around world x-axis
  7022. _m1$3.makeRotationX( angle );
  7023. this.applyMatrix4( _m1$3 );
  7024. return this;
  7025. },
  7026. rotateY: function ( angle ) {
  7027. // rotate geometry around world y-axis
  7028. _m1$3.makeRotationY( angle );
  7029. this.applyMatrix4( _m1$3 );
  7030. return this;
  7031. },
  7032. rotateZ: function ( angle ) {
  7033. // rotate geometry around world z-axis
  7034. _m1$3.makeRotationZ( angle );
  7035. this.applyMatrix4( _m1$3 );
  7036. return this;
  7037. },
  7038. translate: function ( x, y, z ) {
  7039. // translate geometry
  7040. _m1$3.makeTranslation( x, y, z );
  7041. this.applyMatrix4( _m1$3 );
  7042. return this;
  7043. },
  7044. scale: function ( x, y, z ) {
  7045. // scale geometry
  7046. _m1$3.makeScale( x, y, z );
  7047. this.applyMatrix4( _m1$3 );
  7048. return this;
  7049. },
  7050. lookAt: function ( vector ) {
  7051. _obj$1.lookAt( vector );
  7052. _obj$1.updateMatrix();
  7053. this.applyMatrix4( _obj$1.matrix );
  7054. return this;
  7055. },
  7056. fromBufferGeometry: function ( geometry ) {
  7057. var scope = this;
  7058. var indices = geometry.index !== null ? geometry.index.array : undefined;
  7059. var attributes = geometry.attributes;
  7060. if ( attributes.position === undefined ) {
  7061. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7062. return this;
  7063. }
  7064. var positions = attributes.position.array;
  7065. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  7066. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  7067. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  7068. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  7069. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7070. for ( var i = 0; i < positions.length; i += 3 ) {
  7071. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  7072. if ( colors !== undefined ) {
  7073. scope.colors.push( new Color().fromArray( colors, i ) );
  7074. }
  7075. }
  7076. function addFace( a, b, c, materialIndex ) {
  7077. var vertexColors = ( colors === undefined ) ? [] : [
  7078. scope.colors[ a ].clone(),
  7079. scope.colors[ b ].clone(),
  7080. scope.colors[ c ].clone() ];
  7081. var vertexNormals = ( normals === undefined ) ? [] : [
  7082. new Vector3().fromArray( normals, a * 3 ),
  7083. new Vector3().fromArray( normals, b * 3 ),
  7084. new Vector3().fromArray( normals, c * 3 )
  7085. ];
  7086. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7087. scope.faces.push( face );
  7088. if ( uvs !== undefined ) {
  7089. scope.faceVertexUvs[ 0 ].push( [
  7090. new Vector2().fromArray( uvs, a * 2 ),
  7091. new Vector2().fromArray( uvs, b * 2 ),
  7092. new Vector2().fromArray( uvs, c * 2 )
  7093. ] );
  7094. }
  7095. if ( uvs2 !== undefined ) {
  7096. scope.faceVertexUvs[ 1 ].push( [
  7097. new Vector2().fromArray( uvs2, a * 2 ),
  7098. new Vector2().fromArray( uvs2, b * 2 ),
  7099. new Vector2().fromArray( uvs2, c * 2 )
  7100. ] );
  7101. }
  7102. }
  7103. var groups = geometry.groups;
  7104. if ( groups.length > 0 ) {
  7105. for ( var i = 0; i < groups.length; i ++ ) {
  7106. var group = groups[ i ];
  7107. var start = group.start;
  7108. var count = group.count;
  7109. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7110. if ( indices !== undefined ) {
  7111. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7112. } else {
  7113. addFace( j, j + 1, j + 2, group.materialIndex );
  7114. }
  7115. }
  7116. }
  7117. } else {
  7118. if ( indices !== undefined ) {
  7119. for ( var i = 0; i < indices.length; i += 3 ) {
  7120. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7121. }
  7122. } else {
  7123. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7124. addFace( i, i + 1, i + 2 );
  7125. }
  7126. }
  7127. }
  7128. this.computeFaceNormals();
  7129. if ( geometry.boundingBox !== null ) {
  7130. this.boundingBox = geometry.boundingBox.clone();
  7131. }
  7132. if ( geometry.boundingSphere !== null ) {
  7133. this.boundingSphere = geometry.boundingSphere.clone();
  7134. }
  7135. return this;
  7136. },
  7137. center: function () {
  7138. this.computeBoundingBox();
  7139. this.boundingBox.getCenter( _offset$1 ).negate();
  7140. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7141. return this;
  7142. },
  7143. normalize: function () {
  7144. this.computeBoundingSphere();
  7145. var center = this.boundingSphere.center;
  7146. var radius = this.boundingSphere.radius;
  7147. var s = radius === 0 ? 1 : 1.0 / radius;
  7148. var matrix = new Matrix4();
  7149. matrix.set(
  7150. s, 0, 0, - s * center.x,
  7151. 0, s, 0, - s * center.y,
  7152. 0, 0, s, - s * center.z,
  7153. 0, 0, 0, 1
  7154. );
  7155. this.applyMatrix4( matrix );
  7156. return this;
  7157. },
  7158. computeFaceNormals: function () {
  7159. var cb = new Vector3(), ab = new Vector3();
  7160. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7161. var face = this.faces[ f ];
  7162. var vA = this.vertices[ face.a ];
  7163. var vB = this.vertices[ face.b ];
  7164. var vC = this.vertices[ face.c ];
  7165. cb.subVectors( vC, vB );
  7166. ab.subVectors( vA, vB );
  7167. cb.cross( ab );
  7168. cb.normalize();
  7169. face.normal.copy( cb );
  7170. }
  7171. },
  7172. computeVertexNormals: function ( areaWeighted ) {
  7173. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7174. var v, vl, f, fl, face, vertices;
  7175. vertices = new Array( this.vertices.length );
  7176. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7177. vertices[ v ] = new Vector3();
  7178. }
  7179. if ( areaWeighted ) {
  7180. // vertex normals weighted by triangle areas
  7181. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7182. var vA, vB, vC;
  7183. var cb = new Vector3(), ab = new Vector3();
  7184. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7185. face = this.faces[ f ];
  7186. vA = this.vertices[ face.a ];
  7187. vB = this.vertices[ face.b ];
  7188. vC = this.vertices[ face.c ];
  7189. cb.subVectors( vC, vB );
  7190. ab.subVectors( vA, vB );
  7191. cb.cross( ab );
  7192. vertices[ face.a ].add( cb );
  7193. vertices[ face.b ].add( cb );
  7194. vertices[ face.c ].add( cb );
  7195. }
  7196. } else {
  7197. this.computeFaceNormals();
  7198. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7199. face = this.faces[ f ];
  7200. vertices[ face.a ].add( face.normal );
  7201. vertices[ face.b ].add( face.normal );
  7202. vertices[ face.c ].add( face.normal );
  7203. }
  7204. }
  7205. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7206. vertices[ v ].normalize();
  7207. }
  7208. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7209. face = this.faces[ f ];
  7210. var vertexNormals = face.vertexNormals;
  7211. if ( vertexNormals.length === 3 ) {
  7212. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7213. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7214. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7215. } else {
  7216. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7217. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7218. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7219. }
  7220. }
  7221. if ( this.faces.length > 0 ) {
  7222. this.normalsNeedUpdate = true;
  7223. }
  7224. },
  7225. computeFlatVertexNormals: function () {
  7226. var f, fl, face;
  7227. this.computeFaceNormals();
  7228. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7229. face = this.faces[ f ];
  7230. var vertexNormals = face.vertexNormals;
  7231. if ( vertexNormals.length === 3 ) {
  7232. vertexNormals[ 0 ].copy( face.normal );
  7233. vertexNormals[ 1 ].copy( face.normal );
  7234. vertexNormals[ 2 ].copy( face.normal );
  7235. } else {
  7236. vertexNormals[ 0 ] = face.normal.clone();
  7237. vertexNormals[ 1 ] = face.normal.clone();
  7238. vertexNormals[ 2 ] = face.normal.clone();
  7239. }
  7240. }
  7241. if ( this.faces.length > 0 ) {
  7242. this.normalsNeedUpdate = true;
  7243. }
  7244. },
  7245. computeMorphNormals: function () {
  7246. var i, il, f, fl, face;
  7247. // save original normals
  7248. // - create temp variables on first access
  7249. // otherwise just copy (for faster repeated calls)
  7250. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7251. face = this.faces[ f ];
  7252. if ( ! face.__originalFaceNormal ) {
  7253. face.__originalFaceNormal = face.normal.clone();
  7254. } else {
  7255. face.__originalFaceNormal.copy( face.normal );
  7256. }
  7257. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7258. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7259. if ( ! face.__originalVertexNormals[ i ] ) {
  7260. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7261. } else {
  7262. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7263. }
  7264. }
  7265. }
  7266. // use temp geometry to compute face and vertex normals for each morph
  7267. var tmpGeo = new Geometry();
  7268. tmpGeo.faces = this.faces;
  7269. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7270. // create on first access
  7271. if ( ! this.morphNormals[ i ] ) {
  7272. this.morphNormals[ i ] = {};
  7273. this.morphNormals[ i ].faceNormals = [];
  7274. this.morphNormals[ i ].vertexNormals = [];
  7275. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7276. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7277. var faceNormal, vertexNormals;
  7278. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7279. faceNormal = new Vector3();
  7280. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7281. dstNormalsFace.push( faceNormal );
  7282. dstNormalsVertex.push( vertexNormals );
  7283. }
  7284. }
  7285. var morphNormals = this.morphNormals[ i ];
  7286. // set vertices to morph target
  7287. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7288. // compute morph normals
  7289. tmpGeo.computeFaceNormals();
  7290. tmpGeo.computeVertexNormals();
  7291. // store morph normals
  7292. var faceNormal, vertexNormals;
  7293. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7294. face = this.faces[ f ];
  7295. faceNormal = morphNormals.faceNormals[ f ];
  7296. vertexNormals = morphNormals.vertexNormals[ f ];
  7297. faceNormal.copy( face.normal );
  7298. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7299. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7300. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7301. }
  7302. }
  7303. // restore original normals
  7304. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7305. face = this.faces[ f ];
  7306. face.normal = face.__originalFaceNormal;
  7307. face.vertexNormals = face.__originalVertexNormals;
  7308. }
  7309. },
  7310. computeBoundingBox: function () {
  7311. if ( this.boundingBox === null ) {
  7312. this.boundingBox = new Box3();
  7313. }
  7314. this.boundingBox.setFromPoints( this.vertices );
  7315. },
  7316. computeBoundingSphere: function () {
  7317. if ( this.boundingSphere === null ) {
  7318. this.boundingSphere = new Sphere();
  7319. }
  7320. this.boundingSphere.setFromPoints( this.vertices );
  7321. },
  7322. merge: function ( geometry, matrix, materialIndexOffset ) {
  7323. if ( ! ( geometry && geometry.isGeometry ) ) {
  7324. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7325. return;
  7326. }
  7327. var normalMatrix,
  7328. vertexOffset = this.vertices.length,
  7329. vertices1 = this.vertices,
  7330. vertices2 = geometry.vertices,
  7331. faces1 = this.faces,
  7332. faces2 = geometry.faces,
  7333. colors1 = this.colors,
  7334. colors2 = geometry.colors;
  7335. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7336. if ( matrix !== undefined ) {
  7337. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7338. }
  7339. // vertices
  7340. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7341. var vertex = vertices2[ i ];
  7342. var vertexCopy = vertex.clone();
  7343. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7344. vertices1.push( vertexCopy );
  7345. }
  7346. // colors
  7347. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7348. colors1.push( colors2[ i ].clone() );
  7349. }
  7350. // faces
  7351. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7352. var face = faces2[ i ], faceCopy, normal, color,
  7353. faceVertexNormals = face.vertexNormals,
  7354. faceVertexColors = face.vertexColors;
  7355. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7356. faceCopy.normal.copy( face.normal );
  7357. if ( normalMatrix !== undefined ) {
  7358. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7359. }
  7360. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7361. normal = faceVertexNormals[ j ].clone();
  7362. if ( normalMatrix !== undefined ) {
  7363. normal.applyMatrix3( normalMatrix ).normalize();
  7364. }
  7365. faceCopy.vertexNormals.push( normal );
  7366. }
  7367. faceCopy.color.copy( face.color );
  7368. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7369. color = faceVertexColors[ j ];
  7370. faceCopy.vertexColors.push( color.clone() );
  7371. }
  7372. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7373. faces1.push( faceCopy );
  7374. }
  7375. // uvs
  7376. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7377. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7378. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7379. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7380. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7381. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7382. uvsCopy.push( uvs2[ k ].clone() );
  7383. }
  7384. this.faceVertexUvs[ i ].push( uvsCopy );
  7385. }
  7386. }
  7387. },
  7388. mergeMesh: function ( mesh ) {
  7389. if ( ! ( mesh && mesh.isMesh ) ) {
  7390. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7391. return;
  7392. }
  7393. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7394. this.merge( mesh.geometry, mesh.matrix );
  7395. },
  7396. /*
  7397. * Checks for duplicate vertices with hashmap.
  7398. * Duplicated vertices are removed
  7399. * and faces' vertices are updated.
  7400. */
  7401. mergeVertices: function () {
  7402. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7403. var unique = [], changes = [];
  7404. var v, key;
  7405. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7406. var precision = Math.pow( 10, precisionPoints );
  7407. var i, il, face;
  7408. var indices, j, jl;
  7409. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7410. v = this.vertices[ i ];
  7411. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7412. if ( verticesMap[ key ] === undefined ) {
  7413. verticesMap[ key ] = i;
  7414. unique.push( this.vertices[ i ] );
  7415. changes[ i ] = unique.length - 1;
  7416. } else {
  7417. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7418. changes[ i ] = changes[ verticesMap[ key ] ];
  7419. }
  7420. }
  7421. // if faces are completely degenerate after merging vertices, we
  7422. // have to remove them from the geometry.
  7423. var faceIndicesToRemove = [];
  7424. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7425. face = this.faces[ i ];
  7426. face.a = changes[ face.a ];
  7427. face.b = changes[ face.b ];
  7428. face.c = changes[ face.c ];
  7429. indices = [ face.a, face.b, face.c ];
  7430. // if any duplicate vertices are found in a Face3
  7431. // we have to remove the face as nothing can be saved
  7432. for ( var n = 0; n < 3; n ++ ) {
  7433. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7434. faceIndicesToRemove.push( i );
  7435. break;
  7436. }
  7437. }
  7438. }
  7439. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7440. var idx = faceIndicesToRemove[ i ];
  7441. this.faces.splice( idx, 1 );
  7442. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7443. this.faceVertexUvs[ j ].splice( idx, 1 );
  7444. }
  7445. }
  7446. // Use unique set of vertices
  7447. var diff = this.vertices.length - unique.length;
  7448. this.vertices = unique;
  7449. return diff;
  7450. },
  7451. setFromPoints: function ( points ) {
  7452. this.vertices = [];
  7453. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7454. var point = points[ i ];
  7455. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7456. }
  7457. return this;
  7458. },
  7459. sortFacesByMaterialIndex: function () {
  7460. var faces = this.faces;
  7461. var length = faces.length;
  7462. // tag faces
  7463. for ( var i = 0; i < length; i ++ ) {
  7464. faces[ i ]._id = i;
  7465. }
  7466. // sort faces
  7467. function materialIndexSort( a, b ) {
  7468. return a.materialIndex - b.materialIndex;
  7469. }
  7470. faces.sort( materialIndexSort );
  7471. // sort uvs
  7472. var uvs1 = this.faceVertexUvs[ 0 ];
  7473. var uvs2 = this.faceVertexUvs[ 1 ];
  7474. var newUvs1, newUvs2;
  7475. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7476. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7477. for ( var i = 0; i < length; i ++ ) {
  7478. var id = faces[ i ]._id;
  7479. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7480. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7481. }
  7482. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7483. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7484. },
  7485. toJSON: function () {
  7486. var data = {
  7487. metadata: {
  7488. version: 4.5,
  7489. type: 'Geometry',
  7490. generator: 'Geometry.toJSON'
  7491. }
  7492. };
  7493. // standard Geometry serialization
  7494. data.uuid = this.uuid;
  7495. data.type = this.type;
  7496. if ( this.name !== '' ) { data.name = this.name; }
  7497. if ( this.parameters !== undefined ) {
  7498. var parameters = this.parameters;
  7499. for ( var key in parameters ) {
  7500. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7501. }
  7502. return data;
  7503. }
  7504. var vertices = [];
  7505. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7506. var vertex = this.vertices[ i ];
  7507. vertices.push( vertex.x, vertex.y, vertex.z );
  7508. }
  7509. var faces = [];
  7510. var normals = [];
  7511. var normalsHash = {};
  7512. var colors = [];
  7513. var colorsHash = {};
  7514. var uvs = [];
  7515. var uvsHash = {};
  7516. for ( var i = 0; i < this.faces.length; i ++ ) {
  7517. var face = this.faces[ i ];
  7518. var hasMaterial = true;
  7519. var hasFaceUv = false; // deprecated
  7520. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7521. var hasFaceNormal = face.normal.length() > 0;
  7522. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7523. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7524. var hasFaceVertexColor = face.vertexColors.length > 0;
  7525. var faceType = 0;
  7526. faceType = setBit( faceType, 0, 0 ); // isQuad
  7527. faceType = setBit( faceType, 1, hasMaterial );
  7528. faceType = setBit( faceType, 2, hasFaceUv );
  7529. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7530. faceType = setBit( faceType, 4, hasFaceNormal );
  7531. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7532. faceType = setBit( faceType, 6, hasFaceColor );
  7533. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7534. faces.push( faceType );
  7535. faces.push( face.a, face.b, face.c );
  7536. faces.push( face.materialIndex );
  7537. if ( hasFaceVertexUv ) {
  7538. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7539. faces.push(
  7540. getUvIndex( faceVertexUvs[ 0 ] ),
  7541. getUvIndex( faceVertexUvs[ 1 ] ),
  7542. getUvIndex( faceVertexUvs[ 2 ] )
  7543. );
  7544. }
  7545. if ( hasFaceNormal ) {
  7546. faces.push( getNormalIndex( face.normal ) );
  7547. }
  7548. if ( hasFaceVertexNormal ) {
  7549. var vertexNormals = face.vertexNormals;
  7550. faces.push(
  7551. getNormalIndex( vertexNormals[ 0 ] ),
  7552. getNormalIndex( vertexNormals[ 1 ] ),
  7553. getNormalIndex( vertexNormals[ 2 ] )
  7554. );
  7555. }
  7556. if ( hasFaceColor ) {
  7557. faces.push( getColorIndex( face.color ) );
  7558. }
  7559. if ( hasFaceVertexColor ) {
  7560. var vertexColors = face.vertexColors;
  7561. faces.push(
  7562. getColorIndex( vertexColors[ 0 ] ),
  7563. getColorIndex( vertexColors[ 1 ] ),
  7564. getColorIndex( vertexColors[ 2 ] )
  7565. );
  7566. }
  7567. }
  7568. function setBit( value, position, enabled ) {
  7569. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7570. }
  7571. function getNormalIndex( normal ) {
  7572. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7573. if ( normalsHash[ hash ] !== undefined ) {
  7574. return normalsHash[ hash ];
  7575. }
  7576. normalsHash[ hash ] = normals.length / 3;
  7577. normals.push( normal.x, normal.y, normal.z );
  7578. return normalsHash[ hash ];
  7579. }
  7580. function getColorIndex( color ) {
  7581. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7582. if ( colorsHash[ hash ] !== undefined ) {
  7583. return colorsHash[ hash ];
  7584. }
  7585. colorsHash[ hash ] = colors.length;
  7586. colors.push( color.getHex() );
  7587. return colorsHash[ hash ];
  7588. }
  7589. function getUvIndex( uv ) {
  7590. var hash = uv.x.toString() + uv.y.toString();
  7591. if ( uvsHash[ hash ] !== undefined ) {
  7592. return uvsHash[ hash ];
  7593. }
  7594. uvsHash[ hash ] = uvs.length / 2;
  7595. uvs.push( uv.x, uv.y );
  7596. return uvsHash[ hash ];
  7597. }
  7598. data.data = {};
  7599. data.data.vertices = vertices;
  7600. data.data.normals = normals;
  7601. if ( colors.length > 0 ) { data.data.colors = colors; }
  7602. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7603. data.data.faces = faces;
  7604. return data;
  7605. },
  7606. clone: function () {
  7607. /*
  7608. // Handle primitives
  7609. var parameters = this.parameters;
  7610. if ( parameters !== undefined ) {
  7611. var values = [];
  7612. for ( var key in parameters ) {
  7613. values.push( parameters[ key ] );
  7614. }
  7615. var geometry = Object.create( this.constructor.prototype );
  7616. this.constructor.apply( geometry, values );
  7617. return geometry;
  7618. }
  7619. return new this.constructor().copy( this );
  7620. */
  7621. return new Geometry().copy( this );
  7622. },
  7623. copy: function ( source ) {
  7624. var i, il, j, jl, k, kl;
  7625. // reset
  7626. this.vertices = [];
  7627. this.colors = [];
  7628. this.faces = [];
  7629. this.faceVertexUvs = [[]];
  7630. this.morphTargets = [];
  7631. this.morphNormals = [];
  7632. this.skinWeights = [];
  7633. this.skinIndices = [];
  7634. this.lineDistances = [];
  7635. this.boundingBox = null;
  7636. this.boundingSphere = null;
  7637. // name
  7638. this.name = source.name;
  7639. // vertices
  7640. var vertices = source.vertices;
  7641. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7642. this.vertices.push( vertices[ i ].clone() );
  7643. }
  7644. // colors
  7645. var colors = source.colors;
  7646. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7647. this.colors.push( colors[ i ].clone() );
  7648. }
  7649. // faces
  7650. var faces = source.faces;
  7651. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7652. this.faces.push( faces[ i ].clone() );
  7653. }
  7654. // face vertex uvs
  7655. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7656. var faceVertexUvs = source.faceVertexUvs[ i ];
  7657. if ( this.faceVertexUvs[ i ] === undefined ) {
  7658. this.faceVertexUvs[ i ] = [];
  7659. }
  7660. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7661. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7662. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7663. var uv = uvs[ k ];
  7664. uvsCopy.push( uv.clone() );
  7665. }
  7666. this.faceVertexUvs[ i ].push( uvsCopy );
  7667. }
  7668. }
  7669. // morph targets
  7670. var morphTargets = source.morphTargets;
  7671. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7672. var morphTarget = {};
  7673. morphTarget.name = morphTargets[ i ].name;
  7674. // vertices
  7675. if ( morphTargets[ i ].vertices !== undefined ) {
  7676. morphTarget.vertices = [];
  7677. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7678. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7679. }
  7680. }
  7681. // normals
  7682. if ( morphTargets[ i ].normals !== undefined ) {
  7683. morphTarget.normals = [];
  7684. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7685. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7686. }
  7687. }
  7688. this.morphTargets.push( morphTarget );
  7689. }
  7690. // morph normals
  7691. var morphNormals = source.morphNormals;
  7692. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7693. var morphNormal = {};
  7694. // vertex normals
  7695. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7696. morphNormal.vertexNormals = [];
  7697. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7698. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7699. var destVertexNormal = {};
  7700. destVertexNormal.a = srcVertexNormal.a.clone();
  7701. destVertexNormal.b = srcVertexNormal.b.clone();
  7702. destVertexNormal.c = srcVertexNormal.c.clone();
  7703. morphNormal.vertexNormals.push( destVertexNormal );
  7704. }
  7705. }
  7706. // face normals
  7707. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7708. morphNormal.faceNormals = [];
  7709. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7710. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7711. }
  7712. }
  7713. this.morphNormals.push( morphNormal );
  7714. }
  7715. // skin weights
  7716. var skinWeights = source.skinWeights;
  7717. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7718. this.skinWeights.push( skinWeights[ i ].clone() );
  7719. }
  7720. // skin indices
  7721. var skinIndices = source.skinIndices;
  7722. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7723. this.skinIndices.push( skinIndices[ i ].clone() );
  7724. }
  7725. // line distances
  7726. var lineDistances = source.lineDistances;
  7727. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7728. this.lineDistances.push( lineDistances[ i ] );
  7729. }
  7730. // bounding box
  7731. var boundingBox = source.boundingBox;
  7732. if ( boundingBox !== null ) {
  7733. this.boundingBox = boundingBox.clone();
  7734. }
  7735. // bounding sphere
  7736. var boundingSphere = source.boundingSphere;
  7737. if ( boundingSphere !== null ) {
  7738. this.boundingSphere = boundingSphere.clone();
  7739. }
  7740. // update flags
  7741. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7742. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7743. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7744. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7745. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7746. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7747. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7748. return this;
  7749. },
  7750. dispose: function () {
  7751. this.dispatchEvent( { type: 'dispose' } );
  7752. }
  7753. } );
  7754. /**
  7755. * @author mrdoob / http://mrdoob.com/
  7756. * @author Mugen87 / https://github.com/Mugen87
  7757. */
  7758. // BoxGeometry
  7759. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7760. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7761. Geometry.call(this);
  7762. this.type = 'BoxGeometry';
  7763. this.parameters = {
  7764. width: width,
  7765. height: height,
  7766. depth: depth,
  7767. widthSegments: widthSegments,
  7768. heightSegments: heightSegments,
  7769. depthSegments: depthSegments
  7770. };
  7771. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7772. this.mergeVertices();
  7773. }
  7774. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7775. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7776. BoxGeometry.prototype.constructor = BoxGeometry;
  7777. return BoxGeometry;
  7778. }(Geometry));
  7779. // BoxBufferGeometry
  7780. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7781. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7782. BufferGeometry.call(this);
  7783. this.type = 'BoxBufferGeometry';
  7784. this.parameters = {
  7785. width: width,
  7786. height: height,
  7787. depth: depth,
  7788. widthSegments: widthSegments,
  7789. heightSegments: heightSegments,
  7790. depthSegments: depthSegments
  7791. };
  7792. var scope = this;
  7793. width = width || 1;
  7794. height = height || 1;
  7795. depth = depth || 1;
  7796. // segments
  7797. widthSegments = Math.floor( widthSegments ) || 1;
  7798. heightSegments = Math.floor( heightSegments ) || 1;
  7799. depthSegments = Math.floor( depthSegments ) || 1;
  7800. // buffers
  7801. var indices = [];
  7802. var vertices = [];
  7803. var normals = [];
  7804. var uvs = [];
  7805. // helper variables
  7806. var numberOfVertices = 0;
  7807. var groupStart = 0;
  7808. // build each side of the box geometry
  7809. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7810. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7811. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7812. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7813. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7814. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7815. // build geometry
  7816. this.setIndex( indices );
  7817. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7818. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7819. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7820. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7821. var segmentWidth = width / gridX;
  7822. var segmentHeight = height / gridY;
  7823. var widthHalf = width / 2;
  7824. var heightHalf = height / 2;
  7825. var depthHalf = depth / 2;
  7826. var gridX1 = gridX + 1;
  7827. var gridY1 = gridY + 1;
  7828. var vertexCounter = 0;
  7829. var groupCount = 0;
  7830. var ix, iy;
  7831. var vector = new Vector3();
  7832. // generate vertices, normals and uvs
  7833. for ( iy = 0; iy < gridY1; iy ++ ) {
  7834. var y = iy * segmentHeight - heightHalf;
  7835. for ( ix = 0; ix < gridX1; ix ++ ) {
  7836. var x = ix * segmentWidth - widthHalf;
  7837. // set values to correct vector component
  7838. vector[ u ] = x * udir;
  7839. vector[ v ] = y * vdir;
  7840. vector[ w ] = depthHalf;
  7841. // now apply vector to vertex buffer
  7842. vertices.push( vector.x, vector.y, vector.z );
  7843. // set values to correct vector component
  7844. vector[ u ] = 0;
  7845. vector[ v ] = 0;
  7846. vector[ w ] = depth > 0 ? 1 : - 1;
  7847. // now apply vector to normal buffer
  7848. normals.push( vector.x, vector.y, vector.z );
  7849. // uvs
  7850. uvs.push( ix / gridX );
  7851. uvs.push( 1 - ( iy / gridY ) );
  7852. // counters
  7853. vertexCounter += 1;
  7854. }
  7855. }
  7856. // indices
  7857. // 1. you need three indices to draw a single face
  7858. // 2. a single segment consists of two faces
  7859. // 3. so we need to generate six (2*3) indices per segment
  7860. for ( iy = 0; iy < gridY; iy ++ ) {
  7861. for ( ix = 0; ix < gridX; ix ++ ) {
  7862. var a = numberOfVertices + ix + gridX1 * iy;
  7863. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7864. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7865. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7866. // faces
  7867. indices.push( a, b, d );
  7868. indices.push( b, c, d );
  7869. // increase counter
  7870. groupCount += 6;
  7871. }
  7872. }
  7873. // add a group to the geometry. this will ensure multi material support
  7874. scope.addGroup( groupStart, groupCount, materialIndex );
  7875. // calculate new start value for groups
  7876. groupStart += groupCount;
  7877. // update total number of vertices
  7878. numberOfVertices += vertexCounter;
  7879. }
  7880. }
  7881. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7882. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7883. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7884. return BoxBufferGeometry;
  7885. }(BufferGeometry));
  7886. /**
  7887. * Uniform Utilities
  7888. */
  7889. function cloneUniforms( src ) {
  7890. var dst = {};
  7891. for ( var u in src ) {
  7892. dst[ u ] = {};
  7893. for ( var p in src[ u ] ) {
  7894. var property = src[ u ][ p ];
  7895. if ( property && ( property.isColor ||
  7896. property.isMatrix3 || property.isMatrix4 ||
  7897. property.isVector2 || property.isVector3 || property.isVector4 ||
  7898. property.isTexture ) ) {
  7899. dst[ u ][ p ] = property.clone();
  7900. } else if ( Array.isArray( property ) ) {
  7901. dst[ u ][ p ] = property.slice();
  7902. } else {
  7903. dst[ u ][ p ] = property;
  7904. }
  7905. }
  7906. }
  7907. return dst;
  7908. }
  7909. function mergeUniforms( uniforms ) {
  7910. var merged = {};
  7911. for ( var u = 0; u < uniforms.length; u ++ ) {
  7912. var tmp = cloneUniforms( uniforms[ u ] );
  7913. for ( var p in tmp ) {
  7914. merged[ p ] = tmp[ p ];
  7915. }
  7916. }
  7917. return merged;
  7918. }
  7919. // Legacy
  7920. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7921. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7922. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7923. /**
  7924. * @author alteredq / http://alteredqualia.com/
  7925. *
  7926. * parameters = {
  7927. * defines: { "label" : "value" },
  7928. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7929. *
  7930. * fragmentShader: <string>,
  7931. * vertexShader: <string>,
  7932. *
  7933. * wireframe: <boolean>,
  7934. * wireframeLinewidth: <float>,
  7935. *
  7936. * lights: <bool>,
  7937. *
  7938. * skinning: <bool>,
  7939. * morphTargets: <bool>,
  7940. * morphNormals: <bool>
  7941. * }
  7942. */
  7943. function ShaderMaterial( parameters ) {
  7944. Material.call( this );
  7945. this.type = 'ShaderMaterial';
  7946. this.defines = {};
  7947. this.uniforms = {};
  7948. this.vertexShader = default_vertex;
  7949. this.fragmentShader = default_fragment;
  7950. this.linewidth = 1;
  7951. this.wireframe = false;
  7952. this.wireframeLinewidth = 1;
  7953. this.fog = false; // set to use scene fog
  7954. this.lights = false; // set to use scene lights
  7955. this.clipping = false; // set to use user-defined clipping planes
  7956. this.skinning = false; // set to use skinning attribute streams
  7957. this.morphTargets = false; // set to use morph targets
  7958. this.morphNormals = false; // set to use morph normals
  7959. this.extensions = {
  7960. derivatives: false, // set to use derivatives
  7961. fragDepth: false, // set to use fragment depth values
  7962. drawBuffers: false, // set to use draw buffers
  7963. shaderTextureLOD: false // set to use shader texture LOD
  7964. };
  7965. // When rendered geometry doesn't include these attributes but the material does,
  7966. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7967. this.defaultAttributeValues = {
  7968. 'color': [ 1, 1, 1 ],
  7969. 'uv': [ 0, 0 ],
  7970. 'uv2': [ 0, 0 ]
  7971. };
  7972. this.index0AttributeName = undefined;
  7973. this.uniformsNeedUpdate = false;
  7974. if ( parameters !== undefined ) {
  7975. if ( parameters.attributes !== undefined ) {
  7976. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7977. }
  7978. this.setValues( parameters );
  7979. }
  7980. }
  7981. ShaderMaterial.prototype = Object.create( Material.prototype );
  7982. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7983. ShaderMaterial.prototype.isShaderMaterial = true;
  7984. ShaderMaterial.prototype.copy = function ( source ) {
  7985. Material.prototype.copy.call( this, source );
  7986. this.fragmentShader = source.fragmentShader;
  7987. this.vertexShader = source.vertexShader;
  7988. this.uniforms = cloneUniforms( source.uniforms );
  7989. this.defines = Object.assign( {}, source.defines );
  7990. this.wireframe = source.wireframe;
  7991. this.wireframeLinewidth = source.wireframeLinewidth;
  7992. this.lights = source.lights;
  7993. this.clipping = source.clipping;
  7994. this.skinning = source.skinning;
  7995. this.morphTargets = source.morphTargets;
  7996. this.morphNormals = source.morphNormals;
  7997. this.extensions = Object.assign( {}, source.extensions );
  7998. return this;
  7999. };
  8000. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8001. var data = Material.prototype.toJSON.call( this, meta );
  8002. data.uniforms = {};
  8003. for ( var name in this.uniforms ) {
  8004. var uniform = this.uniforms[ name ];
  8005. var value = uniform.value;
  8006. if ( value && value.isTexture ) {
  8007. data.uniforms[ name ] = {
  8008. type: 't',
  8009. value: value.toJSON( meta ).uuid
  8010. };
  8011. } else if ( value && value.isColor ) {
  8012. data.uniforms[ name ] = {
  8013. type: 'c',
  8014. value: value.getHex()
  8015. };
  8016. } else if ( value && value.isVector2 ) {
  8017. data.uniforms[ name ] = {
  8018. type: 'v2',
  8019. value: value.toArray()
  8020. };
  8021. } else if ( value && value.isVector3 ) {
  8022. data.uniforms[ name ] = {
  8023. type: 'v3',
  8024. value: value.toArray()
  8025. };
  8026. } else if ( value && value.isVector4 ) {
  8027. data.uniforms[ name ] = {
  8028. type: 'v4',
  8029. value: value.toArray()
  8030. };
  8031. } else if ( value && value.isMatrix3 ) {
  8032. data.uniforms[ name ] = {
  8033. type: 'm3',
  8034. value: value.toArray()
  8035. };
  8036. } else if ( value && value.isMatrix4 ) {
  8037. data.uniforms[ name ] = {
  8038. type: 'm4',
  8039. value: value.toArray()
  8040. };
  8041. } else {
  8042. data.uniforms[ name ] = {
  8043. value: value
  8044. };
  8045. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8046. }
  8047. }
  8048. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8049. data.vertexShader = this.vertexShader;
  8050. data.fragmentShader = this.fragmentShader;
  8051. var extensions = {};
  8052. for ( var key in this.extensions ) {
  8053. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8054. }
  8055. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8056. return data;
  8057. };
  8058. /**
  8059. * @author mrdoob / http://mrdoob.com/
  8060. * @author mikael emtinger / http://gomo.se/
  8061. * @author WestLangley / http://github.com/WestLangley
  8062. */
  8063. function Camera() {
  8064. Object3D.call( this );
  8065. this.type = 'Camera';
  8066. this.matrixWorldInverse = new Matrix4();
  8067. this.projectionMatrix = new Matrix4();
  8068. this.projectionMatrixInverse = new Matrix4();
  8069. }
  8070. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8071. constructor: Camera,
  8072. isCamera: true,
  8073. copy: function ( source, recursive ) {
  8074. Object3D.prototype.copy.call( this, source, recursive );
  8075. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8076. this.projectionMatrix.copy( source.projectionMatrix );
  8077. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8078. return this;
  8079. },
  8080. getWorldDirection: function ( target ) {
  8081. if ( target === undefined ) {
  8082. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8083. target = new Vector3();
  8084. }
  8085. this.updateMatrixWorld( true );
  8086. var e = this.matrixWorld.elements;
  8087. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8088. },
  8089. updateMatrixWorld: function ( force ) {
  8090. Object3D.prototype.updateMatrixWorld.call( this, force );
  8091. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8092. },
  8093. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8094. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8095. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8096. },
  8097. clone: function () {
  8098. return new this.constructor().copy( this );
  8099. }
  8100. } );
  8101. /**
  8102. * @author mrdoob / http://mrdoob.com/
  8103. * @author greggman / http://games.greggman.com/
  8104. * @author zz85 / http://www.lab4games.net/zz85/blog
  8105. * @author tschw
  8106. */
  8107. function PerspectiveCamera( fov, aspect, near, far ) {
  8108. Camera.call( this );
  8109. this.type = 'PerspectiveCamera';
  8110. this.fov = fov !== undefined ? fov : 50;
  8111. this.zoom = 1;
  8112. this.near = near !== undefined ? near : 0.1;
  8113. this.far = far !== undefined ? far : 2000;
  8114. this.focus = 10;
  8115. this.aspect = aspect !== undefined ? aspect : 1;
  8116. this.view = null;
  8117. this.filmGauge = 35; // width of the film (default in millimeters)
  8118. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8119. this.updateProjectionMatrix();
  8120. }
  8121. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8122. constructor: PerspectiveCamera,
  8123. isPerspectiveCamera: true,
  8124. copy: function ( source, recursive ) {
  8125. Camera.prototype.copy.call( this, source, recursive );
  8126. this.fov = source.fov;
  8127. this.zoom = source.zoom;
  8128. this.near = source.near;
  8129. this.far = source.far;
  8130. this.focus = source.focus;
  8131. this.aspect = source.aspect;
  8132. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8133. this.filmGauge = source.filmGauge;
  8134. this.filmOffset = source.filmOffset;
  8135. return this;
  8136. },
  8137. /**
  8138. * Sets the FOV by focal length in respect to the current .filmGauge.
  8139. *
  8140. * The default film gauge is 35, so that the focal length can be specified for
  8141. * a 35mm (full frame) camera.
  8142. *
  8143. * Values for focal length and film gauge must have the same unit.
  8144. */
  8145. setFocalLength: function ( focalLength ) {
  8146. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8147. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8148. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8149. this.updateProjectionMatrix();
  8150. },
  8151. /**
  8152. * Calculates the focal length from the current .fov and .filmGauge.
  8153. */
  8154. getFocalLength: function () {
  8155. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8156. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8157. },
  8158. getEffectiveFOV: function () {
  8159. return MathUtils.RAD2DEG * 2 * Math.atan(
  8160. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8161. },
  8162. getFilmWidth: function () {
  8163. // film not completely covered in portrait format (aspect < 1)
  8164. return this.filmGauge * Math.min( this.aspect, 1 );
  8165. },
  8166. getFilmHeight: function () {
  8167. // film not completely covered in landscape format (aspect > 1)
  8168. return this.filmGauge / Math.max( this.aspect, 1 );
  8169. },
  8170. /**
  8171. * Sets an offset in a larger frustum. This is useful for multi-window or
  8172. * multi-monitor/multi-machine setups.
  8173. *
  8174. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8175. * the monitors are in grid like this
  8176. *
  8177. * +---+---+---+
  8178. * | A | B | C |
  8179. * +---+---+---+
  8180. * | D | E | F |
  8181. * +---+---+---+
  8182. *
  8183. * then for each monitor you would call it like this
  8184. *
  8185. * var w = 1920;
  8186. * var h = 1080;
  8187. * var fullWidth = w * 3;
  8188. * var fullHeight = h * 2;
  8189. *
  8190. * --A--
  8191. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8192. * --B--
  8193. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8194. * --C--
  8195. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8196. * --D--
  8197. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8198. * --E--
  8199. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8200. * --F--
  8201. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8202. *
  8203. * Note there is no reason monitors have to be the same size or in a grid.
  8204. */
  8205. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8206. this.aspect = fullWidth / fullHeight;
  8207. if ( this.view === null ) {
  8208. this.view = {
  8209. enabled: true,
  8210. fullWidth: 1,
  8211. fullHeight: 1,
  8212. offsetX: 0,
  8213. offsetY: 0,
  8214. width: 1,
  8215. height: 1
  8216. };
  8217. }
  8218. this.view.enabled = true;
  8219. this.view.fullWidth = fullWidth;
  8220. this.view.fullHeight = fullHeight;
  8221. this.view.offsetX = x;
  8222. this.view.offsetY = y;
  8223. this.view.width = width;
  8224. this.view.height = height;
  8225. this.updateProjectionMatrix();
  8226. },
  8227. clearViewOffset: function () {
  8228. if ( this.view !== null ) {
  8229. this.view.enabled = false;
  8230. }
  8231. this.updateProjectionMatrix();
  8232. },
  8233. updateProjectionMatrix: function () {
  8234. var near = this.near,
  8235. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8236. height = 2 * top,
  8237. width = this.aspect * height,
  8238. left = - 0.5 * width,
  8239. view = this.view;
  8240. if ( this.view !== null && this.view.enabled ) {
  8241. var fullWidth = view.fullWidth,
  8242. fullHeight = view.fullHeight;
  8243. left += view.offsetX * width / fullWidth;
  8244. top -= view.offsetY * height / fullHeight;
  8245. width *= view.width / fullWidth;
  8246. height *= view.height / fullHeight;
  8247. }
  8248. var skew = this.filmOffset;
  8249. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8250. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8251. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8252. },
  8253. toJSON: function ( meta ) {
  8254. var data = Object3D.prototype.toJSON.call( this, meta );
  8255. data.object.fov = this.fov;
  8256. data.object.zoom = this.zoom;
  8257. data.object.near = this.near;
  8258. data.object.far = this.far;
  8259. data.object.focus = this.focus;
  8260. data.object.aspect = this.aspect;
  8261. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8262. data.object.filmGauge = this.filmGauge;
  8263. data.object.filmOffset = this.filmOffset;
  8264. return data;
  8265. }
  8266. } );
  8267. /**
  8268. * Camera for rendering cube maps
  8269. * - renders scene into axis-aligned cube
  8270. *
  8271. * @author alteredq / http://alteredqualia.com/
  8272. */
  8273. var fov = 90, aspect = 1;
  8274. function CubeCamera( near, far, renderTarget ) {
  8275. Object3D.call( this );
  8276. this.type = 'CubeCamera';
  8277. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8278. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8279. return;
  8280. }
  8281. this.renderTarget = renderTarget;
  8282. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8283. cameraPX.layers = this.layers;
  8284. cameraPX.up.set( 0, - 1, 0 );
  8285. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8286. this.add( cameraPX );
  8287. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8288. cameraNX.layers = this.layers;
  8289. cameraNX.up.set( 0, - 1, 0 );
  8290. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8291. this.add( cameraNX );
  8292. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8293. cameraPY.layers = this.layers;
  8294. cameraPY.up.set( 0, 0, 1 );
  8295. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8296. this.add( cameraPY );
  8297. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8298. cameraNY.layers = this.layers;
  8299. cameraNY.up.set( 0, 0, - 1 );
  8300. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8301. this.add( cameraNY );
  8302. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8303. cameraPZ.layers = this.layers;
  8304. cameraPZ.up.set( 0, - 1, 0 );
  8305. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8306. this.add( cameraPZ );
  8307. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8308. cameraNZ.layers = this.layers;
  8309. cameraNZ.up.set( 0, - 1, 0 );
  8310. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8311. this.add( cameraNZ );
  8312. this.update = function ( renderer, scene ) {
  8313. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8314. var currentXrEnabled = renderer.xr.enabled;
  8315. var currentRenderTarget = renderer.getRenderTarget();
  8316. renderer.xr.enabled = false;
  8317. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8318. renderTarget.texture.generateMipmaps = false;
  8319. renderer.setRenderTarget( renderTarget, 0 );
  8320. renderer.render( scene, cameraPX );
  8321. renderer.setRenderTarget( renderTarget, 1 );
  8322. renderer.render( scene, cameraNX );
  8323. renderer.setRenderTarget( renderTarget, 2 );
  8324. renderer.render( scene, cameraPY );
  8325. renderer.setRenderTarget( renderTarget, 3 );
  8326. renderer.render( scene, cameraNY );
  8327. renderer.setRenderTarget( renderTarget, 4 );
  8328. renderer.render( scene, cameraPZ );
  8329. renderTarget.texture.generateMipmaps = generateMipmaps;
  8330. renderer.setRenderTarget( renderTarget, 5 );
  8331. renderer.render( scene, cameraNZ );
  8332. renderer.setRenderTarget( currentRenderTarget );
  8333. renderer.xr.enabled = currentXrEnabled;
  8334. };
  8335. this.clear = function ( renderer, color, depth, stencil ) {
  8336. var currentRenderTarget = renderer.getRenderTarget();
  8337. for ( var i = 0; i < 6; i ++ ) {
  8338. renderer.setRenderTarget( renderTarget, i );
  8339. renderer.clear( color, depth, stencil );
  8340. }
  8341. renderer.setRenderTarget( currentRenderTarget );
  8342. };
  8343. }
  8344. CubeCamera.prototype = Object.create( Object3D.prototype );
  8345. CubeCamera.prototype.constructor = CubeCamera;
  8346. /**
  8347. * @author alteredq / http://alteredqualia.com
  8348. * @author WestLangley / http://github.com/WestLangley
  8349. */
  8350. function WebGLCubeRenderTarget( size, options, dummy ) {
  8351. if ( Number.isInteger( options ) ) {
  8352. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8353. options = dummy;
  8354. }
  8355. WebGLRenderTarget.call( this, size, size, options );
  8356. }
  8357. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8358. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8359. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8360. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8361. this.texture.type = texture.type;
  8362. this.texture.format = texture.format;
  8363. this.texture.encoding = texture.encoding;
  8364. var scene = new Scene();
  8365. var shader = {
  8366. uniforms: {
  8367. tEquirect: { value: null },
  8368. },
  8369. vertexShader: [
  8370. "varying vec3 vWorldDirection;",
  8371. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8372. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8373. "}",
  8374. "void main() {",
  8375. " vWorldDirection = transformDirection( position, modelMatrix );",
  8376. " #include <begin_vertex>",
  8377. " #include <project_vertex>",
  8378. "}"
  8379. ].join( '\n' ),
  8380. fragmentShader: [
  8381. "uniform sampler2D tEquirect;",
  8382. "varying vec3 vWorldDirection;",
  8383. "#define RECIPROCAL_PI 0.31830988618",
  8384. "#define RECIPROCAL_PI2 0.15915494",
  8385. "void main() {",
  8386. " vec3 direction = normalize( vWorldDirection );",
  8387. " vec2 sampleUV;",
  8388. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8389. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8390. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8391. "}"
  8392. ].join( '\n' ),
  8393. };
  8394. var material = new ShaderMaterial( {
  8395. type: 'CubemapFromEquirect',
  8396. uniforms: cloneUniforms( shader.uniforms ),
  8397. vertexShader: shader.vertexShader,
  8398. fragmentShader: shader.fragmentShader,
  8399. side: BackSide,
  8400. blending: NoBlending
  8401. } );
  8402. material.uniforms.tEquirect.value = texture;
  8403. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8404. scene.add( mesh );
  8405. var camera = new CubeCamera( 1, 10, this );
  8406. camera.update( renderer, scene );
  8407. mesh.geometry.dispose();
  8408. mesh.material.dispose();
  8409. return this;
  8410. };
  8411. /**
  8412. * @author alteredq / http://alteredqualia.com/
  8413. */
  8414. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8415. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8416. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8417. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8418. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8419. this.generateMipmaps = false;
  8420. this.flipY = false;
  8421. this.unpackAlignment = 1;
  8422. this.needsUpdate = true;
  8423. }
  8424. DataTexture.prototype = Object.create( Texture.prototype );
  8425. DataTexture.prototype.constructor = DataTexture;
  8426. DataTexture.prototype.isDataTexture = true;
  8427. /**
  8428. * @author mrdoob / http://mrdoob.com/
  8429. * @author alteredq / http://alteredqualia.com/
  8430. * @author bhouston / http://clara.io
  8431. */
  8432. var _sphere$1 = new Sphere();
  8433. var _vector$5 = new Vector3();
  8434. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8435. this.planes = [
  8436. ( p0 !== undefined ) ? p0 : new Plane(),
  8437. ( p1 !== undefined ) ? p1 : new Plane(),
  8438. ( p2 !== undefined ) ? p2 : new Plane(),
  8439. ( p3 !== undefined ) ? p3 : new Plane(),
  8440. ( p4 !== undefined ) ? p4 : new Plane(),
  8441. ( p5 !== undefined ) ? p5 : new Plane()
  8442. ];
  8443. }
  8444. Object.assign( Frustum.prototype, {
  8445. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8446. var planes = this.planes;
  8447. planes[ 0 ].copy( p0 );
  8448. planes[ 1 ].copy( p1 );
  8449. planes[ 2 ].copy( p2 );
  8450. planes[ 3 ].copy( p3 );
  8451. planes[ 4 ].copy( p4 );
  8452. planes[ 5 ].copy( p5 );
  8453. return this;
  8454. },
  8455. clone: function () {
  8456. return new this.constructor().copy( this );
  8457. },
  8458. copy: function ( frustum ) {
  8459. var planes = this.planes;
  8460. for ( var i = 0; i < 6; i ++ ) {
  8461. planes[ i ].copy( frustum.planes[ i ] );
  8462. }
  8463. return this;
  8464. },
  8465. setFromProjectionMatrix: function ( m ) {
  8466. var planes = this.planes;
  8467. var me = m.elements;
  8468. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8469. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8470. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8471. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8472. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8473. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8474. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8475. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8476. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8477. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8478. return this;
  8479. },
  8480. intersectsObject: function ( object ) {
  8481. var geometry = object.geometry;
  8482. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8483. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8484. return this.intersectsSphere( _sphere$1 );
  8485. },
  8486. intersectsSprite: function ( sprite ) {
  8487. _sphere$1.center.set( 0, 0, 0 );
  8488. _sphere$1.radius = 0.7071067811865476;
  8489. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8490. return this.intersectsSphere( _sphere$1 );
  8491. },
  8492. intersectsSphere: function ( sphere ) {
  8493. var planes = this.planes;
  8494. var center = sphere.center;
  8495. var negRadius = - sphere.radius;
  8496. for ( var i = 0; i < 6; i ++ ) {
  8497. var distance = planes[ i ].distanceToPoint( center );
  8498. if ( distance < negRadius ) {
  8499. return false;
  8500. }
  8501. }
  8502. return true;
  8503. },
  8504. intersectsBox: function ( box ) {
  8505. var planes = this.planes;
  8506. for ( var i = 0; i < 6; i ++ ) {
  8507. var plane = planes[ i ];
  8508. // corner at max distance
  8509. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8510. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8511. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8512. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8513. return false;
  8514. }
  8515. }
  8516. return true;
  8517. },
  8518. containsPoint: function ( point ) {
  8519. var planes = this.planes;
  8520. for ( var i = 0; i < 6; i ++ ) {
  8521. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8522. return false;
  8523. }
  8524. }
  8525. return true;
  8526. }
  8527. } );
  8528. /**
  8529. * Uniforms library for shared webgl shaders
  8530. */
  8531. var UniformsLib = {
  8532. common: {
  8533. diffuse: { value: new Color( 0xeeeeee ) },
  8534. opacity: { value: 1.0 },
  8535. map: { value: null },
  8536. uvTransform: { value: new Matrix3() },
  8537. uv2Transform: { value: new Matrix3() },
  8538. alphaMap: { value: null },
  8539. },
  8540. specularmap: {
  8541. specularMap: { value: null },
  8542. },
  8543. envmap: {
  8544. envMap: { value: null },
  8545. flipEnvMap: { value: - 1 },
  8546. reflectivity: { value: 1.0 },
  8547. refractionRatio: { value: 0.98 },
  8548. maxMipLevel: { value: 0 }
  8549. },
  8550. aomap: {
  8551. aoMap: { value: null },
  8552. aoMapIntensity: { value: 1 }
  8553. },
  8554. lightmap: {
  8555. lightMap: { value: null },
  8556. lightMapIntensity: { value: 1 }
  8557. },
  8558. emissivemap: {
  8559. emissiveMap: { value: null }
  8560. },
  8561. bumpmap: {
  8562. bumpMap: { value: null },
  8563. bumpScale: { value: 1 }
  8564. },
  8565. normalmap: {
  8566. normalMap: { value: null },
  8567. normalScale: { value: new Vector2( 1, 1 ) }
  8568. },
  8569. displacementmap: {
  8570. displacementMap: { value: null },
  8571. displacementScale: { value: 1 },
  8572. displacementBias: { value: 0 }
  8573. },
  8574. roughnessmap: {
  8575. roughnessMap: { value: null }
  8576. },
  8577. metalnessmap: {
  8578. metalnessMap: { value: null }
  8579. },
  8580. gradientmap: {
  8581. gradientMap: { value: null }
  8582. },
  8583. fog: {
  8584. fogDensity: { value: 0.00025 },
  8585. fogNear: { value: 1 },
  8586. fogFar: { value: 2000 },
  8587. fogColor: { value: new Color( 0xffffff ) }
  8588. },
  8589. lights: {
  8590. ambientLightColor: { value: [] },
  8591. lightProbe: { value: [] },
  8592. directionalLights: { value: [], properties: {
  8593. direction: {},
  8594. color: {}
  8595. } },
  8596. directionalLightShadows: { value: [], properties: {
  8597. shadowBias: {},
  8598. shadowRadius: {},
  8599. shadowMapSize: {}
  8600. } },
  8601. directionalShadowMap: { value: [] },
  8602. directionalShadowMatrix: { value: [] },
  8603. spotLights: { value: [], properties: {
  8604. color: {},
  8605. position: {},
  8606. direction: {},
  8607. distance: {},
  8608. coneCos: {},
  8609. penumbraCos: {},
  8610. decay: {}
  8611. } },
  8612. spotLightShadows: { value: [], properties: {
  8613. shadowBias: {},
  8614. shadowRadius: {},
  8615. shadowMapSize: {}
  8616. } },
  8617. spotShadowMap: { value: [] },
  8618. spotShadowMatrix: { value: [] },
  8619. pointLights: { value: [], properties: {
  8620. color: {},
  8621. position: {},
  8622. decay: {},
  8623. distance: {}
  8624. } },
  8625. pointLightShadows: { value: [], properties: {
  8626. shadowBias: {},
  8627. shadowRadius: {},
  8628. shadowMapSize: {},
  8629. shadowCameraNear: {},
  8630. shadowCameraFar: {}
  8631. } },
  8632. pointShadowMap: { value: [] },
  8633. pointShadowMatrix: { value: [] },
  8634. hemisphereLights: { value: [], properties: {
  8635. direction: {},
  8636. skyColor: {},
  8637. groundColor: {}
  8638. } },
  8639. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8640. rectAreaLights: { value: [], properties: {
  8641. color: {},
  8642. position: {},
  8643. width: {},
  8644. height: {}
  8645. } }
  8646. },
  8647. points: {
  8648. diffuse: { value: new Color( 0xeeeeee ) },
  8649. opacity: { value: 1.0 },
  8650. size: { value: 1.0 },
  8651. scale: { value: 1.0 },
  8652. map: { value: null },
  8653. alphaMap: { value: null },
  8654. uvTransform: { value: new Matrix3() }
  8655. },
  8656. sprite: {
  8657. diffuse: { value: new Color( 0xeeeeee ) },
  8658. opacity: { value: 1.0 },
  8659. center: { value: new Vector2( 0.5, 0.5 ) },
  8660. rotation: { value: 0.0 },
  8661. map: { value: null },
  8662. alphaMap: { value: null },
  8663. uvTransform: { value: new Matrix3() }
  8664. }
  8665. };
  8666. /**
  8667. * @author mrdoob / http://mrdoob.com/
  8668. */
  8669. function WebGLAnimation() {
  8670. var context = null;
  8671. var isAnimating = false;
  8672. var animationLoop = null;
  8673. function onAnimationFrame( time, frame ) {
  8674. if ( isAnimating === false ) { return; }
  8675. animationLoop( time, frame );
  8676. context.requestAnimationFrame( onAnimationFrame );
  8677. }
  8678. return {
  8679. start: function () {
  8680. if ( isAnimating === true ) { return; }
  8681. if ( animationLoop === null ) { return; }
  8682. context.requestAnimationFrame( onAnimationFrame );
  8683. isAnimating = true;
  8684. },
  8685. stop: function () {
  8686. isAnimating = false;
  8687. },
  8688. setAnimationLoop: function ( callback ) {
  8689. animationLoop = callback;
  8690. },
  8691. setContext: function ( value ) {
  8692. context = value;
  8693. }
  8694. };
  8695. }
  8696. /**
  8697. * @author mrdoob / http://mrdoob.com/
  8698. */
  8699. function WebGLAttributes( gl, capabilities ) {
  8700. var isWebGL2 = capabilities.isWebGL2;
  8701. var buffers = new WeakMap();
  8702. function createBuffer( attribute, bufferType ) {
  8703. var array = attribute.array;
  8704. var usage = attribute.usage;
  8705. var buffer = gl.createBuffer();
  8706. gl.bindBuffer( bufferType, buffer );
  8707. gl.bufferData( bufferType, array, usage );
  8708. attribute.onUploadCallback();
  8709. var type = 5126;
  8710. if ( array instanceof Float32Array ) {
  8711. type = 5126;
  8712. } else if ( array instanceof Float64Array ) {
  8713. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8714. } else if ( array instanceof Uint16Array ) {
  8715. type = 5123;
  8716. } else if ( array instanceof Int16Array ) {
  8717. type = 5122;
  8718. } else if ( array instanceof Uint32Array ) {
  8719. type = 5125;
  8720. } else if ( array instanceof Int32Array ) {
  8721. type = 5124;
  8722. } else if ( array instanceof Int8Array ) {
  8723. type = 5120;
  8724. } else if ( array instanceof Uint8Array ) {
  8725. type = 5121;
  8726. }
  8727. return {
  8728. buffer: buffer,
  8729. type: type,
  8730. bytesPerElement: array.BYTES_PER_ELEMENT,
  8731. version: attribute.version
  8732. };
  8733. }
  8734. function updateBuffer( buffer, attribute, bufferType ) {
  8735. var array = attribute.array;
  8736. var updateRange = attribute.updateRange;
  8737. gl.bindBuffer( bufferType, buffer );
  8738. if ( updateRange.count === - 1 ) {
  8739. // Not using update ranges
  8740. gl.bufferSubData( bufferType, 0, array );
  8741. } else {
  8742. if ( isWebGL2 ) {
  8743. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8744. array, updateRange.offset, updateRange.count );
  8745. } else {
  8746. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8747. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8748. }
  8749. updateRange.count = - 1; // reset range
  8750. }
  8751. }
  8752. //
  8753. function get( attribute ) {
  8754. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8755. return buffers.get( attribute );
  8756. }
  8757. function remove( attribute ) {
  8758. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8759. var data = buffers.get( attribute );
  8760. if ( data ) {
  8761. gl.deleteBuffer( data.buffer );
  8762. buffers.delete( attribute );
  8763. }
  8764. }
  8765. function update( attribute, bufferType ) {
  8766. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8767. var data = buffers.get( attribute );
  8768. if ( data === undefined ) {
  8769. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8770. } else if ( data.version < attribute.version ) {
  8771. updateBuffer( data.buffer, attribute, bufferType );
  8772. data.version = attribute.version;
  8773. }
  8774. }
  8775. return {
  8776. get: get,
  8777. remove: remove,
  8778. update: update
  8779. };
  8780. }
  8781. /**
  8782. * @author mrdoob / http://mrdoob.com/
  8783. * @author Mugen87 / https://github.com/Mugen87
  8784. */
  8785. // PlaneGeometry
  8786. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8787. Geometry.call( this );
  8788. this.type = 'PlaneGeometry';
  8789. this.parameters = {
  8790. width: width,
  8791. height: height,
  8792. widthSegments: widthSegments,
  8793. heightSegments: heightSegments
  8794. };
  8795. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8796. this.mergeVertices();
  8797. }
  8798. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8799. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8800. // PlaneBufferGeometry
  8801. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8802. BufferGeometry.call( this );
  8803. this.type = 'PlaneBufferGeometry';
  8804. this.parameters = {
  8805. width: width,
  8806. height: height,
  8807. widthSegments: widthSegments,
  8808. heightSegments: heightSegments
  8809. };
  8810. width = width || 1;
  8811. height = height || 1;
  8812. var width_half = width / 2;
  8813. var height_half = height / 2;
  8814. var gridX = Math.floor( widthSegments ) || 1;
  8815. var gridY = Math.floor( heightSegments ) || 1;
  8816. var gridX1 = gridX + 1;
  8817. var gridY1 = gridY + 1;
  8818. var segment_width = width / gridX;
  8819. var segment_height = height / gridY;
  8820. var ix, iy;
  8821. // buffers
  8822. var indices = [];
  8823. var vertices = [];
  8824. var normals = [];
  8825. var uvs = [];
  8826. // generate vertices, normals and uvs
  8827. for ( iy = 0; iy < gridY1; iy ++ ) {
  8828. var y = iy * segment_height - height_half;
  8829. for ( ix = 0; ix < gridX1; ix ++ ) {
  8830. var x = ix * segment_width - width_half;
  8831. vertices.push( x, - y, 0 );
  8832. normals.push( 0, 0, 1 );
  8833. uvs.push( ix / gridX );
  8834. uvs.push( 1 - ( iy / gridY ) );
  8835. }
  8836. }
  8837. // indices
  8838. for ( iy = 0; iy < gridY; iy ++ ) {
  8839. for ( ix = 0; ix < gridX; ix ++ ) {
  8840. var a = ix + gridX1 * iy;
  8841. var b = ix + gridX1 * ( iy + 1 );
  8842. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8843. var d = ( ix + 1 ) + gridX1 * iy;
  8844. // faces
  8845. indices.push( a, b, d );
  8846. indices.push( b, c, d );
  8847. }
  8848. }
  8849. // build geometry
  8850. this.setIndex( indices );
  8851. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8852. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8853. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8854. }
  8855. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8856. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8857. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8858. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8859. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8860. 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";
  8861. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8862. var begin_vertex = "vec3 transformed = vec3( position );";
  8863. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8864. 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";
  8865. 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";
  8866. 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";
  8867. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8868. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8869. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8870. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8871. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8872. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8873. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8874. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8875. 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";
  8876. 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";
  8877. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8878. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8879. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8880. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8881. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8882. 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}";
  8883. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8884. 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";
  8885. 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";
  8886. 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";
  8887. 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";
  8888. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8889. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8890. 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";
  8891. 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";
  8892. 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}";
  8893. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8894. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8895. 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";
  8896. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8897. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8898. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8899. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8900. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8901. 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)";
  8902. 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";
  8903. 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}";
  8904. 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";
  8905. 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";
  8906. 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";
  8907. 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";
  8908. 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";
  8909. 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";
  8910. 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";
  8911. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8912. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8913. 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";
  8914. 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";
  8915. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8916. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8917. 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";
  8918. 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";
  8919. 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";
  8920. 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;";
  8921. 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";
  8922. 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";
  8923. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8924. 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";
  8925. 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";
  8926. 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}";
  8927. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8928. 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;";
  8929. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8930. 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";
  8931. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8932. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8933. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8934. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8935. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8936. 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}";
  8937. 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";
  8938. 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";
  8939. 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";
  8940. 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";
  8941. 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";
  8942. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8943. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8944. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8945. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8946. 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";
  8947. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8948. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8949. 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";
  8950. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8951. 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";
  8952. 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}";
  8953. 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}";
  8954. 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}";
  8955. 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}";
  8956. 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}";
  8957. 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}";
  8958. 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}";
  8959. 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}";
  8960. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8961. 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}";
  8962. 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}";
  8963. 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}";
  8964. 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}";
  8965. 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}";
  8966. 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}";
  8967. 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}";
  8968. 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}";
  8969. 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}";
  8970. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8971. 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}";
  8972. 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}";
  8973. 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}";
  8974. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8975. 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}";
  8976. 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}";
  8977. 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}";
  8978. 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}";
  8979. 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}";
  8980. 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}";
  8981. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8982. 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}";
  8983. 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}";
  8984. var ShaderChunk = {
  8985. alphamap_fragment: alphamap_fragment,
  8986. alphamap_pars_fragment: alphamap_pars_fragment,
  8987. alphatest_fragment: alphatest_fragment,
  8988. aomap_fragment: aomap_fragment,
  8989. aomap_pars_fragment: aomap_pars_fragment,
  8990. begin_vertex: begin_vertex,
  8991. beginnormal_vertex: beginnormal_vertex,
  8992. bsdfs: bsdfs,
  8993. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8994. clipping_planes_fragment: clipping_planes_fragment,
  8995. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8996. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8997. clipping_planes_vertex: clipping_planes_vertex,
  8998. color_fragment: color_fragment,
  8999. color_pars_fragment: color_pars_fragment,
  9000. color_pars_vertex: color_pars_vertex,
  9001. color_vertex: color_vertex,
  9002. common: common,
  9003. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9004. defaultnormal_vertex: defaultnormal_vertex,
  9005. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9006. displacementmap_vertex: displacementmap_vertex,
  9007. emissivemap_fragment: emissivemap_fragment,
  9008. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9009. encodings_fragment: encodings_fragment,
  9010. encodings_pars_fragment: encodings_pars_fragment,
  9011. envmap_fragment: envmap_fragment,
  9012. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9013. envmap_pars_fragment: envmap_pars_fragment,
  9014. envmap_pars_vertex: envmap_pars_vertex,
  9015. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9016. envmap_vertex: envmap_vertex,
  9017. fog_vertex: fog_vertex,
  9018. fog_pars_vertex: fog_pars_vertex,
  9019. fog_fragment: fog_fragment,
  9020. fog_pars_fragment: fog_pars_fragment,
  9021. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9022. lightmap_fragment: lightmap_fragment,
  9023. lightmap_pars_fragment: lightmap_pars_fragment,
  9024. lights_lambert_vertex: lights_lambert_vertex,
  9025. lights_pars_begin: lights_pars_begin,
  9026. lights_toon_fragment: lights_toon_fragment,
  9027. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9028. lights_phong_fragment: lights_phong_fragment,
  9029. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9030. lights_physical_fragment: lights_physical_fragment,
  9031. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9032. lights_fragment_begin: lights_fragment_begin,
  9033. lights_fragment_maps: lights_fragment_maps,
  9034. lights_fragment_end: lights_fragment_end,
  9035. logdepthbuf_fragment: logdepthbuf_fragment,
  9036. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9037. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9038. logdepthbuf_vertex: logdepthbuf_vertex,
  9039. map_fragment: map_fragment,
  9040. map_pars_fragment: map_pars_fragment,
  9041. map_particle_fragment: map_particle_fragment,
  9042. map_particle_pars_fragment: map_particle_pars_fragment,
  9043. metalnessmap_fragment: metalnessmap_fragment,
  9044. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9045. morphnormal_vertex: morphnormal_vertex,
  9046. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9047. morphtarget_vertex: morphtarget_vertex,
  9048. normal_fragment_begin: normal_fragment_begin,
  9049. normal_fragment_maps: normal_fragment_maps,
  9050. normalmap_pars_fragment: normalmap_pars_fragment,
  9051. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9052. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9053. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9054. packing: packing,
  9055. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9056. project_vertex: project_vertex,
  9057. dithering_fragment: dithering_fragment,
  9058. dithering_pars_fragment: dithering_pars_fragment,
  9059. roughnessmap_fragment: roughnessmap_fragment,
  9060. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9061. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9062. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9063. shadowmap_vertex: shadowmap_vertex,
  9064. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9065. skinbase_vertex: skinbase_vertex,
  9066. skinning_pars_vertex: skinning_pars_vertex,
  9067. skinning_vertex: skinning_vertex,
  9068. skinnormal_vertex: skinnormal_vertex,
  9069. specularmap_fragment: specularmap_fragment,
  9070. specularmap_pars_fragment: specularmap_pars_fragment,
  9071. tonemapping_fragment: tonemapping_fragment,
  9072. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9073. uv_pars_fragment: uv_pars_fragment,
  9074. uv_pars_vertex: uv_pars_vertex,
  9075. uv_vertex: uv_vertex,
  9076. uv2_pars_fragment: uv2_pars_fragment,
  9077. uv2_pars_vertex: uv2_pars_vertex,
  9078. uv2_vertex: uv2_vertex,
  9079. worldpos_vertex: worldpos_vertex,
  9080. background_frag: background_frag,
  9081. background_vert: background_vert,
  9082. cube_frag: cube_frag,
  9083. cube_vert: cube_vert,
  9084. depth_frag: depth_frag,
  9085. depth_vert: depth_vert,
  9086. distanceRGBA_frag: distanceRGBA_frag,
  9087. distanceRGBA_vert: distanceRGBA_vert,
  9088. equirect_frag: equirect_frag,
  9089. equirect_vert: equirect_vert,
  9090. linedashed_frag: linedashed_frag,
  9091. linedashed_vert: linedashed_vert,
  9092. meshbasic_frag: meshbasic_frag,
  9093. meshbasic_vert: meshbasic_vert,
  9094. meshlambert_frag: meshlambert_frag,
  9095. meshlambert_vert: meshlambert_vert,
  9096. meshmatcap_frag: meshmatcap_frag,
  9097. meshmatcap_vert: meshmatcap_vert,
  9098. meshtoon_frag: meshtoon_frag,
  9099. meshtoon_vert: meshtoon_vert,
  9100. meshphong_frag: meshphong_frag,
  9101. meshphong_vert: meshphong_vert,
  9102. meshphysical_frag: meshphysical_frag,
  9103. meshphysical_vert: meshphysical_vert,
  9104. normal_frag: normal_frag,
  9105. normal_vert: normal_vert,
  9106. points_frag: points_frag,
  9107. points_vert: points_vert,
  9108. shadow_frag: shadow_frag,
  9109. shadow_vert: shadow_vert,
  9110. sprite_frag: sprite_frag,
  9111. sprite_vert: sprite_vert
  9112. };
  9113. /**
  9114. * @author alteredq / http://alteredqualia.com/
  9115. * @author mrdoob / http://mrdoob.com/
  9116. * @author mikael emtinger / http://gomo.se/
  9117. */
  9118. var ShaderLib = {
  9119. basic: {
  9120. uniforms: mergeUniforms( [
  9121. UniformsLib.common,
  9122. UniformsLib.specularmap,
  9123. UniformsLib.envmap,
  9124. UniformsLib.aomap,
  9125. UniformsLib.lightmap,
  9126. UniformsLib.fog
  9127. ] ),
  9128. vertexShader: ShaderChunk.meshbasic_vert,
  9129. fragmentShader: ShaderChunk.meshbasic_frag
  9130. },
  9131. lambert: {
  9132. uniforms: mergeUniforms( [
  9133. UniformsLib.common,
  9134. UniformsLib.specularmap,
  9135. UniformsLib.envmap,
  9136. UniformsLib.aomap,
  9137. UniformsLib.lightmap,
  9138. UniformsLib.emissivemap,
  9139. UniformsLib.fog,
  9140. UniformsLib.lights,
  9141. {
  9142. emissive: { value: new Color( 0x000000 ) }
  9143. }
  9144. ] ),
  9145. vertexShader: ShaderChunk.meshlambert_vert,
  9146. fragmentShader: ShaderChunk.meshlambert_frag
  9147. },
  9148. phong: {
  9149. uniforms: mergeUniforms( [
  9150. UniformsLib.common,
  9151. UniformsLib.specularmap,
  9152. UniformsLib.envmap,
  9153. UniformsLib.aomap,
  9154. UniformsLib.lightmap,
  9155. UniformsLib.emissivemap,
  9156. UniformsLib.bumpmap,
  9157. UniformsLib.normalmap,
  9158. UniformsLib.displacementmap,
  9159. UniformsLib.fog,
  9160. UniformsLib.lights,
  9161. {
  9162. emissive: { value: new Color( 0x000000 ) },
  9163. specular: { value: new Color( 0x111111 ) },
  9164. shininess: { value: 30 }
  9165. }
  9166. ] ),
  9167. vertexShader: ShaderChunk.meshphong_vert,
  9168. fragmentShader: ShaderChunk.meshphong_frag
  9169. },
  9170. standard: {
  9171. uniforms: mergeUniforms( [
  9172. UniformsLib.common,
  9173. UniformsLib.envmap,
  9174. UniformsLib.aomap,
  9175. UniformsLib.lightmap,
  9176. UniformsLib.emissivemap,
  9177. UniformsLib.bumpmap,
  9178. UniformsLib.normalmap,
  9179. UniformsLib.displacementmap,
  9180. UniformsLib.roughnessmap,
  9181. UniformsLib.metalnessmap,
  9182. UniformsLib.fog,
  9183. UniformsLib.lights,
  9184. {
  9185. emissive: { value: new Color( 0x000000 ) },
  9186. roughness: { value: 1.0 },
  9187. metalness: { value: 0.0 },
  9188. envMapIntensity: { value: 1 } // temporary
  9189. }
  9190. ] ),
  9191. vertexShader: ShaderChunk.meshphysical_vert,
  9192. fragmentShader: ShaderChunk.meshphysical_frag
  9193. },
  9194. toon: {
  9195. uniforms: mergeUniforms( [
  9196. UniformsLib.common,
  9197. UniformsLib.specularmap,
  9198. UniformsLib.aomap,
  9199. UniformsLib.lightmap,
  9200. UniformsLib.emissivemap,
  9201. UniformsLib.bumpmap,
  9202. UniformsLib.normalmap,
  9203. UniformsLib.displacementmap,
  9204. UniformsLib.gradientmap,
  9205. UniformsLib.fog,
  9206. UniformsLib.lights,
  9207. {
  9208. emissive: { value: new Color( 0x000000 ) },
  9209. specular: { value: new Color( 0x111111 ) },
  9210. shininess: { value: 30 }
  9211. }
  9212. ] ),
  9213. vertexShader: ShaderChunk.meshtoon_vert,
  9214. fragmentShader: ShaderChunk.meshtoon_frag
  9215. },
  9216. matcap: {
  9217. uniforms: mergeUniforms( [
  9218. UniformsLib.common,
  9219. UniformsLib.bumpmap,
  9220. UniformsLib.normalmap,
  9221. UniformsLib.displacementmap,
  9222. UniformsLib.fog,
  9223. {
  9224. matcap: { value: null }
  9225. }
  9226. ] ),
  9227. vertexShader: ShaderChunk.meshmatcap_vert,
  9228. fragmentShader: ShaderChunk.meshmatcap_frag
  9229. },
  9230. points: {
  9231. uniforms: mergeUniforms( [
  9232. UniformsLib.points,
  9233. UniformsLib.fog
  9234. ] ),
  9235. vertexShader: ShaderChunk.points_vert,
  9236. fragmentShader: ShaderChunk.points_frag
  9237. },
  9238. dashed: {
  9239. uniforms: mergeUniforms( [
  9240. UniformsLib.common,
  9241. UniformsLib.fog,
  9242. {
  9243. scale: { value: 1 },
  9244. dashSize: { value: 1 },
  9245. totalSize: { value: 2 }
  9246. }
  9247. ] ),
  9248. vertexShader: ShaderChunk.linedashed_vert,
  9249. fragmentShader: ShaderChunk.linedashed_frag
  9250. },
  9251. depth: {
  9252. uniforms: mergeUniforms( [
  9253. UniformsLib.common,
  9254. UniformsLib.displacementmap
  9255. ] ),
  9256. vertexShader: ShaderChunk.depth_vert,
  9257. fragmentShader: ShaderChunk.depth_frag
  9258. },
  9259. normal: {
  9260. uniforms: mergeUniforms( [
  9261. UniformsLib.common,
  9262. UniformsLib.bumpmap,
  9263. UniformsLib.normalmap,
  9264. UniformsLib.displacementmap,
  9265. {
  9266. opacity: { value: 1.0 }
  9267. }
  9268. ] ),
  9269. vertexShader: ShaderChunk.normal_vert,
  9270. fragmentShader: ShaderChunk.normal_frag
  9271. },
  9272. sprite: {
  9273. uniforms: mergeUniforms( [
  9274. UniformsLib.sprite,
  9275. UniformsLib.fog
  9276. ] ),
  9277. vertexShader: ShaderChunk.sprite_vert,
  9278. fragmentShader: ShaderChunk.sprite_frag
  9279. },
  9280. background: {
  9281. uniforms: {
  9282. uvTransform: { value: new Matrix3() },
  9283. t2D: { value: null },
  9284. },
  9285. vertexShader: ShaderChunk.background_vert,
  9286. fragmentShader: ShaderChunk.background_frag
  9287. },
  9288. /* -------------------------------------------------------------------------
  9289. // Cube map shader
  9290. ------------------------------------------------------------------------- */
  9291. cube: {
  9292. uniforms: mergeUniforms( [
  9293. UniformsLib.envmap,
  9294. {
  9295. opacity: { value: 1.0 }
  9296. }
  9297. ] ),
  9298. vertexShader: ShaderChunk.cube_vert,
  9299. fragmentShader: ShaderChunk.cube_frag
  9300. },
  9301. equirect: {
  9302. uniforms: {
  9303. tEquirect: { value: null },
  9304. },
  9305. vertexShader: ShaderChunk.equirect_vert,
  9306. fragmentShader: ShaderChunk.equirect_frag
  9307. },
  9308. distanceRGBA: {
  9309. uniforms: mergeUniforms( [
  9310. UniformsLib.common,
  9311. UniformsLib.displacementmap,
  9312. {
  9313. referencePosition: { value: new Vector3() },
  9314. nearDistance: { value: 1 },
  9315. farDistance: { value: 1000 }
  9316. }
  9317. ] ),
  9318. vertexShader: ShaderChunk.distanceRGBA_vert,
  9319. fragmentShader: ShaderChunk.distanceRGBA_frag
  9320. },
  9321. shadow: {
  9322. uniforms: mergeUniforms( [
  9323. UniformsLib.lights,
  9324. UniformsLib.fog,
  9325. {
  9326. color: { value: new Color( 0x00000 ) },
  9327. opacity: { value: 1.0 }
  9328. } ] ),
  9329. vertexShader: ShaderChunk.shadow_vert,
  9330. fragmentShader: ShaderChunk.shadow_frag
  9331. }
  9332. };
  9333. ShaderLib.physical = {
  9334. uniforms: mergeUniforms( [
  9335. ShaderLib.standard.uniforms,
  9336. {
  9337. clearcoat: { value: 0 },
  9338. clearcoatMap: { value: null },
  9339. clearcoatRoughness: { value: 0 },
  9340. clearcoatRoughnessMap: { value: null },
  9341. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9342. clearcoatNormalMap: { value: null },
  9343. sheen: { value: new Color( 0x000000 ) },
  9344. transparency: { value: 0 },
  9345. }
  9346. ] ),
  9347. vertexShader: ShaderChunk.meshphysical_vert,
  9348. fragmentShader: ShaderChunk.meshphysical_frag
  9349. };
  9350. /**
  9351. * @author mrdoob / http://mrdoob.com/
  9352. */
  9353. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9354. var clearColor = new Color( 0x000000 );
  9355. var clearAlpha = 0;
  9356. var planeMesh;
  9357. var boxMesh;
  9358. var currentBackground = null;
  9359. var currentBackgroundVersion = 0;
  9360. var currentTonemapping = null;
  9361. function render( renderList, scene, camera, forceClear ) {
  9362. var background = scene.background;
  9363. // Ignore background in AR
  9364. // TODO: Reconsider this.
  9365. var xr = renderer.xr;
  9366. var session = xr.getSession && xr.getSession();
  9367. if ( session && session.environmentBlendMode === 'additive' ) {
  9368. background = null;
  9369. }
  9370. if ( background === null ) {
  9371. setClear( clearColor, clearAlpha );
  9372. } else if ( background && background.isColor ) {
  9373. setClear( background, 1 );
  9374. forceClear = true;
  9375. }
  9376. if ( renderer.autoClear || forceClear ) {
  9377. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9378. }
  9379. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9380. if ( boxMesh === undefined ) {
  9381. boxMesh = new Mesh(
  9382. new BoxBufferGeometry( 1, 1, 1 ),
  9383. new ShaderMaterial( {
  9384. type: 'BackgroundCubeMaterial',
  9385. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9386. vertexShader: ShaderLib.cube.vertexShader,
  9387. fragmentShader: ShaderLib.cube.fragmentShader,
  9388. side: BackSide,
  9389. depthTest: false,
  9390. depthWrite: false,
  9391. fog: false
  9392. } )
  9393. );
  9394. boxMesh.geometry.deleteAttribute( 'normal' );
  9395. boxMesh.geometry.deleteAttribute( 'uv' );
  9396. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9397. this.matrixWorld.copyPosition( camera.matrixWorld );
  9398. };
  9399. // enable code injection for non-built-in material
  9400. Object.defineProperty( boxMesh.material, 'envMap', {
  9401. get: function () {
  9402. return this.uniforms.envMap.value;
  9403. }
  9404. } );
  9405. objects.update( boxMesh );
  9406. }
  9407. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9408. boxMesh.material.uniforms.envMap.value = texture;
  9409. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9410. if ( currentBackground !== background ||
  9411. currentBackgroundVersion !== texture.version ||
  9412. currentTonemapping !== renderer.toneMapping ) {
  9413. boxMesh.material.needsUpdate = true;
  9414. currentBackground = background;
  9415. currentBackgroundVersion = texture.version;
  9416. currentTonemapping = renderer.toneMapping;
  9417. }
  9418. // push to the pre-sorted opaque render list
  9419. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9420. } else if ( background && background.isTexture ) {
  9421. if ( planeMesh === undefined ) {
  9422. planeMesh = new Mesh(
  9423. new PlaneBufferGeometry( 2, 2 ),
  9424. new ShaderMaterial( {
  9425. type: 'BackgroundMaterial',
  9426. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9427. vertexShader: ShaderLib.background.vertexShader,
  9428. fragmentShader: ShaderLib.background.fragmentShader,
  9429. side: FrontSide,
  9430. depthTest: false,
  9431. depthWrite: false,
  9432. fog: false
  9433. } )
  9434. );
  9435. planeMesh.geometry.deleteAttribute( 'normal' );
  9436. // enable code injection for non-built-in material
  9437. Object.defineProperty( planeMesh.material, 'map', {
  9438. get: function () {
  9439. return this.uniforms.t2D.value;
  9440. }
  9441. } );
  9442. objects.update( planeMesh );
  9443. }
  9444. planeMesh.material.uniforms.t2D.value = background;
  9445. if ( background.matrixAutoUpdate === true ) {
  9446. background.updateMatrix();
  9447. }
  9448. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9449. if ( currentBackground !== background ||
  9450. currentBackgroundVersion !== background.version ||
  9451. currentTonemapping !== renderer.toneMapping ) {
  9452. planeMesh.material.needsUpdate = true;
  9453. currentBackground = background;
  9454. currentBackgroundVersion = background.version;
  9455. currentTonemapping = renderer.toneMapping;
  9456. }
  9457. // push to the pre-sorted opaque render list
  9458. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9459. }
  9460. }
  9461. function setClear( color, alpha ) {
  9462. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9463. }
  9464. return {
  9465. getClearColor: function () {
  9466. return clearColor;
  9467. },
  9468. setClearColor: function ( color, alpha ) {
  9469. clearColor.set( color );
  9470. clearAlpha = alpha !== undefined ? alpha : 1;
  9471. setClear( clearColor, clearAlpha );
  9472. },
  9473. getClearAlpha: function () {
  9474. return clearAlpha;
  9475. },
  9476. setClearAlpha: function ( alpha ) {
  9477. clearAlpha = alpha;
  9478. setClear( clearColor, clearAlpha );
  9479. },
  9480. render: render
  9481. };
  9482. }
  9483. /**
  9484. * @author mrdoob / http://mrdoob.com/
  9485. */
  9486. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9487. var isWebGL2 = capabilities.isWebGL2;
  9488. var mode;
  9489. function setMode( value ) {
  9490. mode = value;
  9491. }
  9492. function render( start, count ) {
  9493. gl.drawArrays( mode, start, count );
  9494. info.update( count, mode );
  9495. }
  9496. function renderInstances( geometry, start, count, primcount ) {
  9497. if ( primcount === 0 ) { return; }
  9498. var extension, methodName;
  9499. if ( isWebGL2 ) {
  9500. extension = gl;
  9501. methodName = 'drawArraysInstanced';
  9502. } else {
  9503. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9504. methodName = 'drawArraysInstancedANGLE';
  9505. if ( extension === null ) {
  9506. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9507. return;
  9508. }
  9509. }
  9510. extension[ methodName ]( mode, start, count, primcount );
  9511. info.update( count, mode, primcount );
  9512. }
  9513. //
  9514. this.setMode = setMode;
  9515. this.render = render;
  9516. this.renderInstances = renderInstances;
  9517. }
  9518. /**
  9519. * @author mrdoob / http://mrdoob.com/
  9520. */
  9521. function WebGLCapabilities( gl, extensions, parameters ) {
  9522. var maxAnisotropy;
  9523. function getMaxAnisotropy() {
  9524. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9525. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9526. if ( extension !== null ) {
  9527. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9528. } else {
  9529. maxAnisotropy = 0;
  9530. }
  9531. return maxAnisotropy;
  9532. }
  9533. function getMaxPrecision( precision ) {
  9534. if ( precision === 'highp' ) {
  9535. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9536. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9537. return 'highp';
  9538. }
  9539. precision = 'mediump';
  9540. }
  9541. if ( precision === 'mediump' ) {
  9542. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9543. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9544. return 'mediump';
  9545. }
  9546. }
  9547. return 'lowp';
  9548. }
  9549. /* eslint-disable no-undef */
  9550. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9551. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9552. /* eslint-enable no-undef */
  9553. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9554. var maxPrecision = getMaxPrecision( precision );
  9555. if ( maxPrecision !== precision ) {
  9556. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9557. precision = maxPrecision;
  9558. }
  9559. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9560. var maxTextures = gl.getParameter( 34930 );
  9561. var maxVertexTextures = gl.getParameter( 35660 );
  9562. var maxTextureSize = gl.getParameter( 3379 );
  9563. var maxCubemapSize = gl.getParameter( 34076 );
  9564. var maxAttributes = gl.getParameter( 34921 );
  9565. var maxVertexUniforms = gl.getParameter( 36347 );
  9566. var maxVaryings = gl.getParameter( 36348 );
  9567. var maxFragmentUniforms = gl.getParameter( 36349 );
  9568. var vertexTextures = maxVertexTextures > 0;
  9569. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9570. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9571. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9572. return {
  9573. isWebGL2: isWebGL2,
  9574. getMaxAnisotropy: getMaxAnisotropy,
  9575. getMaxPrecision: getMaxPrecision,
  9576. precision: precision,
  9577. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9578. maxTextures: maxTextures,
  9579. maxVertexTextures: maxVertexTextures,
  9580. maxTextureSize: maxTextureSize,
  9581. maxCubemapSize: maxCubemapSize,
  9582. maxAttributes: maxAttributes,
  9583. maxVertexUniforms: maxVertexUniforms,
  9584. maxVaryings: maxVaryings,
  9585. maxFragmentUniforms: maxFragmentUniforms,
  9586. vertexTextures: vertexTextures,
  9587. floatFragmentTextures: floatFragmentTextures,
  9588. floatVertexTextures: floatVertexTextures,
  9589. maxSamples: maxSamples
  9590. };
  9591. }
  9592. /**
  9593. * @author tschw
  9594. */
  9595. function WebGLClipping() {
  9596. var scope = this,
  9597. globalState = null,
  9598. numGlobalPlanes = 0,
  9599. localClippingEnabled = false,
  9600. renderingShadows = false,
  9601. plane = new Plane(),
  9602. viewNormalMatrix = new Matrix3(),
  9603. uniform = { value: null, needsUpdate: false };
  9604. this.uniform = uniform;
  9605. this.numPlanes = 0;
  9606. this.numIntersection = 0;
  9607. this.init = function ( planes, enableLocalClipping, camera ) {
  9608. var enabled =
  9609. planes.length !== 0 ||
  9610. enableLocalClipping ||
  9611. // enable state of previous frame - the clipping code has to
  9612. // run another frame in order to reset the state:
  9613. numGlobalPlanes !== 0 ||
  9614. localClippingEnabled;
  9615. localClippingEnabled = enableLocalClipping;
  9616. globalState = projectPlanes( planes, camera, 0 );
  9617. numGlobalPlanes = planes.length;
  9618. return enabled;
  9619. };
  9620. this.beginShadows = function () {
  9621. renderingShadows = true;
  9622. projectPlanes( null );
  9623. };
  9624. this.endShadows = function () {
  9625. renderingShadows = false;
  9626. resetGlobalState();
  9627. };
  9628. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9629. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9630. // there's no local clipping
  9631. if ( renderingShadows ) {
  9632. // there's no global clipping
  9633. projectPlanes( null );
  9634. } else {
  9635. resetGlobalState();
  9636. }
  9637. } else {
  9638. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9639. lGlobal = nGlobal * 4,
  9640. dstArray = cache.clippingState || null;
  9641. uniform.value = dstArray; // ensure unique state
  9642. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9643. for ( var i = 0; i !== lGlobal; ++ i ) {
  9644. dstArray[ i ] = globalState[ i ];
  9645. }
  9646. cache.clippingState = dstArray;
  9647. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9648. this.numPlanes += nGlobal;
  9649. }
  9650. };
  9651. function resetGlobalState() {
  9652. if ( uniform.value !== globalState ) {
  9653. uniform.value = globalState;
  9654. uniform.needsUpdate = numGlobalPlanes > 0;
  9655. }
  9656. scope.numPlanes = numGlobalPlanes;
  9657. scope.numIntersection = 0;
  9658. }
  9659. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9660. var nPlanes = planes !== null ? planes.length : 0,
  9661. dstArray = null;
  9662. if ( nPlanes !== 0 ) {
  9663. dstArray = uniform.value;
  9664. if ( skipTransform !== true || dstArray === null ) {
  9665. var flatSize = dstOffset + nPlanes * 4,
  9666. viewMatrix = camera.matrixWorldInverse;
  9667. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9668. if ( dstArray === null || dstArray.length < flatSize ) {
  9669. dstArray = new Float32Array( flatSize );
  9670. }
  9671. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9672. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9673. plane.normal.toArray( dstArray, i4 );
  9674. dstArray[ i4 + 3 ] = plane.constant;
  9675. }
  9676. }
  9677. uniform.value = dstArray;
  9678. uniform.needsUpdate = true;
  9679. }
  9680. scope.numPlanes = nPlanes;
  9681. scope.numIntersection = 0;
  9682. return dstArray;
  9683. }
  9684. }
  9685. /**
  9686. * @author mrdoob / http://mrdoob.com/
  9687. */
  9688. function WebGLExtensions( gl ) {
  9689. var extensions = {};
  9690. return {
  9691. get: function ( name ) {
  9692. if ( extensions[ name ] !== undefined ) {
  9693. return extensions[ name ];
  9694. }
  9695. var extension;
  9696. switch ( name ) {
  9697. case 'WEBGL_depth_texture':
  9698. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9699. break;
  9700. case 'EXT_texture_filter_anisotropic':
  9701. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9702. break;
  9703. case 'WEBGL_compressed_texture_s3tc':
  9704. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9705. break;
  9706. case 'WEBGL_compressed_texture_pvrtc':
  9707. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9708. break;
  9709. default:
  9710. extension = gl.getExtension( name );
  9711. }
  9712. if ( extension === null ) {
  9713. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9714. }
  9715. extensions[ name ] = extension;
  9716. return extension;
  9717. }
  9718. };
  9719. }
  9720. /**
  9721. * @author mrdoob / http://mrdoob.com/
  9722. */
  9723. function WebGLGeometries( gl, attributes, info ) {
  9724. var geometries = new WeakMap();
  9725. var wireframeAttributes = new WeakMap();
  9726. function onGeometryDispose( event ) {
  9727. var geometry = event.target;
  9728. var buffergeometry = geometries.get( geometry );
  9729. if ( buffergeometry.index !== null ) {
  9730. attributes.remove( buffergeometry.index );
  9731. }
  9732. for ( var name in buffergeometry.attributes ) {
  9733. attributes.remove( buffergeometry.attributes[ name ] );
  9734. }
  9735. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9736. geometries.delete( geometry );
  9737. var attribute = wireframeAttributes.get( buffergeometry );
  9738. if ( attribute ) {
  9739. attributes.remove( attribute );
  9740. wireframeAttributes.delete( buffergeometry );
  9741. }
  9742. //
  9743. info.memory.geometries --;
  9744. }
  9745. function get( object, geometry ) {
  9746. var buffergeometry = geometries.get( geometry );
  9747. if ( buffergeometry ) { return buffergeometry; }
  9748. geometry.addEventListener( 'dispose', onGeometryDispose );
  9749. if ( geometry.isBufferGeometry ) {
  9750. buffergeometry = geometry;
  9751. } else if ( geometry.isGeometry ) {
  9752. if ( geometry._bufferGeometry === undefined ) {
  9753. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9754. }
  9755. buffergeometry = geometry._bufferGeometry;
  9756. }
  9757. geometries.set( geometry, buffergeometry );
  9758. info.memory.geometries ++;
  9759. return buffergeometry;
  9760. }
  9761. function update( geometry ) {
  9762. var index = geometry.index;
  9763. var geometryAttributes = geometry.attributes;
  9764. if ( index !== null ) {
  9765. attributes.update( index, 34963 );
  9766. }
  9767. for ( var name in geometryAttributes ) {
  9768. attributes.update( geometryAttributes[ name ], 34962 );
  9769. }
  9770. // morph targets
  9771. var morphAttributes = geometry.morphAttributes;
  9772. for ( var name in morphAttributes ) {
  9773. var array = morphAttributes[ name ];
  9774. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9775. attributes.update( array[ i ], 34962 );
  9776. }
  9777. }
  9778. }
  9779. function updateWireframeAttribute( geometry ) {
  9780. var indices = [];
  9781. var geometryIndex = geometry.index;
  9782. var geometryPosition = geometry.attributes.position;
  9783. var version = 0;
  9784. if ( geometryIndex !== null ) {
  9785. var array = geometryIndex.array;
  9786. version = geometryIndex.version;
  9787. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9788. var a = array[ i + 0 ];
  9789. var b = array[ i + 1 ];
  9790. var c = array[ i + 2 ];
  9791. indices.push( a, b, b, c, c, a );
  9792. }
  9793. } else {
  9794. var array = geometryPosition.array;
  9795. version = geometryPosition.version;
  9796. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9797. var a = i + 0;
  9798. var b = i + 1;
  9799. var c = i + 2;
  9800. indices.push( a, b, b, c, c, a );
  9801. }
  9802. }
  9803. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9804. attribute.version = version;
  9805. attributes.update( attribute, 34963 );
  9806. //
  9807. var previousAttribute = wireframeAttributes.get( geometry );
  9808. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9809. //
  9810. wireframeAttributes.set( geometry, attribute );
  9811. }
  9812. function getWireframeAttribute( geometry ) {
  9813. var currentAttribute = wireframeAttributes.get( geometry );
  9814. if ( currentAttribute ) {
  9815. var geometryIndex = geometry.index;
  9816. if ( geometryIndex !== null ) {
  9817. // if the attribute is obsolete, create a new one
  9818. if ( currentAttribute.version < geometryIndex.version ) {
  9819. updateWireframeAttribute( geometry );
  9820. }
  9821. }
  9822. } else {
  9823. updateWireframeAttribute( geometry );
  9824. }
  9825. return wireframeAttributes.get( geometry );
  9826. }
  9827. return {
  9828. get: get,
  9829. update: update,
  9830. getWireframeAttribute: getWireframeAttribute
  9831. };
  9832. }
  9833. /**
  9834. * @author mrdoob / http://mrdoob.com/
  9835. */
  9836. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9837. var isWebGL2 = capabilities.isWebGL2;
  9838. var mode;
  9839. function setMode( value ) {
  9840. mode = value;
  9841. }
  9842. var type, bytesPerElement;
  9843. function setIndex( value ) {
  9844. type = value.type;
  9845. bytesPerElement = value.bytesPerElement;
  9846. }
  9847. function render( start, count ) {
  9848. gl.drawElements( mode, count, type, start * bytesPerElement );
  9849. info.update( count, mode );
  9850. }
  9851. function renderInstances( geometry, start, count, primcount ) {
  9852. if ( primcount === 0 ) { return; }
  9853. var extension, methodName;
  9854. if ( isWebGL2 ) {
  9855. extension = gl;
  9856. methodName = 'drawElementsInstanced';
  9857. } else {
  9858. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9859. methodName = 'drawElementsInstancedANGLE';
  9860. if ( extension === null ) {
  9861. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9862. return;
  9863. }
  9864. }
  9865. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9866. info.update( count, mode, primcount );
  9867. }
  9868. //
  9869. this.setMode = setMode;
  9870. this.setIndex = setIndex;
  9871. this.render = render;
  9872. this.renderInstances = renderInstances;
  9873. }
  9874. /**
  9875. * @author Mugen87 / https://github.com/Mugen87
  9876. */
  9877. function WebGLInfo( gl ) {
  9878. var memory = {
  9879. geometries: 0,
  9880. textures: 0
  9881. };
  9882. var render = {
  9883. frame: 0,
  9884. calls: 0,
  9885. triangles: 0,
  9886. points: 0,
  9887. lines: 0
  9888. };
  9889. function update( count, mode, instanceCount ) {
  9890. instanceCount = instanceCount || 1;
  9891. render.calls ++;
  9892. switch ( mode ) {
  9893. case 4:
  9894. render.triangles += instanceCount * ( count / 3 );
  9895. break;
  9896. case 1:
  9897. render.lines += instanceCount * ( count / 2 );
  9898. break;
  9899. case 3:
  9900. render.lines += instanceCount * ( count - 1 );
  9901. break;
  9902. case 2:
  9903. render.lines += instanceCount * count;
  9904. break;
  9905. case 0:
  9906. render.points += instanceCount * count;
  9907. break;
  9908. default:
  9909. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9910. break;
  9911. }
  9912. }
  9913. function reset() {
  9914. render.frame ++;
  9915. render.calls = 0;
  9916. render.triangles = 0;
  9917. render.points = 0;
  9918. render.lines = 0;
  9919. }
  9920. return {
  9921. memory: memory,
  9922. render: render,
  9923. programs: null,
  9924. autoReset: true,
  9925. reset: reset,
  9926. update: update
  9927. };
  9928. }
  9929. /**
  9930. * @author mrdoob / http://mrdoob.com/
  9931. */
  9932. function absNumericalSort( a, b ) {
  9933. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9934. }
  9935. function WebGLMorphtargets( gl ) {
  9936. var influencesList = {};
  9937. var morphInfluences = new Float32Array( 8 );
  9938. function update( object, geometry, material, program ) {
  9939. var objectInfluences = object.morphTargetInfluences;
  9940. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9941. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9942. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9943. var influences = influencesList[ geometry.id ];
  9944. if ( influences === undefined ) {
  9945. // initialise list
  9946. influences = [];
  9947. for ( var i = 0; i < length; i ++ ) {
  9948. influences[ i ] = [ i, 0 ];
  9949. }
  9950. influencesList[ geometry.id ] = influences;
  9951. }
  9952. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9953. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9954. // Remove current morphAttributes
  9955. for ( var i = 0; i < length; i ++ ) {
  9956. var influence = influences[ i ];
  9957. if ( influence[ 1 ] !== 0 ) {
  9958. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9959. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9960. }
  9961. }
  9962. // Collect influences
  9963. for ( var i = 0; i < length; i ++ ) {
  9964. var influence = influences[ i ];
  9965. influence[ 0 ] = i;
  9966. influence[ 1 ] = objectInfluences[ i ];
  9967. }
  9968. influences.sort( absNumericalSort );
  9969. // Add morphAttributes
  9970. var morphInfluencesSum = 0;
  9971. for ( var i = 0; i < 8; i ++ ) {
  9972. var influence = influences[ i ];
  9973. if ( influence ) {
  9974. var index = influence[ 0 ];
  9975. var value = influence[ 1 ];
  9976. if ( value ) {
  9977. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9978. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9979. morphInfluences[ i ] = value;
  9980. morphInfluencesSum += value;
  9981. continue;
  9982. }
  9983. }
  9984. morphInfluences[ i ] = 0;
  9985. }
  9986. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9987. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9988. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9989. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9990. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9991. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9992. }
  9993. return {
  9994. update: update
  9995. };
  9996. }
  9997. /**
  9998. * @author mrdoob / http://mrdoob.com/
  9999. */
  10000. function WebGLObjects( gl, geometries, attributes, info ) {
  10001. var updateMap = new WeakMap();
  10002. function update( object ) {
  10003. var frame = info.render.frame;
  10004. var geometry = object.geometry;
  10005. var buffergeometry = geometries.get( object, geometry );
  10006. // Update once per frame
  10007. if ( updateMap.get( buffergeometry ) !== frame ) {
  10008. if ( geometry.isGeometry ) {
  10009. buffergeometry.updateFromObject( object );
  10010. }
  10011. geometries.update( buffergeometry );
  10012. updateMap.set( buffergeometry, frame );
  10013. }
  10014. if ( object.isInstancedMesh ) {
  10015. attributes.update( object.instanceMatrix, 34962 );
  10016. }
  10017. return buffergeometry;
  10018. }
  10019. function dispose() {
  10020. updateMap = new WeakMap();
  10021. }
  10022. return {
  10023. update: update,
  10024. dispose: dispose
  10025. };
  10026. }
  10027. /**
  10028. * @author mrdoob / http://mrdoob.com/
  10029. */
  10030. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10031. images = images !== undefined ? images : [];
  10032. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10033. format = format !== undefined ? format : RGBFormat;
  10034. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10035. this.flipY = false;
  10036. }
  10037. CubeTexture.prototype = Object.create( Texture.prototype );
  10038. CubeTexture.prototype.constructor = CubeTexture;
  10039. CubeTexture.prototype.isCubeTexture = true;
  10040. Object.defineProperty( CubeTexture.prototype, 'images', {
  10041. get: function () {
  10042. return this.image;
  10043. },
  10044. set: function ( value ) {
  10045. this.image = value;
  10046. }
  10047. } );
  10048. /**
  10049. * @author Takahiro https://github.com/takahirox
  10050. */
  10051. function DataTexture2DArray( data, width, height, depth ) {
  10052. Texture.call( this, null );
  10053. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10054. this.magFilter = NearestFilter;
  10055. this.minFilter = NearestFilter;
  10056. this.wrapR = ClampToEdgeWrapping;
  10057. this.generateMipmaps = false;
  10058. this.flipY = false;
  10059. this.needsUpdate = true;
  10060. }
  10061. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10062. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10063. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10064. /**
  10065. * @author Artur Trzesiok
  10066. */
  10067. function DataTexture3D( data, width, height, depth ) {
  10068. // We're going to add .setXXX() methods for setting properties later.
  10069. // Users can still set in DataTexture3D directly.
  10070. //
  10071. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  10072. // texture.anisotropy = 16;
  10073. //
  10074. // See #14839
  10075. Texture.call( this, null );
  10076. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10077. this.magFilter = NearestFilter;
  10078. this.minFilter = NearestFilter;
  10079. this.wrapR = ClampToEdgeWrapping;
  10080. this.generateMipmaps = false;
  10081. this.flipY = false;
  10082. this.needsUpdate = true;
  10083. }
  10084. DataTexture3D.prototype = Object.create( Texture.prototype );
  10085. DataTexture3D.prototype.constructor = DataTexture3D;
  10086. DataTexture3D.prototype.isDataTexture3D = true;
  10087. /**
  10088. * @author tschw
  10089. * @author Mugen87 / https://github.com/Mugen87
  10090. * @author mrdoob / http://mrdoob.com/
  10091. *
  10092. * Uniforms of a program.
  10093. * Those form a tree structure with a special top-level container for the root,
  10094. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10095. *
  10096. *
  10097. * Properties of inner nodes including the top-level container:
  10098. *
  10099. * .seq - array of nested uniforms
  10100. * .map - nested uniforms by name
  10101. *
  10102. *
  10103. * Methods of all nodes except the top-level container:
  10104. *
  10105. * .setValue( gl, value, [textures] )
  10106. *
  10107. * uploads a uniform value(s)
  10108. * the 'textures' parameter is needed for sampler uniforms
  10109. *
  10110. *
  10111. * Static methods of the top-level container (textures factorizations):
  10112. *
  10113. * .upload( gl, seq, values, textures )
  10114. *
  10115. * sets uniforms in 'seq' to 'values[id].value'
  10116. *
  10117. * .seqWithValue( seq, values ) : filteredSeq
  10118. *
  10119. * filters 'seq' entries with corresponding entry in values
  10120. *
  10121. *
  10122. * Methods of the top-level container (textures factorizations):
  10123. *
  10124. * .setValue( gl, name, value, textures )
  10125. *
  10126. * sets uniform with name 'name' to 'value'
  10127. *
  10128. * .setOptional( gl, obj, prop )
  10129. *
  10130. * like .set for an optional property of the object
  10131. *
  10132. */
  10133. var emptyTexture = new Texture();
  10134. var emptyTexture2dArray = new DataTexture2DArray();
  10135. var emptyTexture3d = new DataTexture3D();
  10136. var emptyCubeTexture = new CubeTexture();
  10137. // --- Utilities ---
  10138. // Array Caches (provide typed arrays for temporary by size)
  10139. var arrayCacheF32 = [];
  10140. var arrayCacheI32 = [];
  10141. // Float32Array caches used for uploading Matrix uniforms
  10142. var mat4array = new Float32Array( 16 );
  10143. var mat3array = new Float32Array( 9 );
  10144. var mat2array = new Float32Array( 4 );
  10145. // Flattening for arrays of vectors and matrices
  10146. function flatten( array, nBlocks, blockSize ) {
  10147. var firstElem = array[ 0 ];
  10148. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10149. // unoptimized: ! isNaN( firstElem )
  10150. // see http://jacksondunstan.com/articles/983
  10151. var n = nBlocks * blockSize,
  10152. r = arrayCacheF32[ n ];
  10153. if ( r === undefined ) {
  10154. r = new Float32Array( n );
  10155. arrayCacheF32[ n ] = r;
  10156. }
  10157. if ( nBlocks !== 0 ) {
  10158. firstElem.toArray( r, 0 );
  10159. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10160. offset += blockSize;
  10161. array[ i ].toArray( r, offset );
  10162. }
  10163. }
  10164. return r;
  10165. }
  10166. function arraysEqual( a, b ) {
  10167. if ( a.length !== b.length ) { return false; }
  10168. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10169. if ( a[ i ] !== b[ i ] ) { return false; }
  10170. }
  10171. return true;
  10172. }
  10173. function copyArray( a, b ) {
  10174. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10175. a[ i ] = b[ i ];
  10176. }
  10177. }
  10178. // Texture unit allocation
  10179. function allocTexUnits( textures, n ) {
  10180. var r = arrayCacheI32[ n ];
  10181. if ( r === undefined ) {
  10182. r = new Int32Array( n );
  10183. arrayCacheI32[ n ] = r;
  10184. }
  10185. for ( var i = 0; i !== n; ++ i )
  10186. { r[ i ] = textures.allocateTextureUnit(); }
  10187. return r;
  10188. }
  10189. // --- Setters ---
  10190. // Note: Defining these methods externally, because they come in a bunch
  10191. // and this way their names minify.
  10192. // Single scalar
  10193. function setValueV1f( gl, v ) {
  10194. var cache = this.cache;
  10195. if ( cache[ 0 ] === v ) { return; }
  10196. gl.uniform1f( this.addr, v );
  10197. cache[ 0 ] = v;
  10198. }
  10199. // Single float vector (from flat array or THREE.VectorN)
  10200. function setValueV2f( gl, v ) {
  10201. var cache = this.cache;
  10202. if ( v.x !== undefined ) {
  10203. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10204. gl.uniform2f( this.addr, v.x, v.y );
  10205. cache[ 0 ] = v.x;
  10206. cache[ 1 ] = v.y;
  10207. }
  10208. } else {
  10209. if ( arraysEqual( cache, v ) ) { return; }
  10210. gl.uniform2fv( this.addr, v );
  10211. copyArray( cache, v );
  10212. }
  10213. }
  10214. function setValueV3f( gl, v ) {
  10215. var cache = this.cache;
  10216. if ( v.x !== undefined ) {
  10217. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10218. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10219. cache[ 0 ] = v.x;
  10220. cache[ 1 ] = v.y;
  10221. cache[ 2 ] = v.z;
  10222. }
  10223. } else if ( v.r !== undefined ) {
  10224. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10225. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10226. cache[ 0 ] = v.r;
  10227. cache[ 1 ] = v.g;
  10228. cache[ 2 ] = v.b;
  10229. }
  10230. } else {
  10231. if ( arraysEqual( cache, v ) ) { return; }
  10232. gl.uniform3fv( this.addr, v );
  10233. copyArray( cache, v );
  10234. }
  10235. }
  10236. function setValueV4f( gl, v ) {
  10237. var cache = this.cache;
  10238. if ( v.x !== undefined ) {
  10239. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10240. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10241. cache[ 0 ] = v.x;
  10242. cache[ 1 ] = v.y;
  10243. cache[ 2 ] = v.z;
  10244. cache[ 3 ] = v.w;
  10245. }
  10246. } else {
  10247. if ( arraysEqual( cache, v ) ) { return; }
  10248. gl.uniform4fv( this.addr, v );
  10249. copyArray( cache, v );
  10250. }
  10251. }
  10252. // Single matrix (from flat array or MatrixN)
  10253. function setValueM2( gl, v ) {
  10254. var cache = this.cache;
  10255. var elements = v.elements;
  10256. if ( elements === undefined ) {
  10257. if ( arraysEqual( cache, v ) ) { return; }
  10258. gl.uniformMatrix2fv( this.addr, false, v );
  10259. copyArray( cache, v );
  10260. } else {
  10261. if ( arraysEqual( cache, elements ) ) { return; }
  10262. mat2array.set( elements );
  10263. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10264. copyArray( cache, elements );
  10265. }
  10266. }
  10267. function setValueM3( gl, v ) {
  10268. var cache = this.cache;
  10269. var elements = v.elements;
  10270. if ( elements === undefined ) {
  10271. if ( arraysEqual( cache, v ) ) { return; }
  10272. gl.uniformMatrix3fv( this.addr, false, v );
  10273. copyArray( cache, v );
  10274. } else {
  10275. if ( arraysEqual( cache, elements ) ) { return; }
  10276. mat3array.set( elements );
  10277. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10278. copyArray( cache, elements );
  10279. }
  10280. }
  10281. function setValueM4( gl, v ) {
  10282. var cache = this.cache;
  10283. var elements = v.elements;
  10284. if ( elements === undefined ) {
  10285. if ( arraysEqual( cache, v ) ) { return; }
  10286. gl.uniformMatrix4fv( this.addr, false, v );
  10287. copyArray( cache, v );
  10288. } else {
  10289. if ( arraysEqual( cache, elements ) ) { return; }
  10290. mat4array.set( elements );
  10291. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10292. copyArray( cache, elements );
  10293. }
  10294. }
  10295. // Single texture (2D / Cube)
  10296. function setValueT1( gl, v, textures ) {
  10297. var cache = this.cache;
  10298. var unit = textures.allocateTextureUnit();
  10299. if ( cache[ 0 ] !== unit ) {
  10300. gl.uniform1i( this.addr, unit );
  10301. cache[ 0 ] = unit;
  10302. }
  10303. textures.safeSetTexture2D( v || emptyTexture, unit );
  10304. }
  10305. function setValueT2DArray1( gl, v, textures ) {
  10306. var cache = this.cache;
  10307. var unit = textures.allocateTextureUnit();
  10308. if ( cache[ 0 ] !== unit ) {
  10309. gl.uniform1i( this.addr, unit );
  10310. cache[ 0 ] = unit;
  10311. }
  10312. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10313. }
  10314. function setValueT3D1( gl, v, textures ) {
  10315. var cache = this.cache;
  10316. var unit = textures.allocateTextureUnit();
  10317. if ( cache[ 0 ] !== unit ) {
  10318. gl.uniform1i( this.addr, unit );
  10319. cache[ 0 ] = unit;
  10320. }
  10321. textures.setTexture3D( v || emptyTexture3d, unit );
  10322. }
  10323. function setValueT6( gl, v, textures ) {
  10324. var cache = this.cache;
  10325. var unit = textures.allocateTextureUnit();
  10326. if ( cache[ 0 ] !== unit ) {
  10327. gl.uniform1i( this.addr, unit );
  10328. cache[ 0 ] = unit;
  10329. }
  10330. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10331. }
  10332. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10333. function setValueV1i( gl, v ) {
  10334. var cache = this.cache;
  10335. if ( cache[ 0 ] === v ) { return; }
  10336. gl.uniform1i( this.addr, v );
  10337. cache[ 0 ] = v;
  10338. }
  10339. function setValueV2i( gl, v ) {
  10340. var cache = this.cache;
  10341. if ( arraysEqual( cache, v ) ) { return; }
  10342. gl.uniform2iv( this.addr, v );
  10343. copyArray( cache, v );
  10344. }
  10345. function setValueV3i( gl, v ) {
  10346. var cache = this.cache;
  10347. if ( arraysEqual( cache, v ) ) { return; }
  10348. gl.uniform3iv( this.addr, v );
  10349. copyArray( cache, v );
  10350. }
  10351. function setValueV4i( gl, v ) {
  10352. var cache = this.cache;
  10353. if ( arraysEqual( cache, v ) ) { return; }
  10354. gl.uniform4iv( this.addr, v );
  10355. copyArray( cache, v );
  10356. }
  10357. // uint
  10358. function setValueV1ui( gl, v ) {
  10359. var cache = this.cache;
  10360. if ( cache[ 0 ] === v ) { return; }
  10361. gl.uniform1ui( this.addr, v );
  10362. cache[ 0 ] = v;
  10363. }
  10364. // Helper to pick the right setter for the singular case
  10365. function getSingularSetter( type ) {
  10366. switch ( type ) {
  10367. case 0x1406: return setValueV1f; // FLOAT
  10368. case 0x8b50: return setValueV2f; // _VEC2
  10369. case 0x8b51: return setValueV3f; // _VEC3
  10370. case 0x8b52: return setValueV4f; // _VEC4
  10371. case 0x8b5a: return setValueM2; // _MAT2
  10372. case 0x8b5b: return setValueM3; // _MAT3
  10373. case 0x8b5c: return setValueM4; // _MAT4
  10374. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10375. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10376. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10377. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10378. case 0x1405: return setValueV1ui; // UINT
  10379. case 0x8b5e: // SAMPLER_2D
  10380. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10381. case 0x8dca: // INT_SAMPLER_2D
  10382. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10383. case 0x8b62: // SAMPLER_2D_SHADOW
  10384. return setValueT1;
  10385. case 0x8b5f: // SAMPLER_3D
  10386. case 0x8dcb: // INT_SAMPLER_3D
  10387. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10388. return setValueT3D1;
  10389. case 0x8b60: // SAMPLER_CUBE
  10390. case 0x8dcc: // INT_SAMPLER_CUBE
  10391. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10392. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10393. return setValueT6;
  10394. case 0x8dc1: // SAMPLER_2D_ARRAY
  10395. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10396. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10397. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10398. return setValueT2DArray1;
  10399. }
  10400. }
  10401. // Array of scalars
  10402. function setValueV1fArray( gl, v ) {
  10403. gl.uniform1fv( this.addr, v );
  10404. }
  10405. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10406. function setValueV1iArray( gl, v ) {
  10407. gl.uniform1iv( this.addr, v );
  10408. }
  10409. function setValueV2iArray( gl, v ) {
  10410. gl.uniform2iv( this.addr, v );
  10411. }
  10412. function setValueV3iArray( gl, v ) {
  10413. gl.uniform3iv( this.addr, v );
  10414. }
  10415. function setValueV4iArray( gl, v ) {
  10416. gl.uniform4iv( this.addr, v );
  10417. }
  10418. // Array of vectors (flat or from THREE classes)
  10419. function setValueV2fArray( gl, v ) {
  10420. var data = flatten( v, this.size, 2 );
  10421. gl.uniform2fv( this.addr, data );
  10422. }
  10423. function setValueV3fArray( gl, v ) {
  10424. var data = flatten( v, this.size, 3 );
  10425. gl.uniform3fv( this.addr, data );
  10426. }
  10427. function setValueV4fArray( gl, v ) {
  10428. var data = flatten( v, this.size, 4 );
  10429. gl.uniform4fv( this.addr, data );
  10430. }
  10431. // Array of matrices (flat or from THREE clases)
  10432. function setValueM2Array( gl, v ) {
  10433. var data = flatten( v, this.size, 4 );
  10434. gl.uniformMatrix2fv( this.addr, false, data );
  10435. }
  10436. function setValueM3Array( gl, v ) {
  10437. var data = flatten( v, this.size, 9 );
  10438. gl.uniformMatrix3fv( this.addr, false, data );
  10439. }
  10440. function setValueM4Array( gl, v ) {
  10441. var data = flatten( v, this.size, 16 );
  10442. gl.uniformMatrix4fv( this.addr, false, data );
  10443. }
  10444. // Array of textures (2D / Cube)
  10445. function setValueT1Array( gl, v, textures ) {
  10446. var n = v.length;
  10447. var units = allocTexUnits( textures, n );
  10448. gl.uniform1iv( this.addr, units );
  10449. for ( var i = 0; i !== n; ++ i ) {
  10450. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10451. }
  10452. }
  10453. function setValueT6Array( gl, v, textures ) {
  10454. var n = v.length;
  10455. var units = allocTexUnits( textures, n );
  10456. gl.uniform1iv( this.addr, units );
  10457. for ( var i = 0; i !== n; ++ i ) {
  10458. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10459. }
  10460. }
  10461. // Helper to pick the right setter for a pure (bottom-level) array
  10462. function getPureArraySetter( type ) {
  10463. switch ( type ) {
  10464. case 0x1406: return setValueV1fArray; // FLOAT
  10465. case 0x8b50: return setValueV2fArray; // _VEC2
  10466. case 0x8b51: return setValueV3fArray; // _VEC3
  10467. case 0x8b52: return setValueV4fArray; // _VEC4
  10468. case 0x8b5a: return setValueM2Array; // _MAT2
  10469. case 0x8b5b: return setValueM3Array; // _MAT3
  10470. case 0x8b5c: return setValueM4Array; // _MAT4
  10471. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10472. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10473. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10474. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10475. case 0x8b5e: // SAMPLER_2D
  10476. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10477. case 0x8dca: // INT_SAMPLER_2D
  10478. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10479. case 0x8b62: // SAMPLER_2D_SHADOW
  10480. return setValueT1Array;
  10481. case 0x8b60: // SAMPLER_CUBE
  10482. case 0x8dcc: // INT_SAMPLER_CUBE
  10483. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10484. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10485. return setValueT6Array;
  10486. }
  10487. }
  10488. // --- Uniform Classes ---
  10489. function SingleUniform( id, activeInfo, addr ) {
  10490. this.id = id;
  10491. this.addr = addr;
  10492. this.cache = [];
  10493. this.setValue = getSingularSetter( activeInfo.type );
  10494. // this.path = activeInfo.name; // DEBUG
  10495. }
  10496. function PureArrayUniform( id, activeInfo, addr ) {
  10497. this.id = id;
  10498. this.addr = addr;
  10499. this.cache = [];
  10500. this.size = activeInfo.size;
  10501. this.setValue = getPureArraySetter( activeInfo.type );
  10502. // this.path = activeInfo.name; // DEBUG
  10503. }
  10504. PureArrayUniform.prototype.updateCache = function ( data ) {
  10505. var cache = this.cache;
  10506. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10507. this.cache = new Float32Array( data.length );
  10508. }
  10509. copyArray( cache, data );
  10510. };
  10511. function StructuredUniform( id ) {
  10512. this.id = id;
  10513. this.seq = [];
  10514. this.map = {};
  10515. }
  10516. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10517. var seq = this.seq;
  10518. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10519. var u = seq[ i ];
  10520. u.setValue( gl, value[ u.id ], textures );
  10521. }
  10522. };
  10523. // --- Top-level ---
  10524. // Parser - builds up the property tree from the path strings
  10525. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10526. // extracts
  10527. // - the identifier (member name or array index)
  10528. // - followed by an optional right bracket (found when array index)
  10529. // - followed by an optional left bracket or dot (type of subscript)
  10530. //
  10531. // Note: These portions can be read in a non-overlapping fashion and
  10532. // allow straightforward parsing of the hierarchy that WebGL encodes
  10533. // in the uniform names.
  10534. function addUniform( container, uniformObject ) {
  10535. container.seq.push( uniformObject );
  10536. container.map[ uniformObject.id ] = uniformObject;
  10537. }
  10538. function parseUniform( activeInfo, addr, container ) {
  10539. var path = activeInfo.name,
  10540. pathLength = path.length;
  10541. // reset RegExp object, because of the early exit of a previous run
  10542. RePathPart.lastIndex = 0;
  10543. while ( true ) {
  10544. var match = RePathPart.exec( path ),
  10545. matchEnd = RePathPart.lastIndex,
  10546. id = match[ 1 ],
  10547. idIsIndex = match[ 2 ] === ']',
  10548. subscript = match[ 3 ];
  10549. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10550. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10551. // bare name or "pure" bottom-level array "[0]" suffix
  10552. addUniform( container, subscript === undefined ?
  10553. new SingleUniform( id, activeInfo, addr ) :
  10554. new PureArrayUniform( id, activeInfo, addr ) );
  10555. break;
  10556. } else {
  10557. // step into inner node / create it in case it doesn't exist
  10558. var map = container.map, next = map[ id ];
  10559. if ( next === undefined ) {
  10560. next = new StructuredUniform( id );
  10561. addUniform( container, next );
  10562. }
  10563. container = next;
  10564. }
  10565. }
  10566. }
  10567. // Root Container
  10568. function WebGLUniforms( gl, program ) {
  10569. this.seq = [];
  10570. this.map = {};
  10571. var n = gl.getProgramParameter( program, 35718 );
  10572. for ( var i = 0; i < n; ++ i ) {
  10573. var info = gl.getActiveUniform( program, i ),
  10574. addr = gl.getUniformLocation( program, info.name );
  10575. parseUniform( info, addr, this );
  10576. }
  10577. }
  10578. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10579. var u = this.map[ name ];
  10580. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10581. };
  10582. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10583. var v = object[ name ];
  10584. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10585. };
  10586. // Static interface
  10587. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10588. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10589. var u = seq[ i ],
  10590. v = values[ u.id ];
  10591. if ( v.needsUpdate !== false ) {
  10592. // note: always updating when .needsUpdate is undefined
  10593. u.setValue( gl, v.value, textures );
  10594. }
  10595. }
  10596. };
  10597. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10598. var r = [];
  10599. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10600. var u = seq[ i ];
  10601. if ( u.id in values ) { r.push( u ); }
  10602. }
  10603. return r;
  10604. };
  10605. /**
  10606. * @author mrdoob / http://mrdoob.com/
  10607. */
  10608. function WebGLShader( gl, type, string ) {
  10609. var shader = gl.createShader( type );
  10610. gl.shaderSource( shader, string );
  10611. gl.compileShader( shader );
  10612. return shader;
  10613. }
  10614. /**
  10615. * @author mrdoob / http://mrdoob.com/
  10616. */
  10617. var programIdCount = 0;
  10618. function addLineNumbers( string ) {
  10619. var lines = string.split( '\n' );
  10620. for ( var i = 0; i < lines.length; i ++ ) {
  10621. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10622. }
  10623. return lines.join( '\n' );
  10624. }
  10625. function getEncodingComponents( encoding ) {
  10626. switch ( encoding ) {
  10627. case LinearEncoding:
  10628. return [ 'Linear', '( value )' ];
  10629. case sRGBEncoding:
  10630. return [ 'sRGB', '( value )' ];
  10631. case RGBEEncoding:
  10632. return [ 'RGBE', '( value )' ];
  10633. case RGBM7Encoding:
  10634. return [ 'RGBM', '( value, 7.0 )' ];
  10635. case RGBM16Encoding:
  10636. return [ 'RGBM', '( value, 16.0 )' ];
  10637. case RGBDEncoding:
  10638. return [ 'RGBD', '( value, 256.0 )' ];
  10639. case GammaEncoding:
  10640. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10641. case LogLuvEncoding:
  10642. return [ 'LogLuv', '( value )' ];
  10643. default:
  10644. throw new Error( 'unsupported encoding: ' + encoding );
  10645. }
  10646. }
  10647. function getShaderErrors( gl, shader, type ) {
  10648. var status = gl.getShaderParameter( shader, 35713 );
  10649. var log = gl.getShaderInfoLog( shader ).trim();
  10650. if ( status && log === '' ) { return ''; }
  10651. // --enable-privileged-webgl-extension
  10652. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10653. var source = gl.getShaderSource( shader );
  10654. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10655. }
  10656. function getTexelDecodingFunction( functionName, encoding ) {
  10657. var components = getEncodingComponents( encoding );
  10658. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10659. }
  10660. function getTexelEncodingFunction( functionName, encoding ) {
  10661. var components = getEncodingComponents( encoding );
  10662. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10663. }
  10664. function getToneMappingFunction( functionName, toneMapping ) {
  10665. var toneMappingName;
  10666. switch ( toneMapping ) {
  10667. case LinearToneMapping:
  10668. toneMappingName = 'Linear';
  10669. break;
  10670. case ReinhardToneMapping:
  10671. toneMappingName = 'Reinhard';
  10672. break;
  10673. case Uncharted2ToneMapping:
  10674. toneMappingName = 'Uncharted2';
  10675. break;
  10676. case CineonToneMapping:
  10677. toneMappingName = 'OptimizedCineon';
  10678. break;
  10679. case ACESFilmicToneMapping:
  10680. toneMappingName = 'ACESFilmic';
  10681. break;
  10682. default:
  10683. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10684. }
  10685. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10686. }
  10687. function generateExtensions( parameters ) {
  10688. var chunks = [
  10689. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10690. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10691. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10692. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10693. ];
  10694. return chunks.filter( filterEmptyLine ).join( '\n' );
  10695. }
  10696. function generateDefines( defines ) {
  10697. var chunks = [];
  10698. for ( var name in defines ) {
  10699. var value = defines[ name ];
  10700. if ( value === false ) { continue; }
  10701. chunks.push( '#define ' + name + ' ' + value );
  10702. }
  10703. return chunks.join( '\n' );
  10704. }
  10705. function fetchAttributeLocations( gl, program ) {
  10706. var attributes = {};
  10707. var n = gl.getProgramParameter( program, 35721 );
  10708. for ( var i = 0; i < n; i ++ ) {
  10709. var info = gl.getActiveAttrib( program, i );
  10710. var name = info.name;
  10711. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10712. attributes[ name ] = gl.getAttribLocation( program, name );
  10713. }
  10714. return attributes;
  10715. }
  10716. function filterEmptyLine( string ) {
  10717. return string !== '';
  10718. }
  10719. function replaceLightNums( string, parameters ) {
  10720. return string
  10721. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10722. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10723. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10724. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10725. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10726. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10727. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10728. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10729. }
  10730. function replaceClippingPlaneNums( string, parameters ) {
  10731. return string
  10732. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10733. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10734. }
  10735. // Resolve Includes
  10736. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10737. function resolveIncludes( string ) {
  10738. return string.replace( includePattern, includeReplacer );
  10739. }
  10740. function includeReplacer( match, include ) {
  10741. var string = ShaderChunk[ include ];
  10742. if ( string === undefined ) {
  10743. throw new Error( 'Can not resolve #include <' + include + '>' );
  10744. }
  10745. return resolveIncludes( string );
  10746. }
  10747. // Unroll Loops
  10748. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10749. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10750. function unrollLoops( string ) {
  10751. return string
  10752. .replace( unrollLoopPattern, loopReplacer )
  10753. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10754. }
  10755. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10756. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10757. return loopReplacer( match, start, end, snippet );
  10758. }
  10759. function loopReplacer( match, start, end, snippet ) {
  10760. var string = '';
  10761. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10762. string += snippet
  10763. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10764. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10765. }
  10766. return string;
  10767. }
  10768. //
  10769. function generatePrecision( parameters ) {
  10770. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10771. if ( parameters.precision === "highp" ) {
  10772. precisionstring += "\n#define HIGH_PRECISION";
  10773. } else if ( parameters.precision === "mediump" ) {
  10774. precisionstring += "\n#define MEDIUM_PRECISION";
  10775. } else if ( parameters.precision === "lowp" ) {
  10776. precisionstring += "\n#define LOW_PRECISION";
  10777. }
  10778. return precisionstring;
  10779. }
  10780. function generateShadowMapTypeDefine( parameters ) {
  10781. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10782. if ( parameters.shadowMapType === PCFShadowMap ) {
  10783. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10784. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10785. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10786. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10787. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10788. }
  10789. return shadowMapTypeDefine;
  10790. }
  10791. function generateEnvMapTypeDefine( parameters ) {
  10792. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10793. if ( parameters.envMap ) {
  10794. switch ( parameters.envMapMode ) {
  10795. case CubeReflectionMapping:
  10796. case CubeRefractionMapping:
  10797. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10798. break;
  10799. case CubeUVReflectionMapping:
  10800. case CubeUVRefractionMapping:
  10801. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10802. break;
  10803. case EquirectangularReflectionMapping:
  10804. case EquirectangularRefractionMapping:
  10805. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10806. break;
  10807. case SphericalReflectionMapping:
  10808. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10809. break;
  10810. }
  10811. }
  10812. return envMapTypeDefine;
  10813. }
  10814. function generateEnvMapModeDefine( parameters ) {
  10815. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10816. if ( parameters.envMap ) {
  10817. switch ( parameters.envMapMode ) {
  10818. case CubeRefractionMapping:
  10819. case EquirectangularRefractionMapping:
  10820. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10821. break;
  10822. }
  10823. }
  10824. return envMapModeDefine;
  10825. }
  10826. function generateEnvMapBlendingDefine( parameters ) {
  10827. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10828. if ( parameters.envMap ) {
  10829. switch ( parameters.combine ) {
  10830. case MultiplyOperation:
  10831. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10832. break;
  10833. case MixOperation:
  10834. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10835. break;
  10836. case AddOperation:
  10837. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10838. break;
  10839. }
  10840. }
  10841. return envMapBlendingDefine;
  10842. }
  10843. function WebGLProgram( renderer, cacheKey, parameters ) {
  10844. var gl = renderer.getContext();
  10845. var defines = parameters.defines;
  10846. var vertexShader = parameters.vertexShader;
  10847. var fragmentShader = parameters.fragmentShader;
  10848. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10849. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10850. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10851. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10852. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10853. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10854. var customDefines = generateDefines( defines );
  10855. var program = gl.createProgram();
  10856. var prefixVertex, prefixFragment;
  10857. if ( parameters.isRawShaderMaterial ) {
  10858. prefixVertex = [
  10859. customDefines
  10860. ].filter( filterEmptyLine ).join( '\n' );
  10861. if ( prefixVertex.length > 0 ) {
  10862. prefixVertex += '\n';
  10863. }
  10864. prefixFragment = [
  10865. customExtensions,
  10866. customDefines
  10867. ].filter( filterEmptyLine ).join( '\n' );
  10868. if ( prefixFragment.length > 0 ) {
  10869. prefixFragment += '\n';
  10870. }
  10871. } else {
  10872. prefixVertex = [
  10873. generatePrecision( parameters ),
  10874. '#define SHADER_NAME ' + parameters.shaderName,
  10875. customDefines,
  10876. parameters.instancing ? '#define USE_INSTANCING' : '',
  10877. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10878. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10879. '#define MAX_BONES ' + parameters.maxBones,
  10880. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10881. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10882. parameters.map ? '#define USE_MAP' : '',
  10883. parameters.envMap ? '#define USE_ENVMAP' : '',
  10884. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10885. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10886. parameters.aoMap ? '#define USE_AOMAP' : '',
  10887. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10888. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10889. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10890. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10891. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10892. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10893. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10894. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10895. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10896. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10897. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10898. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10899. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10900. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10901. parameters.vertexColors ? '#define USE_COLOR' : '',
  10902. parameters.vertexUvs ? '#define USE_UV' : '',
  10903. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10904. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10905. parameters.skinning ? '#define USE_SKINNING' : '',
  10906. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10907. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10908. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10909. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10910. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10911. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10912. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10913. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10914. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10915. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10916. 'uniform mat4 modelMatrix;',
  10917. 'uniform mat4 modelViewMatrix;',
  10918. 'uniform mat4 projectionMatrix;',
  10919. 'uniform mat4 viewMatrix;',
  10920. 'uniform mat3 normalMatrix;',
  10921. 'uniform vec3 cameraPosition;',
  10922. 'uniform bool isOrthographic;',
  10923. '#ifdef USE_INSTANCING',
  10924. ' attribute mat4 instanceMatrix;',
  10925. '#endif',
  10926. 'attribute vec3 position;',
  10927. 'attribute vec3 normal;',
  10928. 'attribute vec2 uv;',
  10929. '#ifdef USE_TANGENT',
  10930. ' attribute vec4 tangent;',
  10931. '#endif',
  10932. '#ifdef USE_COLOR',
  10933. ' attribute vec3 color;',
  10934. '#endif',
  10935. '#ifdef USE_MORPHTARGETS',
  10936. ' attribute vec3 morphTarget0;',
  10937. ' attribute vec3 morphTarget1;',
  10938. ' attribute vec3 morphTarget2;',
  10939. ' attribute vec3 morphTarget3;',
  10940. ' #ifdef USE_MORPHNORMALS',
  10941. ' attribute vec3 morphNormal0;',
  10942. ' attribute vec3 morphNormal1;',
  10943. ' attribute vec3 morphNormal2;',
  10944. ' attribute vec3 morphNormal3;',
  10945. ' #else',
  10946. ' attribute vec3 morphTarget4;',
  10947. ' attribute vec3 morphTarget5;',
  10948. ' attribute vec3 morphTarget6;',
  10949. ' attribute vec3 morphTarget7;',
  10950. ' #endif',
  10951. '#endif',
  10952. '#ifdef USE_SKINNING',
  10953. ' attribute vec4 skinIndex;',
  10954. ' attribute vec4 skinWeight;',
  10955. '#endif',
  10956. '\n'
  10957. ].filter( filterEmptyLine ).join( '\n' );
  10958. prefixFragment = [
  10959. customExtensions,
  10960. generatePrecision( parameters ),
  10961. '#define SHADER_NAME ' + parameters.shaderName,
  10962. customDefines,
  10963. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10964. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10965. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10966. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10967. parameters.map ? '#define USE_MAP' : '',
  10968. parameters.matcap ? '#define USE_MATCAP' : '',
  10969. parameters.envMap ? '#define USE_ENVMAP' : '',
  10970. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10971. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10972. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10973. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10974. parameters.aoMap ? '#define USE_AOMAP' : '',
  10975. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10976. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10977. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10978. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10979. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10980. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10981. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10982. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10983. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10984. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10985. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10986. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10987. parameters.sheen ? '#define USE_SHEEN' : '',
  10988. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10989. parameters.vertexColors ? '#define USE_COLOR' : '',
  10990. parameters.vertexUvs ? '#define USE_UV' : '',
  10991. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10992. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10993. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10994. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10995. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10996. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10997. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10998. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10999. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11000. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11001. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11002. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11003. 'uniform mat4 viewMatrix;',
  11004. 'uniform vec3 cameraPosition;',
  11005. 'uniform bool isOrthographic;',
  11006. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11007. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11008. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11009. parameters.dithering ? '#define DITHERING' : '',
  11010. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  11011. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  11012. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11013. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11014. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11015. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11016. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11017. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  11018. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11019. '\n'
  11020. ].filter( filterEmptyLine ).join( '\n' );
  11021. }
  11022. vertexShader = resolveIncludes( vertexShader );
  11023. vertexShader = replaceLightNums( vertexShader, parameters );
  11024. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11025. fragmentShader = resolveIncludes( fragmentShader );
  11026. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11027. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11028. vertexShader = unrollLoops( vertexShader );
  11029. fragmentShader = unrollLoops( fragmentShader );
  11030. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11031. var isGLSL3ShaderMaterial = false;
  11032. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11033. if ( parameters.isShaderMaterial &&
  11034. vertexShader.match( versionRegex ) !== null &&
  11035. fragmentShader.match( versionRegex ) !== null ) {
  11036. isGLSL3ShaderMaterial = true;
  11037. vertexShader = vertexShader.replace( versionRegex, '' );
  11038. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11039. }
  11040. // GLSL 3.0 conversion
  11041. prefixVertex = [
  11042. '#version 300 es\n',
  11043. '#define attribute in',
  11044. '#define varying out',
  11045. '#define texture2D texture'
  11046. ].join( '\n' ) + '\n' + prefixVertex;
  11047. prefixFragment = [
  11048. '#version 300 es\n',
  11049. '#define varying in',
  11050. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11051. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11052. '#define gl_FragDepthEXT gl_FragDepth',
  11053. '#define texture2D texture',
  11054. '#define textureCube texture',
  11055. '#define texture2DProj textureProj',
  11056. '#define texture2DLodEXT textureLod',
  11057. '#define texture2DProjLodEXT textureProjLod',
  11058. '#define textureCubeLodEXT textureLod',
  11059. '#define texture2DGradEXT textureGrad',
  11060. '#define texture2DProjGradEXT textureProjGrad',
  11061. '#define textureCubeGradEXT textureGrad'
  11062. ].join( '\n' ) + '\n' + prefixFragment;
  11063. }
  11064. var vertexGlsl = prefixVertex + vertexShader;
  11065. var fragmentGlsl = prefixFragment + fragmentShader;
  11066. // console.log( '*VERTEX*', vertexGlsl );
  11067. // console.log( '*FRAGMENT*', fragmentGlsl );
  11068. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11069. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11070. gl.attachShader( program, glVertexShader );
  11071. gl.attachShader( program, glFragmentShader );
  11072. // Force a particular attribute to index 0.
  11073. if ( parameters.index0AttributeName !== undefined ) {
  11074. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11075. } else if ( parameters.morphTargets === true ) {
  11076. // programs with morphTargets displace position out of attribute 0
  11077. gl.bindAttribLocation( program, 0, 'position' );
  11078. }
  11079. gl.linkProgram( program );
  11080. // check for link errors
  11081. if ( renderer.debug.checkShaderErrors ) {
  11082. var programLog = gl.getProgramInfoLog( program ).trim();
  11083. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11084. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11085. var runnable = true;
  11086. var haveDiagnostics = true;
  11087. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11088. runnable = false;
  11089. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11090. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11091. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11092. } else if ( programLog !== '' ) {
  11093. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11094. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11095. haveDiagnostics = false;
  11096. }
  11097. if ( haveDiagnostics ) {
  11098. this.diagnostics = {
  11099. runnable: runnable,
  11100. programLog: programLog,
  11101. vertexShader: {
  11102. log: vertexLog,
  11103. prefix: prefixVertex
  11104. },
  11105. fragmentShader: {
  11106. log: fragmentLog,
  11107. prefix: prefixFragment
  11108. }
  11109. };
  11110. }
  11111. }
  11112. // Clean up
  11113. // Crashes in iOS9 and iOS10. #18402
  11114. // gl.detachShader( program, glVertexShader );
  11115. // gl.detachShader( program, glFragmentShader );
  11116. gl.deleteShader( glVertexShader );
  11117. gl.deleteShader( glFragmentShader );
  11118. // set up caching for uniform locations
  11119. var cachedUniforms;
  11120. this.getUniforms = function () {
  11121. if ( cachedUniforms === undefined ) {
  11122. cachedUniforms = new WebGLUniforms( gl, program );
  11123. }
  11124. return cachedUniforms;
  11125. };
  11126. // set up caching for attribute locations
  11127. var cachedAttributes;
  11128. this.getAttributes = function () {
  11129. if ( cachedAttributes === undefined ) {
  11130. cachedAttributes = fetchAttributeLocations( gl, program );
  11131. }
  11132. return cachedAttributes;
  11133. };
  11134. // free resource
  11135. this.destroy = function () {
  11136. gl.deleteProgram( program );
  11137. this.program = undefined;
  11138. };
  11139. //
  11140. this.name = parameters.shaderName;
  11141. this.id = programIdCount ++;
  11142. this.cacheKey = cacheKey;
  11143. this.usedTimes = 1;
  11144. this.program = program;
  11145. this.vertexShader = glVertexShader;
  11146. this.fragmentShader = glFragmentShader;
  11147. return this;
  11148. }
  11149. /**
  11150. * @author mrdoob / http://mrdoob.com/
  11151. */
  11152. function WebGLPrograms( renderer, extensions, capabilities ) {
  11153. var programs = [];
  11154. var isWebGL2 = capabilities.isWebGL2;
  11155. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11156. var floatVertexTextures = capabilities.floatVertexTextures;
  11157. var precision = capabilities.precision;
  11158. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11159. var vertexTextures = capabilities.vertexTextures;
  11160. var shaderIDs = {
  11161. MeshDepthMaterial: 'depth',
  11162. MeshDistanceMaterial: 'distanceRGBA',
  11163. MeshNormalMaterial: 'normal',
  11164. MeshBasicMaterial: 'basic',
  11165. MeshLambertMaterial: 'lambert',
  11166. MeshPhongMaterial: 'phong',
  11167. MeshToonMaterial: 'toon',
  11168. MeshStandardMaterial: 'physical',
  11169. MeshPhysicalMaterial: 'physical',
  11170. MeshMatcapMaterial: 'matcap',
  11171. LineBasicMaterial: 'basic',
  11172. LineDashedMaterial: 'dashed',
  11173. PointsMaterial: 'points',
  11174. ShadowMaterial: 'shadow',
  11175. SpriteMaterial: 'sprite'
  11176. };
  11177. var parameterNames = [
  11178. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11179. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11180. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11181. "roughnessMap", "metalnessMap", "gradientMap",
  11182. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11183. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11184. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11185. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11186. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11187. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11188. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11189. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11190. "sheen"
  11191. ];
  11192. function getShaderObject( material, shaderID ) {
  11193. var shaderobject;
  11194. if ( shaderID ) {
  11195. var shader = ShaderLib[ shaderID ];
  11196. shaderobject = {
  11197. name: material.type,
  11198. uniforms: UniformsUtils.clone( shader.uniforms ),
  11199. vertexShader: shader.vertexShader,
  11200. fragmentShader: shader.fragmentShader
  11201. };
  11202. } else {
  11203. shaderobject = {
  11204. name: material.type,
  11205. uniforms: material.uniforms,
  11206. vertexShader: material.vertexShader,
  11207. fragmentShader: material.fragmentShader
  11208. };
  11209. }
  11210. return shaderobject;
  11211. }
  11212. function allocateBones( object ) {
  11213. var skeleton = object.skeleton;
  11214. var bones = skeleton.bones;
  11215. if ( floatVertexTextures ) {
  11216. return 1024;
  11217. } else {
  11218. // default for when object is not specified
  11219. // ( for example when prebuilding shader to be used with multiple objects )
  11220. //
  11221. // - leave some extra space for other uniforms
  11222. // - limit here is ANGLE's 254 max uniform vectors
  11223. // (up to 54 should be safe)
  11224. var nVertexUniforms = maxVertexUniforms;
  11225. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11226. var maxBones = Math.min( nVertexMatrices, bones.length );
  11227. if ( maxBones < bones.length ) {
  11228. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11229. return 0;
  11230. }
  11231. return maxBones;
  11232. }
  11233. }
  11234. function getTextureEncodingFromMap( map ) {
  11235. var encoding;
  11236. if ( ! map ) {
  11237. encoding = LinearEncoding;
  11238. } else if ( map.isTexture ) {
  11239. encoding = map.encoding;
  11240. } else if ( map.isWebGLRenderTarget ) {
  11241. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11242. encoding = map.texture.encoding;
  11243. }
  11244. return encoding;
  11245. }
  11246. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11247. var fog = scene.fog;
  11248. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11249. var envMap = material.envMap || environment;
  11250. var shaderID = shaderIDs[ material.type ];
  11251. // heuristics to create shader parameters according to lights in the scene
  11252. // (not to blow over maxLights budget)
  11253. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11254. if ( material.precision !== null ) {
  11255. precision = capabilities.getMaxPrecision( material.precision );
  11256. if ( precision !== material.precision ) {
  11257. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11258. }
  11259. }
  11260. var shaderobject = getShaderObject( material, shaderID );
  11261. material.onBeforeCompile( shaderobject, renderer );
  11262. var currentRenderTarget = renderer.getRenderTarget();
  11263. var parameters = {
  11264. isWebGL2: isWebGL2,
  11265. shaderID: shaderID,
  11266. shaderName: shaderobject.name,
  11267. uniforms: shaderobject.uniforms,
  11268. vertexShader: shaderobject.vertexShader,
  11269. fragmentShader: shaderobject.fragmentShader,
  11270. defines: material.defines,
  11271. isRawShaderMaterial: material.isRawShaderMaterial,
  11272. isShaderMaterial: material.isShaderMaterial,
  11273. precision: precision,
  11274. instancing: object.isInstancedMesh === true,
  11275. supportsVertexTextures: vertexTextures,
  11276. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11277. map: !! material.map,
  11278. mapEncoding: getTextureEncodingFromMap( material.map ),
  11279. matcap: !! material.matcap,
  11280. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11281. envMap: !! envMap,
  11282. envMapMode: envMap && envMap.mapping,
  11283. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11284. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11285. lightMap: !! material.lightMap,
  11286. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11287. aoMap: !! material.aoMap,
  11288. emissiveMap: !! material.emissiveMap,
  11289. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11290. bumpMap: !! material.bumpMap,
  11291. normalMap: !! material.normalMap,
  11292. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11293. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11294. clearcoatMap: !! material.clearcoatMap,
  11295. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11296. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11297. displacementMap: !! material.displacementMap,
  11298. roughnessMap: !! material.roughnessMap,
  11299. metalnessMap: !! material.metalnessMap,
  11300. specularMap: !! material.specularMap,
  11301. alphaMap: !! material.alphaMap,
  11302. gradientMap: !! material.gradientMap,
  11303. sheen: !! material.sheen,
  11304. combine: material.combine,
  11305. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11306. vertexColors: material.vertexColors,
  11307. 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,
  11308. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11309. fog: !! fog,
  11310. useFog: material.fog,
  11311. fogExp2: ( fog && fog.isFogExp2 ),
  11312. flatShading: material.flatShading,
  11313. sizeAttenuation: material.sizeAttenuation,
  11314. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11315. skinning: material.skinning && maxBones > 0,
  11316. maxBones: maxBones,
  11317. useVertexTexture: floatVertexTextures,
  11318. morphTargets: material.morphTargets,
  11319. morphNormals: material.morphNormals,
  11320. maxMorphTargets: renderer.maxMorphTargets,
  11321. maxMorphNormals: renderer.maxMorphNormals,
  11322. numDirLights: lights.directional.length,
  11323. numPointLights: lights.point.length,
  11324. numSpotLights: lights.spot.length,
  11325. numRectAreaLights: lights.rectArea.length,
  11326. numHemiLights: lights.hemi.length,
  11327. numDirLightShadows: lights.directionalShadowMap.length,
  11328. numPointLightShadows: lights.pointShadowMap.length,
  11329. numSpotLightShadows: lights.spotShadowMap.length,
  11330. numClippingPlanes: nClipPlanes,
  11331. numClipIntersection: nClipIntersection,
  11332. dithering: material.dithering,
  11333. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11334. shadowMapType: renderer.shadowMap.type,
  11335. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11336. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11337. premultipliedAlpha: material.premultipliedAlpha,
  11338. alphaTest: material.alphaTest,
  11339. doubleSided: material.side === DoubleSide,
  11340. flipSided: material.side === BackSide,
  11341. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11342. index0AttributeName: material.index0AttributeName,
  11343. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11344. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11345. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11346. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11347. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11348. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11349. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11350. onBeforeCompile: material.onBeforeCompile
  11351. };
  11352. return parameters;
  11353. };
  11354. this.getProgramCacheKey = function ( parameters ) {
  11355. var array = [];
  11356. if ( parameters.shaderID ) {
  11357. array.push( parameters.shaderID );
  11358. } else {
  11359. array.push( parameters.fragmentShader );
  11360. array.push( parameters.vertexShader );
  11361. }
  11362. if ( parameters.defines !== undefined ) {
  11363. for ( var name in parameters.defines ) {
  11364. array.push( name );
  11365. array.push( parameters.defines[ name ] );
  11366. }
  11367. }
  11368. if ( parameters.isRawShaderMaterial === undefined ) {
  11369. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11370. array.push( parameters[ parameterNames[ i ] ] );
  11371. }
  11372. array.push( renderer.outputEncoding );
  11373. array.push( renderer.gammaFactor );
  11374. }
  11375. array.push( parameters.onBeforeCompile.toString() );
  11376. return array.join();
  11377. };
  11378. this.acquireProgram = function ( parameters, cacheKey ) {
  11379. var program;
  11380. // Check if code has been already compiled
  11381. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11382. var preexistingProgram = programs[ p ];
  11383. if ( preexistingProgram.cacheKey === cacheKey ) {
  11384. program = preexistingProgram;
  11385. ++ program.usedTimes;
  11386. break;
  11387. }
  11388. }
  11389. if ( program === undefined ) {
  11390. program = new WebGLProgram( renderer, cacheKey, parameters );
  11391. programs.push( program );
  11392. }
  11393. return program;
  11394. };
  11395. this.releaseProgram = function ( program ) {
  11396. if ( -- program.usedTimes === 0 ) {
  11397. // Remove from unordered set
  11398. var i = programs.indexOf( program );
  11399. programs[ i ] = programs[ programs.length - 1 ];
  11400. programs.pop();
  11401. // Free WebGL resources
  11402. program.destroy();
  11403. }
  11404. };
  11405. // Exposed for resource monitoring & error feedback via renderer.info:
  11406. this.programs = programs;
  11407. }
  11408. /**
  11409. * @author fordacious / fordacious.github.io
  11410. */
  11411. function WebGLProperties() {
  11412. var properties = new WeakMap();
  11413. function get( object ) {
  11414. var map = properties.get( object );
  11415. if ( map === undefined ) {
  11416. map = {};
  11417. properties.set( object, map );
  11418. }
  11419. return map;
  11420. }
  11421. function remove( object ) {
  11422. properties.delete( object );
  11423. }
  11424. function update( object, key, value ) {
  11425. properties.get( object )[ key ] = value;
  11426. }
  11427. function dispose() {
  11428. properties = new WeakMap();
  11429. }
  11430. return {
  11431. get: get,
  11432. remove: remove,
  11433. update: update,
  11434. dispose: dispose
  11435. };
  11436. }
  11437. /**
  11438. * @author mrdoob / http://mrdoob.com/
  11439. */
  11440. function painterSortStable( a, b ) {
  11441. if ( a.groupOrder !== b.groupOrder ) {
  11442. return a.groupOrder - b.groupOrder;
  11443. } else if ( a.renderOrder !== b.renderOrder ) {
  11444. return a.renderOrder - b.renderOrder;
  11445. } else if ( a.program !== b.program ) {
  11446. return a.program.id - b.program.id;
  11447. } else if ( a.material.id !== b.material.id ) {
  11448. return a.material.id - b.material.id;
  11449. } else if ( a.z !== b.z ) {
  11450. return a.z - b.z;
  11451. } else {
  11452. return a.id - b.id;
  11453. }
  11454. }
  11455. function reversePainterSortStable( a, b ) {
  11456. if ( a.groupOrder !== b.groupOrder ) {
  11457. return a.groupOrder - b.groupOrder;
  11458. } else if ( a.renderOrder !== b.renderOrder ) {
  11459. return a.renderOrder - b.renderOrder;
  11460. } else if ( a.z !== b.z ) {
  11461. return b.z - a.z;
  11462. } else {
  11463. return a.id - b.id;
  11464. }
  11465. }
  11466. function WebGLRenderList() {
  11467. var renderItems = [];
  11468. var renderItemsIndex = 0;
  11469. var opaque = [];
  11470. var transparent = [];
  11471. var defaultProgram = { id: - 1 };
  11472. function init() {
  11473. renderItemsIndex = 0;
  11474. opaque.length = 0;
  11475. transparent.length = 0;
  11476. }
  11477. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11478. var renderItem = renderItems[ renderItemsIndex ];
  11479. if ( renderItem === undefined ) {
  11480. renderItem = {
  11481. id: object.id,
  11482. object: object,
  11483. geometry: geometry,
  11484. material: material,
  11485. program: material.program || defaultProgram,
  11486. groupOrder: groupOrder,
  11487. renderOrder: object.renderOrder,
  11488. z: z,
  11489. group: group
  11490. };
  11491. renderItems[ renderItemsIndex ] = renderItem;
  11492. } else {
  11493. renderItem.id = object.id;
  11494. renderItem.object = object;
  11495. renderItem.geometry = geometry;
  11496. renderItem.material = material;
  11497. renderItem.program = material.program || defaultProgram;
  11498. renderItem.groupOrder = groupOrder;
  11499. renderItem.renderOrder = object.renderOrder;
  11500. renderItem.z = z;
  11501. renderItem.group = group;
  11502. }
  11503. renderItemsIndex ++;
  11504. return renderItem;
  11505. }
  11506. function push( object, geometry, material, groupOrder, z, group ) {
  11507. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11508. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11509. }
  11510. function unshift( object, geometry, material, groupOrder, z, group ) {
  11511. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11512. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11513. }
  11514. function sort( customOpaqueSort, customTransparentSort ) {
  11515. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11516. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11517. }
  11518. function finish() {
  11519. // Clear references from inactive renderItems in the list
  11520. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11521. var renderItem = renderItems[ i ];
  11522. if ( renderItem.id === null ) { break; }
  11523. renderItem.id = null;
  11524. renderItem.object = null;
  11525. renderItem.geometry = null;
  11526. renderItem.material = null;
  11527. renderItem.program = null;
  11528. renderItem.group = null;
  11529. }
  11530. }
  11531. return {
  11532. opaque: opaque,
  11533. transparent: transparent,
  11534. init: init,
  11535. push: push,
  11536. unshift: unshift,
  11537. finish: finish,
  11538. sort: sort
  11539. };
  11540. }
  11541. function WebGLRenderLists() {
  11542. var lists = new WeakMap();
  11543. function onSceneDispose( event ) {
  11544. var scene = event.target;
  11545. scene.removeEventListener( 'dispose', onSceneDispose );
  11546. lists.delete( scene );
  11547. }
  11548. function get( scene, camera ) {
  11549. var cameras = lists.get( scene );
  11550. var list;
  11551. if ( cameras === undefined ) {
  11552. list = new WebGLRenderList();
  11553. lists.set( scene, new WeakMap() );
  11554. lists.get( scene ).set( camera, list );
  11555. scene.addEventListener( 'dispose', onSceneDispose );
  11556. } else {
  11557. list = cameras.get( camera );
  11558. if ( list === undefined ) {
  11559. list = new WebGLRenderList();
  11560. cameras.set( camera, list );
  11561. }
  11562. }
  11563. return list;
  11564. }
  11565. function dispose() {
  11566. lists = new WeakMap();
  11567. }
  11568. return {
  11569. get: get,
  11570. dispose: dispose
  11571. };
  11572. }
  11573. /**
  11574. * @author mrdoob / http://mrdoob.com/
  11575. */
  11576. function UniformsCache() {
  11577. var lights = {};
  11578. return {
  11579. get: function ( light ) {
  11580. if ( lights[ light.id ] !== undefined ) {
  11581. return lights[ light.id ];
  11582. }
  11583. var uniforms;
  11584. switch ( light.type ) {
  11585. case 'DirectionalLight':
  11586. uniforms = {
  11587. direction: new Vector3(),
  11588. color: new Color()
  11589. };
  11590. break;
  11591. case 'SpotLight':
  11592. uniforms = {
  11593. position: new Vector3(),
  11594. direction: new Vector3(),
  11595. color: new Color(),
  11596. distance: 0,
  11597. coneCos: 0,
  11598. penumbraCos: 0,
  11599. decay: 0
  11600. };
  11601. break;
  11602. case 'PointLight':
  11603. uniforms = {
  11604. position: new Vector3(),
  11605. color: new Color(),
  11606. distance: 0,
  11607. decay: 0
  11608. };
  11609. break;
  11610. case 'HemisphereLight':
  11611. uniforms = {
  11612. direction: new Vector3(),
  11613. skyColor: new Color(),
  11614. groundColor: new Color()
  11615. };
  11616. break;
  11617. case 'RectAreaLight':
  11618. uniforms = {
  11619. color: new Color(),
  11620. position: new Vector3(),
  11621. halfWidth: new Vector3(),
  11622. halfHeight: new Vector3()
  11623. };
  11624. break;
  11625. }
  11626. lights[ light.id ] = uniforms;
  11627. return uniforms;
  11628. }
  11629. };
  11630. }
  11631. function ShadowUniformsCache() {
  11632. var lights = {};
  11633. return {
  11634. get: function ( light ) {
  11635. if ( lights[ light.id ] !== undefined ) {
  11636. return lights[ light.id ];
  11637. }
  11638. var uniforms;
  11639. switch ( light.type ) {
  11640. case 'DirectionalLight':
  11641. uniforms = {
  11642. shadowBias: 0,
  11643. shadowRadius: 1,
  11644. shadowMapSize: new Vector2()
  11645. };
  11646. break;
  11647. case 'SpotLight':
  11648. uniforms = {
  11649. shadowBias: 0,
  11650. shadowRadius: 1,
  11651. shadowMapSize: new Vector2()
  11652. };
  11653. break;
  11654. case 'PointLight':
  11655. uniforms = {
  11656. shadowBias: 0,
  11657. shadowRadius: 1,
  11658. shadowMapSize: new Vector2(),
  11659. shadowCameraNear: 1,
  11660. shadowCameraFar: 1000
  11661. };
  11662. break;
  11663. // TODO (abelnation): set RectAreaLight shadow uniforms
  11664. }
  11665. lights[ light.id ] = uniforms;
  11666. return uniforms;
  11667. }
  11668. };
  11669. }
  11670. var nextVersion = 0;
  11671. function shadowCastingLightsFirst( lightA, lightB ) {
  11672. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11673. }
  11674. function WebGLLights() {
  11675. var cache = new UniformsCache();
  11676. var shadowCache = ShadowUniformsCache();
  11677. var state = {
  11678. version: 0,
  11679. hash: {
  11680. directionalLength: - 1,
  11681. pointLength: - 1,
  11682. spotLength: - 1,
  11683. rectAreaLength: - 1,
  11684. hemiLength: - 1,
  11685. numDirectionalShadows: - 1,
  11686. numPointShadows: - 1,
  11687. numSpotShadows: - 1
  11688. },
  11689. ambient: [ 0, 0, 0 ],
  11690. probe: [],
  11691. directional: [],
  11692. directionalShadow: [],
  11693. directionalShadowMap: [],
  11694. directionalShadowMatrix: [],
  11695. spot: [],
  11696. spotShadow: [],
  11697. spotShadowMap: [],
  11698. spotShadowMatrix: [],
  11699. rectArea: [],
  11700. point: [],
  11701. pointShadow: [],
  11702. pointShadowMap: [],
  11703. pointShadowMatrix: [],
  11704. hemi: []
  11705. };
  11706. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11707. var vector3 = new Vector3();
  11708. var matrix4 = new Matrix4();
  11709. var matrix42 = new Matrix4();
  11710. function setup( lights, shadows, camera ) {
  11711. var r = 0, g = 0, b = 0;
  11712. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11713. var directionalLength = 0;
  11714. var pointLength = 0;
  11715. var spotLength = 0;
  11716. var rectAreaLength = 0;
  11717. var hemiLength = 0;
  11718. var numDirectionalShadows = 0;
  11719. var numPointShadows = 0;
  11720. var numSpotShadows = 0;
  11721. var viewMatrix = camera.matrixWorldInverse;
  11722. lights.sort( shadowCastingLightsFirst );
  11723. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11724. var light = lights[ i ];
  11725. var color = light.color;
  11726. var intensity = light.intensity;
  11727. var distance = light.distance;
  11728. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11729. if ( light.isAmbientLight ) {
  11730. r += color.r * intensity;
  11731. g += color.g * intensity;
  11732. b += color.b * intensity;
  11733. } else if ( light.isLightProbe ) {
  11734. for ( var j = 0; j < 9; j ++ ) {
  11735. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11736. }
  11737. } else if ( light.isDirectionalLight ) {
  11738. var uniforms = cache.get( light );
  11739. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11740. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11741. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11742. uniforms.direction.sub( vector3 );
  11743. uniforms.direction.transformDirection( viewMatrix );
  11744. if ( light.castShadow ) {
  11745. var shadow = light.shadow;
  11746. var shadowUniforms = shadowCache.get( light );
  11747. shadowUniforms.shadowBias = shadow.bias;
  11748. shadowUniforms.shadowRadius = shadow.radius;
  11749. shadowUniforms.shadowMapSize = shadow.mapSize;
  11750. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11751. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11752. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11753. numDirectionalShadows ++;
  11754. }
  11755. state.directional[ directionalLength ] = uniforms;
  11756. directionalLength ++;
  11757. } else if ( light.isSpotLight ) {
  11758. var uniforms = cache.get( light );
  11759. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11760. uniforms.position.applyMatrix4( viewMatrix );
  11761. uniforms.color.copy( color ).multiplyScalar( intensity );
  11762. uniforms.distance = distance;
  11763. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11764. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11765. uniforms.direction.sub( vector3 );
  11766. uniforms.direction.transformDirection( viewMatrix );
  11767. uniforms.coneCos = Math.cos( light.angle );
  11768. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11769. uniforms.decay = light.decay;
  11770. if ( light.castShadow ) {
  11771. var shadow = light.shadow;
  11772. var shadowUniforms = shadowCache.get( light );
  11773. shadowUniforms.shadowBias = shadow.bias;
  11774. shadowUniforms.shadowRadius = shadow.radius;
  11775. shadowUniforms.shadowMapSize = shadow.mapSize;
  11776. state.spotShadow[ spotLength ] = shadowUniforms;
  11777. state.spotShadowMap[ spotLength ] = shadowMap;
  11778. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11779. numSpotShadows ++;
  11780. }
  11781. state.spot[ spotLength ] = uniforms;
  11782. spotLength ++;
  11783. } else if ( light.isRectAreaLight ) {
  11784. var uniforms = cache.get( light );
  11785. // (a) intensity is the total visible light emitted
  11786. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11787. // (b) intensity is the brightness of the light
  11788. uniforms.color.copy( color ).multiplyScalar( intensity );
  11789. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11790. uniforms.position.applyMatrix4( viewMatrix );
  11791. // extract local rotation of light to derive width/height half vectors
  11792. matrix42.identity();
  11793. matrix4.copy( light.matrixWorld );
  11794. matrix4.premultiply( viewMatrix );
  11795. matrix42.extractRotation( matrix4 );
  11796. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11797. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11798. uniforms.halfWidth.applyMatrix4( matrix42 );
  11799. uniforms.halfHeight.applyMatrix4( matrix42 );
  11800. // TODO (abelnation): RectAreaLight distance?
  11801. // uniforms.distance = distance;
  11802. state.rectArea[ rectAreaLength ] = uniforms;
  11803. rectAreaLength ++;
  11804. } else if ( light.isPointLight ) {
  11805. var uniforms = cache.get( light );
  11806. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11807. uniforms.position.applyMatrix4( viewMatrix );
  11808. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11809. uniforms.distance = light.distance;
  11810. uniforms.decay = light.decay;
  11811. if ( light.castShadow ) {
  11812. var shadow = light.shadow;
  11813. var shadowUniforms = shadowCache.get( light );
  11814. shadowUniforms.shadowBias = shadow.bias;
  11815. shadowUniforms.shadowRadius = shadow.radius;
  11816. shadowUniforms.shadowMapSize = shadow.mapSize;
  11817. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11818. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11819. state.pointShadow[ pointLength ] = shadowUniforms;
  11820. state.pointShadowMap[ pointLength ] = shadowMap;
  11821. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11822. numPointShadows ++;
  11823. }
  11824. state.point[ pointLength ] = uniforms;
  11825. pointLength ++;
  11826. } else if ( light.isHemisphereLight ) {
  11827. var uniforms = cache.get( light );
  11828. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11829. uniforms.direction.transformDirection( viewMatrix );
  11830. uniforms.direction.normalize();
  11831. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11832. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11833. state.hemi[ hemiLength ] = uniforms;
  11834. hemiLength ++;
  11835. }
  11836. }
  11837. state.ambient[ 0 ] = r;
  11838. state.ambient[ 1 ] = g;
  11839. state.ambient[ 2 ] = b;
  11840. var hash = state.hash;
  11841. if ( hash.directionalLength !== directionalLength ||
  11842. hash.pointLength !== pointLength ||
  11843. hash.spotLength !== spotLength ||
  11844. hash.rectAreaLength !== rectAreaLength ||
  11845. hash.hemiLength !== hemiLength ||
  11846. hash.numDirectionalShadows !== numDirectionalShadows ||
  11847. hash.numPointShadows !== numPointShadows ||
  11848. hash.numSpotShadows !== numSpotShadows ) {
  11849. state.directional.length = directionalLength;
  11850. state.spot.length = spotLength;
  11851. state.rectArea.length = rectAreaLength;
  11852. state.point.length = pointLength;
  11853. state.hemi.length = hemiLength;
  11854. state.directionalShadow.length = numDirectionalShadows;
  11855. state.directionalShadowMap.length = numDirectionalShadows;
  11856. state.pointShadow.length = numPointShadows;
  11857. state.pointShadowMap.length = numPointShadows;
  11858. state.spotShadow.length = numSpotShadows;
  11859. state.spotShadowMap.length = numSpotShadows;
  11860. state.directionalShadowMatrix.length = numDirectionalShadows;
  11861. state.pointShadowMatrix.length = numPointShadows;
  11862. state.spotShadowMatrix.length = numSpotShadows;
  11863. hash.directionalLength = directionalLength;
  11864. hash.pointLength = pointLength;
  11865. hash.spotLength = spotLength;
  11866. hash.rectAreaLength = rectAreaLength;
  11867. hash.hemiLength = hemiLength;
  11868. hash.numDirectionalShadows = numDirectionalShadows;
  11869. hash.numPointShadows = numPointShadows;
  11870. hash.numSpotShadows = numSpotShadows;
  11871. state.version = nextVersion ++;
  11872. }
  11873. }
  11874. return {
  11875. setup: setup,
  11876. state: state
  11877. };
  11878. }
  11879. /**
  11880. * @author Mugen87 / https://github.com/Mugen87
  11881. */
  11882. function WebGLRenderState() {
  11883. var lights = new WebGLLights();
  11884. var lightsArray = [];
  11885. var shadowsArray = [];
  11886. function init() {
  11887. lightsArray.length = 0;
  11888. shadowsArray.length = 0;
  11889. }
  11890. function pushLight( light ) {
  11891. lightsArray.push( light );
  11892. }
  11893. function pushShadow( shadowLight ) {
  11894. shadowsArray.push( shadowLight );
  11895. }
  11896. function setupLights( camera ) {
  11897. lights.setup( lightsArray, shadowsArray, camera );
  11898. }
  11899. var state = {
  11900. lightsArray: lightsArray,
  11901. shadowsArray: shadowsArray,
  11902. lights: lights
  11903. };
  11904. return {
  11905. init: init,
  11906. state: state,
  11907. setupLights: setupLights,
  11908. pushLight: pushLight,
  11909. pushShadow: pushShadow
  11910. };
  11911. }
  11912. function WebGLRenderStates() {
  11913. var renderStates = new WeakMap();
  11914. function onSceneDispose( event ) {
  11915. var scene = event.target;
  11916. scene.removeEventListener( 'dispose', onSceneDispose );
  11917. renderStates.delete( scene );
  11918. }
  11919. function get( scene, camera ) {
  11920. var renderState;
  11921. if ( renderStates.has( scene ) === false ) {
  11922. renderState = new WebGLRenderState();
  11923. renderStates.set( scene, new WeakMap() );
  11924. renderStates.get( scene ).set( camera, renderState );
  11925. scene.addEventListener( 'dispose', onSceneDispose );
  11926. } else {
  11927. if ( renderStates.get( scene ).has( camera ) === false ) {
  11928. renderState = new WebGLRenderState();
  11929. renderStates.get( scene ).set( camera, renderState );
  11930. } else {
  11931. renderState = renderStates.get( scene ).get( camera );
  11932. }
  11933. }
  11934. return renderState;
  11935. }
  11936. function dispose() {
  11937. renderStates = new WeakMap();
  11938. }
  11939. return {
  11940. get: get,
  11941. dispose: dispose
  11942. };
  11943. }
  11944. /**
  11945. * @author mrdoob / http://mrdoob.com/
  11946. * @author alteredq / http://alteredqualia.com/
  11947. * @author bhouston / https://clara.io
  11948. * @author WestLangley / http://github.com/WestLangley
  11949. *
  11950. * parameters = {
  11951. *
  11952. * opacity: <float>,
  11953. *
  11954. * map: new THREE.Texture( <Image> ),
  11955. *
  11956. * alphaMap: new THREE.Texture( <Image> ),
  11957. *
  11958. * displacementMap: new THREE.Texture( <Image> ),
  11959. * displacementScale: <float>,
  11960. * displacementBias: <float>,
  11961. *
  11962. * wireframe: <boolean>,
  11963. * wireframeLinewidth: <float>
  11964. * }
  11965. */
  11966. function MeshDepthMaterial( parameters ) {
  11967. Material.call( this );
  11968. this.type = 'MeshDepthMaterial';
  11969. this.depthPacking = BasicDepthPacking;
  11970. this.skinning = false;
  11971. this.morphTargets = false;
  11972. this.map = null;
  11973. this.alphaMap = null;
  11974. this.displacementMap = null;
  11975. this.displacementScale = 1;
  11976. this.displacementBias = 0;
  11977. this.wireframe = false;
  11978. this.wireframeLinewidth = 1;
  11979. this.fog = false;
  11980. this.setValues( parameters );
  11981. }
  11982. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11983. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11984. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11985. MeshDepthMaterial.prototype.copy = function ( source ) {
  11986. Material.prototype.copy.call( this, source );
  11987. this.depthPacking = source.depthPacking;
  11988. this.skinning = source.skinning;
  11989. this.morphTargets = source.morphTargets;
  11990. this.map = source.map;
  11991. this.alphaMap = source.alphaMap;
  11992. this.displacementMap = source.displacementMap;
  11993. this.displacementScale = source.displacementScale;
  11994. this.displacementBias = source.displacementBias;
  11995. this.wireframe = source.wireframe;
  11996. this.wireframeLinewidth = source.wireframeLinewidth;
  11997. return this;
  11998. };
  11999. /**
  12000. * @author WestLangley / http://github.com/WestLangley
  12001. *
  12002. * parameters = {
  12003. *
  12004. * referencePosition: <float>,
  12005. * nearDistance: <float>,
  12006. * farDistance: <float>,
  12007. *
  12008. * skinning: <bool>,
  12009. * morphTargets: <bool>,
  12010. *
  12011. * map: new THREE.Texture( <Image> ),
  12012. *
  12013. * alphaMap: new THREE.Texture( <Image> ),
  12014. *
  12015. * displacementMap: new THREE.Texture( <Image> ),
  12016. * displacementScale: <float>,
  12017. * displacementBias: <float>
  12018. *
  12019. * }
  12020. */
  12021. function MeshDistanceMaterial( parameters ) {
  12022. Material.call( this );
  12023. this.type = 'MeshDistanceMaterial';
  12024. this.referencePosition = new Vector3();
  12025. this.nearDistance = 1;
  12026. this.farDistance = 1000;
  12027. this.skinning = false;
  12028. this.morphTargets = false;
  12029. this.map = null;
  12030. this.alphaMap = null;
  12031. this.displacementMap = null;
  12032. this.displacementScale = 1;
  12033. this.displacementBias = 0;
  12034. this.fog = false;
  12035. this.setValues( parameters );
  12036. }
  12037. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12038. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12039. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12040. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12041. Material.prototype.copy.call( this, source );
  12042. this.referencePosition.copy( source.referencePosition );
  12043. this.nearDistance = source.nearDistance;
  12044. this.farDistance = source.farDistance;
  12045. this.skinning = source.skinning;
  12046. this.morphTargets = source.morphTargets;
  12047. this.map = source.map;
  12048. this.alphaMap = source.alphaMap;
  12049. this.displacementMap = source.displacementMap;
  12050. this.displacementScale = source.displacementScale;
  12051. this.displacementBias = source.displacementBias;
  12052. return this;
  12053. };
  12054. 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}";
  12055. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12056. /**
  12057. * @author alteredq / http://alteredqualia.com/
  12058. * @author mrdoob / http://mrdoob.com/
  12059. */
  12060. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12061. var _frustum = new Frustum(),
  12062. _shadowMapSize = new Vector2(),
  12063. _viewportSize = new Vector2(),
  12064. _viewport = new Vector4(),
  12065. _depthMaterials = [],
  12066. _distanceMaterials = [],
  12067. _materialCache = {};
  12068. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12069. var shadowMaterialVertical = new ShaderMaterial( {
  12070. defines: {
  12071. SAMPLE_RATE: 2.0 / 8.0,
  12072. HALF_SAMPLE_RATE: 1.0 / 8.0
  12073. },
  12074. uniforms: {
  12075. shadow_pass: { value: null },
  12076. resolution: { value: new Vector2() },
  12077. radius: { value: 4.0 }
  12078. },
  12079. vertexShader: vsm_vert,
  12080. fragmentShader: vsm_frag
  12081. } );
  12082. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12083. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12084. var fullScreenTri = new BufferGeometry();
  12085. fullScreenTri.setAttribute(
  12086. "position",
  12087. new BufferAttribute(
  12088. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12089. 3
  12090. )
  12091. );
  12092. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12093. var scope = this;
  12094. this.enabled = false;
  12095. this.autoUpdate = true;
  12096. this.needsUpdate = false;
  12097. this.type = PCFShadowMap;
  12098. this.render = function ( lights, scene, camera ) {
  12099. if ( scope.enabled === false ) { return; }
  12100. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12101. if ( lights.length === 0 ) { return; }
  12102. var currentRenderTarget = _renderer.getRenderTarget();
  12103. var activeCubeFace = _renderer.getActiveCubeFace();
  12104. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12105. var _state = _renderer.state;
  12106. // Set GL state for depth map.
  12107. _state.setBlending( NoBlending );
  12108. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12109. _state.buffers.depth.setTest( true );
  12110. _state.setScissorTest( false );
  12111. // render depth map
  12112. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12113. var light = lights[ i ];
  12114. var shadow = light.shadow;
  12115. if ( shadow === undefined ) {
  12116. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12117. continue;
  12118. }
  12119. _shadowMapSize.copy( shadow.mapSize );
  12120. var shadowFrameExtents = shadow.getFrameExtents();
  12121. _shadowMapSize.multiply( shadowFrameExtents );
  12122. _viewportSize.copy( shadow.mapSize );
  12123. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12124. if ( _shadowMapSize.x > maxTextureSize ) {
  12125. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12126. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12127. shadow.mapSize.x = _viewportSize.x;
  12128. }
  12129. if ( _shadowMapSize.y > maxTextureSize ) {
  12130. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12131. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12132. shadow.mapSize.y = _viewportSize.y;
  12133. }
  12134. }
  12135. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12136. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12137. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12138. shadow.map.texture.name = light.name + ".shadowMap";
  12139. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12140. shadow.camera.updateProjectionMatrix();
  12141. }
  12142. if ( shadow.map === null ) {
  12143. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12144. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12145. shadow.map.texture.name = light.name + ".shadowMap";
  12146. shadow.camera.updateProjectionMatrix();
  12147. }
  12148. _renderer.setRenderTarget( shadow.map );
  12149. _renderer.clear();
  12150. var viewportCount = shadow.getViewportCount();
  12151. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12152. var viewport = shadow.getViewport( vp );
  12153. _viewport.set(
  12154. _viewportSize.x * viewport.x,
  12155. _viewportSize.y * viewport.y,
  12156. _viewportSize.x * viewport.z,
  12157. _viewportSize.y * viewport.w
  12158. );
  12159. _state.viewport( _viewport );
  12160. shadow.updateMatrices( light, vp );
  12161. _frustum = shadow.getFrustum();
  12162. renderObject( scene, camera, shadow.camera, light, this.type );
  12163. }
  12164. // do blur pass for VSM
  12165. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12166. VSMPass( shadow, camera );
  12167. }
  12168. }
  12169. scope.needsUpdate = false;
  12170. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12171. };
  12172. function VSMPass( shadow, camera ) {
  12173. var geometry = _objects.update( fullScreenMesh );
  12174. // vertical pass
  12175. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12176. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12177. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12178. _renderer.setRenderTarget( shadow.mapPass );
  12179. _renderer.clear();
  12180. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12181. // horizonal pass
  12182. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12183. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12184. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12185. _renderer.setRenderTarget( shadow.map );
  12186. _renderer.clear();
  12187. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12188. }
  12189. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12190. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12191. var material = _depthMaterials[ index ];
  12192. if ( material === undefined ) {
  12193. material = new MeshDepthMaterial( {
  12194. depthPacking: RGBADepthPacking,
  12195. morphTargets: useMorphing,
  12196. skinning: useSkinning
  12197. } );
  12198. _depthMaterials[ index ] = material;
  12199. }
  12200. return material;
  12201. }
  12202. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12203. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12204. var material = _distanceMaterials[ index ];
  12205. if ( material === undefined ) {
  12206. material = new MeshDistanceMaterial( {
  12207. morphTargets: useMorphing,
  12208. skinning: useSkinning
  12209. } );
  12210. _distanceMaterials[ index ] = material;
  12211. }
  12212. return material;
  12213. }
  12214. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12215. var result = null;
  12216. var getMaterialVariant = getDepthMaterialVariant;
  12217. var customMaterial = object.customDepthMaterial;
  12218. if ( light.isPointLight === true ) {
  12219. getMaterialVariant = getDistanceMaterialVariant;
  12220. customMaterial = object.customDistanceMaterial;
  12221. }
  12222. if ( customMaterial === undefined ) {
  12223. var useMorphing = false;
  12224. if ( material.morphTargets === true ) {
  12225. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12226. }
  12227. var useSkinning = false;
  12228. if ( object.isSkinnedMesh === true ) {
  12229. if ( material.skinning === true ) {
  12230. useSkinning = true;
  12231. } else {
  12232. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12233. }
  12234. }
  12235. var useInstancing = object.isInstancedMesh === true;
  12236. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12237. } else {
  12238. result = customMaterial;
  12239. }
  12240. if ( _renderer.localClippingEnabled &&
  12241. material.clipShadows === true &&
  12242. material.clippingPlanes.length !== 0 ) {
  12243. // in this case we need a unique material instance reflecting the
  12244. // appropriate state
  12245. var keyA = result.uuid, keyB = material.uuid;
  12246. var materialsForVariant = _materialCache[ keyA ];
  12247. if ( materialsForVariant === undefined ) {
  12248. materialsForVariant = {};
  12249. _materialCache[ keyA ] = materialsForVariant;
  12250. }
  12251. var cachedMaterial = materialsForVariant[ keyB ];
  12252. if ( cachedMaterial === undefined ) {
  12253. cachedMaterial = result.clone();
  12254. materialsForVariant[ keyB ] = cachedMaterial;
  12255. }
  12256. result = cachedMaterial;
  12257. }
  12258. result.visible = material.visible;
  12259. result.wireframe = material.wireframe;
  12260. if ( type === VSMShadowMap ) {
  12261. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12262. } else {
  12263. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12264. }
  12265. result.clipShadows = material.clipShadows;
  12266. result.clippingPlanes = material.clippingPlanes;
  12267. result.clipIntersection = material.clipIntersection;
  12268. result.wireframeLinewidth = material.wireframeLinewidth;
  12269. result.linewidth = material.linewidth;
  12270. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12271. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12272. result.nearDistance = shadowCameraNear;
  12273. result.farDistance = shadowCameraFar;
  12274. }
  12275. return result;
  12276. }
  12277. function renderObject( object, camera, shadowCamera, light, type ) {
  12278. if ( object.visible === false ) { return; }
  12279. var visible = object.layers.test( camera.layers );
  12280. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12281. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12282. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12283. var geometry = _objects.update( object );
  12284. var material = object.material;
  12285. if ( Array.isArray( material ) ) {
  12286. var groups = geometry.groups;
  12287. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12288. var group = groups[ k ];
  12289. var groupMaterial = material[ group.materialIndex ];
  12290. if ( groupMaterial && groupMaterial.visible ) {
  12291. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12292. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12293. }
  12294. }
  12295. } else if ( material.visible ) {
  12296. var depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12297. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12298. }
  12299. }
  12300. }
  12301. var children = object.children;
  12302. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12303. renderObject( children[ i ], camera, shadowCamera, light, type );
  12304. }
  12305. }
  12306. }
  12307. /**
  12308. * @author mrdoob / http://mrdoob.com/
  12309. */
  12310. function WebGLState( gl, extensions, capabilities ) {
  12311. var isWebGL2 = capabilities.isWebGL2;
  12312. function ColorBuffer() {
  12313. var locked = false;
  12314. var color = new Vector4();
  12315. var currentColorMask = null;
  12316. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12317. return {
  12318. setMask: function ( colorMask ) {
  12319. if ( currentColorMask !== colorMask && ! locked ) {
  12320. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12321. currentColorMask = colorMask;
  12322. }
  12323. },
  12324. setLocked: function ( lock ) {
  12325. locked = lock;
  12326. },
  12327. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12328. if ( premultipliedAlpha === true ) {
  12329. r *= a; g *= a; b *= a;
  12330. }
  12331. color.set( r, g, b, a );
  12332. if ( currentColorClear.equals( color ) === false ) {
  12333. gl.clearColor( r, g, b, a );
  12334. currentColorClear.copy( color );
  12335. }
  12336. },
  12337. reset: function () {
  12338. locked = false;
  12339. currentColorMask = null;
  12340. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12341. }
  12342. };
  12343. }
  12344. function DepthBuffer() {
  12345. var locked = false;
  12346. var currentDepthMask = null;
  12347. var currentDepthFunc = null;
  12348. var currentDepthClear = null;
  12349. return {
  12350. setTest: function ( depthTest ) {
  12351. if ( depthTest ) {
  12352. enable( 2929 );
  12353. } else {
  12354. disable( 2929 );
  12355. }
  12356. },
  12357. setMask: function ( depthMask ) {
  12358. if ( currentDepthMask !== depthMask && ! locked ) {
  12359. gl.depthMask( depthMask );
  12360. currentDepthMask = depthMask;
  12361. }
  12362. },
  12363. setFunc: function ( depthFunc ) {
  12364. if ( currentDepthFunc !== depthFunc ) {
  12365. if ( depthFunc ) {
  12366. switch ( depthFunc ) {
  12367. case NeverDepth:
  12368. gl.depthFunc( 512 );
  12369. break;
  12370. case AlwaysDepth:
  12371. gl.depthFunc( 519 );
  12372. break;
  12373. case LessDepth:
  12374. gl.depthFunc( 513 );
  12375. break;
  12376. case LessEqualDepth:
  12377. gl.depthFunc( 515 );
  12378. break;
  12379. case EqualDepth:
  12380. gl.depthFunc( 514 );
  12381. break;
  12382. case GreaterEqualDepth:
  12383. gl.depthFunc( 518 );
  12384. break;
  12385. case GreaterDepth:
  12386. gl.depthFunc( 516 );
  12387. break;
  12388. case NotEqualDepth:
  12389. gl.depthFunc( 517 );
  12390. break;
  12391. default:
  12392. gl.depthFunc( 515 );
  12393. }
  12394. } else {
  12395. gl.depthFunc( 515 );
  12396. }
  12397. currentDepthFunc = depthFunc;
  12398. }
  12399. },
  12400. setLocked: function ( lock ) {
  12401. locked = lock;
  12402. },
  12403. setClear: function ( depth ) {
  12404. if ( currentDepthClear !== depth ) {
  12405. gl.clearDepth( depth );
  12406. currentDepthClear = depth;
  12407. }
  12408. },
  12409. reset: function () {
  12410. locked = false;
  12411. currentDepthMask = null;
  12412. currentDepthFunc = null;
  12413. currentDepthClear = null;
  12414. }
  12415. };
  12416. }
  12417. function StencilBuffer() {
  12418. var locked = false;
  12419. var currentStencilMask = null;
  12420. var currentStencilFunc = null;
  12421. var currentStencilRef = null;
  12422. var currentStencilFuncMask = null;
  12423. var currentStencilFail = null;
  12424. var currentStencilZFail = null;
  12425. var currentStencilZPass = null;
  12426. var currentStencilClear = null;
  12427. return {
  12428. setTest: function ( stencilTest ) {
  12429. if ( ! locked ) {
  12430. if ( stencilTest ) {
  12431. enable( 2960 );
  12432. } else {
  12433. disable( 2960 );
  12434. }
  12435. }
  12436. },
  12437. setMask: function ( stencilMask ) {
  12438. if ( currentStencilMask !== stencilMask && ! locked ) {
  12439. gl.stencilMask( stencilMask );
  12440. currentStencilMask = stencilMask;
  12441. }
  12442. },
  12443. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12444. if ( currentStencilFunc !== stencilFunc ||
  12445. currentStencilRef !== stencilRef ||
  12446. currentStencilFuncMask !== stencilMask ) {
  12447. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12448. currentStencilFunc = stencilFunc;
  12449. currentStencilRef = stencilRef;
  12450. currentStencilFuncMask = stencilMask;
  12451. }
  12452. },
  12453. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12454. if ( currentStencilFail !== stencilFail ||
  12455. currentStencilZFail !== stencilZFail ||
  12456. currentStencilZPass !== stencilZPass ) {
  12457. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12458. currentStencilFail = stencilFail;
  12459. currentStencilZFail = stencilZFail;
  12460. currentStencilZPass = stencilZPass;
  12461. }
  12462. },
  12463. setLocked: function ( lock ) {
  12464. locked = lock;
  12465. },
  12466. setClear: function ( stencil ) {
  12467. if ( currentStencilClear !== stencil ) {
  12468. gl.clearStencil( stencil );
  12469. currentStencilClear = stencil;
  12470. }
  12471. },
  12472. reset: function () {
  12473. locked = false;
  12474. currentStencilMask = null;
  12475. currentStencilFunc = null;
  12476. currentStencilRef = null;
  12477. currentStencilFuncMask = null;
  12478. currentStencilFail = null;
  12479. currentStencilZFail = null;
  12480. currentStencilZPass = null;
  12481. currentStencilClear = null;
  12482. }
  12483. };
  12484. }
  12485. //
  12486. var colorBuffer = new ColorBuffer();
  12487. var depthBuffer = new DepthBuffer();
  12488. var stencilBuffer = new StencilBuffer();
  12489. var maxVertexAttributes = gl.getParameter( 34921 );
  12490. var newAttributes = new Uint8Array( maxVertexAttributes );
  12491. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12492. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12493. var enabledCapabilities = {};
  12494. var currentProgram = null;
  12495. var currentBlendingEnabled = null;
  12496. var currentBlending = null;
  12497. var currentBlendEquation = null;
  12498. var currentBlendSrc = null;
  12499. var currentBlendDst = null;
  12500. var currentBlendEquationAlpha = null;
  12501. var currentBlendSrcAlpha = null;
  12502. var currentBlendDstAlpha = null;
  12503. var currentPremultipledAlpha = false;
  12504. var currentFlipSided = null;
  12505. var currentCullFace = null;
  12506. var currentLineWidth = null;
  12507. var currentPolygonOffsetFactor = null;
  12508. var currentPolygonOffsetUnits = null;
  12509. var maxTextures = gl.getParameter( 35661 );
  12510. var lineWidthAvailable = false;
  12511. var version = 0;
  12512. var glVersion = gl.getParameter( 7938 );
  12513. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12514. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12515. lineWidthAvailable = ( version >= 1.0 );
  12516. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12517. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12518. lineWidthAvailable = ( version >= 2.0 );
  12519. }
  12520. var currentTextureSlot = null;
  12521. var currentBoundTextures = {};
  12522. var currentScissor = new Vector4();
  12523. var currentViewport = new Vector4();
  12524. function createTexture( type, target, count ) {
  12525. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12526. var texture = gl.createTexture();
  12527. gl.bindTexture( type, texture );
  12528. gl.texParameteri( type, 10241, 9728 );
  12529. gl.texParameteri( type, 10240, 9728 );
  12530. for ( var i = 0; i < count; i ++ ) {
  12531. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12532. }
  12533. return texture;
  12534. }
  12535. var emptyTextures = {};
  12536. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12537. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12538. // init
  12539. colorBuffer.setClear( 0, 0, 0, 1 );
  12540. depthBuffer.setClear( 1 );
  12541. stencilBuffer.setClear( 0 );
  12542. enable( 2929 );
  12543. depthBuffer.setFunc( LessEqualDepth );
  12544. setFlipSided( false );
  12545. setCullFace( CullFaceBack );
  12546. enable( 2884 );
  12547. setBlending( NoBlending );
  12548. //
  12549. function initAttributes() {
  12550. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12551. newAttributes[ i ] = 0;
  12552. }
  12553. }
  12554. function enableAttribute( attribute ) {
  12555. enableAttributeAndDivisor( attribute, 0 );
  12556. }
  12557. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12558. newAttributes[ attribute ] = 1;
  12559. if ( enabledAttributes[ attribute ] === 0 ) {
  12560. gl.enableVertexAttribArray( attribute );
  12561. enabledAttributes[ attribute ] = 1;
  12562. }
  12563. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12564. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12565. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12566. attributeDivisors[ attribute ] = meshPerAttribute;
  12567. }
  12568. }
  12569. function disableUnusedAttributes() {
  12570. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12571. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12572. gl.disableVertexAttribArray( i );
  12573. enabledAttributes[ i ] = 0;
  12574. }
  12575. }
  12576. }
  12577. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  12578. if ( isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  12579. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  12580. } else {
  12581. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  12582. }
  12583. }
  12584. function enable( id ) {
  12585. if ( enabledCapabilities[ id ] !== true ) {
  12586. gl.enable( id );
  12587. enabledCapabilities[ id ] = true;
  12588. }
  12589. }
  12590. function disable( id ) {
  12591. if ( enabledCapabilities[ id ] !== false ) {
  12592. gl.disable( id );
  12593. enabledCapabilities[ id ] = false;
  12594. }
  12595. }
  12596. function useProgram( program ) {
  12597. if ( currentProgram !== program ) {
  12598. gl.useProgram( program );
  12599. currentProgram = program;
  12600. return true;
  12601. }
  12602. return false;
  12603. }
  12604. var equationToGL = {};
  12605. equationToGL[ AddEquation ] = 32774;
  12606. equationToGL[ SubtractEquation ] = 32778;
  12607. equationToGL[ ReverseSubtractEquation ] = 32779;
  12608. if ( isWebGL2 ) {
  12609. equationToGL[ MinEquation ] = 32775;
  12610. equationToGL[ MaxEquation ] = 32776;
  12611. } else {
  12612. var extension = extensions.get( 'EXT_blend_minmax' );
  12613. if ( extension !== null ) {
  12614. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12615. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12616. }
  12617. }
  12618. var factorToGL = {};
  12619. factorToGL[ ZeroFactor ] = 0;
  12620. factorToGL[ OneFactor ] = 1;
  12621. factorToGL[ SrcColorFactor ] = 768;
  12622. factorToGL[ SrcAlphaFactor ] = 770;
  12623. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12624. factorToGL[ DstColorFactor ] = 774;
  12625. factorToGL[ DstAlphaFactor ] = 772;
  12626. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12627. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12628. factorToGL[ OneMinusDstColorFactor ] = 775;
  12629. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12630. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12631. if ( blending === NoBlending ) {
  12632. if ( currentBlendingEnabled ) {
  12633. disable( 3042 );
  12634. currentBlendingEnabled = false;
  12635. }
  12636. return;
  12637. }
  12638. if ( ! currentBlendingEnabled ) {
  12639. enable( 3042 );
  12640. currentBlendingEnabled = true;
  12641. }
  12642. if ( blending !== CustomBlending ) {
  12643. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12644. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12645. gl.blendEquation( 32774 );
  12646. currentBlendEquation = AddEquation;
  12647. currentBlendEquationAlpha = AddEquation;
  12648. }
  12649. if ( premultipliedAlpha ) {
  12650. switch ( blending ) {
  12651. case NormalBlending:
  12652. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12653. break;
  12654. case AdditiveBlending:
  12655. gl.blendFunc( 1, 1 );
  12656. break;
  12657. case SubtractiveBlending:
  12658. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12659. break;
  12660. case MultiplyBlending:
  12661. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12662. break;
  12663. default:
  12664. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12665. break;
  12666. }
  12667. } else {
  12668. switch ( blending ) {
  12669. case NormalBlending:
  12670. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12671. break;
  12672. case AdditiveBlending:
  12673. gl.blendFunc( 770, 1 );
  12674. break;
  12675. case SubtractiveBlending:
  12676. gl.blendFunc( 0, 769 );
  12677. break;
  12678. case MultiplyBlending:
  12679. gl.blendFunc( 0, 768 );
  12680. break;
  12681. default:
  12682. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12683. break;
  12684. }
  12685. }
  12686. currentBlendSrc = null;
  12687. currentBlendDst = null;
  12688. currentBlendSrcAlpha = null;
  12689. currentBlendDstAlpha = null;
  12690. currentBlending = blending;
  12691. currentPremultipledAlpha = premultipliedAlpha;
  12692. }
  12693. return;
  12694. }
  12695. // custom blending
  12696. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12697. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12698. blendDstAlpha = blendDstAlpha || blendDst;
  12699. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12700. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12701. currentBlendEquation = blendEquation;
  12702. currentBlendEquationAlpha = blendEquationAlpha;
  12703. }
  12704. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12705. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12706. currentBlendSrc = blendSrc;
  12707. currentBlendDst = blendDst;
  12708. currentBlendSrcAlpha = blendSrcAlpha;
  12709. currentBlendDstAlpha = blendDstAlpha;
  12710. }
  12711. currentBlending = blending;
  12712. currentPremultipledAlpha = null;
  12713. }
  12714. function setMaterial( material, frontFaceCW ) {
  12715. material.side === DoubleSide
  12716. ? disable( 2884 )
  12717. : enable( 2884 );
  12718. var flipSided = ( material.side === BackSide );
  12719. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12720. setFlipSided( flipSided );
  12721. ( material.blending === NormalBlending && material.transparent === false )
  12722. ? setBlending( NoBlending )
  12723. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12724. depthBuffer.setFunc( material.depthFunc );
  12725. depthBuffer.setTest( material.depthTest );
  12726. depthBuffer.setMask( material.depthWrite );
  12727. colorBuffer.setMask( material.colorWrite );
  12728. var stencilWrite = material.stencilWrite;
  12729. stencilBuffer.setTest( stencilWrite );
  12730. if ( stencilWrite ) {
  12731. stencilBuffer.setMask( material.stencilWriteMask );
  12732. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12733. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12734. }
  12735. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12736. }
  12737. //
  12738. function setFlipSided( flipSided ) {
  12739. if ( currentFlipSided !== flipSided ) {
  12740. if ( flipSided ) {
  12741. gl.frontFace( 2304 );
  12742. } else {
  12743. gl.frontFace( 2305 );
  12744. }
  12745. currentFlipSided = flipSided;
  12746. }
  12747. }
  12748. function setCullFace( cullFace ) {
  12749. if ( cullFace !== CullFaceNone ) {
  12750. enable( 2884 );
  12751. if ( cullFace !== currentCullFace ) {
  12752. if ( cullFace === CullFaceBack ) {
  12753. gl.cullFace( 1029 );
  12754. } else if ( cullFace === CullFaceFront ) {
  12755. gl.cullFace( 1028 );
  12756. } else {
  12757. gl.cullFace( 1032 );
  12758. }
  12759. }
  12760. } else {
  12761. disable( 2884 );
  12762. }
  12763. currentCullFace = cullFace;
  12764. }
  12765. function setLineWidth( width ) {
  12766. if ( width !== currentLineWidth ) {
  12767. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12768. currentLineWidth = width;
  12769. }
  12770. }
  12771. function setPolygonOffset( polygonOffset, factor, units ) {
  12772. if ( polygonOffset ) {
  12773. enable( 32823 );
  12774. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12775. gl.polygonOffset( factor, units );
  12776. currentPolygonOffsetFactor = factor;
  12777. currentPolygonOffsetUnits = units;
  12778. }
  12779. } else {
  12780. disable( 32823 );
  12781. }
  12782. }
  12783. function setScissorTest( scissorTest ) {
  12784. if ( scissorTest ) {
  12785. enable( 3089 );
  12786. } else {
  12787. disable( 3089 );
  12788. }
  12789. }
  12790. // texture
  12791. function activeTexture( webglSlot ) {
  12792. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12793. if ( currentTextureSlot !== webglSlot ) {
  12794. gl.activeTexture( webglSlot );
  12795. currentTextureSlot = webglSlot;
  12796. }
  12797. }
  12798. function bindTexture( webglType, webglTexture ) {
  12799. if ( currentTextureSlot === null ) {
  12800. activeTexture();
  12801. }
  12802. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12803. if ( boundTexture === undefined ) {
  12804. boundTexture = { type: undefined, texture: undefined };
  12805. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12806. }
  12807. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12808. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12809. boundTexture.type = webglType;
  12810. boundTexture.texture = webglTexture;
  12811. }
  12812. }
  12813. function unbindTexture() {
  12814. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12815. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12816. gl.bindTexture( boundTexture.type, null );
  12817. boundTexture.type = undefined;
  12818. boundTexture.texture = undefined;
  12819. }
  12820. }
  12821. function compressedTexImage2D() {
  12822. try {
  12823. gl.compressedTexImage2D.apply( gl, arguments );
  12824. } catch ( error ) {
  12825. console.error( 'THREE.WebGLState:', error );
  12826. }
  12827. }
  12828. function texImage2D() {
  12829. try {
  12830. gl.texImage2D.apply( gl, arguments );
  12831. } catch ( error ) {
  12832. console.error( 'THREE.WebGLState:', error );
  12833. }
  12834. }
  12835. function texImage3D() {
  12836. try {
  12837. gl.texImage3D.apply( gl, arguments );
  12838. } catch ( error ) {
  12839. console.error( 'THREE.WebGLState:', error );
  12840. }
  12841. }
  12842. //
  12843. function scissor( scissor ) {
  12844. if ( currentScissor.equals( scissor ) === false ) {
  12845. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12846. currentScissor.copy( scissor );
  12847. }
  12848. }
  12849. function viewport( viewport ) {
  12850. if ( currentViewport.equals( viewport ) === false ) {
  12851. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12852. currentViewport.copy( viewport );
  12853. }
  12854. }
  12855. //
  12856. function reset() {
  12857. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12858. if ( enabledAttributes[ i ] === 1 ) {
  12859. gl.disableVertexAttribArray( i );
  12860. enabledAttributes[ i ] = 0;
  12861. }
  12862. }
  12863. enabledCapabilities = {};
  12864. currentTextureSlot = null;
  12865. currentBoundTextures = {};
  12866. currentProgram = null;
  12867. currentBlending = null;
  12868. currentFlipSided = null;
  12869. currentCullFace = null;
  12870. colorBuffer.reset();
  12871. depthBuffer.reset();
  12872. stencilBuffer.reset();
  12873. }
  12874. return {
  12875. buffers: {
  12876. color: colorBuffer,
  12877. depth: depthBuffer,
  12878. stencil: stencilBuffer
  12879. },
  12880. initAttributes: initAttributes,
  12881. enableAttribute: enableAttribute,
  12882. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12883. disableUnusedAttributes: disableUnusedAttributes,
  12884. vertexAttribPointer: vertexAttribPointer,
  12885. enable: enable,
  12886. disable: disable,
  12887. useProgram: useProgram,
  12888. setBlending: setBlending,
  12889. setMaterial: setMaterial,
  12890. setFlipSided: setFlipSided,
  12891. setCullFace: setCullFace,
  12892. setLineWidth: setLineWidth,
  12893. setPolygonOffset: setPolygonOffset,
  12894. setScissorTest: setScissorTest,
  12895. activeTexture: activeTexture,
  12896. bindTexture: bindTexture,
  12897. unbindTexture: unbindTexture,
  12898. compressedTexImage2D: compressedTexImage2D,
  12899. texImage2D: texImage2D,
  12900. texImage3D: texImage3D,
  12901. scissor: scissor,
  12902. viewport: viewport,
  12903. reset: reset
  12904. };
  12905. }
  12906. /**
  12907. * @author mrdoob / http://mrdoob.com/
  12908. */
  12909. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12910. var isWebGL2 = capabilities.isWebGL2;
  12911. var maxTextures = capabilities.maxTextures;
  12912. var maxCubemapSize = capabilities.maxCubemapSize;
  12913. var maxTextureSize = capabilities.maxTextureSize;
  12914. var maxSamples = capabilities.maxSamples;
  12915. var _videoTextures = new WeakMap();
  12916. var _canvas;
  12917. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12918. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12919. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12920. var useOffscreenCanvas = false;
  12921. try {
  12922. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12923. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12924. } catch ( err ) {
  12925. // Ignore any errors
  12926. }
  12927. function createCanvas( width, height ) {
  12928. // Use OffscreenCanvas when available. Specially needed in web workers
  12929. return useOffscreenCanvas ?
  12930. new OffscreenCanvas( width, height ) :
  12931. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12932. }
  12933. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12934. var scale = 1;
  12935. // handle case if texture exceeds max size
  12936. if ( image.width > maxSize || image.height > maxSize ) {
  12937. scale = maxSize / Math.max( image.width, image.height );
  12938. }
  12939. // only perform resize if necessary
  12940. if ( scale < 1 || needsPowerOfTwo === true ) {
  12941. // only perform resize for certain image types
  12942. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12943. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12944. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12945. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12946. var width = floor( scale * image.width );
  12947. var height = floor( scale * image.height );
  12948. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12949. // cube textures can't reuse the same canvas
  12950. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12951. canvas.width = width;
  12952. canvas.height = height;
  12953. var context = canvas.getContext( '2d' );
  12954. context.drawImage( image, 0, 0, width, height );
  12955. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12956. return canvas;
  12957. } else {
  12958. if ( 'data' in image ) {
  12959. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12960. }
  12961. return image;
  12962. }
  12963. }
  12964. return image;
  12965. }
  12966. function isPowerOfTwo( image ) {
  12967. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12968. }
  12969. function textureNeedsPowerOfTwo( texture ) {
  12970. if ( isWebGL2 ) { return false; }
  12971. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12972. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12973. }
  12974. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12975. return texture.generateMipmaps && supportsMips &&
  12976. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12977. }
  12978. function generateMipmap( target, texture, width, height ) {
  12979. _gl.generateMipmap( target );
  12980. var textureProperties = properties.get( texture );
  12981. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12982. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12983. }
  12984. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12985. if ( isWebGL2 === false ) { return glFormat; }
  12986. if ( internalFormatName !== null ) {
  12987. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12988. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12989. }
  12990. var internalFormat = glFormat;
  12991. if ( glFormat === 6403 ) {
  12992. if ( glType === 5126 ) { internalFormat = 33326; }
  12993. if ( glType === 5131 ) { internalFormat = 33325; }
  12994. if ( glType === 5121 ) { internalFormat = 33321; }
  12995. }
  12996. if ( glFormat === 6407 ) {
  12997. if ( glType === 5126 ) { internalFormat = 34837; }
  12998. if ( glType === 5131 ) { internalFormat = 34843; }
  12999. if ( glType === 5121 ) { internalFormat = 32849; }
  13000. }
  13001. if ( glFormat === 6408 ) {
  13002. if ( glType === 5126 ) { internalFormat = 34836; }
  13003. if ( glType === 5131 ) { internalFormat = 34842; }
  13004. if ( glType === 5121 ) { internalFormat = 32856; }
  13005. }
  13006. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13007. internalFormat === 34842 || internalFormat === 34836 ) {
  13008. extensions.get( 'EXT_color_buffer_float' );
  13009. }
  13010. return internalFormat;
  13011. }
  13012. // Fallback filters for non-power-of-2 textures
  13013. function filterFallback( f ) {
  13014. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13015. return 9728;
  13016. }
  13017. return 9729;
  13018. }
  13019. //
  13020. function onTextureDispose( event ) {
  13021. var texture = event.target;
  13022. texture.removeEventListener( 'dispose', onTextureDispose );
  13023. deallocateTexture( texture );
  13024. if ( texture.isVideoTexture ) {
  13025. _videoTextures.delete( texture );
  13026. }
  13027. info.memory.textures --;
  13028. }
  13029. function onRenderTargetDispose( event ) {
  13030. var renderTarget = event.target;
  13031. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13032. deallocateRenderTarget( renderTarget );
  13033. info.memory.textures --;
  13034. }
  13035. //
  13036. function deallocateTexture( texture ) {
  13037. var textureProperties = properties.get( texture );
  13038. if ( textureProperties.__webglInit === undefined ) { return; }
  13039. _gl.deleteTexture( textureProperties.__webglTexture );
  13040. properties.remove( texture );
  13041. }
  13042. function deallocateRenderTarget( renderTarget ) {
  13043. var renderTargetProperties = properties.get( renderTarget );
  13044. var textureProperties = properties.get( renderTarget.texture );
  13045. if ( ! renderTarget ) { return; }
  13046. if ( textureProperties.__webglTexture !== undefined ) {
  13047. _gl.deleteTexture( textureProperties.__webglTexture );
  13048. }
  13049. if ( renderTarget.depthTexture ) {
  13050. renderTarget.depthTexture.dispose();
  13051. }
  13052. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13053. for ( var i = 0; i < 6; i ++ ) {
  13054. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13055. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13056. }
  13057. } else {
  13058. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13059. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13060. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13061. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13062. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13063. }
  13064. properties.remove( renderTarget.texture );
  13065. properties.remove( renderTarget );
  13066. }
  13067. //
  13068. var textureUnits = 0;
  13069. function resetTextureUnits() {
  13070. textureUnits = 0;
  13071. }
  13072. function allocateTextureUnit() {
  13073. var textureUnit = textureUnits;
  13074. if ( textureUnit >= maxTextures ) {
  13075. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13076. }
  13077. textureUnits += 1;
  13078. return textureUnit;
  13079. }
  13080. //
  13081. function setTexture2D( texture, slot ) {
  13082. var textureProperties = properties.get( texture );
  13083. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13084. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13085. var image = texture.image;
  13086. if ( image === undefined ) {
  13087. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13088. } else if ( image.complete === false ) {
  13089. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13090. } else {
  13091. uploadTexture( textureProperties, texture, slot );
  13092. return;
  13093. }
  13094. }
  13095. state.activeTexture( 33984 + slot );
  13096. state.bindTexture( 3553, textureProperties.__webglTexture );
  13097. }
  13098. function setTexture2DArray( texture, slot ) {
  13099. var textureProperties = properties.get( texture );
  13100. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13101. uploadTexture( textureProperties, texture, slot );
  13102. return;
  13103. }
  13104. state.activeTexture( 33984 + slot );
  13105. state.bindTexture( 35866, textureProperties.__webglTexture );
  13106. }
  13107. function setTexture3D( texture, slot ) {
  13108. var textureProperties = properties.get( texture );
  13109. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13110. uploadTexture( textureProperties, texture, slot );
  13111. return;
  13112. }
  13113. state.activeTexture( 33984 + slot );
  13114. state.bindTexture( 32879, textureProperties.__webglTexture );
  13115. }
  13116. function setTextureCube( texture, slot ) {
  13117. if ( texture.image.length !== 6 ) { return; }
  13118. var textureProperties = properties.get( texture );
  13119. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13120. initTexture( textureProperties, texture );
  13121. state.activeTexture( 33984 + slot );
  13122. state.bindTexture( 34067, textureProperties.__webglTexture );
  13123. _gl.pixelStorei( 37440, texture.flipY );
  13124. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13125. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13126. var cubeImage = [];
  13127. for ( var i = 0; i < 6; i ++ ) {
  13128. if ( ! isCompressed && ! isDataTexture ) {
  13129. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13130. } else {
  13131. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13132. }
  13133. }
  13134. var image = cubeImage[ 0 ],
  13135. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13136. glFormat = utils.convert( texture.format ),
  13137. glType = utils.convert( texture.type ),
  13138. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13139. setTextureParameters( 34067, texture, supportsMips );
  13140. var mipmaps;
  13141. if ( isCompressed ) {
  13142. for ( var i = 0; i < 6; i ++ ) {
  13143. mipmaps = cubeImage[ i ].mipmaps;
  13144. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13145. var mipmap = mipmaps[ j ];
  13146. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13147. if ( glFormat !== null ) {
  13148. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13149. } else {
  13150. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13151. }
  13152. } else {
  13153. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13154. }
  13155. }
  13156. }
  13157. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13158. } else {
  13159. mipmaps = texture.mipmaps;
  13160. for ( var i = 0; i < 6; i ++ ) {
  13161. if ( isDataTexture ) {
  13162. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13163. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13164. var mipmap = mipmaps[ j ];
  13165. var mipmapImage = mipmap.image[ i ].image;
  13166. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13167. }
  13168. } else {
  13169. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13170. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13171. var mipmap = mipmaps[ j ];
  13172. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13173. }
  13174. }
  13175. }
  13176. textureProperties.__maxMipLevel = mipmaps.length;
  13177. }
  13178. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13179. // We assume images for cube map have the same size.
  13180. generateMipmap( 34067, texture, image.width, image.height );
  13181. }
  13182. textureProperties.__version = texture.version;
  13183. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13184. } else {
  13185. state.activeTexture( 33984 + slot );
  13186. state.bindTexture( 34067, textureProperties.__webglTexture );
  13187. }
  13188. }
  13189. function setTextureCubeDynamic( texture, slot ) {
  13190. state.activeTexture( 33984 + slot );
  13191. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13192. }
  13193. var wrappingToGL = {};
  13194. wrappingToGL[ RepeatWrapping ] = 10497;
  13195. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13196. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13197. var filterToGL = {};
  13198. filterToGL[ NearestFilter ] = 9728;
  13199. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13200. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13201. filterToGL[ LinearFilter ] = 9729;
  13202. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13203. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13204. function setTextureParameters( textureType, texture, supportsMips ) {
  13205. if ( supportsMips ) {
  13206. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13207. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13208. if ( textureType === 32879 || textureType === 35866 ) {
  13209. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13210. }
  13211. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13212. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13213. } else {
  13214. _gl.texParameteri( textureType, 10242, 33071 );
  13215. _gl.texParameteri( textureType, 10243, 33071 );
  13216. if ( textureType === 32879 || textureType === 35866 ) {
  13217. _gl.texParameteri( textureType, 32882, 33071 );
  13218. }
  13219. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13220. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13221. }
  13222. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13223. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13224. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13225. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13226. }
  13227. }
  13228. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13229. if ( extension ) {
  13230. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13231. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13232. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13233. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13234. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13235. }
  13236. }
  13237. }
  13238. function initTexture( textureProperties, texture ) {
  13239. if ( textureProperties.__webglInit === undefined ) {
  13240. textureProperties.__webglInit = true;
  13241. texture.addEventListener( 'dispose', onTextureDispose );
  13242. textureProperties.__webglTexture = _gl.createTexture();
  13243. info.memory.textures ++;
  13244. }
  13245. }
  13246. function uploadTexture( textureProperties, texture, slot ) {
  13247. var textureType = 3553;
  13248. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13249. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13250. initTexture( textureProperties, texture );
  13251. state.activeTexture( 33984 + slot );
  13252. state.bindTexture( textureType, textureProperties.__webglTexture );
  13253. _gl.pixelStorei( 37440, texture.flipY );
  13254. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13255. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13256. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13257. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13258. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13259. glFormat = utils.convert( texture.format ),
  13260. glType = utils.convert( texture.type ),
  13261. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13262. setTextureParameters( textureType, texture, supportsMips );
  13263. var mipmap, mipmaps = texture.mipmaps;
  13264. if ( texture.isDepthTexture ) {
  13265. // populate depth texture with dummy data
  13266. glInternalFormat = 6402;
  13267. if ( isWebGL2 ) {
  13268. if ( texture.type === FloatType ) {
  13269. glInternalFormat = 36012;
  13270. } else if ( texture.type === UnsignedIntType ) {
  13271. glInternalFormat = 33190;
  13272. } else if ( texture.type === UnsignedInt248Type ) {
  13273. glInternalFormat = 35056;
  13274. } else {
  13275. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13276. }
  13277. } else {
  13278. if ( texture.type === FloatType ) {
  13279. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13280. }
  13281. }
  13282. // validation checks for WebGL 1
  13283. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13284. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13285. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13286. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13287. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13288. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13289. texture.type = UnsignedShortType;
  13290. glType = utils.convert( texture.type );
  13291. }
  13292. }
  13293. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13294. // Depth stencil textures need the DEPTH_STENCIL internal format
  13295. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13296. glInternalFormat = 34041;
  13297. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13298. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13299. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13300. if ( texture.type !== UnsignedInt248Type ) {
  13301. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13302. texture.type = UnsignedInt248Type;
  13303. glType = utils.convert( texture.type );
  13304. }
  13305. }
  13306. //
  13307. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13308. } else if ( texture.isDataTexture ) {
  13309. // use manually created mipmaps if available
  13310. // if there are no manual mipmaps
  13311. // set 0 level mipmap and then use GL to generate other mipmap levels
  13312. if ( mipmaps.length > 0 && supportsMips ) {
  13313. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13314. mipmap = mipmaps[ i ];
  13315. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13316. }
  13317. texture.generateMipmaps = false;
  13318. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13319. } else {
  13320. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13321. textureProperties.__maxMipLevel = 0;
  13322. }
  13323. } else if ( texture.isCompressedTexture ) {
  13324. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13325. mipmap = mipmaps[ i ];
  13326. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13327. if ( glFormat !== null ) {
  13328. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13329. } else {
  13330. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13331. }
  13332. } else {
  13333. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13334. }
  13335. }
  13336. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13337. } else if ( texture.isDataTexture2DArray ) {
  13338. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13339. textureProperties.__maxMipLevel = 0;
  13340. } else if ( texture.isDataTexture3D ) {
  13341. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13342. textureProperties.__maxMipLevel = 0;
  13343. } else {
  13344. // regular Texture (image, video, canvas)
  13345. // use manually created mipmaps if available
  13346. // if there are no manual mipmaps
  13347. // set 0 level mipmap and then use GL to generate other mipmap levels
  13348. if ( mipmaps.length > 0 && supportsMips ) {
  13349. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13350. mipmap = mipmaps[ i ];
  13351. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13352. }
  13353. texture.generateMipmaps = false;
  13354. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13355. } else {
  13356. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13357. textureProperties.__maxMipLevel = 0;
  13358. }
  13359. }
  13360. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13361. generateMipmap( textureType, texture, image.width, image.height );
  13362. }
  13363. textureProperties.__version = texture.version;
  13364. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13365. }
  13366. // Render targets
  13367. // Setup storage for target texture and bind it to correct framebuffer
  13368. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13369. var glFormat = utils.convert( renderTarget.texture.format );
  13370. var glType = utils.convert( renderTarget.texture.type );
  13371. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13372. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13373. _gl.bindFramebuffer( 36160, framebuffer );
  13374. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13375. _gl.bindFramebuffer( 36160, null );
  13376. }
  13377. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13378. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13379. _gl.bindRenderbuffer( 36161, renderbuffer );
  13380. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13381. var glInternalFormat = 33189;
  13382. if ( isMultisample ) {
  13383. var depthTexture = renderTarget.depthTexture;
  13384. if ( depthTexture && depthTexture.isDepthTexture ) {
  13385. if ( depthTexture.type === FloatType ) {
  13386. glInternalFormat = 36012;
  13387. } else if ( depthTexture.type === UnsignedIntType ) {
  13388. glInternalFormat = 33190;
  13389. }
  13390. }
  13391. var samples = getRenderTargetSamples( renderTarget );
  13392. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13393. } else {
  13394. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13395. }
  13396. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13397. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13398. if ( isMultisample ) {
  13399. var samples = getRenderTargetSamples( renderTarget );
  13400. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13401. } else {
  13402. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13403. }
  13404. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13405. } else {
  13406. var glFormat = utils.convert( renderTarget.texture.format );
  13407. var glType = utils.convert( renderTarget.texture.type );
  13408. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13409. if ( isMultisample ) {
  13410. var samples = getRenderTargetSamples( renderTarget );
  13411. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13412. } else {
  13413. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13414. }
  13415. }
  13416. _gl.bindRenderbuffer( 36161, null );
  13417. }
  13418. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13419. function setupDepthTexture( framebuffer, renderTarget ) {
  13420. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13421. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13422. _gl.bindFramebuffer( 36160, framebuffer );
  13423. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13424. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13425. }
  13426. // upload an empty depth texture with framebuffer size
  13427. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13428. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13429. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13430. renderTarget.depthTexture.image.width = renderTarget.width;
  13431. renderTarget.depthTexture.image.height = renderTarget.height;
  13432. renderTarget.depthTexture.needsUpdate = true;
  13433. }
  13434. setTexture2D( renderTarget.depthTexture, 0 );
  13435. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13436. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13437. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13438. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13439. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13440. } else {
  13441. throw new Error( 'Unknown depthTexture format' );
  13442. }
  13443. }
  13444. // Setup GL resources for a non-texture depth buffer
  13445. function setupDepthRenderbuffer( renderTarget ) {
  13446. var renderTargetProperties = properties.get( renderTarget );
  13447. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13448. if ( renderTarget.depthTexture ) {
  13449. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13450. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13451. } else {
  13452. if ( isCube ) {
  13453. renderTargetProperties.__webglDepthbuffer = [];
  13454. for ( var i = 0; i < 6; i ++ ) {
  13455. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13456. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13457. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13458. }
  13459. } else {
  13460. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13461. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13462. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13463. }
  13464. }
  13465. _gl.bindFramebuffer( 36160, null );
  13466. }
  13467. // Set up GL resources for the render target
  13468. function setupRenderTarget( renderTarget ) {
  13469. var renderTargetProperties = properties.get( renderTarget );
  13470. var textureProperties = properties.get( renderTarget.texture );
  13471. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13472. textureProperties.__webglTexture = _gl.createTexture();
  13473. info.memory.textures ++;
  13474. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13475. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13476. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13477. // Handles WebGL2 RGBFormat fallback - #18858
  13478. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13479. renderTarget.texture.format = RGBAFormat;
  13480. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13481. }
  13482. // Setup framebuffer
  13483. if ( isCube ) {
  13484. renderTargetProperties.__webglFramebuffer = [];
  13485. for ( var i = 0; i < 6; i ++ ) {
  13486. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13487. }
  13488. } else {
  13489. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13490. if ( isMultisample ) {
  13491. if ( isWebGL2 ) {
  13492. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13493. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13494. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13495. var glFormat = utils.convert( renderTarget.texture.format );
  13496. var glType = utils.convert( renderTarget.texture.type );
  13497. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13498. var samples = getRenderTargetSamples( renderTarget );
  13499. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13500. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13501. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13502. _gl.bindRenderbuffer( 36161, null );
  13503. if ( renderTarget.depthBuffer ) {
  13504. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13505. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13506. }
  13507. _gl.bindFramebuffer( 36160, null );
  13508. } else {
  13509. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13510. }
  13511. }
  13512. }
  13513. // Setup color buffer
  13514. if ( isCube ) {
  13515. state.bindTexture( 34067, textureProperties.__webglTexture );
  13516. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13517. for ( var i = 0; i < 6; i ++ ) {
  13518. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13519. }
  13520. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13521. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13522. }
  13523. state.bindTexture( 34067, null );
  13524. } else {
  13525. state.bindTexture( 3553, textureProperties.__webglTexture );
  13526. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13527. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13528. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13529. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13530. }
  13531. state.bindTexture( 3553, null );
  13532. }
  13533. // Setup depth and stencil buffers
  13534. if ( renderTarget.depthBuffer ) {
  13535. setupDepthRenderbuffer( renderTarget );
  13536. }
  13537. }
  13538. function updateRenderTargetMipmap( renderTarget ) {
  13539. var texture = renderTarget.texture;
  13540. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13541. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13542. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13543. var webglTexture = properties.get( texture ).__webglTexture;
  13544. state.bindTexture( target, webglTexture );
  13545. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13546. state.bindTexture( target, null );
  13547. }
  13548. }
  13549. function updateMultisampleRenderTarget( renderTarget ) {
  13550. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13551. if ( isWebGL2 ) {
  13552. var renderTargetProperties = properties.get( renderTarget );
  13553. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13554. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13555. var width = renderTarget.width;
  13556. var height = renderTarget.height;
  13557. var mask = 16384;
  13558. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13559. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13560. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13561. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13562. } else {
  13563. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13564. }
  13565. }
  13566. }
  13567. function getRenderTargetSamples( renderTarget ) {
  13568. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13569. Math.min( maxSamples, renderTarget.samples ) : 0;
  13570. }
  13571. function updateVideoTexture( texture ) {
  13572. var frame = info.render.frame;
  13573. // Check the last frame we updated the VideoTexture
  13574. if ( _videoTextures.get( texture ) !== frame ) {
  13575. _videoTextures.set( texture, frame );
  13576. texture.update();
  13577. }
  13578. }
  13579. // backwards compatibility
  13580. var warnedTexture2D = false;
  13581. var warnedTextureCube = false;
  13582. function safeSetTexture2D( texture, slot ) {
  13583. if ( texture && texture.isWebGLRenderTarget ) {
  13584. if ( warnedTexture2D === false ) {
  13585. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13586. warnedTexture2D = true;
  13587. }
  13588. texture = texture.texture;
  13589. }
  13590. setTexture2D( texture, slot );
  13591. }
  13592. function safeSetTextureCube( texture, slot ) {
  13593. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13594. if ( warnedTextureCube === false ) {
  13595. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13596. warnedTextureCube = true;
  13597. }
  13598. texture = texture.texture;
  13599. }
  13600. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13601. // TODO: unify these code paths
  13602. if ( ( texture && texture.isCubeTexture ) ||
  13603. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13604. // CompressedTexture can have Array in image :/
  13605. // this function alone should take care of cube textures
  13606. setTextureCube( texture, slot );
  13607. } else {
  13608. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13609. setTextureCubeDynamic( texture, slot );
  13610. }
  13611. }
  13612. //
  13613. this.allocateTextureUnit = allocateTextureUnit;
  13614. this.resetTextureUnits = resetTextureUnits;
  13615. this.setTexture2D = setTexture2D;
  13616. this.setTexture2DArray = setTexture2DArray;
  13617. this.setTexture3D = setTexture3D;
  13618. this.setTextureCube = setTextureCube;
  13619. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13620. this.setupRenderTarget = setupRenderTarget;
  13621. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13622. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13623. this.safeSetTexture2D = safeSetTexture2D;
  13624. this.safeSetTextureCube = safeSetTextureCube;
  13625. }
  13626. /**
  13627. * @author thespite / http://www.twitter.com/thespite
  13628. */
  13629. function WebGLUtils( gl, extensions, capabilities ) {
  13630. var isWebGL2 = capabilities.isWebGL2;
  13631. function convert( p ) {
  13632. var extension;
  13633. if ( p === UnsignedByteType ) { return 5121; }
  13634. if ( p === UnsignedShort4444Type ) { return 32819; }
  13635. if ( p === UnsignedShort5551Type ) { return 32820; }
  13636. if ( p === UnsignedShort565Type ) { return 33635; }
  13637. if ( p === ByteType ) { return 5120; }
  13638. if ( p === ShortType ) { return 5122; }
  13639. if ( p === UnsignedShortType ) { return 5123; }
  13640. if ( p === IntType ) { return 5124; }
  13641. if ( p === UnsignedIntType ) { return 5125; }
  13642. if ( p === FloatType ) { return 5126; }
  13643. if ( p === HalfFloatType ) {
  13644. if ( isWebGL2 ) { return 5131; }
  13645. extension = extensions.get( 'OES_texture_half_float' );
  13646. if ( extension !== null ) {
  13647. return extension.HALF_FLOAT_OES;
  13648. } else {
  13649. return null;
  13650. }
  13651. }
  13652. if ( p === AlphaFormat ) { return 6406; }
  13653. if ( p === RGBFormat ) { return 6407; }
  13654. if ( p === RGBAFormat ) { return 6408; }
  13655. if ( p === LuminanceFormat ) { return 6409; }
  13656. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13657. if ( p === DepthFormat ) { return 6402; }
  13658. if ( p === DepthStencilFormat ) { return 34041; }
  13659. if ( p === RedFormat ) { return 6403; }
  13660. // WebGL2 formats.
  13661. if ( p === RedIntegerFormat ) { return 36244; }
  13662. if ( p === RGFormat ) { return 33319; }
  13663. if ( p === RGIntegerFormat ) { return 33320; }
  13664. if ( p === RGBIntegerFormat ) { return 36248; }
  13665. if ( p === RGBAIntegerFormat ) { return 36249; }
  13666. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13667. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13668. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13669. if ( extension !== null ) {
  13670. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13671. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13672. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13673. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13674. } else {
  13675. return null;
  13676. }
  13677. }
  13678. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13679. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13680. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13681. if ( extension !== null ) {
  13682. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13683. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13684. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13685. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13686. } else {
  13687. return null;
  13688. }
  13689. }
  13690. if ( p === RGB_ETC1_Format ) {
  13691. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13692. if ( extension !== null ) {
  13693. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13694. } else {
  13695. return null;
  13696. }
  13697. }
  13698. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13699. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13700. if ( extension !== null ) {
  13701. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13702. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13703. }
  13704. }
  13705. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13706. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13707. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13708. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13709. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13710. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13711. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13712. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13713. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13714. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13715. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13716. if ( extension !== null ) {
  13717. // TODO Complete?
  13718. return p;
  13719. } else {
  13720. return null;
  13721. }
  13722. }
  13723. if ( p === RGBA_BPTC_Format ) {
  13724. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13725. if ( extension !== null ) {
  13726. // TODO Complete?
  13727. return p;
  13728. } else {
  13729. return null;
  13730. }
  13731. }
  13732. if ( p === UnsignedInt248Type ) {
  13733. if ( isWebGL2 ) { return 34042; }
  13734. extension = extensions.get( 'WEBGL_depth_texture' );
  13735. if ( extension !== null ) {
  13736. return extension.UNSIGNED_INT_24_8_WEBGL;
  13737. } else {
  13738. return null;
  13739. }
  13740. }
  13741. }
  13742. return { convert: convert };
  13743. }
  13744. /**
  13745. * @author mrdoob / http://mrdoob.com/
  13746. */
  13747. function ArrayCamera( array ) {
  13748. PerspectiveCamera.call( this );
  13749. this.cameras = array || [];
  13750. }
  13751. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13752. constructor: ArrayCamera,
  13753. isArrayCamera: true
  13754. } );
  13755. /**
  13756. * @author mrdoob / http://mrdoob.com/
  13757. */
  13758. function Group() {
  13759. Object3D.call( this );
  13760. this.type = 'Group';
  13761. }
  13762. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13763. constructor: Group,
  13764. isGroup: true
  13765. } );
  13766. /**
  13767. * @author Mugen87 / https://github.com/Mugen87
  13768. */
  13769. function WebXRController() {
  13770. this._targetRay = null;
  13771. this._grip = null;
  13772. }
  13773. Object.assign( WebXRController.prototype, {
  13774. constructor: WebXRController,
  13775. getTargetRaySpace: function () {
  13776. if ( this._targetRay === null ) {
  13777. this._targetRay = new Group();
  13778. this._targetRay.matrixAutoUpdate = false;
  13779. this._targetRay.visible = false;
  13780. }
  13781. return this._targetRay;
  13782. },
  13783. getGripSpace: function () {
  13784. if ( this._grip === null ) {
  13785. this._grip = new Group();
  13786. this._grip.matrixAutoUpdate = false;
  13787. this._grip.visible = false;
  13788. }
  13789. return this._grip;
  13790. },
  13791. dispatchEvent: function ( event ) {
  13792. if ( this._targetRay !== null ) {
  13793. this._targetRay.dispatchEvent( event );
  13794. }
  13795. if ( this._grip !== null ) {
  13796. this._grip.dispatchEvent( event );
  13797. }
  13798. return this;
  13799. },
  13800. disconnect: function ( inputSource ) {
  13801. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13802. if ( this._targetRay !== null ) {
  13803. this._targetRay.visible = false;
  13804. }
  13805. if ( this._grip !== null ) {
  13806. this._grip.visible = false;
  13807. }
  13808. return this;
  13809. },
  13810. update: function ( inputSource, frame, referenceSpace ) {
  13811. var inputPose = null;
  13812. var gripPose = null;
  13813. var targetRay = this._targetRay;
  13814. var grip = this._grip;
  13815. if ( inputSource ) {
  13816. if ( targetRay !== null ) {
  13817. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13818. if ( inputPose !== null ) {
  13819. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13820. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13821. }
  13822. }
  13823. if ( grip !== null && inputSource.gripSpace ) {
  13824. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13825. if ( gripPose !== null ) {
  13826. grip.matrix.fromArray( gripPose.transform.matrix );
  13827. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13828. }
  13829. }
  13830. }
  13831. if ( targetRay !== null ) {
  13832. targetRay.visible = ( inputPose !== null );
  13833. }
  13834. if ( grip !== null ) {
  13835. grip.visible = ( gripPose !== null );
  13836. }
  13837. return this;
  13838. }
  13839. } );
  13840. /**
  13841. * @author mrdoob / http://mrdoob.com/
  13842. */
  13843. function WebXRManager( renderer, gl ) {
  13844. var scope = this;
  13845. var session = null;
  13846. var framebufferScaleFactor = 1.0;
  13847. var referenceSpace = null;
  13848. var referenceSpaceType = 'local-floor';
  13849. var pose = null;
  13850. var controllers = [];
  13851. var inputSourcesMap = new Map();
  13852. //
  13853. var cameraL = new PerspectiveCamera();
  13854. cameraL.layers.enable( 1 );
  13855. cameraL.viewport = new Vector4();
  13856. var cameraR = new PerspectiveCamera();
  13857. cameraR.layers.enable( 2 );
  13858. cameraR.viewport = new Vector4();
  13859. var cameras = [ cameraL, cameraR ];
  13860. var cameraVR = new ArrayCamera();
  13861. cameraVR.layers.enable( 1 );
  13862. cameraVR.layers.enable( 2 );
  13863. var _currentDepthNear = null;
  13864. var _currentDepthFar = null;
  13865. //
  13866. this.enabled = false;
  13867. this.isPresenting = false;
  13868. this.getController = function ( index ) {
  13869. var controller = controllers[ index ];
  13870. if ( controller === undefined ) {
  13871. controller = new WebXRController();
  13872. controllers[ index ] = controller;
  13873. }
  13874. return controller.getTargetRaySpace();
  13875. };
  13876. this.getControllerGrip = function ( index ) {
  13877. var controller = controllers[ index ];
  13878. if ( controller === undefined ) {
  13879. controller = new WebXRController();
  13880. controllers[ index ] = controller;
  13881. }
  13882. return controller.getGripSpace();
  13883. };
  13884. //
  13885. function onSessionEvent( event ) {
  13886. var controller = inputSourcesMap.get( event.inputSource );
  13887. if ( controller ) {
  13888. controller.dispatchEvent( { type: event.type } );
  13889. }
  13890. }
  13891. function onSessionEnd() {
  13892. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13893. controller.disconnect( inputSource );
  13894. } );
  13895. inputSourcesMap.clear();
  13896. //
  13897. renderer.setFramebuffer( null );
  13898. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13899. animation.stop();
  13900. scope.isPresenting = false;
  13901. scope.dispatchEvent( { type: 'sessionend' } );
  13902. }
  13903. function onRequestReferenceSpace( value ) {
  13904. referenceSpace = value;
  13905. animation.setContext( session );
  13906. animation.start();
  13907. scope.isPresenting = true;
  13908. scope.dispatchEvent( { type: 'sessionstart' } );
  13909. }
  13910. this.setFramebufferScaleFactor = function ( value ) {
  13911. framebufferScaleFactor = value;
  13912. if ( scope.isPresenting === true ) {
  13913. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  13914. }
  13915. };
  13916. this.setReferenceSpaceType = function ( value ) {
  13917. referenceSpaceType = value;
  13918. if ( scope.isPresenting === true ) {
  13919. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  13920. }
  13921. };
  13922. this.getReferenceSpace = function () {
  13923. return referenceSpace;
  13924. };
  13925. this.getSession = function () {
  13926. return session;
  13927. };
  13928. this.setSession = function ( value ) {
  13929. session = value;
  13930. if ( session !== null ) {
  13931. session.addEventListener( 'select', onSessionEvent );
  13932. session.addEventListener( 'selectstart', onSessionEvent );
  13933. session.addEventListener( 'selectend', onSessionEvent );
  13934. session.addEventListener( 'squeeze', onSessionEvent );
  13935. session.addEventListener( 'squeezestart', onSessionEvent );
  13936. session.addEventListener( 'squeezeend', onSessionEvent );
  13937. session.addEventListener( 'end', onSessionEnd );
  13938. var attributes = gl.getContextAttributes();
  13939. var layerInit = {
  13940. antialias: attributes.antialias,
  13941. alpha: attributes.alpha,
  13942. depth: attributes.depth,
  13943. stencil: attributes.stencil,
  13944. framebufferScaleFactor: framebufferScaleFactor
  13945. };
  13946. // eslint-disable-next-line no-undef
  13947. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13948. session.updateRenderState( { baseLayer: baseLayer } );
  13949. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13950. //
  13951. session.addEventListener( 'inputsourceschange', updateInputSources );
  13952. }
  13953. };
  13954. function updateInputSources( event ) {
  13955. var inputSources = session.inputSources;
  13956. // Assign inputSources to available controllers
  13957. for ( var i = 0; i < controllers.length; i ++ ) {
  13958. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13959. }
  13960. // Notify disconnected
  13961. for ( var i = 0; i < event.removed.length; i ++ ) {
  13962. var inputSource = event.removed[ i ];
  13963. var controller = inputSourcesMap.get( inputSource );
  13964. if ( controller ) {
  13965. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13966. inputSourcesMap.delete( inputSource );
  13967. }
  13968. }
  13969. // Notify connected
  13970. for ( var i = 0; i < event.added.length; i ++ ) {
  13971. var inputSource = event.added[ i ];
  13972. var controller = inputSourcesMap.get( inputSource );
  13973. if ( controller ) {
  13974. controller.dispatchEvent( { type: 'connected', data: inputSource } );
  13975. }
  13976. }
  13977. }
  13978. //
  13979. var cameraLPos = new Vector3();
  13980. var cameraRPos = new Vector3();
  13981. /**
  13982. * @author jsantell / https://www.jsantell.com/
  13983. *
  13984. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13985. * the cameras' projection and world matrices have already been set.
  13986. * And that near and far planes are identical for both cameras.
  13987. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13988. */
  13989. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13990. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13991. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13992. var ipd = cameraLPos.distanceTo( cameraRPos );
  13993. var projL = cameraL.projectionMatrix.elements;
  13994. var projR = cameraR.projectionMatrix.elements;
  13995. // VR systems will have identical far and near planes, and
  13996. // most likely identical top and bottom frustum extents.
  13997. // Use the left camera for these values.
  13998. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13999. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14000. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14001. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14002. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14003. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14004. var left = near * leftFov;
  14005. var right = near * rightFov;
  14006. // Calculate the new camera's position offset from the
  14007. // left camera. xOffset should be roughly half `ipd`.
  14008. var zOffset = ipd / ( - leftFov + rightFov );
  14009. var xOffset = zOffset * - leftFov;
  14010. // TODO: Better way to apply this offset?
  14011. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14012. camera.translateX( xOffset );
  14013. camera.translateZ( zOffset );
  14014. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14015. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14016. // Find the union of the frustum values of the cameras and scale
  14017. // the values so that the near plane's position does not change in world space,
  14018. // although must now be relative to the new union camera.
  14019. var near2 = near + zOffset;
  14020. var far2 = far + zOffset;
  14021. var left2 = left - xOffset;
  14022. var right2 = right + ( ipd - xOffset );
  14023. var top2 = topFov * far / far2 * near2;
  14024. var bottom2 = bottomFov * far / far2 * near2;
  14025. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14026. }
  14027. function updateCamera( camera, parent ) {
  14028. if ( parent === null ) {
  14029. camera.matrixWorld.copy( camera.matrix );
  14030. } else {
  14031. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14032. }
  14033. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14034. }
  14035. this.getCamera = function ( camera ) {
  14036. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14037. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14038. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14039. // Note that the new renderState won't apply until the next frame. See #18320
  14040. session.updateRenderState( {
  14041. depthNear: cameraVR.near,
  14042. depthFar: cameraVR.far
  14043. } );
  14044. _currentDepthNear = cameraVR.near;
  14045. _currentDepthFar = cameraVR.far;
  14046. }
  14047. var parent = camera.parent;
  14048. var cameras = cameraVR.cameras;
  14049. updateCamera( cameraVR, parent );
  14050. for ( var i = 0; i < cameras.length; i ++ ) {
  14051. updateCamera( cameras[ i ], parent );
  14052. }
  14053. // update camera and its children
  14054. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14055. var children = camera.children;
  14056. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14057. children[ i ].updateMatrixWorld( true );
  14058. }
  14059. // update projection matrix for proper view frustum culling
  14060. if ( cameras.length === 2 ) {
  14061. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14062. } else {
  14063. // assume single camera setup (AR)
  14064. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14065. }
  14066. return cameraVR;
  14067. };
  14068. // Animation Loop
  14069. var onAnimationFrameCallback = null;
  14070. function onAnimationFrame( time, frame ) {
  14071. pose = frame.getViewerPose( referenceSpace );
  14072. if ( pose !== null ) {
  14073. var views = pose.views;
  14074. var baseLayer = session.renderState.baseLayer;
  14075. renderer.setFramebuffer( baseLayer.framebuffer );
  14076. var cameraVRNeedsUpdate = false;
  14077. // check if it's necessary to rebuild cameraVR's camera list
  14078. if ( views.length !== cameraVR.cameras.length ) {
  14079. cameraVR.cameras.length = 0;
  14080. cameraVRNeedsUpdate = true;
  14081. }
  14082. for ( var i = 0; i < views.length; i ++ ) {
  14083. var view = views[ i ];
  14084. var viewport = baseLayer.getViewport( view );
  14085. var camera = cameras[ i ];
  14086. camera.matrix.fromArray( view.transform.matrix );
  14087. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14088. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14089. if ( i === 0 ) {
  14090. cameraVR.matrix.copy( camera.matrix );
  14091. }
  14092. if ( cameraVRNeedsUpdate === true ) {
  14093. cameraVR.cameras.push( camera );
  14094. }
  14095. }
  14096. }
  14097. //
  14098. var inputSources = session.inputSources;
  14099. for ( var i = 0; i < controllers.length; i ++ ) {
  14100. var controller = controllers[ i ];
  14101. var inputSource = inputSources[ i ];
  14102. controller.update( inputSource, frame, referenceSpace );
  14103. }
  14104. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14105. }
  14106. var animation = new WebGLAnimation();
  14107. animation.setAnimationLoop( onAnimationFrame );
  14108. this.setAnimationLoop = function ( callback ) {
  14109. onAnimationFrameCallback = callback;
  14110. };
  14111. this.dispose = function () {};
  14112. }
  14113. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14114. /**
  14115. * @author mrdoob / http://mrdoob.com/
  14116. */
  14117. function WebGLMaterials( properties ) {
  14118. function refreshFogUniforms( uniforms, fog ) {
  14119. uniforms.fogColor.value.copy( fog.color );
  14120. if ( fog.isFog ) {
  14121. uniforms.fogNear.value = fog.near;
  14122. uniforms.fogFar.value = fog.far;
  14123. } else if ( fog.isFogExp2 ) {
  14124. uniforms.fogDensity.value = fog.density;
  14125. }
  14126. }
  14127. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14128. if ( material.isMeshBasicMaterial ) {
  14129. refreshUniformsCommon( uniforms, material );
  14130. } else if ( material.isMeshLambertMaterial ) {
  14131. refreshUniformsCommon( uniforms, material );
  14132. refreshUniformsLambert( uniforms, material );
  14133. } else if ( material.isMeshToonMaterial ) {
  14134. refreshUniformsCommon( uniforms, material );
  14135. refreshUniformsToon( uniforms, material );
  14136. } else if ( material.isMeshPhongMaterial ) {
  14137. refreshUniformsCommon( uniforms, material );
  14138. refreshUniformsPhong( uniforms, material );
  14139. } else if ( material.isMeshStandardMaterial ) {
  14140. refreshUniformsCommon( uniforms, material, environment );
  14141. if ( material.isMeshPhysicalMaterial ) {
  14142. refreshUniformsPhysical( uniforms, material, environment );
  14143. } else {
  14144. refreshUniformsStandard( uniforms, material, environment );
  14145. }
  14146. } else if ( material.isMeshMatcapMaterial ) {
  14147. refreshUniformsCommon( uniforms, material );
  14148. refreshUniformsMatcap( uniforms, material );
  14149. } else if ( material.isMeshDepthMaterial ) {
  14150. refreshUniformsCommon( uniforms, material );
  14151. refreshUniformsDepth( uniforms, material );
  14152. } else if ( material.isMeshDistanceMaterial ) {
  14153. refreshUniformsCommon( uniforms, material );
  14154. refreshUniformsDistance( uniforms, material );
  14155. } else if ( material.isMeshNormalMaterial ) {
  14156. refreshUniformsCommon( uniforms, material );
  14157. refreshUniformsNormal( uniforms, material );
  14158. } else if ( material.isLineBasicMaterial ) {
  14159. refreshUniformsLine( uniforms, material );
  14160. if ( material.isLineDashedMaterial ) {
  14161. refreshUniformsDash( uniforms, material );
  14162. }
  14163. } else if ( material.isPointsMaterial ) {
  14164. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14165. } else if ( material.isSpriteMaterial ) {
  14166. refreshUniformsSprites( uniforms, material );
  14167. } else if ( material.isShadowMaterial ) {
  14168. uniforms.color.value.copy( material.color );
  14169. uniforms.opacity.value = material.opacity;
  14170. } else if ( material.isShaderMaterial ) {
  14171. material.uniformsNeedUpdate = false; // #15581
  14172. }
  14173. }
  14174. function refreshUniformsCommon( uniforms, material, environment ) {
  14175. uniforms.opacity.value = material.opacity;
  14176. if ( material.color ) {
  14177. uniforms.diffuse.value.copy( material.color );
  14178. }
  14179. if ( material.emissive ) {
  14180. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14181. }
  14182. if ( material.map ) {
  14183. uniforms.map.value = material.map;
  14184. }
  14185. if ( material.alphaMap ) {
  14186. uniforms.alphaMap.value = material.alphaMap;
  14187. }
  14188. if ( material.specularMap ) {
  14189. uniforms.specularMap.value = material.specularMap;
  14190. }
  14191. var envMap = material.envMap || environment;
  14192. if ( envMap ) {
  14193. uniforms.envMap.value = envMap;
  14194. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14195. uniforms.reflectivity.value = material.reflectivity;
  14196. uniforms.refractionRatio.value = material.refractionRatio;
  14197. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14198. }
  14199. if ( material.lightMap ) {
  14200. uniforms.lightMap.value = material.lightMap;
  14201. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14202. }
  14203. if ( material.aoMap ) {
  14204. uniforms.aoMap.value = material.aoMap;
  14205. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14206. }
  14207. // uv repeat and offset setting priorities
  14208. // 1. color map
  14209. // 2. specular map
  14210. // 3. normal map
  14211. // 4. bump map
  14212. // 5. alpha map
  14213. // 6. emissive map
  14214. var uvScaleMap;
  14215. if ( material.map ) {
  14216. uvScaleMap = material.map;
  14217. } else if ( material.specularMap ) {
  14218. uvScaleMap = material.specularMap;
  14219. } else if ( material.displacementMap ) {
  14220. uvScaleMap = material.displacementMap;
  14221. } else if ( material.normalMap ) {
  14222. uvScaleMap = material.normalMap;
  14223. } else if ( material.bumpMap ) {
  14224. uvScaleMap = material.bumpMap;
  14225. } else if ( material.roughnessMap ) {
  14226. uvScaleMap = material.roughnessMap;
  14227. } else if ( material.metalnessMap ) {
  14228. uvScaleMap = material.metalnessMap;
  14229. } else if ( material.alphaMap ) {
  14230. uvScaleMap = material.alphaMap;
  14231. } else if ( material.emissiveMap ) {
  14232. uvScaleMap = material.emissiveMap;
  14233. }
  14234. if ( uvScaleMap !== undefined ) {
  14235. // backwards compatibility
  14236. if ( uvScaleMap.isWebGLRenderTarget ) {
  14237. uvScaleMap = uvScaleMap.texture;
  14238. }
  14239. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14240. uvScaleMap.updateMatrix();
  14241. }
  14242. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14243. }
  14244. // uv repeat and offset setting priorities for uv2
  14245. // 1. ao map
  14246. // 2. light map
  14247. var uv2ScaleMap;
  14248. if ( material.aoMap ) {
  14249. uv2ScaleMap = material.aoMap;
  14250. } else if ( material.lightMap ) {
  14251. uv2ScaleMap = material.lightMap;
  14252. }
  14253. if ( uv2ScaleMap !== undefined ) {
  14254. // backwards compatibility
  14255. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14256. uv2ScaleMap = uv2ScaleMap.texture;
  14257. }
  14258. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14259. uv2ScaleMap.updateMatrix();
  14260. }
  14261. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14262. }
  14263. }
  14264. function refreshUniformsLine( uniforms, material ) {
  14265. uniforms.diffuse.value.copy( material.color );
  14266. uniforms.opacity.value = material.opacity;
  14267. }
  14268. function refreshUniformsDash( uniforms, material ) {
  14269. uniforms.dashSize.value = material.dashSize;
  14270. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14271. uniforms.scale.value = material.scale;
  14272. }
  14273. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14274. uniforms.diffuse.value.copy( material.color );
  14275. uniforms.opacity.value = material.opacity;
  14276. uniforms.size.value = material.size * pixelRatio;
  14277. uniforms.scale.value = height * 0.5;
  14278. if ( material.map ) {
  14279. uniforms.map.value = material.map;
  14280. }
  14281. if ( material.alphaMap ) {
  14282. uniforms.alphaMap.value = material.alphaMap;
  14283. }
  14284. // uv repeat and offset setting priorities
  14285. // 1. color map
  14286. // 2. alpha map
  14287. var uvScaleMap;
  14288. if ( material.map ) {
  14289. uvScaleMap = material.map;
  14290. } else if ( material.alphaMap ) {
  14291. uvScaleMap = material.alphaMap;
  14292. }
  14293. if ( uvScaleMap !== undefined ) {
  14294. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14295. uvScaleMap.updateMatrix();
  14296. }
  14297. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14298. }
  14299. }
  14300. function refreshUniformsSprites( uniforms, material ) {
  14301. uniforms.diffuse.value.copy( material.color );
  14302. uniforms.opacity.value = material.opacity;
  14303. uniforms.rotation.value = material.rotation;
  14304. if ( material.map ) {
  14305. uniforms.map.value = material.map;
  14306. }
  14307. if ( material.alphaMap ) {
  14308. uniforms.alphaMap.value = material.alphaMap;
  14309. }
  14310. // uv repeat and offset setting priorities
  14311. // 1. color map
  14312. // 2. alpha map
  14313. var uvScaleMap;
  14314. if ( material.map ) {
  14315. uvScaleMap = material.map;
  14316. } else if ( material.alphaMap ) {
  14317. uvScaleMap = material.alphaMap;
  14318. }
  14319. if ( uvScaleMap !== undefined ) {
  14320. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14321. uvScaleMap.updateMatrix();
  14322. }
  14323. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14324. }
  14325. }
  14326. function refreshUniformsLambert( uniforms, material ) {
  14327. if ( material.emissiveMap ) {
  14328. uniforms.emissiveMap.value = material.emissiveMap;
  14329. }
  14330. }
  14331. function refreshUniformsPhong( uniforms, material ) {
  14332. uniforms.specular.value.copy( material.specular );
  14333. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14334. if ( material.emissiveMap ) {
  14335. uniforms.emissiveMap.value = material.emissiveMap;
  14336. }
  14337. if ( material.bumpMap ) {
  14338. uniforms.bumpMap.value = material.bumpMap;
  14339. uniforms.bumpScale.value = material.bumpScale;
  14340. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14341. }
  14342. if ( material.normalMap ) {
  14343. uniforms.normalMap.value = material.normalMap;
  14344. uniforms.normalScale.value.copy( material.normalScale );
  14345. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14346. }
  14347. if ( material.displacementMap ) {
  14348. uniforms.displacementMap.value = material.displacementMap;
  14349. uniforms.displacementScale.value = material.displacementScale;
  14350. uniforms.displacementBias.value = material.displacementBias;
  14351. }
  14352. }
  14353. function refreshUniformsToon( uniforms, material ) {
  14354. uniforms.specular.value.copy( material.specular );
  14355. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14356. if ( material.gradientMap ) {
  14357. uniforms.gradientMap.value = material.gradientMap;
  14358. }
  14359. if ( material.emissiveMap ) {
  14360. uniforms.emissiveMap.value = material.emissiveMap;
  14361. }
  14362. if ( material.bumpMap ) {
  14363. uniforms.bumpMap.value = material.bumpMap;
  14364. uniforms.bumpScale.value = material.bumpScale;
  14365. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14366. }
  14367. if ( material.normalMap ) {
  14368. uniforms.normalMap.value = material.normalMap;
  14369. uniforms.normalScale.value.copy( material.normalScale );
  14370. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14371. }
  14372. if ( material.displacementMap ) {
  14373. uniforms.displacementMap.value = material.displacementMap;
  14374. uniforms.displacementScale.value = material.displacementScale;
  14375. uniforms.displacementBias.value = material.displacementBias;
  14376. }
  14377. }
  14378. function refreshUniformsStandard( uniforms, material, environment ) {
  14379. uniforms.roughness.value = material.roughness;
  14380. uniforms.metalness.value = material.metalness;
  14381. if ( material.roughnessMap ) {
  14382. uniforms.roughnessMap.value = material.roughnessMap;
  14383. }
  14384. if ( material.metalnessMap ) {
  14385. uniforms.metalnessMap.value = material.metalnessMap;
  14386. }
  14387. if ( material.emissiveMap ) {
  14388. uniforms.emissiveMap.value = material.emissiveMap;
  14389. }
  14390. if ( material.bumpMap ) {
  14391. uniforms.bumpMap.value = material.bumpMap;
  14392. uniforms.bumpScale.value = material.bumpScale;
  14393. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14394. }
  14395. if ( material.normalMap ) {
  14396. uniforms.normalMap.value = material.normalMap;
  14397. uniforms.normalScale.value.copy( material.normalScale );
  14398. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14399. }
  14400. if ( material.displacementMap ) {
  14401. uniforms.displacementMap.value = material.displacementMap;
  14402. uniforms.displacementScale.value = material.displacementScale;
  14403. uniforms.displacementBias.value = material.displacementBias;
  14404. }
  14405. if ( material.envMap || environment ) {
  14406. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14407. uniforms.envMapIntensity.value = material.envMapIntensity;
  14408. }
  14409. }
  14410. function refreshUniformsPhysical( uniforms, material, environment ) {
  14411. refreshUniformsStandard( uniforms, material, environment );
  14412. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14413. uniforms.clearcoat.value = material.clearcoat;
  14414. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14415. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14416. if ( material.clearcoatMap ) {
  14417. uniforms.clearcoatMap.value = material.clearcoatMap;
  14418. }
  14419. if ( material.clearcoatRoughnessMap ) {
  14420. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14421. }
  14422. if ( material.clearcoatNormalMap ) {
  14423. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14424. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14425. if ( material.side === BackSide ) {
  14426. uniforms.clearcoatNormalScale.value.negate();
  14427. }
  14428. }
  14429. uniforms.transparency.value = material.transparency;
  14430. }
  14431. function refreshUniformsMatcap( uniforms, material ) {
  14432. if ( material.matcap ) {
  14433. uniforms.matcap.value = material.matcap;
  14434. }
  14435. if ( material.bumpMap ) {
  14436. uniforms.bumpMap.value = material.bumpMap;
  14437. uniforms.bumpScale.value = material.bumpScale;
  14438. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14439. }
  14440. if ( material.normalMap ) {
  14441. uniforms.normalMap.value = material.normalMap;
  14442. uniforms.normalScale.value.copy( material.normalScale );
  14443. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14444. }
  14445. if ( material.displacementMap ) {
  14446. uniforms.displacementMap.value = material.displacementMap;
  14447. uniforms.displacementScale.value = material.displacementScale;
  14448. uniforms.displacementBias.value = material.displacementBias;
  14449. }
  14450. }
  14451. function refreshUniformsDepth( uniforms, material ) {
  14452. if ( material.displacementMap ) {
  14453. uniforms.displacementMap.value = material.displacementMap;
  14454. uniforms.displacementScale.value = material.displacementScale;
  14455. uniforms.displacementBias.value = material.displacementBias;
  14456. }
  14457. }
  14458. function refreshUniformsDistance( uniforms, material ) {
  14459. if ( material.displacementMap ) {
  14460. uniforms.displacementMap.value = material.displacementMap;
  14461. uniforms.displacementScale.value = material.displacementScale;
  14462. uniforms.displacementBias.value = material.displacementBias;
  14463. }
  14464. uniforms.referencePosition.value.copy( material.referencePosition );
  14465. uniforms.nearDistance.value = material.nearDistance;
  14466. uniforms.farDistance.value = material.farDistance;
  14467. }
  14468. function refreshUniformsNormal( uniforms, material ) {
  14469. if ( material.bumpMap ) {
  14470. uniforms.bumpMap.value = material.bumpMap;
  14471. uniforms.bumpScale.value = material.bumpScale;
  14472. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14473. }
  14474. if ( material.normalMap ) {
  14475. uniforms.normalMap.value = material.normalMap;
  14476. uniforms.normalScale.value.copy( material.normalScale );
  14477. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14478. }
  14479. if ( material.displacementMap ) {
  14480. uniforms.displacementMap.value = material.displacementMap;
  14481. uniforms.displacementScale.value = material.displacementScale;
  14482. uniforms.displacementBias.value = material.displacementBias;
  14483. }
  14484. }
  14485. return {
  14486. refreshFogUniforms: refreshFogUniforms,
  14487. refreshMaterialUniforms: refreshMaterialUniforms
  14488. };
  14489. }
  14490. /**
  14491. * @author supereggbert / http://www.paulbrunt.co.uk/
  14492. * @author mrdoob / http://mrdoob.com/
  14493. * @author alteredq / http://alteredqualia.com/
  14494. * @author szimek / https://github.com/szimek/
  14495. * @author tschw
  14496. */
  14497. function WebGLRenderer( parameters ) {
  14498. parameters = parameters || {};
  14499. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14500. _context = parameters.context !== undefined ? parameters.context : null,
  14501. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14502. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14503. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14504. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14505. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14506. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14507. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14508. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14509. var currentRenderList = null;
  14510. var currentRenderState = null;
  14511. // public properties
  14512. this.domElement = _canvas;
  14513. // Debug configuration container
  14514. this.debug = {
  14515. /**
  14516. * Enables error checking and reporting when shader programs are being compiled
  14517. * @type {boolean}
  14518. */
  14519. checkShaderErrors: true
  14520. };
  14521. // clearing
  14522. this.autoClear = true;
  14523. this.autoClearColor = true;
  14524. this.autoClearDepth = true;
  14525. this.autoClearStencil = true;
  14526. // scene graph
  14527. this.sortObjects = true;
  14528. // user-defined clipping
  14529. this.clippingPlanes = [];
  14530. this.localClippingEnabled = false;
  14531. // physically based shading
  14532. this.gammaFactor = 2.0; // for backwards compatibility
  14533. this.outputEncoding = LinearEncoding;
  14534. // physical lights
  14535. this.physicallyCorrectLights = false;
  14536. // tone mapping
  14537. this.toneMapping = NoToneMapping;
  14538. this.toneMappingExposure = 1.0;
  14539. this.toneMappingWhitePoint = 1.0;
  14540. // morphs
  14541. this.maxMorphTargets = 8;
  14542. this.maxMorphNormals = 4;
  14543. // internal properties
  14544. var _this = this,
  14545. _isContextLost = false,
  14546. // internal state cache
  14547. _framebuffer = null,
  14548. _currentActiveCubeFace = 0,
  14549. _currentActiveMipmapLevel = 0,
  14550. _currentRenderTarget = null,
  14551. _currentFramebuffer = null,
  14552. _currentMaterialId = - 1,
  14553. // geometry and program caching
  14554. _currentGeometryProgram = {
  14555. geometry: null,
  14556. program: null,
  14557. wireframe: false
  14558. },
  14559. _currentCamera = null,
  14560. _currentArrayCamera = null,
  14561. _currentViewport = new Vector4(),
  14562. _currentScissor = new Vector4(),
  14563. _currentScissorTest = null,
  14564. //
  14565. _width = _canvas.width,
  14566. _height = _canvas.height,
  14567. _pixelRatio = 1,
  14568. _opaqueSort = null,
  14569. _transparentSort = null,
  14570. _viewport = new Vector4( 0, 0, _width, _height ),
  14571. _scissor = new Vector4( 0, 0, _width, _height ),
  14572. _scissorTest = false,
  14573. // frustum
  14574. _frustum = new Frustum(),
  14575. // clipping
  14576. _clipping = new WebGLClipping(),
  14577. _clippingEnabled = false,
  14578. _localClippingEnabled = false,
  14579. // camera matrices cache
  14580. _projScreenMatrix = new Matrix4(),
  14581. _vector3 = new Vector3();
  14582. function getTargetPixelRatio() {
  14583. return _currentRenderTarget === null ? _pixelRatio : 1;
  14584. }
  14585. // initialize
  14586. var _gl;
  14587. try {
  14588. var contextAttributes = {
  14589. alpha: _alpha,
  14590. depth: _depth,
  14591. stencil: _stencil,
  14592. antialias: _antialias,
  14593. premultipliedAlpha: _premultipliedAlpha,
  14594. preserveDrawingBuffer: _preserveDrawingBuffer,
  14595. powerPreference: _powerPreference,
  14596. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14597. xrCompatible: true
  14598. };
  14599. // event listeners must be registered before WebGL context is created, see #12753
  14600. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14601. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14602. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14603. if ( _gl === null ) {
  14604. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14605. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14606. } else {
  14607. throw new Error( 'Error creating WebGL context.' );
  14608. }
  14609. }
  14610. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14611. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14612. _gl.getShaderPrecisionFormat = function () {
  14613. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14614. };
  14615. }
  14616. } catch ( error ) {
  14617. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14618. throw error;
  14619. }
  14620. var extensions, capabilities, state, info;
  14621. var properties, textures, attributes, geometries, objects;
  14622. var programCache, materials, renderLists, renderStates;
  14623. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14624. var utils;
  14625. function initGLContext() {
  14626. extensions = new WebGLExtensions( _gl );
  14627. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14628. if ( capabilities.isWebGL2 === false ) {
  14629. extensions.get( 'WEBGL_depth_texture' );
  14630. extensions.get( 'OES_texture_float' );
  14631. extensions.get( 'OES_texture_half_float' );
  14632. extensions.get( 'OES_texture_half_float_linear' );
  14633. extensions.get( 'OES_standard_derivatives' );
  14634. extensions.get( 'OES_element_index_uint' );
  14635. extensions.get( 'ANGLE_instanced_arrays' );
  14636. }
  14637. extensions.get( 'OES_texture_float_linear' );
  14638. utils = new WebGLUtils( _gl, extensions, capabilities );
  14639. state = new WebGLState( _gl, extensions, capabilities );
  14640. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14641. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14642. info = new WebGLInfo( _gl );
  14643. properties = new WebGLProperties();
  14644. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14645. attributes = new WebGLAttributes( _gl, capabilities );
  14646. geometries = new WebGLGeometries( _gl, attributes, info );
  14647. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14648. morphtargets = new WebGLMorphtargets( _gl );
  14649. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14650. materials = new WebGLMaterials( properties );
  14651. renderLists = new WebGLRenderLists();
  14652. renderStates = new WebGLRenderStates();
  14653. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14654. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14655. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14656. info.programs = programCache.programs;
  14657. _this.capabilities = capabilities;
  14658. _this.extensions = extensions;
  14659. _this.properties = properties;
  14660. _this.renderLists = renderLists;
  14661. _this.state = state;
  14662. _this.info = info;
  14663. }
  14664. initGLContext();
  14665. // xr
  14666. var xr = new WebXRManager( _this, _gl );
  14667. this.xr = xr;
  14668. // shadow map
  14669. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14670. this.shadowMap = shadowMap;
  14671. // API
  14672. this.getContext = function () {
  14673. return _gl;
  14674. };
  14675. this.getContextAttributes = function () {
  14676. return _gl.getContextAttributes();
  14677. };
  14678. this.forceContextLoss = function () {
  14679. var extension = extensions.get( 'WEBGL_lose_context' );
  14680. if ( extension ) { extension.loseContext(); }
  14681. };
  14682. this.forceContextRestore = function () {
  14683. var extension = extensions.get( 'WEBGL_lose_context' );
  14684. if ( extension ) { extension.restoreContext(); }
  14685. };
  14686. this.getPixelRatio = function () {
  14687. return _pixelRatio;
  14688. };
  14689. this.setPixelRatio = function ( value ) {
  14690. if ( value === undefined ) { return; }
  14691. _pixelRatio = value;
  14692. this.setSize( _width, _height, false );
  14693. };
  14694. this.getSize = function ( target ) {
  14695. if ( target === undefined ) {
  14696. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14697. target = new Vector2();
  14698. }
  14699. return target.set( _width, _height );
  14700. };
  14701. this.setSize = function ( width, height, updateStyle ) {
  14702. if ( xr.isPresenting ) {
  14703. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14704. return;
  14705. }
  14706. _width = width;
  14707. _height = height;
  14708. _canvas.width = Math.floor( width * _pixelRatio );
  14709. _canvas.height = Math.floor( height * _pixelRatio );
  14710. if ( updateStyle !== false ) {
  14711. _canvas.style.width = width + 'px';
  14712. _canvas.style.height = height + 'px';
  14713. }
  14714. this.setViewport( 0, 0, width, height );
  14715. };
  14716. this.getDrawingBufferSize = function ( target ) {
  14717. if ( target === undefined ) {
  14718. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14719. target = new Vector2();
  14720. }
  14721. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14722. };
  14723. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14724. _width = width;
  14725. _height = height;
  14726. _pixelRatio = pixelRatio;
  14727. _canvas.width = Math.floor( width * pixelRatio );
  14728. _canvas.height = Math.floor( height * pixelRatio );
  14729. this.setViewport( 0, 0, width, height );
  14730. };
  14731. this.getCurrentViewport = function ( target ) {
  14732. if ( target === undefined ) {
  14733. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14734. target = new Vector4();
  14735. }
  14736. return target.copy( _currentViewport );
  14737. };
  14738. this.getViewport = function ( target ) {
  14739. return target.copy( _viewport );
  14740. };
  14741. this.setViewport = function ( x, y, width, height ) {
  14742. if ( x.isVector4 ) {
  14743. _viewport.set( x.x, x.y, x.z, x.w );
  14744. } else {
  14745. _viewport.set( x, y, width, height );
  14746. }
  14747. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14748. };
  14749. this.getScissor = function ( target ) {
  14750. return target.copy( _scissor );
  14751. };
  14752. this.setScissor = function ( x, y, width, height ) {
  14753. if ( x.isVector4 ) {
  14754. _scissor.set( x.x, x.y, x.z, x.w );
  14755. } else {
  14756. _scissor.set( x, y, width, height );
  14757. }
  14758. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14759. };
  14760. this.getScissorTest = function () {
  14761. return _scissorTest;
  14762. };
  14763. this.setScissorTest = function ( boolean ) {
  14764. state.setScissorTest( _scissorTest = boolean );
  14765. };
  14766. this.setOpaqueSort = function ( method ) {
  14767. _opaqueSort = method;
  14768. };
  14769. this.setTransparentSort = function ( method ) {
  14770. _transparentSort = method;
  14771. };
  14772. // Clearing
  14773. this.getClearColor = function () {
  14774. return background.getClearColor();
  14775. };
  14776. this.setClearColor = function () {
  14777. background.setClearColor.apply( background, arguments );
  14778. };
  14779. this.getClearAlpha = function () {
  14780. return background.getClearAlpha();
  14781. };
  14782. this.setClearAlpha = function () {
  14783. background.setClearAlpha.apply( background, arguments );
  14784. };
  14785. this.clear = function ( color, depth, stencil ) {
  14786. var bits = 0;
  14787. if ( color === undefined || color ) { bits |= 16384; }
  14788. if ( depth === undefined || depth ) { bits |= 256; }
  14789. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14790. _gl.clear( bits );
  14791. };
  14792. this.clearColor = function () {
  14793. this.clear( true, false, false );
  14794. };
  14795. this.clearDepth = function () {
  14796. this.clear( false, true, false );
  14797. };
  14798. this.clearStencil = function () {
  14799. this.clear( false, false, true );
  14800. };
  14801. //
  14802. this.dispose = function () {
  14803. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14804. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14805. renderLists.dispose();
  14806. renderStates.dispose();
  14807. properties.dispose();
  14808. objects.dispose();
  14809. xr.dispose();
  14810. animation.stop();
  14811. };
  14812. // Events
  14813. function onContextLost( event ) {
  14814. event.preventDefault();
  14815. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14816. _isContextLost = true;
  14817. }
  14818. function onContextRestore( /* event */ ) {
  14819. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14820. _isContextLost = false;
  14821. initGLContext();
  14822. }
  14823. function onMaterialDispose( event ) {
  14824. var material = event.target;
  14825. material.removeEventListener( 'dispose', onMaterialDispose );
  14826. deallocateMaterial( material );
  14827. }
  14828. // Buffer deallocation
  14829. function deallocateMaterial( material ) {
  14830. releaseMaterialProgramReference( material );
  14831. properties.remove( material );
  14832. }
  14833. function releaseMaterialProgramReference( material ) {
  14834. var programInfo = properties.get( material ).program;
  14835. material.program = undefined;
  14836. if ( programInfo !== undefined ) {
  14837. programCache.releaseProgram( programInfo );
  14838. }
  14839. }
  14840. // Buffer rendering
  14841. function renderObjectImmediate( object, program ) {
  14842. object.render( function ( object ) {
  14843. _this.renderBufferImmediate( object, program );
  14844. } );
  14845. }
  14846. this.renderBufferImmediate = function ( object, program ) {
  14847. state.initAttributes();
  14848. var buffers = properties.get( object );
  14849. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14850. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14851. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14852. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14853. var programAttributes = program.getAttributes();
  14854. if ( object.hasPositions ) {
  14855. _gl.bindBuffer( 34962, buffers.position );
  14856. _gl.bufferData( 34962, object.positionArray, 35048 );
  14857. state.enableAttribute( programAttributes.position );
  14858. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14859. }
  14860. if ( object.hasNormals ) {
  14861. _gl.bindBuffer( 34962, buffers.normal );
  14862. _gl.bufferData( 34962, object.normalArray, 35048 );
  14863. state.enableAttribute( programAttributes.normal );
  14864. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14865. }
  14866. if ( object.hasUvs ) {
  14867. _gl.bindBuffer( 34962, buffers.uv );
  14868. _gl.bufferData( 34962, object.uvArray, 35048 );
  14869. state.enableAttribute( programAttributes.uv );
  14870. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14871. }
  14872. if ( object.hasColors ) {
  14873. _gl.bindBuffer( 34962, buffers.color );
  14874. _gl.bufferData( 34962, object.colorArray, 35048 );
  14875. state.enableAttribute( programAttributes.color );
  14876. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14877. }
  14878. state.disableUnusedAttributes();
  14879. _gl.drawArrays( 4, 0, object.count );
  14880. object.count = 0;
  14881. };
  14882. var tempScene = new Scene();
  14883. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14884. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14885. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14886. var program = setProgram( camera, scene, material, object );
  14887. state.setMaterial( material, frontFaceCW );
  14888. var updateBuffers = false;
  14889. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14890. _currentGeometryProgram.program !== program.id ||
  14891. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14892. _currentGeometryProgram.geometry = geometry.id;
  14893. _currentGeometryProgram.program = program.id;
  14894. _currentGeometryProgram.wireframe = material.wireframe === true;
  14895. updateBuffers = true;
  14896. }
  14897. if ( material.morphTargets || material.morphNormals ) {
  14898. morphtargets.update( object, geometry, material, program );
  14899. updateBuffers = true;
  14900. }
  14901. if ( object.isInstancedMesh === true ) {
  14902. updateBuffers = true;
  14903. }
  14904. //
  14905. var index = geometry.index;
  14906. var position = geometry.attributes.position;
  14907. //
  14908. if ( index === null ) {
  14909. if ( position === undefined || position.count === 0 ) { return; }
  14910. } else if ( index.count === 0 ) {
  14911. return;
  14912. }
  14913. //
  14914. var rangeFactor = 1;
  14915. if ( material.wireframe === true ) {
  14916. index = geometries.getWireframeAttribute( geometry );
  14917. rangeFactor = 2;
  14918. }
  14919. var attribute;
  14920. var renderer = bufferRenderer;
  14921. if ( index !== null ) {
  14922. attribute = attributes.get( index );
  14923. renderer = indexedBufferRenderer;
  14924. renderer.setIndex( attribute );
  14925. }
  14926. if ( updateBuffers ) {
  14927. setupVertexAttributes( object, geometry, material, program );
  14928. if ( index !== null ) {
  14929. _gl.bindBuffer( 34963, attribute.buffer );
  14930. }
  14931. }
  14932. //
  14933. var dataCount = ( index !== null ) ? index.count : position.count;
  14934. var rangeStart = geometry.drawRange.start * rangeFactor;
  14935. var rangeCount = geometry.drawRange.count * rangeFactor;
  14936. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14937. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14938. var drawStart = Math.max( rangeStart, groupStart );
  14939. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14940. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14941. if ( drawCount === 0 ) { return; }
  14942. //
  14943. if ( object.isMesh ) {
  14944. if ( material.wireframe === true ) {
  14945. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14946. renderer.setMode( 1 );
  14947. } else {
  14948. renderer.setMode( 4 );
  14949. }
  14950. } else if ( object.isLine ) {
  14951. var lineWidth = material.linewidth;
  14952. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14953. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14954. if ( object.isLineSegments ) {
  14955. renderer.setMode( 1 );
  14956. } else if ( object.isLineLoop ) {
  14957. renderer.setMode( 2 );
  14958. } else {
  14959. renderer.setMode( 3 );
  14960. }
  14961. } else if ( object.isPoints ) {
  14962. renderer.setMode( 0 );
  14963. } else if ( object.isSprite ) {
  14964. renderer.setMode( 4 );
  14965. }
  14966. if ( object.isInstancedMesh ) {
  14967. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14968. } else if ( geometry.isInstancedBufferGeometry ) {
  14969. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  14970. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  14971. } else {
  14972. renderer.render( drawStart, drawCount );
  14973. }
  14974. };
  14975. function setupVertexAttributes( object, geometry, material, program ) {
  14976. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14977. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14978. }
  14979. state.initAttributes();
  14980. var geometryAttributes = geometry.attributes;
  14981. var programAttributes = program.getAttributes();
  14982. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14983. for ( var name in programAttributes ) {
  14984. var programAttribute = programAttributes[ name ];
  14985. if ( programAttribute >= 0 ) {
  14986. var geometryAttribute = geometryAttributes[ name ];
  14987. if ( geometryAttribute !== undefined ) {
  14988. var normalized = geometryAttribute.normalized;
  14989. var size = geometryAttribute.itemSize;
  14990. var attribute = attributes.get( geometryAttribute );
  14991. // TODO Attribute may not be available on context restore
  14992. if ( attribute === undefined ) { continue; }
  14993. var buffer = attribute.buffer;
  14994. var type = attribute.type;
  14995. var bytesPerElement = attribute.bytesPerElement;
  14996. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14997. var data = geometryAttribute.data;
  14998. var stride = data.stride;
  14999. var offset = geometryAttribute.offset;
  15000. if ( data && data.isInstancedInterleavedBuffer ) {
  15001. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  15002. if ( geometry._maxInstanceCount === undefined ) {
  15003. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  15004. }
  15005. } else {
  15006. state.enableAttribute( programAttribute );
  15007. }
  15008. _gl.bindBuffer( 34962, buffer );
  15009. state.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  15010. } else {
  15011. if ( geometryAttribute.isInstancedBufferAttribute ) {
  15012. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  15013. if ( geometry._maxInstanceCount === undefined ) {
  15014. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  15015. }
  15016. } else {
  15017. state.enableAttribute( programAttribute );
  15018. }
  15019. _gl.bindBuffer( 34962, buffer );
  15020. state.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  15021. }
  15022. } else if ( name === 'instanceMatrix' ) {
  15023. var attribute = attributes.get( object.instanceMatrix );
  15024. // TODO Attribute may not be available on context restore
  15025. if ( attribute === undefined ) { continue; }
  15026. var buffer = attribute.buffer;
  15027. var type = attribute.type;
  15028. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  15029. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  15030. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  15031. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  15032. _gl.bindBuffer( 34962, buffer );
  15033. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  15034. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  15035. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  15036. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  15037. } else if ( materialDefaultAttributeValues !== undefined ) {
  15038. var value = materialDefaultAttributeValues[ name ];
  15039. if ( value !== undefined ) {
  15040. switch ( value.length ) {
  15041. case 2:
  15042. _gl.vertexAttrib2fv( programAttribute, value );
  15043. break;
  15044. case 3:
  15045. _gl.vertexAttrib3fv( programAttribute, value );
  15046. break;
  15047. case 4:
  15048. _gl.vertexAttrib4fv( programAttribute, value );
  15049. break;
  15050. default:
  15051. _gl.vertexAttrib1fv( programAttribute, value );
  15052. }
  15053. }
  15054. }
  15055. }
  15056. }
  15057. state.disableUnusedAttributes();
  15058. }
  15059. // Compile
  15060. this.compile = function ( scene, camera ) {
  15061. currentRenderState = renderStates.get( scene, camera );
  15062. currentRenderState.init();
  15063. scene.traverse( function ( object ) {
  15064. if ( object.isLight ) {
  15065. currentRenderState.pushLight( object );
  15066. if ( object.castShadow ) {
  15067. currentRenderState.pushShadow( object );
  15068. }
  15069. }
  15070. } );
  15071. currentRenderState.setupLights( camera );
  15072. var compiled = {};
  15073. scene.traverse( function ( object ) {
  15074. if ( object.material ) {
  15075. if ( Array.isArray( object.material ) ) {
  15076. for ( var i = 0; i < object.material.length; i ++ ) {
  15077. if ( object.material[ i ].uuid in compiled === false ) {
  15078. initMaterial( object.material[ i ], scene, object );
  15079. compiled[ object.material[ i ].uuid ] = true;
  15080. }
  15081. }
  15082. } else if ( object.material.uuid in compiled === false ) {
  15083. initMaterial( object.material, scene, object );
  15084. compiled[ object.material.uuid ] = true;
  15085. }
  15086. }
  15087. } );
  15088. };
  15089. // Animation Loop
  15090. var onAnimationFrameCallback = null;
  15091. function onAnimationFrame( time ) {
  15092. if ( xr.isPresenting ) { return; }
  15093. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15094. }
  15095. var animation = new WebGLAnimation();
  15096. animation.setAnimationLoop( onAnimationFrame );
  15097. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15098. this.setAnimationLoop = function ( callback ) {
  15099. onAnimationFrameCallback = callback;
  15100. xr.setAnimationLoop( callback );
  15101. animation.start();
  15102. };
  15103. // Rendering
  15104. this.render = function ( scene, camera ) {
  15105. var renderTarget, forceClear;
  15106. if ( arguments[ 2 ] !== undefined ) {
  15107. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15108. renderTarget = arguments[ 2 ];
  15109. }
  15110. if ( arguments[ 3 ] !== undefined ) {
  15111. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15112. forceClear = arguments[ 3 ];
  15113. }
  15114. if ( ! ( camera && camera.isCamera ) ) {
  15115. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15116. return;
  15117. }
  15118. if ( _isContextLost ) { return; }
  15119. // reset caching for this frame
  15120. _currentGeometryProgram.geometry = null;
  15121. _currentGeometryProgram.program = null;
  15122. _currentGeometryProgram.wireframe = false;
  15123. _currentMaterialId = - 1;
  15124. _currentCamera = null;
  15125. // update scene graph
  15126. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15127. // update camera matrices and frustum
  15128. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15129. if ( xr.enabled && xr.isPresenting ) {
  15130. camera = xr.getCamera( camera );
  15131. }
  15132. //
  15133. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  15134. currentRenderState = renderStates.get( scene, camera );
  15135. currentRenderState.init();
  15136. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15137. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15138. _localClippingEnabled = this.localClippingEnabled;
  15139. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15140. currentRenderList = renderLists.get( scene, camera );
  15141. currentRenderList.init();
  15142. projectObject( scene, camera, 0, _this.sortObjects );
  15143. currentRenderList.finish();
  15144. if ( _this.sortObjects === true ) {
  15145. currentRenderList.sort( _opaqueSort, _transparentSort );
  15146. }
  15147. //
  15148. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  15149. var shadowsArray = currentRenderState.state.shadowsArray;
  15150. shadowMap.render( shadowsArray, scene, camera );
  15151. currentRenderState.setupLights( camera );
  15152. if ( _clippingEnabled ) { _clipping.endShadows(); }
  15153. //
  15154. if ( this.info.autoReset ) { this.info.reset(); }
  15155. if ( renderTarget !== undefined ) {
  15156. this.setRenderTarget( renderTarget );
  15157. }
  15158. //
  15159. background.render( currentRenderList, scene, camera, forceClear );
  15160. // render scene
  15161. var opaqueObjects = currentRenderList.opaque;
  15162. var transparentObjects = currentRenderList.transparent;
  15163. if ( scene.overrideMaterial ) {
  15164. var overrideMaterial = scene.overrideMaterial;
  15165. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  15166. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  15167. } else {
  15168. // opaque pass (front-to-back order)
  15169. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  15170. // transparent pass (back-to-front order)
  15171. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  15172. }
  15173. //
  15174. scene.onAfterRender( _this, scene, camera );
  15175. //
  15176. if ( _currentRenderTarget !== null ) {
  15177. // Generate mipmap if we're using any kind of mipmap filtering
  15178. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15179. // resolve multisample renderbuffers to a single-sample texture if necessary
  15180. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15181. }
  15182. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15183. state.buffers.depth.setTest( true );
  15184. state.buffers.depth.setMask( true );
  15185. state.buffers.color.setMask( true );
  15186. state.setPolygonOffset( false );
  15187. // _gl.finish();
  15188. currentRenderList = null;
  15189. currentRenderState = null;
  15190. };
  15191. function projectObject( object, camera, groupOrder, sortObjects ) {
  15192. if ( object.visible === false ) { return; }
  15193. var visible = object.layers.test( camera.layers );
  15194. if ( visible ) {
  15195. if ( object.isGroup ) {
  15196. groupOrder = object.renderOrder;
  15197. } else if ( object.isLOD ) {
  15198. if ( object.autoUpdate === true ) { object.update( camera ); }
  15199. } else if ( object.isLight ) {
  15200. currentRenderState.pushLight( object );
  15201. if ( object.castShadow ) {
  15202. currentRenderState.pushShadow( object );
  15203. }
  15204. } else if ( object.isSprite ) {
  15205. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15206. if ( sortObjects ) {
  15207. _vector3.setFromMatrixPosition( object.matrixWorld )
  15208. .applyMatrix4( _projScreenMatrix );
  15209. }
  15210. var geometry = objects.update( object );
  15211. var material = object.material;
  15212. if ( material.visible ) {
  15213. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15214. }
  15215. }
  15216. } else if ( object.isImmediateRenderObject ) {
  15217. if ( sortObjects ) {
  15218. _vector3.setFromMatrixPosition( object.matrixWorld )
  15219. .applyMatrix4( _projScreenMatrix );
  15220. }
  15221. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15222. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15223. if ( object.isSkinnedMesh ) {
  15224. // update skeleton only once in a frame
  15225. if ( object.skeleton.frame !== info.render.frame ) {
  15226. object.skeleton.update();
  15227. object.skeleton.frame = info.render.frame;
  15228. }
  15229. }
  15230. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15231. if ( sortObjects ) {
  15232. _vector3.setFromMatrixPosition( object.matrixWorld )
  15233. .applyMatrix4( _projScreenMatrix );
  15234. }
  15235. var geometry = objects.update( object );
  15236. var material = object.material;
  15237. if ( Array.isArray( material ) ) {
  15238. var groups = geometry.groups;
  15239. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15240. var group = groups[ i ];
  15241. var groupMaterial = material[ group.materialIndex ];
  15242. if ( groupMaterial && groupMaterial.visible ) {
  15243. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  15244. }
  15245. }
  15246. } else if ( material.visible ) {
  15247. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15248. }
  15249. }
  15250. }
  15251. }
  15252. var children = object.children;
  15253. for ( var i = 0, l = children.length; i < l; i ++ ) {
  15254. projectObject( children[ i ], camera, groupOrder, sortObjects );
  15255. }
  15256. }
  15257. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  15258. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15259. var renderItem = renderList[ i ];
  15260. var object = renderItem.object;
  15261. var geometry = renderItem.geometry;
  15262. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  15263. var group = renderItem.group;
  15264. if ( camera.isArrayCamera ) {
  15265. _currentArrayCamera = camera;
  15266. var cameras = camera.cameras;
  15267. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15268. var camera2 = cameras[ j ];
  15269. if ( object.layers.test( camera2.layers ) ) {
  15270. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15271. currentRenderState.setupLights( camera2 );
  15272. renderObject( object, scene, camera2, geometry, material, group );
  15273. }
  15274. }
  15275. } else {
  15276. _currentArrayCamera = null;
  15277. renderObject( object, scene, camera, geometry, material, group );
  15278. }
  15279. }
  15280. }
  15281. function renderObject( object, scene, camera, geometry, material, group ) {
  15282. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15283. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15284. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15285. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15286. if ( object.isImmediateRenderObject ) {
  15287. var program = setProgram( camera, scene, material, object );
  15288. state.setMaterial( material );
  15289. _currentGeometryProgram.geometry = null;
  15290. _currentGeometryProgram.program = null;
  15291. _currentGeometryProgram.wireframe = false;
  15292. renderObjectImmediate( object, program );
  15293. } else {
  15294. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15295. }
  15296. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15297. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15298. }
  15299. function initMaterial( material, scene, object ) {
  15300. var materialProperties = properties.get( material );
  15301. var lights = currentRenderState.state.lights;
  15302. var shadowsArray = currentRenderState.state.shadowsArray;
  15303. var lightsStateVersion = lights.state.version;
  15304. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15305. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15306. var program = materialProperties.program;
  15307. var programChange = true;
  15308. if ( program === undefined ) {
  15309. // new material
  15310. material.addEventListener( 'dispose', onMaterialDispose );
  15311. } else if ( program.cacheKey !== programCacheKey ) {
  15312. // changed glsl or parameters
  15313. releaseMaterialProgramReference( material );
  15314. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15315. materialProperties.lightsStateVersion = lightsStateVersion;
  15316. programChange = false;
  15317. } else if ( parameters.shaderID !== undefined ) {
  15318. // same glsl and uniform list
  15319. return;
  15320. } else {
  15321. // only rebuild uniform list
  15322. programChange = false;
  15323. }
  15324. if ( programChange ) {
  15325. program = programCache.acquireProgram( parameters, programCacheKey );
  15326. materialProperties.program = program;
  15327. materialProperties.uniforms = parameters.uniforms;
  15328. materialProperties.outputEncoding = parameters.outputEncoding;
  15329. material.program = program;
  15330. }
  15331. var programAttributes = program.getAttributes();
  15332. if ( material.morphTargets ) {
  15333. material.numSupportedMorphTargets = 0;
  15334. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15335. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15336. material.numSupportedMorphTargets ++;
  15337. }
  15338. }
  15339. }
  15340. if ( material.morphNormals ) {
  15341. material.numSupportedMorphNormals = 0;
  15342. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  15343. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  15344. material.numSupportedMorphNormals ++;
  15345. }
  15346. }
  15347. }
  15348. var uniforms = materialProperties.uniforms;
  15349. if ( ! material.isShaderMaterial &&
  15350. ! material.isRawShaderMaterial ||
  15351. material.clipping === true ) {
  15352. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15353. materialProperties.numIntersection = _clipping.numIntersection;
  15354. uniforms.clippingPlanes = _clipping.uniform;
  15355. }
  15356. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15357. materialProperties.fog = scene.fog;
  15358. // store the light setup it was created for
  15359. materialProperties.needsLights = materialNeedsLights( material );
  15360. materialProperties.lightsStateVersion = lightsStateVersion;
  15361. if ( materialProperties.needsLights ) {
  15362. // wire up the material to this renderer's lighting state
  15363. uniforms.ambientLightColor.value = lights.state.ambient;
  15364. uniforms.lightProbe.value = lights.state.probe;
  15365. uniforms.directionalLights.value = lights.state.directional;
  15366. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15367. uniforms.spotLights.value = lights.state.spot;
  15368. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15369. uniforms.rectAreaLights.value = lights.state.rectArea;
  15370. uniforms.pointLights.value = lights.state.point;
  15371. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15372. uniforms.hemisphereLights.value = lights.state.hemi;
  15373. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15374. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15375. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15376. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15377. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15378. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15379. // TODO (abelnation): add area lights shadow info to uniforms
  15380. }
  15381. var progUniforms = materialProperties.program.getUniforms(),
  15382. uniformsList =
  15383. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15384. materialProperties.uniformsList = uniformsList;
  15385. }
  15386. function setProgram( camera, scene, material, object ) {
  15387. textures.resetTextureUnits();
  15388. var fog = scene.fog;
  15389. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15390. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15391. var materialProperties = properties.get( material );
  15392. var lights = currentRenderState.state.lights;
  15393. if ( _clippingEnabled ) {
  15394. if ( _localClippingEnabled || camera !== _currentCamera ) {
  15395. var useCache =
  15396. camera === _currentCamera &&
  15397. material.id === _currentMaterialId;
  15398. // we might want to call this function with some ClippingGroup
  15399. // object instead of the material, once it becomes feasible
  15400. // (#8465, #8379)
  15401. _clipping.setState(
  15402. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15403. camera, materialProperties, useCache );
  15404. }
  15405. }
  15406. if ( material.version === materialProperties.__version ) {
  15407. if ( materialProperties.program === undefined ) {
  15408. initMaterial( material, scene, object );
  15409. } else if ( material.fog && materialProperties.fog !== fog ) {
  15410. initMaterial( material, scene, object );
  15411. } else if ( materialProperties.environment !== environment ) {
  15412. initMaterial( material, scene, object );
  15413. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15414. initMaterial( material, scene, object );
  15415. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15416. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15417. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15418. initMaterial( material, scene, object );
  15419. } else if ( materialProperties.outputEncoding !== encoding ) {
  15420. initMaterial( material, scene, object );
  15421. }
  15422. } else {
  15423. initMaterial( material, scene, object );
  15424. materialProperties.__version = material.version;
  15425. }
  15426. var refreshProgram = false;
  15427. var refreshMaterial = false;
  15428. var refreshLights = false;
  15429. var program = materialProperties.program,
  15430. p_uniforms = program.getUniforms(),
  15431. m_uniforms = materialProperties.uniforms;
  15432. if ( state.useProgram( program.program ) ) {
  15433. refreshProgram = true;
  15434. refreshMaterial = true;
  15435. refreshLights = true;
  15436. }
  15437. if ( material.id !== _currentMaterialId ) {
  15438. _currentMaterialId = material.id;
  15439. refreshMaterial = true;
  15440. }
  15441. if ( refreshProgram || _currentCamera !== camera ) {
  15442. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15443. if ( capabilities.logarithmicDepthBuffer ) {
  15444. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15445. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15446. }
  15447. if ( _currentCamera !== camera ) {
  15448. _currentCamera = camera;
  15449. // lighting uniforms depend on the camera so enforce an update
  15450. // now, in case this material supports lights - or later, when
  15451. // the next material that does gets activated:
  15452. refreshMaterial = true; // set to true on material change
  15453. refreshLights = true; // remains set until update done
  15454. }
  15455. // load material specific uniforms
  15456. // (shader material also gets them for the sake of genericity)
  15457. if ( material.isShaderMaterial ||
  15458. material.isMeshPhongMaterial ||
  15459. material.isMeshToonMaterial ||
  15460. material.isMeshStandardMaterial ||
  15461. material.envMap ) {
  15462. var uCamPos = p_uniforms.map.cameraPosition;
  15463. if ( uCamPos !== undefined ) {
  15464. uCamPos.setValue( _gl,
  15465. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15466. }
  15467. }
  15468. if ( material.isMeshPhongMaterial ||
  15469. material.isMeshToonMaterial ||
  15470. material.isMeshLambertMaterial ||
  15471. material.isMeshBasicMaterial ||
  15472. material.isMeshStandardMaterial ||
  15473. material.isShaderMaterial ) {
  15474. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15475. }
  15476. if ( material.isMeshPhongMaterial ||
  15477. material.isMeshToonMaterial ||
  15478. material.isMeshLambertMaterial ||
  15479. material.isMeshBasicMaterial ||
  15480. material.isMeshStandardMaterial ||
  15481. material.isShaderMaterial ||
  15482. material.skinning ) {
  15483. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15484. }
  15485. }
  15486. // skinning uniforms must be set even if material didn't change
  15487. // auto-setting of texture unit for bone texture must go before other textures
  15488. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15489. if ( material.skinning ) {
  15490. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15491. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15492. var skeleton = object.skeleton;
  15493. if ( skeleton ) {
  15494. var bones = skeleton.bones;
  15495. if ( capabilities.floatVertexTextures ) {
  15496. if ( skeleton.boneTexture === undefined ) {
  15497. // layout (1 matrix = 4 pixels)
  15498. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15499. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15500. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15501. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15502. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15503. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15504. size = MathUtils.ceilPowerOfTwo( size );
  15505. size = Math.max( size, 4 );
  15506. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15507. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15508. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15509. skeleton.boneMatrices = boneMatrices;
  15510. skeleton.boneTexture = boneTexture;
  15511. skeleton.boneTextureSize = size;
  15512. }
  15513. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15514. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15515. } else {
  15516. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15517. }
  15518. }
  15519. }
  15520. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15521. materialProperties.receiveShadow = object.receiveShadow;
  15522. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15523. }
  15524. if ( refreshMaterial ) {
  15525. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15526. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15527. if ( materialProperties.needsLights ) {
  15528. // the current material requires lighting info
  15529. // note: all lighting uniforms are always set correctly
  15530. // they simply reference the renderer's state for their
  15531. // values
  15532. //
  15533. // use the current material's .needsUpdate flags to set
  15534. // the GL state when required
  15535. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15536. }
  15537. // refresh uniforms common to several materials
  15538. if ( fog && material.fog ) {
  15539. materials.refreshFogUniforms( m_uniforms, fog );
  15540. }
  15541. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15542. // RectAreaLight Texture
  15543. // TODO (mrdoob): Find a nicer implementation
  15544. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15545. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15546. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15547. }
  15548. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15549. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15550. material.uniformsNeedUpdate = false;
  15551. }
  15552. if ( material.isSpriteMaterial ) {
  15553. p_uniforms.setValue( _gl, 'center', object.center );
  15554. }
  15555. // common matrices
  15556. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15557. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15558. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15559. return program;
  15560. }
  15561. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15562. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15563. uniforms.ambientLightColor.needsUpdate = value;
  15564. uniforms.lightProbe.needsUpdate = value;
  15565. uniforms.directionalLights.needsUpdate = value;
  15566. uniforms.directionalLightShadows.needsUpdate = value;
  15567. uniforms.pointLights.needsUpdate = value;
  15568. uniforms.pointLightShadows.needsUpdate = value;
  15569. uniforms.spotLights.needsUpdate = value;
  15570. uniforms.spotLightShadows.needsUpdate = value;
  15571. uniforms.rectAreaLights.needsUpdate = value;
  15572. uniforms.hemisphereLights.needsUpdate = value;
  15573. }
  15574. function materialNeedsLights( material ) {
  15575. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15576. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15577. ( material.isShaderMaterial && material.lights === true );
  15578. }
  15579. //
  15580. this.setFramebuffer = function ( value ) {
  15581. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15582. _framebuffer = value;
  15583. };
  15584. this.getActiveCubeFace = function () {
  15585. return _currentActiveCubeFace;
  15586. };
  15587. this.getActiveMipmapLevel = function () {
  15588. return _currentActiveMipmapLevel;
  15589. };
  15590. this.getRenderTarget = function () {
  15591. return _currentRenderTarget;
  15592. };
  15593. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15594. _currentRenderTarget = renderTarget;
  15595. _currentActiveCubeFace = activeCubeFace;
  15596. _currentActiveMipmapLevel = activeMipmapLevel;
  15597. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15598. textures.setupRenderTarget( renderTarget );
  15599. }
  15600. var framebuffer = _framebuffer;
  15601. var isCube = false;
  15602. if ( renderTarget ) {
  15603. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15604. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15605. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15606. isCube = true;
  15607. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15608. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15609. } else {
  15610. framebuffer = __webglFramebuffer;
  15611. }
  15612. _currentViewport.copy( renderTarget.viewport );
  15613. _currentScissor.copy( renderTarget.scissor );
  15614. _currentScissorTest = renderTarget.scissorTest;
  15615. } else {
  15616. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15617. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15618. _currentScissorTest = _scissorTest;
  15619. }
  15620. if ( _currentFramebuffer !== framebuffer ) {
  15621. _gl.bindFramebuffer( 36160, framebuffer );
  15622. _currentFramebuffer = framebuffer;
  15623. }
  15624. state.viewport( _currentViewport );
  15625. state.scissor( _currentScissor );
  15626. state.setScissorTest( _currentScissorTest );
  15627. if ( isCube ) {
  15628. var textureProperties = properties.get( renderTarget.texture );
  15629. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15630. }
  15631. };
  15632. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15633. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15634. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15635. return;
  15636. }
  15637. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15638. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15639. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15640. }
  15641. if ( framebuffer ) {
  15642. var restore = false;
  15643. if ( framebuffer !== _currentFramebuffer ) {
  15644. _gl.bindFramebuffer( 36160, framebuffer );
  15645. restore = true;
  15646. }
  15647. try {
  15648. var texture = renderTarget.texture;
  15649. var textureFormat = texture.format;
  15650. var textureType = texture.type;
  15651. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15652. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15653. return;
  15654. }
  15655. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15656. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15657. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15658. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15659. return;
  15660. }
  15661. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15662. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15663. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15664. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15665. }
  15666. } else {
  15667. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15668. }
  15669. } finally {
  15670. if ( restore ) {
  15671. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15672. }
  15673. }
  15674. }
  15675. };
  15676. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15677. if ( level === undefined ) { level = 0; }
  15678. var levelScale = Math.pow( 2, - level );
  15679. var width = Math.floor( texture.image.width * levelScale );
  15680. var height = Math.floor( texture.image.height * levelScale );
  15681. var glFormat = utils.convert( texture.format );
  15682. textures.setTexture2D( texture, 0 );
  15683. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15684. state.unbindTexture();
  15685. };
  15686. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15687. if ( level === undefined ) { level = 0; }
  15688. var width = srcTexture.image.width;
  15689. var height = srcTexture.image.height;
  15690. var glFormat = utils.convert( dstTexture.format );
  15691. var glType = utils.convert( dstTexture.type );
  15692. textures.setTexture2D( dstTexture, 0 );
  15693. if ( srcTexture.isDataTexture ) {
  15694. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15695. } else {
  15696. if ( srcTexture.isCompressedTexture ) {
  15697. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15698. } else {
  15699. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15700. }
  15701. }
  15702. // Generate mipmaps only when copying level 0
  15703. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15704. state.unbindTexture();
  15705. };
  15706. this.initTexture = function ( texture ) {
  15707. textures.setTexture2D( texture, 0 );
  15708. state.unbindTexture();
  15709. };
  15710. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15711. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15712. }
  15713. }
  15714. /**
  15715. * @author mrdoob / http://mrdoob.com/
  15716. * @author alteredq / http://alteredqualia.com/
  15717. */
  15718. function FogExp2( color, density ) {
  15719. this.name = '';
  15720. this.color = new Color( color );
  15721. this.density = ( density !== undefined ) ? density : 0.00025;
  15722. }
  15723. Object.assign( FogExp2.prototype, {
  15724. isFogExp2: true,
  15725. clone: function () {
  15726. return new FogExp2( this.color, this.density );
  15727. },
  15728. toJSON: function ( /* meta */ ) {
  15729. return {
  15730. type: 'FogExp2',
  15731. color: this.color.getHex(),
  15732. density: this.density
  15733. };
  15734. }
  15735. } );
  15736. /**
  15737. * @author mrdoob / http://mrdoob.com/
  15738. * @author alteredq / http://alteredqualia.com/
  15739. */
  15740. function Fog( color, near, far ) {
  15741. this.name = '';
  15742. this.color = new Color( color );
  15743. this.near = ( near !== undefined ) ? near : 1;
  15744. this.far = ( far !== undefined ) ? far : 1000;
  15745. }
  15746. Object.assign( Fog.prototype, {
  15747. isFog: true,
  15748. clone: function () {
  15749. return new Fog( this.color, this.near, this.far );
  15750. },
  15751. toJSON: function ( /* meta */ ) {
  15752. return {
  15753. type: 'Fog',
  15754. color: this.color.getHex(),
  15755. near: this.near,
  15756. far: this.far
  15757. };
  15758. }
  15759. } );
  15760. /**
  15761. * @author benaadams / https://twitter.com/ben_a_adams
  15762. */
  15763. function InterleavedBuffer( array, stride ) {
  15764. this.array = array;
  15765. this.stride = stride;
  15766. this.count = array !== undefined ? array.length / stride : 0;
  15767. this.usage = StaticDrawUsage;
  15768. this.updateRange = { offset: 0, count: - 1 };
  15769. this.version = 0;
  15770. }
  15771. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15772. set: function ( value ) {
  15773. if ( value === true ) { this.version ++; }
  15774. }
  15775. } );
  15776. Object.assign( InterleavedBuffer.prototype, {
  15777. isInterleavedBuffer: true,
  15778. onUploadCallback: function () {},
  15779. setUsage: function ( value ) {
  15780. this.usage = value;
  15781. return this;
  15782. },
  15783. copy: function ( source ) {
  15784. this.array = new source.array.constructor( source.array );
  15785. this.count = source.count;
  15786. this.stride = source.stride;
  15787. this.usage = source.usage;
  15788. return this;
  15789. },
  15790. copyAt: function ( index1, attribute, index2 ) {
  15791. index1 *= this.stride;
  15792. index2 *= attribute.stride;
  15793. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15794. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15795. }
  15796. return this;
  15797. },
  15798. set: function ( value, offset ) {
  15799. if ( offset === undefined ) { offset = 0; }
  15800. this.array.set( value, offset );
  15801. return this;
  15802. },
  15803. clone: function () {
  15804. return new this.constructor().copy( this );
  15805. },
  15806. onUpload: function ( callback ) {
  15807. this.onUploadCallback = callback;
  15808. return this;
  15809. }
  15810. } );
  15811. /**
  15812. * @author benaadams / https://twitter.com/ben_a_adams
  15813. */
  15814. var _vector$6 = new Vector3();
  15815. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15816. this.name = '';
  15817. this.data = interleavedBuffer;
  15818. this.itemSize = itemSize;
  15819. this.offset = offset;
  15820. this.normalized = normalized === true;
  15821. }
  15822. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15823. count: {
  15824. get: function () {
  15825. return this.data.count;
  15826. }
  15827. },
  15828. array: {
  15829. get: function () {
  15830. return this.data.array;
  15831. }
  15832. }
  15833. } );
  15834. Object.assign( InterleavedBufferAttribute.prototype, {
  15835. isInterleavedBufferAttribute: true,
  15836. applyMatrix4: function ( m ) {
  15837. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15838. _vector$6.x = this.getX( i );
  15839. _vector$6.y = this.getY( i );
  15840. _vector$6.z = this.getZ( i );
  15841. _vector$6.applyMatrix4( m );
  15842. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15843. }
  15844. return this;
  15845. },
  15846. setX: function ( index, x ) {
  15847. this.data.array[ index * this.data.stride + this.offset ] = x;
  15848. return this;
  15849. },
  15850. setY: function ( index, y ) {
  15851. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15852. return this;
  15853. },
  15854. setZ: function ( index, z ) {
  15855. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15856. return this;
  15857. },
  15858. setW: function ( index, w ) {
  15859. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15860. return this;
  15861. },
  15862. getX: function ( index ) {
  15863. return this.data.array[ index * this.data.stride + this.offset ];
  15864. },
  15865. getY: function ( index ) {
  15866. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15867. },
  15868. getZ: function ( index ) {
  15869. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15870. },
  15871. getW: function ( index ) {
  15872. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15873. },
  15874. setXY: function ( index, x, y ) {
  15875. index = index * this.data.stride + this.offset;
  15876. this.data.array[ index + 0 ] = x;
  15877. this.data.array[ index + 1 ] = y;
  15878. return this;
  15879. },
  15880. setXYZ: function ( index, x, y, z ) {
  15881. index = index * this.data.stride + this.offset;
  15882. this.data.array[ index + 0 ] = x;
  15883. this.data.array[ index + 1 ] = y;
  15884. this.data.array[ index + 2 ] = z;
  15885. return this;
  15886. },
  15887. setXYZW: function ( index, x, y, z, w ) {
  15888. index = index * this.data.stride + this.offset;
  15889. this.data.array[ index + 0 ] = x;
  15890. this.data.array[ index + 1 ] = y;
  15891. this.data.array[ index + 2 ] = z;
  15892. this.data.array[ index + 3 ] = w;
  15893. return this;
  15894. },
  15895. clone: function () {
  15896. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15897. var array = [];
  15898. for ( var i = 0; i < this.count; i ++ ) {
  15899. var index = i * this.data.stride + this.offset;
  15900. for ( var j = 0; j < this.itemSize; j ++ ) {
  15901. array.push( this.data.array[ index + j ] );
  15902. }
  15903. }
  15904. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15905. },
  15906. toJSON: function () {
  15907. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15908. var array = [];
  15909. for ( var i = 0; i < this.count; i ++ ) {
  15910. var index = i * this.data.stride + this.offset;
  15911. for ( var j = 0; j < this.itemSize; j ++ ) {
  15912. array.push( this.data.array[ index + j ] );
  15913. }
  15914. }
  15915. // deinterleave data and save it as an ordinary buffer attribute for now
  15916. return {
  15917. itemSize: this.itemSize,
  15918. type: this.array.constructor.name,
  15919. array: array,
  15920. normalized: this.normalized
  15921. };
  15922. }
  15923. } );
  15924. /**
  15925. * @author alteredq / http://alteredqualia.com/
  15926. *
  15927. * parameters = {
  15928. * color: <hex>,
  15929. * map: new THREE.Texture( <Image> ),
  15930. * alphaMap: new THREE.Texture( <Image> ),
  15931. * rotation: <float>,
  15932. * sizeAttenuation: <bool>
  15933. * }
  15934. */
  15935. function SpriteMaterial( parameters ) {
  15936. Material.call( this );
  15937. this.type = 'SpriteMaterial';
  15938. this.color = new Color( 0xffffff );
  15939. this.map = null;
  15940. this.alphaMap = null;
  15941. this.rotation = 0;
  15942. this.sizeAttenuation = true;
  15943. this.transparent = true;
  15944. this.setValues( parameters );
  15945. }
  15946. SpriteMaterial.prototype = Object.create( Material.prototype );
  15947. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15948. SpriteMaterial.prototype.isSpriteMaterial = true;
  15949. SpriteMaterial.prototype.copy = function ( source ) {
  15950. Material.prototype.copy.call( this, source );
  15951. this.color.copy( source.color );
  15952. this.map = source.map;
  15953. this.alphaMap = source.alphaMap;
  15954. this.rotation = source.rotation;
  15955. this.sizeAttenuation = source.sizeAttenuation;
  15956. return this;
  15957. };
  15958. /**
  15959. * @author mikael emtinger / http://gomo.se/
  15960. * @author alteredq / http://alteredqualia.com/
  15961. */
  15962. var _geometry;
  15963. var _intersectPoint = new Vector3();
  15964. var _worldScale = new Vector3();
  15965. var _mvPosition = new Vector3();
  15966. var _alignedPosition = new Vector2();
  15967. var _rotatedPosition = new Vector2();
  15968. var _viewWorldMatrix = new Matrix4();
  15969. var _vA$1 = new Vector3();
  15970. var _vB$1 = new Vector3();
  15971. var _vC$1 = new Vector3();
  15972. var _uvA$1 = new Vector2();
  15973. var _uvB$1 = new Vector2();
  15974. var _uvC$1 = new Vector2();
  15975. function Sprite( material ) {
  15976. Object3D.call( this );
  15977. this.type = 'Sprite';
  15978. if ( _geometry === undefined ) {
  15979. _geometry = new BufferGeometry();
  15980. var float32Array = new Float32Array( [
  15981. - 0.5, - 0.5, 0, 0, 0,
  15982. 0.5, - 0.5, 0, 1, 0,
  15983. 0.5, 0.5, 0, 1, 1,
  15984. - 0.5, 0.5, 0, 0, 1
  15985. ] );
  15986. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15987. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15988. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15989. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15990. }
  15991. this.geometry = _geometry;
  15992. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15993. this.center = new Vector2( 0.5, 0.5 );
  15994. }
  15995. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15996. constructor: Sprite,
  15997. isSprite: true,
  15998. raycast: function ( raycaster, intersects ) {
  15999. if ( raycaster.camera === null ) {
  16000. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16001. }
  16002. _worldScale.setFromMatrixScale( this.matrixWorld );
  16003. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16004. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16005. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16006. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16007. _worldScale.multiplyScalar( - _mvPosition.z );
  16008. }
  16009. var rotation = this.material.rotation;
  16010. var sin, cos;
  16011. if ( rotation !== 0 ) {
  16012. cos = Math.cos( rotation );
  16013. sin = Math.sin( rotation );
  16014. }
  16015. var center = this.center;
  16016. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16017. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16018. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16019. _uvA$1.set( 0, 0 );
  16020. _uvB$1.set( 1, 0 );
  16021. _uvC$1.set( 1, 1 );
  16022. // check first triangle
  16023. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16024. if ( intersect === null ) {
  16025. // check second triangle
  16026. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16027. _uvB$1.set( 0, 1 );
  16028. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16029. if ( intersect === null ) {
  16030. return;
  16031. }
  16032. }
  16033. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16034. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16035. intersects.push( {
  16036. distance: distance,
  16037. point: _intersectPoint.clone(),
  16038. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16039. face: null,
  16040. object: this
  16041. } );
  16042. },
  16043. clone: function () {
  16044. return new this.constructor( this.material ).copy( this );
  16045. },
  16046. copy: function ( source ) {
  16047. Object3D.prototype.copy.call( this, source );
  16048. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16049. return this;
  16050. }
  16051. } );
  16052. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16053. // compute position in camera space
  16054. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16055. // to check if rotation is not zero
  16056. if ( sin !== undefined ) {
  16057. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16058. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16059. } else {
  16060. _rotatedPosition.copy( _alignedPosition );
  16061. }
  16062. vertexPosition.copy( mvPosition );
  16063. vertexPosition.x += _rotatedPosition.x;
  16064. vertexPosition.y += _rotatedPosition.y;
  16065. // transform to world space
  16066. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16067. }
  16068. /**
  16069. * @author mikael emtinger / http://gomo.se/
  16070. * @author alteredq / http://alteredqualia.com/
  16071. * @author mrdoob / http://mrdoob.com/
  16072. */
  16073. var _v1$4 = new Vector3();
  16074. var _v2$2 = new Vector3();
  16075. function LOD() {
  16076. Object3D.call( this );
  16077. this._currentLevel = 0;
  16078. this.type = 'LOD';
  16079. Object.defineProperties( this, {
  16080. levels: {
  16081. enumerable: true,
  16082. value: []
  16083. }
  16084. } );
  16085. this.autoUpdate = true;
  16086. }
  16087. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16088. constructor: LOD,
  16089. isLOD: true,
  16090. copy: function ( source ) {
  16091. Object3D.prototype.copy.call( this, source, false );
  16092. var levels = source.levels;
  16093. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16094. var level = levels[ i ];
  16095. this.addLevel( level.object.clone(), level.distance );
  16096. }
  16097. this.autoUpdate = source.autoUpdate;
  16098. return this;
  16099. },
  16100. addLevel: function ( object, distance ) {
  16101. if ( distance === undefined ) { distance = 0; }
  16102. distance = Math.abs( distance );
  16103. var levels = this.levels;
  16104. for ( var l = 0; l < levels.length; l ++ ) {
  16105. if ( distance < levels[ l ].distance ) {
  16106. break;
  16107. }
  16108. }
  16109. levels.splice( l, 0, { distance: distance, object: object } );
  16110. this.add( object );
  16111. return this;
  16112. },
  16113. getCurrentLevel: function () {
  16114. return this._currentLevel;
  16115. },
  16116. getObjectForDistance: function ( distance ) {
  16117. var levels = this.levels;
  16118. if ( levels.length > 0 ) {
  16119. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16120. if ( distance < levels[ i ].distance ) {
  16121. break;
  16122. }
  16123. }
  16124. return levels[ i - 1 ].object;
  16125. }
  16126. return null;
  16127. },
  16128. raycast: function ( raycaster, intersects ) {
  16129. var levels = this.levels;
  16130. if ( levels.length > 0 ) {
  16131. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16132. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16133. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16134. }
  16135. },
  16136. update: function ( camera ) {
  16137. var levels = this.levels;
  16138. if ( levels.length > 1 ) {
  16139. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16140. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16141. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16142. levels[ 0 ].object.visible = true;
  16143. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16144. if ( distance >= levels[ i ].distance ) {
  16145. levels[ i - 1 ].object.visible = false;
  16146. levels[ i ].object.visible = true;
  16147. } else {
  16148. break;
  16149. }
  16150. }
  16151. this._currentLevel = i - 1;
  16152. for ( ; i < l; i ++ ) {
  16153. levels[ i ].object.visible = false;
  16154. }
  16155. }
  16156. },
  16157. toJSON: function ( meta ) {
  16158. var data = Object3D.prototype.toJSON.call( this, meta );
  16159. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16160. data.object.levels = [];
  16161. var levels = this.levels;
  16162. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16163. var level = levels[ i ];
  16164. data.object.levels.push( {
  16165. object: level.object.uuid,
  16166. distance: level.distance
  16167. } );
  16168. }
  16169. return data;
  16170. }
  16171. } );
  16172. /**
  16173. * @author mikael emtinger / http://gomo.se/
  16174. * @author alteredq / http://alteredqualia.com/
  16175. * @author ikerr / http://verold.com
  16176. */
  16177. function SkinnedMesh( geometry, material ) {
  16178. if ( geometry && geometry.isGeometry ) {
  16179. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16180. }
  16181. Mesh.call( this, geometry, material );
  16182. this.type = 'SkinnedMesh';
  16183. this.bindMode = 'attached';
  16184. this.bindMatrix = new Matrix4();
  16185. this.bindMatrixInverse = new Matrix4();
  16186. }
  16187. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16188. constructor: SkinnedMesh,
  16189. isSkinnedMesh: true,
  16190. bind: function ( skeleton, bindMatrix ) {
  16191. this.skeleton = skeleton;
  16192. if ( bindMatrix === undefined ) {
  16193. this.updateMatrixWorld( true );
  16194. this.skeleton.calculateInverses();
  16195. bindMatrix = this.matrixWorld;
  16196. }
  16197. this.bindMatrix.copy( bindMatrix );
  16198. this.bindMatrixInverse.getInverse( bindMatrix );
  16199. },
  16200. pose: function () {
  16201. this.skeleton.pose();
  16202. },
  16203. normalizeSkinWeights: function () {
  16204. var vector = new Vector4();
  16205. var skinWeight = this.geometry.attributes.skinWeight;
  16206. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16207. vector.x = skinWeight.getX( i );
  16208. vector.y = skinWeight.getY( i );
  16209. vector.z = skinWeight.getZ( i );
  16210. vector.w = skinWeight.getW( i );
  16211. var scale = 1.0 / vector.manhattanLength();
  16212. if ( scale !== Infinity ) {
  16213. vector.multiplyScalar( scale );
  16214. } else {
  16215. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16216. }
  16217. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16218. }
  16219. },
  16220. updateMatrixWorld: function ( force ) {
  16221. Mesh.prototype.updateMatrixWorld.call( this, force );
  16222. if ( this.bindMode === 'attached' ) {
  16223. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16224. } else if ( this.bindMode === 'detached' ) {
  16225. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16226. } else {
  16227. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16228. }
  16229. },
  16230. clone: function () {
  16231. return new this.constructor( this.geometry, this.material ).copy( this );
  16232. },
  16233. boneTransform: ( function () {
  16234. var basePosition = new Vector3();
  16235. var skinIndex = new Vector4();
  16236. var skinWeight = new Vector4();
  16237. var vector = new Vector3();
  16238. var matrix = new Matrix4();
  16239. return function ( index, target ) {
  16240. var skeleton = this.skeleton;
  16241. var geometry = this.geometry;
  16242. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16243. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16244. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16245. target.set( 0, 0, 0 );
  16246. for ( var i = 0; i < 4; i ++ ) {
  16247. var weight = skinWeight.getComponent( i );
  16248. if ( weight !== 0 ) {
  16249. var boneIndex = skinIndex.getComponent( i );
  16250. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16251. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16252. }
  16253. }
  16254. return target.applyMatrix4( this.bindMatrixInverse );
  16255. };
  16256. }() )
  16257. } );
  16258. /**
  16259. * @author mikael emtinger / http://gomo.se/
  16260. * @author alteredq / http://alteredqualia.com/
  16261. * @author michael guerrero / http://realitymeltdown.com
  16262. * @author ikerr / http://verold.com
  16263. */
  16264. var _offsetMatrix = new Matrix4();
  16265. var _identityMatrix = new Matrix4();
  16266. function Skeleton( bones, boneInverses ) {
  16267. // copy the bone array
  16268. bones = bones || [];
  16269. this.bones = bones.slice( 0 );
  16270. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16271. this.frame = - 1;
  16272. // use the supplied bone inverses or calculate the inverses
  16273. if ( boneInverses === undefined ) {
  16274. this.calculateInverses();
  16275. } else {
  16276. if ( this.bones.length === boneInverses.length ) {
  16277. this.boneInverses = boneInverses.slice( 0 );
  16278. } else {
  16279. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16280. this.boneInverses = [];
  16281. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16282. this.boneInverses.push( new Matrix4() );
  16283. }
  16284. }
  16285. }
  16286. }
  16287. Object.assign( Skeleton.prototype, {
  16288. calculateInverses: function () {
  16289. this.boneInverses = [];
  16290. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16291. var inverse = new Matrix4();
  16292. if ( this.bones[ i ] ) {
  16293. inverse.getInverse( this.bones[ i ].matrixWorld );
  16294. }
  16295. this.boneInverses.push( inverse );
  16296. }
  16297. },
  16298. pose: function () {
  16299. var bone, i, il;
  16300. // recover the bind-time world matrices
  16301. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16302. bone = this.bones[ i ];
  16303. if ( bone ) {
  16304. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16305. }
  16306. }
  16307. // compute the local matrices, positions, rotations and scales
  16308. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16309. bone = this.bones[ i ];
  16310. if ( bone ) {
  16311. if ( bone.parent && bone.parent.isBone ) {
  16312. bone.matrix.getInverse( bone.parent.matrixWorld );
  16313. bone.matrix.multiply( bone.matrixWorld );
  16314. } else {
  16315. bone.matrix.copy( bone.matrixWorld );
  16316. }
  16317. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16318. }
  16319. }
  16320. },
  16321. update: function () {
  16322. var bones = this.bones;
  16323. var boneInverses = this.boneInverses;
  16324. var boneMatrices = this.boneMatrices;
  16325. var boneTexture = this.boneTexture;
  16326. // flatten bone matrices to array
  16327. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16328. // compute the offset between the current and the original transform
  16329. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16330. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16331. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16332. }
  16333. if ( boneTexture !== undefined ) {
  16334. boneTexture.needsUpdate = true;
  16335. }
  16336. },
  16337. clone: function () {
  16338. return new Skeleton( this.bones, this.boneInverses );
  16339. },
  16340. getBoneByName: function ( name ) {
  16341. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16342. var bone = this.bones[ i ];
  16343. if ( bone.name === name ) {
  16344. return bone;
  16345. }
  16346. }
  16347. return undefined;
  16348. },
  16349. dispose: function ( ) {
  16350. if ( this.boneTexture ) {
  16351. this.boneTexture.dispose();
  16352. this.boneTexture = undefined;
  16353. }
  16354. }
  16355. } );
  16356. /**
  16357. * @author mikael emtinger / http://gomo.se/
  16358. * @author alteredq / http://alteredqualia.com/
  16359. * @author ikerr / http://verold.com
  16360. */
  16361. function Bone() {
  16362. Object3D.call( this );
  16363. this.type = 'Bone';
  16364. }
  16365. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16366. constructor: Bone,
  16367. isBone: true
  16368. } );
  16369. /**
  16370. * @author mrdoob / http://mrdoob.com/
  16371. */
  16372. var _instanceLocalMatrix = new Matrix4();
  16373. var _instanceWorldMatrix = new Matrix4();
  16374. var _instanceIntersects = [];
  16375. var _mesh = new Mesh();
  16376. function InstancedMesh( geometry, material, count ) {
  16377. Mesh.call( this, geometry, material );
  16378. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16379. this.count = count;
  16380. this.frustumCulled = false;
  16381. }
  16382. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16383. constructor: InstancedMesh,
  16384. isInstancedMesh: true,
  16385. getMatrixAt: function ( index, matrix ) {
  16386. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16387. },
  16388. raycast: function ( raycaster, intersects ) {
  16389. var matrixWorld = this.matrixWorld;
  16390. var raycastTimes = this.count;
  16391. _mesh.geometry = this.geometry;
  16392. _mesh.material = this.material;
  16393. if ( _mesh.material === undefined ) { return; }
  16394. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16395. // calculate the world matrix for each instance
  16396. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16397. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16398. // the mesh represents this single instance
  16399. _mesh.matrixWorld = _instanceWorldMatrix;
  16400. _mesh.raycast( raycaster, _instanceIntersects );
  16401. // process the result of raycast
  16402. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16403. var intersect = _instanceIntersects[ i ];
  16404. intersect.instanceId = instanceId;
  16405. intersect.object = this;
  16406. intersects.push( intersect );
  16407. }
  16408. _instanceIntersects.length = 0;
  16409. }
  16410. },
  16411. setMatrixAt: function ( index, matrix ) {
  16412. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16413. },
  16414. updateMorphTargets: function () {
  16415. }
  16416. } );
  16417. /**
  16418. * @author mrdoob / http://mrdoob.com/
  16419. * @author alteredq / http://alteredqualia.com/
  16420. *
  16421. * parameters = {
  16422. * color: <hex>,
  16423. * opacity: <float>,
  16424. *
  16425. * linewidth: <float>,
  16426. * linecap: "round",
  16427. * linejoin: "round"
  16428. * }
  16429. */
  16430. function LineBasicMaterial( parameters ) {
  16431. Material.call( this );
  16432. this.type = 'LineBasicMaterial';
  16433. this.color = new Color( 0xffffff );
  16434. this.linewidth = 1;
  16435. this.linecap = 'round';
  16436. this.linejoin = 'round';
  16437. this.morphTargets = false;
  16438. this.setValues( parameters );
  16439. }
  16440. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16441. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16442. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16443. LineBasicMaterial.prototype.copy = function ( source ) {
  16444. Material.prototype.copy.call( this, source );
  16445. this.color.copy( source.color );
  16446. this.linewidth = source.linewidth;
  16447. this.linecap = source.linecap;
  16448. this.linejoin = source.linejoin;
  16449. this.morphTargets = source.morphTargets;
  16450. return this;
  16451. };
  16452. /**
  16453. * @author mrdoob / http://mrdoob.com/
  16454. */
  16455. var _start = new Vector3();
  16456. var _end = new Vector3();
  16457. var _inverseMatrix$1 = new Matrix4();
  16458. var _ray$1 = new Ray();
  16459. var _sphere$2 = new Sphere();
  16460. function Line( geometry, material, mode ) {
  16461. if ( mode === 1 ) {
  16462. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16463. }
  16464. Object3D.call( this );
  16465. this.type = 'Line';
  16466. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16467. this.material = material !== undefined ? material : new LineBasicMaterial();
  16468. this.updateMorphTargets();
  16469. }
  16470. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16471. constructor: Line,
  16472. isLine: true,
  16473. computeLineDistances: function () {
  16474. var geometry = this.geometry;
  16475. if ( geometry.isBufferGeometry ) {
  16476. // we assume non-indexed geometry
  16477. if ( geometry.index === null ) {
  16478. var positionAttribute = geometry.attributes.position;
  16479. var lineDistances = [ 0 ];
  16480. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16481. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16482. _end.fromBufferAttribute( positionAttribute, i );
  16483. lineDistances[ i ] = lineDistances[ i - 1 ];
  16484. lineDistances[ i ] += _start.distanceTo( _end );
  16485. }
  16486. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16487. } else {
  16488. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16489. }
  16490. } else if ( geometry.isGeometry ) {
  16491. var vertices = geometry.vertices;
  16492. var lineDistances = geometry.lineDistances;
  16493. lineDistances[ 0 ] = 0;
  16494. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16495. lineDistances[ i ] = lineDistances[ i - 1 ];
  16496. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16497. }
  16498. }
  16499. return this;
  16500. },
  16501. raycast: function ( raycaster, intersects ) {
  16502. var geometry = this.geometry;
  16503. var matrixWorld = this.matrixWorld;
  16504. var threshold = raycaster.params.Line.threshold;
  16505. // Checking boundingSphere distance to ray
  16506. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16507. _sphere$2.copy( geometry.boundingSphere );
  16508. _sphere$2.applyMatrix4( matrixWorld );
  16509. _sphere$2.radius += threshold;
  16510. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16511. //
  16512. _inverseMatrix$1.getInverse( matrixWorld );
  16513. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16514. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16515. var localThresholdSq = localThreshold * localThreshold;
  16516. var vStart = new Vector3();
  16517. var vEnd = new Vector3();
  16518. var interSegment = new Vector3();
  16519. var interRay = new Vector3();
  16520. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16521. if ( geometry.isBufferGeometry ) {
  16522. var index = geometry.index;
  16523. var attributes = geometry.attributes;
  16524. var positions = attributes.position.array;
  16525. if ( index !== null ) {
  16526. var indices = index.array;
  16527. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16528. var a = indices[ i ];
  16529. var b = indices[ i + 1 ];
  16530. vStart.fromArray( positions, a * 3 );
  16531. vEnd.fromArray( positions, b * 3 );
  16532. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16533. if ( distSq > localThresholdSq ) { continue; }
  16534. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16535. var distance = raycaster.ray.origin.distanceTo( interRay );
  16536. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16537. intersects.push( {
  16538. distance: distance,
  16539. // What do we want? intersection point on the ray or on the segment??
  16540. // point: raycaster.ray.at( distance ),
  16541. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16542. index: i,
  16543. face: null,
  16544. faceIndex: null,
  16545. object: this
  16546. } );
  16547. }
  16548. } else {
  16549. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16550. vStart.fromArray( positions, 3 * i );
  16551. vEnd.fromArray( positions, 3 * i + 3 );
  16552. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16553. if ( distSq > localThresholdSq ) { continue; }
  16554. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16555. var distance = raycaster.ray.origin.distanceTo( interRay );
  16556. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16557. intersects.push( {
  16558. distance: distance,
  16559. // What do we want? intersection point on the ray or on the segment??
  16560. // point: raycaster.ray.at( distance ),
  16561. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16562. index: i,
  16563. face: null,
  16564. faceIndex: null,
  16565. object: this
  16566. } );
  16567. }
  16568. }
  16569. } else if ( geometry.isGeometry ) {
  16570. var vertices = geometry.vertices;
  16571. var nbVertices = vertices.length;
  16572. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16573. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16574. if ( distSq > localThresholdSq ) { continue; }
  16575. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16576. var distance = raycaster.ray.origin.distanceTo( interRay );
  16577. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16578. intersects.push( {
  16579. distance: distance,
  16580. // What do we want? intersection point on the ray or on the segment??
  16581. // point: raycaster.ray.at( distance ),
  16582. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16583. index: i,
  16584. face: null,
  16585. faceIndex: null,
  16586. object: this
  16587. } );
  16588. }
  16589. }
  16590. },
  16591. updateMorphTargets: function () {
  16592. var geometry = this.geometry;
  16593. var m, ml, name;
  16594. if ( geometry.isBufferGeometry ) {
  16595. var morphAttributes = geometry.morphAttributes;
  16596. var keys = Object.keys( morphAttributes );
  16597. if ( keys.length > 0 ) {
  16598. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16599. if ( morphAttribute !== undefined ) {
  16600. this.morphTargetInfluences = [];
  16601. this.morphTargetDictionary = {};
  16602. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16603. name = morphAttribute[ m ].name || String( m );
  16604. this.morphTargetInfluences.push( 0 );
  16605. this.morphTargetDictionary[ name ] = m;
  16606. }
  16607. }
  16608. }
  16609. } else {
  16610. var morphTargets = geometry.morphTargets;
  16611. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16612. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16613. }
  16614. }
  16615. },
  16616. clone: function () {
  16617. return new this.constructor( this.geometry, this.material ).copy( this );
  16618. }
  16619. } );
  16620. /**
  16621. * @author mrdoob / http://mrdoob.com/
  16622. */
  16623. var _start$1 = new Vector3();
  16624. var _end$1 = new Vector3();
  16625. function LineSegments( geometry, material ) {
  16626. Line.call( this, geometry, material );
  16627. this.type = 'LineSegments';
  16628. }
  16629. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16630. constructor: LineSegments,
  16631. isLineSegments: true,
  16632. computeLineDistances: function () {
  16633. var geometry = this.geometry;
  16634. if ( geometry.isBufferGeometry ) {
  16635. // we assume non-indexed geometry
  16636. if ( geometry.index === null ) {
  16637. var positionAttribute = geometry.attributes.position;
  16638. var lineDistances = [];
  16639. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16640. _start$1.fromBufferAttribute( positionAttribute, i );
  16641. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16642. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16643. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16644. }
  16645. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16646. } else {
  16647. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16648. }
  16649. } else if ( geometry.isGeometry ) {
  16650. var vertices = geometry.vertices;
  16651. var lineDistances = geometry.lineDistances;
  16652. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16653. _start$1.copy( vertices[ i ] );
  16654. _end$1.copy( vertices[ i + 1 ] );
  16655. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16656. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16657. }
  16658. }
  16659. return this;
  16660. }
  16661. } );
  16662. /**
  16663. * @author mgreter / http://github.com/mgreter
  16664. */
  16665. function LineLoop( geometry, material ) {
  16666. Line.call( this, geometry, material );
  16667. this.type = 'LineLoop';
  16668. }
  16669. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16670. constructor: LineLoop,
  16671. isLineLoop: true,
  16672. } );
  16673. /**
  16674. * @author mrdoob / http://mrdoob.com/
  16675. * @author alteredq / http://alteredqualia.com/
  16676. *
  16677. * parameters = {
  16678. * color: <hex>,
  16679. * opacity: <float>,
  16680. * map: new THREE.Texture( <Image> ),
  16681. * alphaMap: new THREE.Texture( <Image> ),
  16682. *
  16683. * size: <float>,
  16684. * sizeAttenuation: <bool>
  16685. *
  16686. * morphTargets: <bool>
  16687. * }
  16688. */
  16689. function PointsMaterial( parameters ) {
  16690. Material.call( this );
  16691. this.type = 'PointsMaterial';
  16692. this.color = new Color( 0xffffff );
  16693. this.map = null;
  16694. this.alphaMap = null;
  16695. this.size = 1;
  16696. this.sizeAttenuation = true;
  16697. this.morphTargets = false;
  16698. this.setValues( parameters );
  16699. }
  16700. PointsMaterial.prototype = Object.create( Material.prototype );
  16701. PointsMaterial.prototype.constructor = PointsMaterial;
  16702. PointsMaterial.prototype.isPointsMaterial = true;
  16703. PointsMaterial.prototype.copy = function ( source ) {
  16704. Material.prototype.copy.call( this, source );
  16705. this.color.copy( source.color );
  16706. this.map = source.map;
  16707. this.alphaMap = source.alphaMap;
  16708. this.size = source.size;
  16709. this.sizeAttenuation = source.sizeAttenuation;
  16710. this.morphTargets = source.morphTargets;
  16711. return this;
  16712. };
  16713. /**
  16714. * @author alteredq / http://alteredqualia.com/
  16715. */
  16716. var _inverseMatrix$2 = new Matrix4();
  16717. var _ray$2 = new Ray();
  16718. var _sphere$3 = new Sphere();
  16719. var _position$1 = new Vector3();
  16720. function Points( geometry, material ) {
  16721. Object3D.call( this );
  16722. this.type = 'Points';
  16723. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16724. this.material = material !== undefined ? material : new PointsMaterial();
  16725. this.updateMorphTargets();
  16726. }
  16727. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16728. constructor: Points,
  16729. isPoints: true,
  16730. raycast: function ( raycaster, intersects ) {
  16731. var geometry = this.geometry;
  16732. var matrixWorld = this.matrixWorld;
  16733. var threshold = raycaster.params.Points.threshold;
  16734. // Checking boundingSphere distance to ray
  16735. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16736. _sphere$3.copy( geometry.boundingSphere );
  16737. _sphere$3.applyMatrix4( matrixWorld );
  16738. _sphere$3.radius += threshold;
  16739. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16740. //
  16741. _inverseMatrix$2.getInverse( matrixWorld );
  16742. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16743. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16744. var localThresholdSq = localThreshold * localThreshold;
  16745. if ( geometry.isBufferGeometry ) {
  16746. var index = geometry.index;
  16747. var attributes = geometry.attributes;
  16748. var positions = attributes.position.array;
  16749. if ( index !== null ) {
  16750. var indices = index.array;
  16751. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16752. var a = indices[ i ];
  16753. _position$1.fromArray( positions, a * 3 );
  16754. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16755. }
  16756. } else {
  16757. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16758. _position$1.fromArray( positions, i * 3 );
  16759. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16760. }
  16761. }
  16762. } else {
  16763. var vertices = geometry.vertices;
  16764. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16765. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16766. }
  16767. }
  16768. },
  16769. updateMorphTargets: function () {
  16770. var geometry = this.geometry;
  16771. var m, ml, name;
  16772. if ( geometry.isBufferGeometry ) {
  16773. var morphAttributes = geometry.morphAttributes;
  16774. var keys = Object.keys( morphAttributes );
  16775. if ( keys.length > 0 ) {
  16776. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16777. if ( morphAttribute !== undefined ) {
  16778. this.morphTargetInfluences = [];
  16779. this.morphTargetDictionary = {};
  16780. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16781. name = morphAttribute[ m ].name || String( m );
  16782. this.morphTargetInfluences.push( 0 );
  16783. this.morphTargetDictionary[ name ] = m;
  16784. }
  16785. }
  16786. }
  16787. } else {
  16788. var morphTargets = geometry.morphTargets;
  16789. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16790. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16791. }
  16792. }
  16793. },
  16794. clone: function () {
  16795. return new this.constructor( this.geometry, this.material ).copy( this );
  16796. }
  16797. } );
  16798. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16799. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16800. if ( rayPointDistanceSq < localThresholdSq ) {
  16801. var intersectPoint = new Vector3();
  16802. _ray$2.closestPointToPoint( point, intersectPoint );
  16803. intersectPoint.applyMatrix4( matrixWorld );
  16804. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16805. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16806. intersects.push( {
  16807. distance: distance,
  16808. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16809. point: intersectPoint,
  16810. index: index,
  16811. face: null,
  16812. object: object
  16813. } );
  16814. }
  16815. }
  16816. /**
  16817. * @author mrdoob / http://mrdoob.com/
  16818. */
  16819. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16820. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16821. this.format = format !== undefined ? format : RGBFormat;
  16822. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16823. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16824. this.generateMipmaps = false;
  16825. }
  16826. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16827. constructor: VideoTexture,
  16828. isVideoTexture: true,
  16829. update: function () {
  16830. var video = this.image;
  16831. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16832. this.needsUpdate = true;
  16833. }
  16834. }
  16835. } );
  16836. /**
  16837. * @author alteredq / http://alteredqualia.com/
  16838. */
  16839. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16840. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16841. this.image = { width: width, height: height };
  16842. this.mipmaps = mipmaps;
  16843. // no flipping for cube textures
  16844. // (also flipping doesn't work for compressed textures )
  16845. this.flipY = false;
  16846. // can't generate mipmaps for compressed textures
  16847. // mips must be embedded in DDS files
  16848. this.generateMipmaps = false;
  16849. }
  16850. CompressedTexture.prototype = Object.create( Texture.prototype );
  16851. CompressedTexture.prototype.constructor = CompressedTexture;
  16852. CompressedTexture.prototype.isCompressedTexture = true;
  16853. /**
  16854. * @author mrdoob / http://mrdoob.com/
  16855. */
  16856. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16857. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16858. this.needsUpdate = true;
  16859. }
  16860. CanvasTexture.prototype = Object.create( Texture.prototype );
  16861. CanvasTexture.prototype.constructor = CanvasTexture;
  16862. CanvasTexture.prototype.isCanvasTexture = true;
  16863. /**
  16864. * @author Matt DesLauriers / @mattdesl
  16865. * @author atix / arthursilber.de
  16866. */
  16867. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16868. format = format !== undefined ? format : DepthFormat;
  16869. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16870. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16871. }
  16872. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16873. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16874. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16875. this.image = { width: width, height: height };
  16876. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16877. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16878. this.flipY = false;
  16879. this.generateMipmaps = false;
  16880. }
  16881. DepthTexture.prototype = Object.create( Texture.prototype );
  16882. DepthTexture.prototype.constructor = DepthTexture;
  16883. DepthTexture.prototype.isDepthTexture = true;
  16884. /**
  16885. * @author mrdoob / http://mrdoob.com/
  16886. * @author Mugen87 / https://github.com/Mugen87
  16887. */
  16888. function WireframeGeometry( geometry ) {
  16889. BufferGeometry.call( this );
  16890. this.type = 'WireframeGeometry';
  16891. // buffer
  16892. var vertices = [];
  16893. // helper variables
  16894. var i, j, l, o, ol;
  16895. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16896. var key, keys = [ 'a', 'b', 'c' ];
  16897. var vertex;
  16898. // different logic for Geometry and BufferGeometry
  16899. if ( geometry && geometry.isGeometry ) {
  16900. // create a data structure that contains all edges without duplicates
  16901. var faces = geometry.faces;
  16902. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16903. var face = faces[ i ];
  16904. for ( j = 0; j < 3; j ++ ) {
  16905. edge1 = face[ keys[ j ] ];
  16906. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16907. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16908. edge[ 1 ] = Math.max( edge1, edge2 );
  16909. key = edge[ 0 ] + ',' + edge[ 1 ];
  16910. if ( edges[ key ] === undefined ) {
  16911. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16912. }
  16913. }
  16914. }
  16915. // generate vertices
  16916. for ( key in edges ) {
  16917. e = edges[ key ];
  16918. vertex = geometry.vertices[ e.index1 ];
  16919. vertices.push( vertex.x, vertex.y, vertex.z );
  16920. vertex = geometry.vertices[ e.index2 ];
  16921. vertices.push( vertex.x, vertex.y, vertex.z );
  16922. }
  16923. } else if ( geometry && geometry.isBufferGeometry ) {
  16924. var position, indices, groups;
  16925. var group, start, count;
  16926. var index1, index2;
  16927. vertex = new Vector3();
  16928. if ( geometry.index !== null ) {
  16929. // indexed BufferGeometry
  16930. position = geometry.attributes.position;
  16931. indices = geometry.index;
  16932. groups = geometry.groups;
  16933. if ( groups.length === 0 ) {
  16934. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16935. }
  16936. // create a data structure that contains all eges without duplicates
  16937. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16938. group = groups[ o ];
  16939. start = group.start;
  16940. count = group.count;
  16941. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16942. for ( j = 0; j < 3; j ++ ) {
  16943. edge1 = indices.getX( i + j );
  16944. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16945. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16946. edge[ 1 ] = Math.max( edge1, edge2 );
  16947. key = edge[ 0 ] + ',' + edge[ 1 ];
  16948. if ( edges[ key ] === undefined ) {
  16949. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16950. }
  16951. }
  16952. }
  16953. }
  16954. // generate vertices
  16955. for ( key in edges ) {
  16956. e = edges[ key ];
  16957. vertex.fromBufferAttribute( position, e.index1 );
  16958. vertices.push( vertex.x, vertex.y, vertex.z );
  16959. vertex.fromBufferAttribute( position, e.index2 );
  16960. vertices.push( vertex.x, vertex.y, vertex.z );
  16961. }
  16962. } else {
  16963. // non-indexed BufferGeometry
  16964. position = geometry.attributes.position;
  16965. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16966. for ( j = 0; j < 3; j ++ ) {
  16967. // three edges per triangle, an edge is represented as (index1, index2)
  16968. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16969. index1 = 3 * i + j;
  16970. vertex.fromBufferAttribute( position, index1 );
  16971. vertices.push( vertex.x, vertex.y, vertex.z );
  16972. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16973. vertex.fromBufferAttribute( position, index2 );
  16974. vertices.push( vertex.x, vertex.y, vertex.z );
  16975. }
  16976. }
  16977. }
  16978. }
  16979. // build geometry
  16980. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16981. }
  16982. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16983. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16984. /**
  16985. * @author zz85 / https://github.com/zz85
  16986. * @author Mugen87 / https://github.com/Mugen87
  16987. *
  16988. * Parametric Surfaces Geometry
  16989. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16990. */
  16991. // ParametricGeometry
  16992. function ParametricGeometry( func, slices, stacks ) {
  16993. Geometry.call( this );
  16994. this.type = 'ParametricGeometry';
  16995. this.parameters = {
  16996. func: func,
  16997. slices: slices,
  16998. stacks: stacks
  16999. };
  17000. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17001. this.mergeVertices();
  17002. }
  17003. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17004. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17005. // ParametricBufferGeometry
  17006. function ParametricBufferGeometry( func, slices, stacks ) {
  17007. BufferGeometry.call( this );
  17008. this.type = 'ParametricBufferGeometry';
  17009. this.parameters = {
  17010. func: func,
  17011. slices: slices,
  17012. stacks: stacks
  17013. };
  17014. // buffers
  17015. var indices = [];
  17016. var vertices = [];
  17017. var normals = [];
  17018. var uvs = [];
  17019. var EPS = 0.00001;
  17020. var normal = new Vector3();
  17021. var p0 = new Vector3(), p1 = new Vector3();
  17022. var pu = new Vector3(), pv = new Vector3();
  17023. var i, j;
  17024. if ( func.length < 3 ) {
  17025. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17026. }
  17027. // generate vertices, normals and uvs
  17028. var sliceCount = slices + 1;
  17029. for ( i = 0; i <= stacks; i ++ ) {
  17030. var v = i / stacks;
  17031. for ( j = 0; j <= slices; j ++ ) {
  17032. var u = j / slices;
  17033. // vertex
  17034. func( u, v, p0 );
  17035. vertices.push( p0.x, p0.y, p0.z );
  17036. // normal
  17037. // approximate tangent vectors via finite differences
  17038. if ( u - EPS >= 0 ) {
  17039. func( u - EPS, v, p1 );
  17040. pu.subVectors( p0, p1 );
  17041. } else {
  17042. func( u + EPS, v, p1 );
  17043. pu.subVectors( p1, p0 );
  17044. }
  17045. if ( v - EPS >= 0 ) {
  17046. func( u, v - EPS, p1 );
  17047. pv.subVectors( p0, p1 );
  17048. } else {
  17049. func( u, v + EPS, p1 );
  17050. pv.subVectors( p1, p0 );
  17051. }
  17052. // cross product of tangent vectors returns surface normal
  17053. normal.crossVectors( pu, pv ).normalize();
  17054. normals.push( normal.x, normal.y, normal.z );
  17055. // uv
  17056. uvs.push( u, v );
  17057. }
  17058. }
  17059. // generate indices
  17060. for ( i = 0; i < stacks; i ++ ) {
  17061. for ( j = 0; j < slices; j ++ ) {
  17062. var a = i * sliceCount + j;
  17063. var b = i * sliceCount + j + 1;
  17064. var c = ( i + 1 ) * sliceCount + j + 1;
  17065. var d = ( i + 1 ) * sliceCount + j;
  17066. // faces one and two
  17067. indices.push( a, b, d );
  17068. indices.push( b, c, d );
  17069. }
  17070. }
  17071. // build geometry
  17072. this.setIndex( indices );
  17073. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17074. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17075. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17076. }
  17077. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17078. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17079. /**
  17080. * @author clockworkgeek / https://github.com/clockworkgeek
  17081. * @author timothypratley / https://github.com/timothypratley
  17082. * @author WestLangley / http://github.com/WestLangley
  17083. * @author Mugen87 / https://github.com/Mugen87
  17084. */
  17085. // PolyhedronGeometry
  17086. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17087. Geometry.call( this );
  17088. this.type = 'PolyhedronGeometry';
  17089. this.parameters = {
  17090. vertices: vertices,
  17091. indices: indices,
  17092. radius: radius,
  17093. detail: detail
  17094. };
  17095. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17096. this.mergeVertices();
  17097. }
  17098. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17099. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17100. // PolyhedronBufferGeometry
  17101. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17102. BufferGeometry.call( this );
  17103. this.type = 'PolyhedronBufferGeometry';
  17104. this.parameters = {
  17105. vertices: vertices,
  17106. indices: indices,
  17107. radius: radius,
  17108. detail: detail
  17109. };
  17110. radius = radius || 1;
  17111. detail = detail || 0;
  17112. // default buffer data
  17113. var vertexBuffer = [];
  17114. var uvBuffer = [];
  17115. // the subdivision creates the vertex buffer data
  17116. subdivide( detail );
  17117. // all vertices should lie on a conceptual sphere with a given radius
  17118. applyRadius( radius );
  17119. // finally, create the uv data
  17120. generateUVs();
  17121. // build non-indexed geometry
  17122. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17123. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17124. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17125. if ( detail === 0 ) {
  17126. this.computeVertexNormals(); // flat normals
  17127. } else {
  17128. this.normalizeNormals(); // smooth normals
  17129. }
  17130. // helper functions
  17131. function subdivide( detail ) {
  17132. var a = new Vector3();
  17133. var b = new Vector3();
  17134. var c = new Vector3();
  17135. // iterate over all faces and apply a subdivison with the given detail value
  17136. for ( var i = 0; i < indices.length; i += 3 ) {
  17137. // get the vertices of the face
  17138. getVertexByIndex( indices[ i + 0 ], a );
  17139. getVertexByIndex( indices[ i + 1 ], b );
  17140. getVertexByIndex( indices[ i + 2 ], c );
  17141. // perform subdivision
  17142. subdivideFace( a, b, c, detail );
  17143. }
  17144. }
  17145. function subdivideFace( a, b, c, detail ) {
  17146. var cols = Math.pow( 2, detail );
  17147. // we use this multidimensional array as a data structure for creating the subdivision
  17148. var v = [];
  17149. var i, j;
  17150. // construct all of the vertices for this subdivision
  17151. for ( i = 0; i <= cols; i ++ ) {
  17152. v[ i ] = [];
  17153. var aj = a.clone().lerp( c, i / cols );
  17154. var bj = b.clone().lerp( c, i / cols );
  17155. var rows = cols - i;
  17156. for ( j = 0; j <= rows; j ++ ) {
  17157. if ( j === 0 && i === cols ) {
  17158. v[ i ][ j ] = aj;
  17159. } else {
  17160. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17161. }
  17162. }
  17163. }
  17164. // construct all of the faces
  17165. for ( i = 0; i < cols; i ++ ) {
  17166. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  17167. var k = Math.floor( j / 2 );
  17168. if ( j % 2 === 0 ) {
  17169. pushVertex( v[ i ][ k + 1 ] );
  17170. pushVertex( v[ i + 1 ][ k ] );
  17171. pushVertex( v[ i ][ k ] );
  17172. } else {
  17173. pushVertex( v[ i ][ k + 1 ] );
  17174. pushVertex( v[ i + 1 ][ k + 1 ] );
  17175. pushVertex( v[ i + 1 ][ k ] );
  17176. }
  17177. }
  17178. }
  17179. }
  17180. function applyRadius( radius ) {
  17181. var vertex = new Vector3();
  17182. // iterate over the entire buffer and apply the radius to each vertex
  17183. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17184. vertex.x = vertexBuffer[ i + 0 ];
  17185. vertex.y = vertexBuffer[ i + 1 ];
  17186. vertex.z = vertexBuffer[ i + 2 ];
  17187. vertex.normalize().multiplyScalar( radius );
  17188. vertexBuffer[ i + 0 ] = vertex.x;
  17189. vertexBuffer[ i + 1 ] = vertex.y;
  17190. vertexBuffer[ i + 2 ] = vertex.z;
  17191. }
  17192. }
  17193. function generateUVs() {
  17194. var vertex = new Vector3();
  17195. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17196. vertex.x = vertexBuffer[ i + 0 ];
  17197. vertex.y = vertexBuffer[ i + 1 ];
  17198. vertex.z = vertexBuffer[ i + 2 ];
  17199. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17200. var v = inclination( vertex ) / Math.PI + 0.5;
  17201. uvBuffer.push( u, 1 - v );
  17202. }
  17203. correctUVs();
  17204. correctSeam();
  17205. }
  17206. function correctSeam() {
  17207. // handle case when face straddles the seam, see #3269
  17208. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17209. // uv data of a single face
  17210. var x0 = uvBuffer[ i + 0 ];
  17211. var x1 = uvBuffer[ i + 2 ];
  17212. var x2 = uvBuffer[ i + 4 ];
  17213. var max = Math.max( x0, x1, x2 );
  17214. var min = Math.min( x0, x1, x2 );
  17215. // 0.9 is somewhat arbitrary
  17216. if ( max > 0.9 && min < 0.1 ) {
  17217. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17218. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17219. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17220. }
  17221. }
  17222. }
  17223. function pushVertex( vertex ) {
  17224. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17225. }
  17226. function getVertexByIndex( index, vertex ) {
  17227. var stride = index * 3;
  17228. vertex.x = vertices[ stride + 0 ];
  17229. vertex.y = vertices[ stride + 1 ];
  17230. vertex.z = vertices[ stride + 2 ];
  17231. }
  17232. function correctUVs() {
  17233. var a = new Vector3();
  17234. var b = new Vector3();
  17235. var c = new Vector3();
  17236. var centroid = new Vector3();
  17237. var uvA = new Vector2();
  17238. var uvB = new Vector2();
  17239. var uvC = new Vector2();
  17240. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17241. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17242. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17243. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17244. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17245. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17246. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17247. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17248. var azi = azimuth( centroid );
  17249. correctUV( uvA, j + 0, a, azi );
  17250. correctUV( uvB, j + 2, b, azi );
  17251. correctUV( uvC, j + 4, c, azi );
  17252. }
  17253. }
  17254. function correctUV( uv, stride, vector, azimuth ) {
  17255. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17256. uvBuffer[ stride ] = uv.x - 1;
  17257. }
  17258. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17259. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17260. }
  17261. }
  17262. // Angle around the Y axis, counter-clockwise when looking from above.
  17263. function azimuth( vector ) {
  17264. return Math.atan2( vector.z, - vector.x );
  17265. }
  17266. // Angle above the XZ plane.
  17267. function inclination( vector ) {
  17268. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17269. }
  17270. }
  17271. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17272. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17273. /**
  17274. * @author timothypratley / https://github.com/timothypratley
  17275. * @author Mugen87 / https://github.com/Mugen87
  17276. */
  17277. // TetrahedronGeometry
  17278. function TetrahedronGeometry( radius, detail ) {
  17279. Geometry.call( this );
  17280. this.type = 'TetrahedronGeometry';
  17281. this.parameters = {
  17282. radius: radius,
  17283. detail: detail
  17284. };
  17285. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17286. this.mergeVertices();
  17287. }
  17288. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17289. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17290. // TetrahedronBufferGeometry
  17291. function TetrahedronBufferGeometry( radius, detail ) {
  17292. var vertices = [
  17293. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17294. ];
  17295. var indices = [
  17296. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17297. ];
  17298. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17299. this.type = 'TetrahedronBufferGeometry';
  17300. this.parameters = {
  17301. radius: radius,
  17302. detail: detail
  17303. };
  17304. }
  17305. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17306. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17307. /**
  17308. * @author timothypratley / https://github.com/timothypratley
  17309. * @author Mugen87 / https://github.com/Mugen87
  17310. */
  17311. // OctahedronGeometry
  17312. function OctahedronGeometry( radius, detail ) {
  17313. Geometry.call( this );
  17314. this.type = 'OctahedronGeometry';
  17315. this.parameters = {
  17316. radius: radius,
  17317. detail: detail
  17318. };
  17319. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17320. this.mergeVertices();
  17321. }
  17322. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17323. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17324. // OctahedronBufferGeometry
  17325. function OctahedronBufferGeometry( radius, detail ) {
  17326. var vertices = [
  17327. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17328. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17329. ];
  17330. var indices = [
  17331. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17332. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17333. 1, 3, 4, 1, 4, 2
  17334. ];
  17335. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17336. this.type = 'OctahedronBufferGeometry';
  17337. this.parameters = {
  17338. radius: radius,
  17339. detail: detail
  17340. };
  17341. }
  17342. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17343. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17344. /**
  17345. * @author timothypratley / https://github.com/timothypratley
  17346. * @author Mugen87 / https://github.com/Mugen87
  17347. */
  17348. // IcosahedronGeometry
  17349. function IcosahedronGeometry( radius, detail ) {
  17350. Geometry.call( this );
  17351. this.type = 'IcosahedronGeometry';
  17352. this.parameters = {
  17353. radius: radius,
  17354. detail: detail
  17355. };
  17356. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17357. this.mergeVertices();
  17358. }
  17359. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17360. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17361. // IcosahedronBufferGeometry
  17362. function IcosahedronBufferGeometry( radius, detail ) {
  17363. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17364. var vertices = [
  17365. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17366. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17367. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17368. ];
  17369. var indices = [
  17370. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17371. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17372. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17373. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17374. ];
  17375. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17376. this.type = 'IcosahedronBufferGeometry';
  17377. this.parameters = {
  17378. radius: radius,
  17379. detail: detail
  17380. };
  17381. }
  17382. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17383. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17384. /**
  17385. * @author Abe Pazos / https://hamoid.com
  17386. * @author Mugen87 / https://github.com/Mugen87
  17387. */
  17388. // DodecahedronGeometry
  17389. function DodecahedronGeometry( radius, detail ) {
  17390. Geometry.call( this );
  17391. this.type = 'DodecahedronGeometry';
  17392. this.parameters = {
  17393. radius: radius,
  17394. detail: detail
  17395. };
  17396. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17397. this.mergeVertices();
  17398. }
  17399. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17400. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17401. // DodecahedronBufferGeometry
  17402. function DodecahedronBufferGeometry( radius, detail ) {
  17403. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17404. var r = 1 / t;
  17405. var vertices = [
  17406. // (±1, ±1, ±1)
  17407. - 1, - 1, - 1, - 1, - 1, 1,
  17408. - 1, 1, - 1, - 1, 1, 1,
  17409. 1, - 1, - 1, 1, - 1, 1,
  17410. 1, 1, - 1, 1, 1, 1,
  17411. // (0, ±1/φ, ±φ)
  17412. 0, - r, - t, 0, - r, t,
  17413. 0, r, - t, 0, r, t,
  17414. // (±1/φ, ±φ, 0)
  17415. - r, - t, 0, - r, t, 0,
  17416. r, - t, 0, r, t, 0,
  17417. // (±φ, 0, ±1/φ)
  17418. - t, 0, - r, t, 0, - r,
  17419. - t, 0, r, t, 0, r
  17420. ];
  17421. var indices = [
  17422. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17423. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17424. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17425. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17426. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17427. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17428. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17429. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17430. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17431. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17432. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17433. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17434. ];
  17435. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17436. this.type = 'DodecahedronBufferGeometry';
  17437. this.parameters = {
  17438. radius: radius,
  17439. detail: detail
  17440. };
  17441. }
  17442. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17443. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17444. /**
  17445. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17446. * @author WestLangley / https://github.com/WestLangley
  17447. * @author zz85 / https://github.com/zz85
  17448. * @author miningold / https://github.com/miningold
  17449. * @author jonobr1 / https://github.com/jonobr1
  17450. * @author Mugen87 / https://github.com/Mugen87
  17451. *
  17452. */
  17453. // TubeGeometry
  17454. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17455. Geometry.call( this );
  17456. this.type = 'TubeGeometry';
  17457. this.parameters = {
  17458. path: path,
  17459. tubularSegments: tubularSegments,
  17460. radius: radius,
  17461. radialSegments: radialSegments,
  17462. closed: closed
  17463. };
  17464. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17465. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17466. // expose internals
  17467. this.tangents = bufferGeometry.tangents;
  17468. this.normals = bufferGeometry.normals;
  17469. this.binormals = bufferGeometry.binormals;
  17470. // create geometry
  17471. this.fromBufferGeometry( bufferGeometry );
  17472. this.mergeVertices();
  17473. }
  17474. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17475. TubeGeometry.prototype.constructor = TubeGeometry;
  17476. // TubeBufferGeometry
  17477. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17478. BufferGeometry.call( this );
  17479. this.type = 'TubeBufferGeometry';
  17480. this.parameters = {
  17481. path: path,
  17482. tubularSegments: tubularSegments,
  17483. radius: radius,
  17484. radialSegments: radialSegments,
  17485. closed: closed
  17486. };
  17487. tubularSegments = tubularSegments || 64;
  17488. radius = radius || 1;
  17489. radialSegments = radialSegments || 8;
  17490. closed = closed || false;
  17491. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17492. // expose internals
  17493. this.tangents = frames.tangents;
  17494. this.normals = frames.normals;
  17495. this.binormals = frames.binormals;
  17496. // helper variables
  17497. var vertex = new Vector3();
  17498. var normal = new Vector3();
  17499. var uv = new Vector2();
  17500. var P = new Vector3();
  17501. var i, j;
  17502. // buffer
  17503. var vertices = [];
  17504. var normals = [];
  17505. var uvs = [];
  17506. var indices = [];
  17507. // create buffer data
  17508. generateBufferData();
  17509. // build geometry
  17510. this.setIndex( indices );
  17511. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17512. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17513. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17514. // functions
  17515. function generateBufferData() {
  17516. for ( i = 0; i < tubularSegments; i ++ ) {
  17517. generateSegment( i );
  17518. }
  17519. // if the geometry is not closed, generate the last row of vertices and normals
  17520. // at the regular position on the given path
  17521. //
  17522. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17523. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17524. // uvs are generated in a separate function.
  17525. // this makes it easy compute correct values for closed geometries
  17526. generateUVs();
  17527. // finally create faces
  17528. generateIndices();
  17529. }
  17530. function generateSegment( i ) {
  17531. // we use getPointAt to sample evenly distributed points from the given path
  17532. P = path.getPointAt( i / tubularSegments, P );
  17533. // retrieve corresponding normal and binormal
  17534. var N = frames.normals[ i ];
  17535. var B = frames.binormals[ i ];
  17536. // generate normals and vertices for the current segment
  17537. for ( j = 0; j <= radialSegments; j ++ ) {
  17538. var v = j / radialSegments * Math.PI * 2;
  17539. var sin = Math.sin( v );
  17540. var cos = - Math.cos( v );
  17541. // normal
  17542. normal.x = ( cos * N.x + sin * B.x );
  17543. normal.y = ( cos * N.y + sin * B.y );
  17544. normal.z = ( cos * N.z + sin * B.z );
  17545. normal.normalize();
  17546. normals.push( normal.x, normal.y, normal.z );
  17547. // vertex
  17548. vertex.x = P.x + radius * normal.x;
  17549. vertex.y = P.y + radius * normal.y;
  17550. vertex.z = P.z + radius * normal.z;
  17551. vertices.push( vertex.x, vertex.y, vertex.z );
  17552. }
  17553. }
  17554. function generateIndices() {
  17555. for ( j = 1; j <= tubularSegments; j ++ ) {
  17556. for ( i = 1; i <= radialSegments; i ++ ) {
  17557. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17558. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17559. var c = ( radialSegments + 1 ) * j + i;
  17560. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17561. // faces
  17562. indices.push( a, b, d );
  17563. indices.push( b, c, d );
  17564. }
  17565. }
  17566. }
  17567. function generateUVs() {
  17568. for ( i = 0; i <= tubularSegments; i ++ ) {
  17569. for ( j = 0; j <= radialSegments; j ++ ) {
  17570. uv.x = i / tubularSegments;
  17571. uv.y = j / radialSegments;
  17572. uvs.push( uv.x, uv.y );
  17573. }
  17574. }
  17575. }
  17576. }
  17577. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17578. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17579. TubeBufferGeometry.prototype.toJSON = function () {
  17580. var data = BufferGeometry.prototype.toJSON.call( this );
  17581. data.path = this.parameters.path.toJSON();
  17582. return data;
  17583. };
  17584. /**
  17585. * @author oosmoxiecode
  17586. * @author Mugen87 / https://github.com/Mugen87
  17587. *
  17588. * based on http://www.blackpawn.com/texts/pqtorus/
  17589. */
  17590. // TorusKnotGeometry
  17591. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17592. Geometry.call( this );
  17593. this.type = 'TorusKnotGeometry';
  17594. this.parameters = {
  17595. radius: radius,
  17596. tube: tube,
  17597. tubularSegments: tubularSegments,
  17598. radialSegments: radialSegments,
  17599. p: p,
  17600. q: q
  17601. };
  17602. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17603. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17604. this.mergeVertices();
  17605. }
  17606. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17607. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17608. // TorusKnotBufferGeometry
  17609. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17610. BufferGeometry.call( this );
  17611. this.type = 'TorusKnotBufferGeometry';
  17612. this.parameters = {
  17613. radius: radius,
  17614. tube: tube,
  17615. tubularSegments: tubularSegments,
  17616. radialSegments: radialSegments,
  17617. p: p,
  17618. q: q
  17619. };
  17620. radius = radius || 1;
  17621. tube = tube || 0.4;
  17622. tubularSegments = Math.floor( tubularSegments ) || 64;
  17623. radialSegments = Math.floor( radialSegments ) || 8;
  17624. p = p || 2;
  17625. q = q || 3;
  17626. // buffers
  17627. var indices = [];
  17628. var vertices = [];
  17629. var normals = [];
  17630. var uvs = [];
  17631. // helper variables
  17632. var i, j;
  17633. var vertex = new Vector3();
  17634. var normal = new Vector3();
  17635. var P1 = new Vector3();
  17636. var P2 = new Vector3();
  17637. var B = new Vector3();
  17638. var T = new Vector3();
  17639. var N = new Vector3();
  17640. // generate vertices, normals and uvs
  17641. for ( i = 0; i <= tubularSegments; ++ i ) {
  17642. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17643. var u = i / tubularSegments * p * Math.PI * 2;
  17644. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17645. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17646. calculatePositionOnCurve( u, p, q, radius, P1 );
  17647. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17648. // calculate orthonormal basis
  17649. T.subVectors( P2, P1 );
  17650. N.addVectors( P2, P1 );
  17651. B.crossVectors( T, N );
  17652. N.crossVectors( B, T );
  17653. // normalize B, N. T can be ignored, we don't use it
  17654. B.normalize();
  17655. N.normalize();
  17656. for ( j = 0; j <= radialSegments; ++ j ) {
  17657. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17658. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17659. var v = j / radialSegments * Math.PI * 2;
  17660. var cx = - tube * Math.cos( v );
  17661. var cy = tube * Math.sin( v );
  17662. // now calculate the final vertex position.
  17663. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17664. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17665. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17666. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17667. vertices.push( vertex.x, vertex.y, vertex.z );
  17668. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17669. normal.subVectors( vertex, P1 ).normalize();
  17670. normals.push( normal.x, normal.y, normal.z );
  17671. // uv
  17672. uvs.push( i / tubularSegments );
  17673. uvs.push( j / radialSegments );
  17674. }
  17675. }
  17676. // generate indices
  17677. for ( j = 1; j <= tubularSegments; j ++ ) {
  17678. for ( i = 1; i <= radialSegments; i ++ ) {
  17679. // indices
  17680. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17681. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17682. var c = ( radialSegments + 1 ) * j + i;
  17683. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17684. // faces
  17685. indices.push( a, b, d );
  17686. indices.push( b, c, d );
  17687. }
  17688. }
  17689. // build geometry
  17690. this.setIndex( indices );
  17691. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17692. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17693. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17694. // this function calculates the current position on the torus curve
  17695. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17696. var cu = Math.cos( u );
  17697. var su = Math.sin( u );
  17698. var quOverP = q / p * u;
  17699. var cs = Math.cos( quOverP );
  17700. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17701. position.y = radius * ( 2 + cs ) * su * 0.5;
  17702. position.z = radius * Math.sin( quOverP ) * 0.5;
  17703. }
  17704. }
  17705. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17706. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17707. /**
  17708. * @author oosmoxiecode
  17709. * @author mrdoob / http://mrdoob.com/
  17710. * @author Mugen87 / https://github.com/Mugen87
  17711. */
  17712. // TorusGeometry
  17713. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17714. Geometry.call( this );
  17715. this.type = 'TorusGeometry';
  17716. this.parameters = {
  17717. radius: radius,
  17718. tube: tube,
  17719. radialSegments: radialSegments,
  17720. tubularSegments: tubularSegments,
  17721. arc: arc
  17722. };
  17723. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17724. this.mergeVertices();
  17725. }
  17726. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17727. TorusGeometry.prototype.constructor = TorusGeometry;
  17728. // TorusBufferGeometry
  17729. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17730. BufferGeometry.call( this );
  17731. this.type = 'TorusBufferGeometry';
  17732. this.parameters = {
  17733. radius: radius,
  17734. tube: tube,
  17735. radialSegments: radialSegments,
  17736. tubularSegments: tubularSegments,
  17737. arc: arc
  17738. };
  17739. radius = radius || 1;
  17740. tube = tube || 0.4;
  17741. radialSegments = Math.floor( radialSegments ) || 8;
  17742. tubularSegments = Math.floor( tubularSegments ) || 6;
  17743. arc = arc || Math.PI * 2;
  17744. // buffers
  17745. var indices = [];
  17746. var vertices = [];
  17747. var normals = [];
  17748. var uvs = [];
  17749. // helper variables
  17750. var center = new Vector3();
  17751. var vertex = new Vector3();
  17752. var normal = new Vector3();
  17753. var j, i;
  17754. // generate vertices, normals and uvs
  17755. for ( j = 0; j <= radialSegments; j ++ ) {
  17756. for ( i = 0; i <= tubularSegments; i ++ ) {
  17757. var u = i / tubularSegments * arc;
  17758. var v = j / radialSegments * Math.PI * 2;
  17759. // vertex
  17760. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17761. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17762. vertex.z = tube * Math.sin( v );
  17763. vertices.push( vertex.x, vertex.y, vertex.z );
  17764. // normal
  17765. center.x = radius * Math.cos( u );
  17766. center.y = radius * Math.sin( u );
  17767. normal.subVectors( vertex, center ).normalize();
  17768. normals.push( normal.x, normal.y, normal.z );
  17769. // uv
  17770. uvs.push( i / tubularSegments );
  17771. uvs.push( j / radialSegments );
  17772. }
  17773. }
  17774. // generate indices
  17775. for ( j = 1; j <= radialSegments; j ++ ) {
  17776. for ( i = 1; i <= tubularSegments; i ++ ) {
  17777. // indices
  17778. var a = ( tubularSegments + 1 ) * j + i - 1;
  17779. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17780. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17781. var d = ( tubularSegments + 1 ) * j + i;
  17782. // faces
  17783. indices.push( a, b, d );
  17784. indices.push( b, c, d );
  17785. }
  17786. }
  17787. // build geometry
  17788. this.setIndex( indices );
  17789. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17790. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17791. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17792. }
  17793. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17794. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17795. /**
  17796. * @author Mugen87 / https://github.com/Mugen87
  17797. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17798. */
  17799. var Earcut = {
  17800. triangulate: function ( data, holeIndices, dim ) {
  17801. dim = dim || 2;
  17802. var hasHoles = holeIndices && holeIndices.length,
  17803. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17804. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17805. triangles = [];
  17806. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17807. var minX, minY, maxX, maxY, x, y, invSize;
  17808. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17809. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17810. if ( data.length > 80 * dim ) {
  17811. minX = maxX = data[ 0 ];
  17812. minY = maxY = data[ 1 ];
  17813. for ( var i = dim; i < outerLen; i += dim ) {
  17814. x = data[ i ];
  17815. y = data[ i + 1 ];
  17816. if ( x < minX ) { minX = x; }
  17817. if ( y < minY ) { minY = y; }
  17818. if ( x > maxX ) { maxX = x; }
  17819. if ( y > maxY ) { maxY = y; }
  17820. }
  17821. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17822. invSize = Math.max( maxX - minX, maxY - minY );
  17823. invSize = invSize !== 0 ? 1 / invSize : 0;
  17824. }
  17825. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17826. return triangles;
  17827. }
  17828. };
  17829. // create a circular doubly linked list from polygon points in the specified winding order
  17830. function linkedList( data, start, end, dim, clockwise ) {
  17831. var i, last;
  17832. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17833. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17834. } else {
  17835. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17836. }
  17837. if ( last && equals( last, last.next ) ) {
  17838. removeNode( last );
  17839. last = last.next;
  17840. }
  17841. return last;
  17842. }
  17843. // eliminate colinear or duplicate points
  17844. function filterPoints( start, end ) {
  17845. if ( ! start ) { return start; }
  17846. if ( ! end ) { end = start; }
  17847. var p = start,
  17848. again;
  17849. do {
  17850. again = false;
  17851. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17852. removeNode( p );
  17853. p = end = p.prev;
  17854. if ( p === p.next ) { break; }
  17855. again = true;
  17856. } else {
  17857. p = p.next;
  17858. }
  17859. } while ( again || p !== end );
  17860. return end;
  17861. }
  17862. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17863. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17864. if ( ! ear ) { return; }
  17865. // interlink polygon nodes in z-order
  17866. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17867. var stop = ear,
  17868. prev, next;
  17869. // iterate through ears, slicing them one by one
  17870. while ( ear.prev !== ear.next ) {
  17871. prev = ear.prev;
  17872. next = ear.next;
  17873. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17874. // cut off the triangle
  17875. triangles.push( prev.i / dim );
  17876. triangles.push( ear.i / dim );
  17877. triangles.push( next.i / dim );
  17878. removeNode( ear );
  17879. // skipping the next vertex leads to less sliver triangles
  17880. ear = next.next;
  17881. stop = next.next;
  17882. continue;
  17883. }
  17884. ear = next;
  17885. // if we looped through the whole remaining polygon and can't find any more ears
  17886. if ( ear === stop ) {
  17887. // try filtering points and slicing again
  17888. if ( ! pass ) {
  17889. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17890. // if this didn't work, try curing all small self-intersections locally
  17891. } else if ( pass === 1 ) {
  17892. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17893. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17894. // as a last resort, try splitting the remaining polygon into two
  17895. } else if ( pass === 2 ) {
  17896. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17897. }
  17898. break;
  17899. }
  17900. }
  17901. }
  17902. // check whether a polygon node forms a valid ear with adjacent nodes
  17903. function isEar( ear ) {
  17904. var a = ear.prev,
  17905. b = ear,
  17906. c = ear.next;
  17907. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17908. // now make sure we don't have other points inside the potential ear
  17909. var p = ear.next.next;
  17910. while ( p !== ear.prev ) {
  17911. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17912. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17913. p = p.next;
  17914. }
  17915. return true;
  17916. }
  17917. function isEarHashed( ear, minX, minY, invSize ) {
  17918. var a = ear.prev,
  17919. b = ear,
  17920. c = ear.next;
  17921. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17922. // triangle bbox; min & max are calculated like this for speed
  17923. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17924. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17925. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17926. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17927. // z-order range for the current triangle bbox;
  17928. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17929. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17930. var p = ear.prevZ,
  17931. n = ear.nextZ;
  17932. // look for points inside the triangle in both directions
  17933. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17934. if ( p !== ear.prev && p !== ear.next &&
  17935. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17936. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17937. p = p.prevZ;
  17938. if ( n !== ear.prev && n !== ear.next &&
  17939. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17940. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17941. n = n.nextZ;
  17942. }
  17943. // look for remaining points in decreasing z-order
  17944. while ( p && p.z >= minZ ) {
  17945. if ( p !== ear.prev && p !== ear.next &&
  17946. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17947. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17948. p = p.prevZ;
  17949. }
  17950. // look for remaining points in increasing z-order
  17951. while ( n && n.z <= maxZ ) {
  17952. if ( n !== ear.prev && n !== ear.next &&
  17953. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17954. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17955. n = n.nextZ;
  17956. }
  17957. return true;
  17958. }
  17959. // go through all polygon nodes and cure small local self-intersections
  17960. function cureLocalIntersections( start, triangles, dim ) {
  17961. var p = start;
  17962. do {
  17963. var a = p.prev,
  17964. b = p.next.next;
  17965. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17966. triangles.push( a.i / dim );
  17967. triangles.push( p.i / dim );
  17968. triangles.push( b.i / dim );
  17969. // remove two nodes involved
  17970. removeNode( p );
  17971. removeNode( p.next );
  17972. p = start = b;
  17973. }
  17974. p = p.next;
  17975. } while ( p !== start );
  17976. return filterPoints( p );
  17977. }
  17978. // try splitting polygon into two and triangulate them independently
  17979. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17980. // look for a valid diagonal that divides the polygon into two
  17981. var a = start;
  17982. do {
  17983. var b = a.next.next;
  17984. while ( b !== a.prev ) {
  17985. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17986. // split the polygon in two by the diagonal
  17987. var c = splitPolygon( a, b );
  17988. // filter colinear points around the cuts
  17989. a = filterPoints( a, a.next );
  17990. c = filterPoints( c, c.next );
  17991. // run earcut on each half
  17992. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17993. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17994. return;
  17995. }
  17996. b = b.next;
  17997. }
  17998. a = a.next;
  17999. } while ( a !== start );
  18000. }
  18001. // link every hole into the outer loop, producing a single-ring polygon without holes
  18002. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18003. var queue = [],
  18004. i, len, start, end, list;
  18005. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18006. start = holeIndices[ i ] * dim;
  18007. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18008. list = linkedList( data, start, end, dim, false );
  18009. if ( list === list.next ) { list.steiner = true; }
  18010. queue.push( getLeftmost( list ) );
  18011. }
  18012. queue.sort( compareX );
  18013. // process holes from left to right
  18014. for ( i = 0; i < queue.length; i ++ ) {
  18015. eliminateHole( queue[ i ], outerNode );
  18016. outerNode = filterPoints( outerNode, outerNode.next );
  18017. }
  18018. return outerNode;
  18019. }
  18020. function compareX( a, b ) {
  18021. return a.x - b.x;
  18022. }
  18023. // find a bridge between vertices that connects hole with an outer ring and and link it
  18024. function eliminateHole( hole, outerNode ) {
  18025. outerNode = findHoleBridge( hole, outerNode );
  18026. if ( outerNode ) {
  18027. var b = splitPolygon( outerNode, hole );
  18028. // filter collinear points around the cuts
  18029. filterPoints( outerNode, outerNode.next );
  18030. filterPoints( b, b.next );
  18031. }
  18032. }
  18033. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18034. function findHoleBridge( hole, outerNode ) {
  18035. var p = outerNode,
  18036. hx = hole.x,
  18037. hy = hole.y,
  18038. qx = - Infinity,
  18039. m;
  18040. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18041. // segment's endpoint with lesser x will be potential connection point
  18042. do {
  18043. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18044. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18045. if ( x <= hx && x > qx ) {
  18046. qx = x;
  18047. if ( x === hx ) {
  18048. if ( hy === p.y ) { return p; }
  18049. if ( hy === p.next.y ) { return p.next; }
  18050. }
  18051. m = p.x < p.next.x ? p : p.next;
  18052. }
  18053. }
  18054. p = p.next;
  18055. } while ( p !== outerNode );
  18056. if ( ! m ) { return null; }
  18057. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18058. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18059. // if there are no points found, we have a valid connection;
  18060. // otherwise choose the point of the minimum angle with the ray as connection point
  18061. var stop = m,
  18062. mx = m.x,
  18063. my = m.y,
  18064. tanMin = Infinity,
  18065. tan;
  18066. p = m;
  18067. do {
  18068. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18069. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18070. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18071. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18072. m = p;
  18073. tanMin = tan;
  18074. }
  18075. }
  18076. p = p.next;
  18077. } while ( p !== stop );
  18078. return m;
  18079. }
  18080. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18081. function sectorContainsSector( m, p ) {
  18082. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18083. }
  18084. // interlink polygon nodes in z-order
  18085. function indexCurve( start, minX, minY, invSize ) {
  18086. var p = start;
  18087. do {
  18088. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18089. p.prevZ = p.prev;
  18090. p.nextZ = p.next;
  18091. p = p.next;
  18092. } while ( p !== start );
  18093. p.prevZ.nextZ = null;
  18094. p.prevZ = null;
  18095. sortLinked( p );
  18096. }
  18097. // Simon Tatham's linked list merge sort algorithm
  18098. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18099. function sortLinked( list ) {
  18100. var i, p, q, e, tail, numMerges, pSize, qSize,
  18101. inSize = 1;
  18102. do {
  18103. p = list;
  18104. list = null;
  18105. tail = null;
  18106. numMerges = 0;
  18107. while ( p ) {
  18108. numMerges ++;
  18109. q = p;
  18110. pSize = 0;
  18111. for ( i = 0; i < inSize; i ++ ) {
  18112. pSize ++;
  18113. q = q.nextZ;
  18114. if ( ! q ) { break; }
  18115. }
  18116. qSize = inSize;
  18117. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18118. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18119. e = p;
  18120. p = p.nextZ;
  18121. pSize --;
  18122. } else {
  18123. e = q;
  18124. q = q.nextZ;
  18125. qSize --;
  18126. }
  18127. if ( tail ) { tail.nextZ = e; }
  18128. else { list = e; }
  18129. e.prevZ = tail;
  18130. tail = e;
  18131. }
  18132. p = q;
  18133. }
  18134. tail.nextZ = null;
  18135. inSize *= 2;
  18136. } while ( numMerges > 1 );
  18137. return list;
  18138. }
  18139. // z-order of a point given coords and inverse of the longer side of data bbox
  18140. function zOrder( x, y, minX, minY, invSize ) {
  18141. // coords are transformed into non-negative 15-bit integer range
  18142. x = 32767 * ( x - minX ) * invSize;
  18143. y = 32767 * ( y - minY ) * invSize;
  18144. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18145. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18146. x = ( x | ( x << 2 ) ) & 0x33333333;
  18147. x = ( x | ( x << 1 ) ) & 0x55555555;
  18148. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18149. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18150. y = ( y | ( y << 2 ) ) & 0x33333333;
  18151. y = ( y | ( y << 1 ) ) & 0x55555555;
  18152. return x | ( y << 1 );
  18153. }
  18154. // find the leftmost node of a polygon ring
  18155. function getLeftmost( start ) {
  18156. var p = start,
  18157. leftmost = start;
  18158. do {
  18159. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18160. p = p.next;
  18161. } while ( p !== start );
  18162. return leftmost;
  18163. }
  18164. // check if a point lies within a convex triangle
  18165. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18166. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18167. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18168. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18169. }
  18170. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18171. function isValidDiagonal( a, b ) {
  18172. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18173. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18174. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18175. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18176. }
  18177. // signed area of a triangle
  18178. function area( p, q, r ) {
  18179. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18180. }
  18181. // check if two points are equal
  18182. function equals( p1, p2 ) {
  18183. return p1.x === p2.x && p1.y === p2.y;
  18184. }
  18185. // check if two segments intersect
  18186. function intersects( p1, q1, p2, q2 ) {
  18187. var o1 = sign( area( p1, q1, p2 ) );
  18188. var o2 = sign( area( p1, q1, q2 ) );
  18189. var o3 = sign( area( p2, q2, p1 ) );
  18190. var o4 = sign( area( p2, q2, q1 ) );
  18191. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18192. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18193. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18194. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18195. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18196. return false;
  18197. }
  18198. // for collinear points p, q, r, check if point q lies on segment pr
  18199. function onSegment( p, q, r ) {
  18200. 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 );
  18201. }
  18202. function sign( num ) {
  18203. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18204. }
  18205. // check if a polygon diagonal intersects any polygon segments
  18206. function intersectsPolygon( a, b ) {
  18207. var p = a;
  18208. do {
  18209. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18210. intersects( p, p.next, a, b ) ) { return true; }
  18211. p = p.next;
  18212. } while ( p !== a );
  18213. return false;
  18214. }
  18215. // check if a polygon diagonal is locally inside the polygon
  18216. function locallyInside( a, b ) {
  18217. return area( a.prev, a, a.next ) < 0 ?
  18218. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18219. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18220. }
  18221. // check if the middle point of a polygon diagonal is inside the polygon
  18222. function middleInside( a, b ) {
  18223. var p = a,
  18224. inside = false,
  18225. px = ( a.x + b.x ) / 2,
  18226. py = ( a.y + b.y ) / 2;
  18227. do {
  18228. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18229. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18230. { inside = ! inside; }
  18231. p = p.next;
  18232. } while ( p !== a );
  18233. return inside;
  18234. }
  18235. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18236. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18237. function splitPolygon( a, b ) {
  18238. var a2 = new Node( a.i, a.x, a.y ),
  18239. b2 = new Node( b.i, b.x, b.y ),
  18240. an = a.next,
  18241. bp = b.prev;
  18242. a.next = b;
  18243. b.prev = a;
  18244. a2.next = an;
  18245. an.prev = a2;
  18246. b2.next = a2;
  18247. a2.prev = b2;
  18248. bp.next = b2;
  18249. b2.prev = bp;
  18250. return b2;
  18251. }
  18252. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18253. function insertNode( i, x, y, last ) {
  18254. var p = new Node( i, x, y );
  18255. if ( ! last ) {
  18256. p.prev = p;
  18257. p.next = p;
  18258. } else {
  18259. p.next = last.next;
  18260. p.prev = last;
  18261. last.next.prev = p;
  18262. last.next = p;
  18263. }
  18264. return p;
  18265. }
  18266. function removeNode( p ) {
  18267. p.next.prev = p.prev;
  18268. p.prev.next = p.next;
  18269. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18270. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18271. }
  18272. function Node( i, x, y ) {
  18273. // vertex index in coordinates array
  18274. this.i = i;
  18275. // vertex coordinates
  18276. this.x = x;
  18277. this.y = y;
  18278. // previous and next vertex nodes in a polygon ring
  18279. this.prev = null;
  18280. this.next = null;
  18281. // z-order curve value
  18282. this.z = null;
  18283. // previous and next nodes in z-order
  18284. this.prevZ = null;
  18285. this.nextZ = null;
  18286. // indicates whether this is a steiner point
  18287. this.steiner = false;
  18288. }
  18289. function signedArea( data, start, end, dim ) {
  18290. var sum = 0;
  18291. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18292. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18293. j = i;
  18294. }
  18295. return sum;
  18296. }
  18297. /**
  18298. * @author zz85 / http://www.lab4games.net/zz85/blog
  18299. */
  18300. var ShapeUtils = {
  18301. // calculate area of the contour polygon
  18302. area: function ( contour ) {
  18303. var n = contour.length;
  18304. var a = 0.0;
  18305. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18306. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18307. }
  18308. return a * 0.5;
  18309. },
  18310. isClockWise: function ( pts ) {
  18311. return ShapeUtils.area( pts ) < 0;
  18312. },
  18313. triangulateShape: function ( contour, holes ) {
  18314. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18315. var holeIndices = []; // array of hole indices
  18316. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18317. removeDupEndPts( contour );
  18318. addContour( vertices, contour );
  18319. //
  18320. var holeIndex = contour.length;
  18321. holes.forEach( removeDupEndPts );
  18322. for ( var i = 0; i < holes.length; i ++ ) {
  18323. holeIndices.push( holeIndex );
  18324. holeIndex += holes[ i ].length;
  18325. addContour( vertices, holes[ i ] );
  18326. }
  18327. //
  18328. var triangles = Earcut.triangulate( vertices, holeIndices );
  18329. //
  18330. for ( var i = 0; i < triangles.length; i += 3 ) {
  18331. faces.push( triangles.slice( i, i + 3 ) );
  18332. }
  18333. return faces;
  18334. }
  18335. };
  18336. function removeDupEndPts( points ) {
  18337. var l = points.length;
  18338. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18339. points.pop();
  18340. }
  18341. }
  18342. function addContour( vertices, contour ) {
  18343. for ( var i = 0; i < contour.length; i ++ ) {
  18344. vertices.push( contour[ i ].x );
  18345. vertices.push( contour[ i ].y );
  18346. }
  18347. }
  18348. /**
  18349. * @author zz85 / http://www.lab4games.net/zz85/blog
  18350. *
  18351. * Creates extruded geometry from a path shape.
  18352. *
  18353. * parameters = {
  18354. *
  18355. * curveSegments: <int>, // number of points on the curves
  18356. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18357. * depth: <float>, // Depth to extrude the shape
  18358. *
  18359. * bevelEnabled: <bool>, // turn on bevel
  18360. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18361. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18362. * bevelOffset: <float>, // how far from shape outline does bevel start
  18363. * bevelSegments: <int>, // number of bevel layers
  18364. *
  18365. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18366. *
  18367. * UVGenerator: <Object> // object that provides UV generator functions
  18368. *
  18369. * }
  18370. */
  18371. // ExtrudeGeometry
  18372. function ExtrudeGeometry( shapes, options ) {
  18373. Geometry.call( this );
  18374. this.type = 'ExtrudeGeometry';
  18375. this.parameters = {
  18376. shapes: shapes,
  18377. options: options
  18378. };
  18379. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18380. this.mergeVertices();
  18381. }
  18382. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18383. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18384. ExtrudeGeometry.prototype.toJSON = function () {
  18385. var data = Geometry.prototype.toJSON.call( this );
  18386. var shapes = this.parameters.shapes;
  18387. var options = this.parameters.options;
  18388. return toJSON( shapes, options, data );
  18389. };
  18390. // ExtrudeBufferGeometry
  18391. function ExtrudeBufferGeometry( shapes, options ) {
  18392. BufferGeometry.call( this );
  18393. this.type = 'ExtrudeBufferGeometry';
  18394. this.parameters = {
  18395. shapes: shapes,
  18396. options: options
  18397. };
  18398. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18399. var scope = this;
  18400. var verticesArray = [];
  18401. var uvArray = [];
  18402. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18403. var shape = shapes[ i ];
  18404. addShape( shape );
  18405. }
  18406. // build geometry
  18407. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18408. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18409. this.computeVertexNormals();
  18410. // functions
  18411. function addShape( shape ) {
  18412. var placeholder = [];
  18413. // options
  18414. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18415. var steps = options.steps !== undefined ? options.steps : 1;
  18416. var depth = options.depth !== undefined ? options.depth : 100;
  18417. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18418. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18419. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18420. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18421. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18422. var extrudePath = options.extrudePath;
  18423. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18424. // deprecated options
  18425. if ( options.amount !== undefined ) {
  18426. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18427. depth = options.amount;
  18428. }
  18429. //
  18430. var extrudePts, extrudeByPath = false;
  18431. var splineTube, binormal, normal, position2;
  18432. if ( extrudePath ) {
  18433. extrudePts = extrudePath.getSpacedPoints( steps );
  18434. extrudeByPath = true;
  18435. bevelEnabled = false; // bevels not supported for path extrusion
  18436. // SETUP TNB variables
  18437. // TODO1 - have a .isClosed in spline?
  18438. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18439. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18440. binormal = new Vector3();
  18441. normal = new Vector3();
  18442. position2 = new Vector3();
  18443. }
  18444. // Safeguards if bevels are not enabled
  18445. if ( ! bevelEnabled ) {
  18446. bevelSegments = 0;
  18447. bevelThickness = 0;
  18448. bevelSize = 0;
  18449. bevelOffset = 0;
  18450. }
  18451. // Variables initialization
  18452. var ahole, h, hl; // looping of holes
  18453. var shapePoints = shape.extractPoints( curveSegments );
  18454. var vertices = shapePoints.shape;
  18455. var holes = shapePoints.holes;
  18456. var reverse = ! ShapeUtils.isClockWise( vertices );
  18457. if ( reverse ) {
  18458. vertices = vertices.reverse();
  18459. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18460. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18461. ahole = holes[ h ];
  18462. if ( ShapeUtils.isClockWise( ahole ) ) {
  18463. holes[ h ] = ahole.reverse();
  18464. }
  18465. }
  18466. }
  18467. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18468. /* Vertices */
  18469. var contour = vertices; // vertices has all points but contour has only points of circumference
  18470. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18471. ahole = holes[ h ];
  18472. vertices = vertices.concat( ahole );
  18473. }
  18474. function scalePt2( pt, vec, size ) {
  18475. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18476. return vec.clone().multiplyScalar( size ).add( pt );
  18477. }
  18478. var b, bs, t, z,
  18479. vert, vlen = vertices.length,
  18480. face, flen = faces.length;
  18481. // Find directions for point movement
  18482. function getBevelVec( inPt, inPrev, inNext ) {
  18483. // computes for inPt the corresponding point inPt' on a new contour
  18484. // shifted by 1 unit (length of normalized vector) to the left
  18485. // if we walk along contour clockwise, this new contour is outside the old one
  18486. //
  18487. // inPt' is the intersection of the two lines parallel to the two
  18488. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18489. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18490. // good reading for geometry algorithms (here: line-line intersection)
  18491. // http://geomalgorithms.com/a05-_intersect-1.html
  18492. var v_prev_x = inPt.x - inPrev.x,
  18493. v_prev_y = inPt.y - inPrev.y;
  18494. var v_next_x = inNext.x - inPt.x,
  18495. v_next_y = inNext.y - inPt.y;
  18496. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18497. // check for collinear edges
  18498. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18499. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18500. // not collinear
  18501. // length of vectors for normalizing
  18502. var v_prev_len = Math.sqrt( v_prev_lensq );
  18503. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18504. // shift adjacent points by unit vectors to the left
  18505. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18506. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18507. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18508. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18509. // scaling factor for v_prev to intersection point
  18510. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18511. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18512. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18513. // vector from inPt to intersection point
  18514. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18515. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18516. // Don't normalize!, otherwise sharp corners become ugly
  18517. // but prevent crazy spikes
  18518. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18519. if ( v_trans_lensq <= 2 ) {
  18520. return new Vector2( v_trans_x, v_trans_y );
  18521. } else {
  18522. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18523. }
  18524. } else {
  18525. // handle special case of collinear edges
  18526. var direction_eq = false; // assumes: opposite
  18527. if ( v_prev_x > Number.EPSILON ) {
  18528. if ( v_next_x > Number.EPSILON ) {
  18529. direction_eq = true;
  18530. }
  18531. } else {
  18532. if ( v_prev_x < - Number.EPSILON ) {
  18533. if ( v_next_x < - Number.EPSILON ) {
  18534. direction_eq = true;
  18535. }
  18536. } else {
  18537. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18538. direction_eq = true;
  18539. }
  18540. }
  18541. }
  18542. if ( direction_eq ) {
  18543. // console.log("Warning: lines are a straight sequence");
  18544. v_trans_x = - v_prev_y;
  18545. v_trans_y = v_prev_x;
  18546. shrink_by = Math.sqrt( v_prev_lensq );
  18547. } else {
  18548. // console.log("Warning: lines are a straight spike");
  18549. v_trans_x = v_prev_x;
  18550. v_trans_y = v_prev_y;
  18551. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18552. }
  18553. }
  18554. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18555. }
  18556. var contourMovements = [];
  18557. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18558. if ( j === il ) { j = 0; }
  18559. if ( k === il ) { k = 0; }
  18560. // (j)---(i)---(k)
  18561. // console.log('i,j,k', i, j , k)
  18562. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18563. }
  18564. var holesMovements = [],
  18565. oneHoleMovements, verticesMovements = contourMovements.concat();
  18566. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18567. ahole = holes[ h ];
  18568. oneHoleMovements = [];
  18569. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18570. if ( j === il ) { j = 0; }
  18571. if ( k === il ) { k = 0; }
  18572. // (j)---(i)---(k)
  18573. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18574. }
  18575. holesMovements.push( oneHoleMovements );
  18576. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18577. }
  18578. // Loop bevelSegments, 1 for the front, 1 for the back
  18579. for ( b = 0; b < bevelSegments; b ++ ) {
  18580. //for ( b = bevelSegments; b > 0; b -- ) {
  18581. t = b / bevelSegments;
  18582. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18583. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18584. // contract shape
  18585. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18586. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18587. v( vert.x, vert.y, - z );
  18588. }
  18589. // expand holes
  18590. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18591. ahole = holes[ h ];
  18592. oneHoleMovements = holesMovements[ h ];
  18593. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18594. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18595. v( vert.x, vert.y, - z );
  18596. }
  18597. }
  18598. }
  18599. bs = bevelSize + bevelOffset;
  18600. // Back facing vertices
  18601. for ( i = 0; i < vlen; i ++ ) {
  18602. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18603. if ( ! extrudeByPath ) {
  18604. v( vert.x, vert.y, 0 );
  18605. } else {
  18606. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18607. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18608. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18609. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18610. v( position2.x, position2.y, position2.z );
  18611. }
  18612. }
  18613. // Add stepped vertices...
  18614. // Including front facing vertices
  18615. var s;
  18616. for ( s = 1; s <= steps; s ++ ) {
  18617. for ( i = 0; i < vlen; i ++ ) {
  18618. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18619. if ( ! extrudeByPath ) {
  18620. v( vert.x, vert.y, depth / steps * s );
  18621. } else {
  18622. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18623. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18624. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18625. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18626. v( position2.x, position2.y, position2.z );
  18627. }
  18628. }
  18629. }
  18630. // Add bevel segments planes
  18631. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18632. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18633. t = b / bevelSegments;
  18634. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18635. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18636. // contract shape
  18637. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18638. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18639. v( vert.x, vert.y, depth + z );
  18640. }
  18641. // expand holes
  18642. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18643. ahole = holes[ h ];
  18644. oneHoleMovements = holesMovements[ h ];
  18645. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18646. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18647. if ( ! extrudeByPath ) {
  18648. v( vert.x, vert.y, depth + z );
  18649. } else {
  18650. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18651. }
  18652. }
  18653. }
  18654. }
  18655. /* Faces */
  18656. // Top and bottom faces
  18657. buildLidFaces();
  18658. // Sides faces
  18659. buildSideFaces();
  18660. ///// Internal functions
  18661. function buildLidFaces() {
  18662. var start = verticesArray.length / 3;
  18663. if ( bevelEnabled ) {
  18664. var layer = 0; // steps + 1
  18665. var offset = vlen * layer;
  18666. // Bottom faces
  18667. for ( i = 0; i < flen; i ++ ) {
  18668. face = faces[ i ];
  18669. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18670. }
  18671. layer = steps + bevelSegments * 2;
  18672. offset = vlen * layer;
  18673. // Top faces
  18674. for ( i = 0; i < flen; i ++ ) {
  18675. face = faces[ i ];
  18676. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18677. }
  18678. } else {
  18679. // Bottom faces
  18680. for ( i = 0; i < flen; i ++ ) {
  18681. face = faces[ i ];
  18682. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18683. }
  18684. // Top faces
  18685. for ( i = 0; i < flen; i ++ ) {
  18686. face = faces[ i ];
  18687. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18688. }
  18689. }
  18690. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18691. }
  18692. // Create faces for the z-sides of the shape
  18693. function buildSideFaces() {
  18694. var start = verticesArray.length / 3;
  18695. var layeroffset = 0;
  18696. sidewalls( contour, layeroffset );
  18697. layeroffset += contour.length;
  18698. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18699. ahole = holes[ h ];
  18700. sidewalls( ahole, layeroffset );
  18701. //, true
  18702. layeroffset += ahole.length;
  18703. }
  18704. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18705. }
  18706. function sidewalls( contour, layeroffset ) {
  18707. var j, k;
  18708. i = contour.length;
  18709. while ( -- i >= 0 ) {
  18710. j = i;
  18711. k = i - 1;
  18712. if ( k < 0 ) { k = contour.length - 1; }
  18713. //console.log('b', i,j, i-1, k,vertices.length);
  18714. var s = 0,
  18715. sl = steps + bevelSegments * 2;
  18716. for ( s = 0; s < sl; s ++ ) {
  18717. var slen1 = vlen * s;
  18718. var slen2 = vlen * ( s + 1 );
  18719. var a = layeroffset + j + slen1,
  18720. b = layeroffset + k + slen1,
  18721. c = layeroffset + k + slen2,
  18722. d = layeroffset + j + slen2;
  18723. f4( a, b, c, d );
  18724. }
  18725. }
  18726. }
  18727. function v( x, y, z ) {
  18728. placeholder.push( x );
  18729. placeholder.push( y );
  18730. placeholder.push( z );
  18731. }
  18732. function f3( a, b, c ) {
  18733. addVertex( a );
  18734. addVertex( b );
  18735. addVertex( c );
  18736. var nextIndex = verticesArray.length / 3;
  18737. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18738. addUV( uvs[ 0 ] );
  18739. addUV( uvs[ 1 ] );
  18740. addUV( uvs[ 2 ] );
  18741. }
  18742. function f4( a, b, c, d ) {
  18743. addVertex( a );
  18744. addVertex( b );
  18745. addVertex( d );
  18746. addVertex( b );
  18747. addVertex( c );
  18748. addVertex( d );
  18749. var nextIndex = verticesArray.length / 3;
  18750. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18751. addUV( uvs[ 0 ] );
  18752. addUV( uvs[ 1 ] );
  18753. addUV( uvs[ 3 ] );
  18754. addUV( uvs[ 1 ] );
  18755. addUV( uvs[ 2 ] );
  18756. addUV( uvs[ 3 ] );
  18757. }
  18758. function addVertex( index ) {
  18759. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18760. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18761. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18762. }
  18763. function addUV( vector2 ) {
  18764. uvArray.push( vector2.x );
  18765. uvArray.push( vector2.y );
  18766. }
  18767. }
  18768. }
  18769. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18770. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18771. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18772. var data = BufferGeometry.prototype.toJSON.call( this );
  18773. var shapes = this.parameters.shapes;
  18774. var options = this.parameters.options;
  18775. return toJSON( shapes, options, data );
  18776. };
  18777. //
  18778. var WorldUVGenerator = {
  18779. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18780. var a_x = vertices[ indexA * 3 ];
  18781. var a_y = vertices[ indexA * 3 + 1 ];
  18782. var b_x = vertices[ indexB * 3 ];
  18783. var b_y = vertices[ indexB * 3 + 1 ];
  18784. var c_x = vertices[ indexC * 3 ];
  18785. var c_y = vertices[ indexC * 3 + 1 ];
  18786. return [
  18787. new Vector2( a_x, a_y ),
  18788. new Vector2( b_x, b_y ),
  18789. new Vector2( c_x, c_y )
  18790. ];
  18791. },
  18792. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18793. var a_x = vertices[ indexA * 3 ];
  18794. var a_y = vertices[ indexA * 3 + 1 ];
  18795. var a_z = vertices[ indexA * 3 + 2 ];
  18796. var b_x = vertices[ indexB * 3 ];
  18797. var b_y = vertices[ indexB * 3 + 1 ];
  18798. var b_z = vertices[ indexB * 3 + 2 ];
  18799. var c_x = vertices[ indexC * 3 ];
  18800. var c_y = vertices[ indexC * 3 + 1 ];
  18801. var c_z = vertices[ indexC * 3 + 2 ];
  18802. var d_x = vertices[ indexD * 3 ];
  18803. var d_y = vertices[ indexD * 3 + 1 ];
  18804. var d_z = vertices[ indexD * 3 + 2 ];
  18805. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18806. return [
  18807. new Vector2( a_x, 1 - a_z ),
  18808. new Vector2( b_x, 1 - b_z ),
  18809. new Vector2( c_x, 1 - c_z ),
  18810. new Vector2( d_x, 1 - d_z )
  18811. ];
  18812. } else {
  18813. return [
  18814. new Vector2( a_y, 1 - a_z ),
  18815. new Vector2( b_y, 1 - b_z ),
  18816. new Vector2( c_y, 1 - c_z ),
  18817. new Vector2( d_y, 1 - d_z )
  18818. ];
  18819. }
  18820. }
  18821. };
  18822. function toJSON( shapes, options, data ) {
  18823. //
  18824. data.shapes = [];
  18825. if ( Array.isArray( shapes ) ) {
  18826. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18827. var shape = shapes[ i ];
  18828. data.shapes.push( shape.uuid );
  18829. }
  18830. } else {
  18831. data.shapes.push( shapes.uuid );
  18832. }
  18833. //
  18834. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18835. return data;
  18836. }
  18837. /**
  18838. * @author zz85 / http://www.lab4games.net/zz85/blog
  18839. * @author alteredq / http://alteredqualia.com/
  18840. *
  18841. * Text = 3D Text
  18842. *
  18843. * parameters = {
  18844. * font: <THREE.Font>, // font
  18845. *
  18846. * size: <float>, // size of the text
  18847. * height: <float>, // thickness to extrude text
  18848. * curveSegments: <int>, // number of points on the curves
  18849. *
  18850. * bevelEnabled: <bool>, // turn on bevel
  18851. * bevelThickness: <float>, // how deep into text bevel goes
  18852. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18853. * bevelOffset: <float> // how far from text outline does bevel start
  18854. * }
  18855. */
  18856. // TextGeometry
  18857. function TextGeometry( text, parameters ) {
  18858. Geometry.call( this );
  18859. this.type = 'TextGeometry';
  18860. this.parameters = {
  18861. text: text,
  18862. parameters: parameters
  18863. };
  18864. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18865. this.mergeVertices();
  18866. }
  18867. TextGeometry.prototype = Object.create( Geometry.prototype );
  18868. TextGeometry.prototype.constructor = TextGeometry;
  18869. // TextBufferGeometry
  18870. function TextBufferGeometry( text, parameters ) {
  18871. parameters = parameters || {};
  18872. var font = parameters.font;
  18873. if ( ! ( font && font.isFont ) ) {
  18874. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18875. return new Geometry();
  18876. }
  18877. var shapes = font.generateShapes( text, parameters.size );
  18878. // translate parameters to ExtrudeGeometry API
  18879. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18880. // defaults
  18881. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18882. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18883. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18884. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18885. this.type = 'TextBufferGeometry';
  18886. }
  18887. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18888. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18889. /**
  18890. * @author mrdoob / http://mrdoob.com/
  18891. * @author benaadams / https://twitter.com/ben_a_adams
  18892. * @author Mugen87 / https://github.com/Mugen87
  18893. */
  18894. // SphereGeometry
  18895. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18896. Geometry.call( this );
  18897. this.type = 'SphereGeometry';
  18898. this.parameters = {
  18899. radius: radius,
  18900. widthSegments: widthSegments,
  18901. heightSegments: heightSegments,
  18902. phiStart: phiStart,
  18903. phiLength: phiLength,
  18904. thetaStart: thetaStart,
  18905. thetaLength: thetaLength
  18906. };
  18907. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18908. this.mergeVertices();
  18909. }
  18910. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18911. SphereGeometry.prototype.constructor = SphereGeometry;
  18912. // SphereBufferGeometry
  18913. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18914. BufferGeometry.call( this );
  18915. this.type = 'SphereBufferGeometry';
  18916. this.parameters = {
  18917. radius: radius,
  18918. widthSegments: widthSegments,
  18919. heightSegments: heightSegments,
  18920. phiStart: phiStart,
  18921. phiLength: phiLength,
  18922. thetaStart: thetaStart,
  18923. thetaLength: thetaLength
  18924. };
  18925. radius = radius || 1;
  18926. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18927. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18928. phiStart = phiStart !== undefined ? phiStart : 0;
  18929. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18930. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18931. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18932. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18933. var ix, iy;
  18934. var index = 0;
  18935. var grid = [];
  18936. var vertex = new Vector3();
  18937. var normal = new Vector3();
  18938. // buffers
  18939. var indices = [];
  18940. var vertices = [];
  18941. var normals = [];
  18942. var uvs = [];
  18943. // generate vertices, normals and uvs
  18944. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18945. var verticesRow = [];
  18946. var v = iy / heightSegments;
  18947. // special case for the poles
  18948. var uOffset = 0;
  18949. if ( iy == 0 && thetaStart == 0 ) {
  18950. uOffset = 0.5 / widthSegments;
  18951. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18952. uOffset = - 0.5 / widthSegments;
  18953. }
  18954. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18955. var u = ix / widthSegments;
  18956. // vertex
  18957. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18958. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18959. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18960. vertices.push( vertex.x, vertex.y, vertex.z );
  18961. // normal
  18962. normal.copy( vertex ).normalize();
  18963. normals.push( normal.x, normal.y, normal.z );
  18964. // uv
  18965. uvs.push( u + uOffset, 1 - v );
  18966. verticesRow.push( index ++ );
  18967. }
  18968. grid.push( verticesRow );
  18969. }
  18970. // indices
  18971. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18972. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18973. var a = grid[ iy ][ ix + 1 ];
  18974. var b = grid[ iy ][ ix ];
  18975. var c = grid[ iy + 1 ][ ix ];
  18976. var d = grid[ iy + 1 ][ ix + 1 ];
  18977. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18978. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18979. }
  18980. }
  18981. // build geometry
  18982. this.setIndex( indices );
  18983. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18984. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18985. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18986. }
  18987. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18988. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18989. /**
  18990. * @author Kaleb Murphy
  18991. * @author Mugen87 / https://github.com/Mugen87
  18992. */
  18993. // RingGeometry
  18994. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18995. Geometry.call( this );
  18996. this.type = 'RingGeometry';
  18997. this.parameters = {
  18998. innerRadius: innerRadius,
  18999. outerRadius: outerRadius,
  19000. thetaSegments: thetaSegments,
  19001. phiSegments: phiSegments,
  19002. thetaStart: thetaStart,
  19003. thetaLength: thetaLength
  19004. };
  19005. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19006. this.mergeVertices();
  19007. }
  19008. RingGeometry.prototype = Object.create( Geometry.prototype );
  19009. RingGeometry.prototype.constructor = RingGeometry;
  19010. // RingBufferGeometry
  19011. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19012. BufferGeometry.call( this );
  19013. this.type = 'RingBufferGeometry';
  19014. this.parameters = {
  19015. innerRadius: innerRadius,
  19016. outerRadius: outerRadius,
  19017. thetaSegments: thetaSegments,
  19018. phiSegments: phiSegments,
  19019. thetaStart: thetaStart,
  19020. thetaLength: thetaLength
  19021. };
  19022. innerRadius = innerRadius || 0.5;
  19023. outerRadius = outerRadius || 1;
  19024. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19025. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19026. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19027. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19028. // buffers
  19029. var indices = [];
  19030. var vertices = [];
  19031. var normals = [];
  19032. var uvs = [];
  19033. // some helper variables
  19034. var segment;
  19035. var radius = innerRadius;
  19036. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19037. var vertex = new Vector3();
  19038. var uv = new Vector2();
  19039. var j, i;
  19040. // generate vertices, normals and uvs
  19041. for ( j = 0; j <= phiSegments; j ++ ) {
  19042. for ( i = 0; i <= thetaSegments; i ++ ) {
  19043. // values are generate from the inside of the ring to the outside
  19044. segment = thetaStart + i / thetaSegments * thetaLength;
  19045. // vertex
  19046. vertex.x = radius * Math.cos( segment );
  19047. vertex.y = radius * Math.sin( segment );
  19048. vertices.push( vertex.x, vertex.y, vertex.z );
  19049. // normal
  19050. normals.push( 0, 0, 1 );
  19051. // uv
  19052. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19053. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19054. uvs.push( uv.x, uv.y );
  19055. }
  19056. // increase the radius for next row of vertices
  19057. radius += radiusStep;
  19058. }
  19059. // indices
  19060. for ( j = 0; j < phiSegments; j ++ ) {
  19061. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  19062. for ( i = 0; i < thetaSegments; i ++ ) {
  19063. segment = i + thetaSegmentLevel;
  19064. var a = segment;
  19065. var b = segment + thetaSegments + 1;
  19066. var c = segment + thetaSegments + 2;
  19067. var d = segment + 1;
  19068. // faces
  19069. indices.push( a, b, d );
  19070. indices.push( b, c, d );
  19071. }
  19072. }
  19073. // build geometry
  19074. this.setIndex( indices );
  19075. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19076. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19077. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19078. }
  19079. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19080. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19081. /**
  19082. * @author zz85 / https://github.com/zz85
  19083. * @author bhouston / http://clara.io
  19084. * @author Mugen87 / https://github.com/Mugen87
  19085. */
  19086. // LatheGeometry
  19087. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19088. Geometry.call( this );
  19089. this.type = 'LatheGeometry';
  19090. this.parameters = {
  19091. points: points,
  19092. segments: segments,
  19093. phiStart: phiStart,
  19094. phiLength: phiLength
  19095. };
  19096. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19097. this.mergeVertices();
  19098. }
  19099. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19100. LatheGeometry.prototype.constructor = LatheGeometry;
  19101. // LatheBufferGeometry
  19102. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19103. BufferGeometry.call( this );
  19104. this.type = 'LatheBufferGeometry';
  19105. this.parameters = {
  19106. points: points,
  19107. segments: segments,
  19108. phiStart: phiStart,
  19109. phiLength: phiLength
  19110. };
  19111. segments = Math.floor( segments ) || 12;
  19112. phiStart = phiStart || 0;
  19113. phiLength = phiLength || Math.PI * 2;
  19114. // clamp phiLength so it's in range of [ 0, 2PI ]
  19115. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19116. // buffers
  19117. var indices = [];
  19118. var vertices = [];
  19119. var uvs = [];
  19120. // helper variables
  19121. var base;
  19122. var inverseSegments = 1.0 / segments;
  19123. var vertex = new Vector3();
  19124. var uv = new Vector2();
  19125. var i, j;
  19126. // generate vertices and uvs
  19127. for ( i = 0; i <= segments; i ++ ) {
  19128. var phi = phiStart + i * inverseSegments * phiLength;
  19129. var sin = Math.sin( phi );
  19130. var cos = Math.cos( phi );
  19131. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  19132. // vertex
  19133. vertex.x = points[ j ].x * sin;
  19134. vertex.y = points[ j ].y;
  19135. vertex.z = points[ j ].x * cos;
  19136. vertices.push( vertex.x, vertex.y, vertex.z );
  19137. // uv
  19138. uv.x = i / segments;
  19139. uv.y = j / ( points.length - 1 );
  19140. uvs.push( uv.x, uv.y );
  19141. }
  19142. }
  19143. // indices
  19144. for ( i = 0; i < segments; i ++ ) {
  19145. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  19146. base = j + i * points.length;
  19147. var a = base;
  19148. var b = base + points.length;
  19149. var c = base + points.length + 1;
  19150. var d = base + 1;
  19151. // faces
  19152. indices.push( a, b, d );
  19153. indices.push( b, c, d );
  19154. }
  19155. }
  19156. // build geometry
  19157. this.setIndex( indices );
  19158. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19159. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19160. // generate normals
  19161. this.computeVertexNormals();
  19162. // if the geometry is closed, we need to average the normals along the seam.
  19163. // because the corresponding vertices are identical (but still have different UVs).
  19164. if ( phiLength === Math.PI * 2 ) {
  19165. var normals = this.attributes.normal.array;
  19166. var n1 = new Vector3();
  19167. var n2 = new Vector3();
  19168. var n = new Vector3();
  19169. // this is the buffer offset for the last line of vertices
  19170. base = segments * points.length * 3;
  19171. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  19172. // select the normal of the vertex in the first line
  19173. n1.x = normals[ j + 0 ];
  19174. n1.y = normals[ j + 1 ];
  19175. n1.z = normals[ j + 2 ];
  19176. // select the normal of the vertex in the last line
  19177. n2.x = normals[ base + j + 0 ];
  19178. n2.y = normals[ base + j + 1 ];
  19179. n2.z = normals[ base + j + 2 ];
  19180. // average normals
  19181. n.addVectors( n1, n2 ).normalize();
  19182. // assign the new values to both normals
  19183. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  19184. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  19185. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  19186. }
  19187. }
  19188. }
  19189. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19190. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19191. /**
  19192. * @author jonobr1 / http://jonobr1.com
  19193. * @author Mugen87 / https://github.com/Mugen87
  19194. */
  19195. // ShapeGeometry
  19196. function ShapeGeometry( shapes, curveSegments ) {
  19197. Geometry.call( this );
  19198. this.type = 'ShapeGeometry';
  19199. if ( typeof curveSegments === 'object' ) {
  19200. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19201. curveSegments = curveSegments.curveSegments;
  19202. }
  19203. this.parameters = {
  19204. shapes: shapes,
  19205. curveSegments: curveSegments
  19206. };
  19207. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19208. this.mergeVertices();
  19209. }
  19210. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19211. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19212. ShapeGeometry.prototype.toJSON = function () {
  19213. var data = Geometry.prototype.toJSON.call( this );
  19214. var shapes = this.parameters.shapes;
  19215. return toJSON$1( shapes, data );
  19216. };
  19217. // ShapeBufferGeometry
  19218. function ShapeBufferGeometry( shapes, curveSegments ) {
  19219. BufferGeometry.call( this );
  19220. this.type = 'ShapeBufferGeometry';
  19221. this.parameters = {
  19222. shapes: shapes,
  19223. curveSegments: curveSegments
  19224. };
  19225. curveSegments = curveSegments || 12;
  19226. // buffers
  19227. var indices = [];
  19228. var vertices = [];
  19229. var normals = [];
  19230. var uvs = [];
  19231. // helper variables
  19232. var groupStart = 0;
  19233. var groupCount = 0;
  19234. // allow single and array values for "shapes" parameter
  19235. if ( Array.isArray( shapes ) === false ) {
  19236. addShape( shapes );
  19237. } else {
  19238. for ( var i = 0; i < shapes.length; i ++ ) {
  19239. addShape( shapes[ i ] );
  19240. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19241. groupStart += groupCount;
  19242. groupCount = 0;
  19243. }
  19244. }
  19245. // build geometry
  19246. this.setIndex( indices );
  19247. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19248. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19249. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19250. // helper functions
  19251. function addShape( shape ) {
  19252. var i, l, shapeHole;
  19253. var indexOffset = vertices.length / 3;
  19254. var points = shape.extractPoints( curveSegments );
  19255. var shapeVertices = points.shape;
  19256. var shapeHoles = points.holes;
  19257. // check direction of vertices
  19258. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19259. shapeVertices = shapeVertices.reverse();
  19260. }
  19261. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19262. shapeHole = shapeHoles[ i ];
  19263. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19264. shapeHoles[ i ] = shapeHole.reverse();
  19265. }
  19266. }
  19267. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19268. // join vertices of inner and outer paths to a single array
  19269. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19270. shapeHole = shapeHoles[ i ];
  19271. shapeVertices = shapeVertices.concat( shapeHole );
  19272. }
  19273. // vertices, normals, uvs
  19274. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19275. var vertex = shapeVertices[ i ];
  19276. vertices.push( vertex.x, vertex.y, 0 );
  19277. normals.push( 0, 0, 1 );
  19278. uvs.push( vertex.x, vertex.y ); // world uvs
  19279. }
  19280. // incides
  19281. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19282. var face = faces[ i ];
  19283. var a = face[ 0 ] + indexOffset;
  19284. var b = face[ 1 ] + indexOffset;
  19285. var c = face[ 2 ] + indexOffset;
  19286. indices.push( a, b, c );
  19287. groupCount += 3;
  19288. }
  19289. }
  19290. }
  19291. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19292. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19293. ShapeBufferGeometry.prototype.toJSON = function () {
  19294. var data = BufferGeometry.prototype.toJSON.call( this );
  19295. var shapes = this.parameters.shapes;
  19296. return toJSON$1( shapes, data );
  19297. };
  19298. //
  19299. function toJSON$1( shapes, data ) {
  19300. data.shapes = [];
  19301. if ( Array.isArray( shapes ) ) {
  19302. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19303. var shape = shapes[ i ];
  19304. data.shapes.push( shape.uuid );
  19305. }
  19306. } else {
  19307. data.shapes.push( shapes.uuid );
  19308. }
  19309. return data;
  19310. }
  19311. /**
  19312. * @author WestLangley / http://github.com/WestLangley
  19313. * @author Mugen87 / https://github.com/Mugen87
  19314. */
  19315. function EdgesGeometry( geometry, thresholdAngle ) {
  19316. BufferGeometry.call( this );
  19317. this.type = 'EdgesGeometry';
  19318. this.parameters = {
  19319. thresholdAngle: thresholdAngle
  19320. };
  19321. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19322. // buffer
  19323. var vertices = [];
  19324. // helper variables
  19325. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19326. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19327. var key, keys = [ 'a', 'b', 'c' ];
  19328. // prepare source geometry
  19329. var geometry2;
  19330. if ( geometry.isBufferGeometry ) {
  19331. geometry2 = new Geometry();
  19332. geometry2.fromBufferGeometry( geometry );
  19333. } else {
  19334. geometry2 = geometry.clone();
  19335. }
  19336. geometry2.mergeVertices();
  19337. geometry2.computeFaceNormals();
  19338. var sourceVertices = geometry2.vertices;
  19339. var faces = geometry2.faces;
  19340. // now create a data structure where each entry represents an edge with its adjoining faces
  19341. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19342. var face = faces[ i ];
  19343. for ( var j = 0; j < 3; j ++ ) {
  19344. edge1 = face[ keys[ j ] ];
  19345. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19346. edge[ 0 ] = Math.min( edge1, edge2 );
  19347. edge[ 1 ] = Math.max( edge1, edge2 );
  19348. key = edge[ 0 ] + ',' + edge[ 1 ];
  19349. if ( edges[ key ] === undefined ) {
  19350. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19351. } else {
  19352. edges[ key ].face2 = i;
  19353. }
  19354. }
  19355. }
  19356. // generate vertices
  19357. for ( key in edges ) {
  19358. var e = edges[ key ];
  19359. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19360. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19361. var vertex = sourceVertices[ e.index1 ];
  19362. vertices.push( vertex.x, vertex.y, vertex.z );
  19363. vertex = sourceVertices[ e.index2 ];
  19364. vertices.push( vertex.x, vertex.y, vertex.z );
  19365. }
  19366. }
  19367. // build geometry
  19368. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19369. }
  19370. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19371. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19372. /**
  19373. * @author mrdoob / http://mrdoob.com/
  19374. * @author Mugen87 / https://github.com/Mugen87
  19375. */
  19376. // CylinderGeometry
  19377. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19378. Geometry.call( this );
  19379. this.type = 'CylinderGeometry';
  19380. this.parameters = {
  19381. radiusTop: radiusTop,
  19382. radiusBottom: radiusBottom,
  19383. height: height,
  19384. radialSegments: radialSegments,
  19385. heightSegments: heightSegments,
  19386. openEnded: openEnded,
  19387. thetaStart: thetaStart,
  19388. thetaLength: thetaLength
  19389. };
  19390. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19391. this.mergeVertices();
  19392. }
  19393. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19394. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19395. // CylinderBufferGeometry
  19396. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19397. BufferGeometry.call( this );
  19398. this.type = 'CylinderBufferGeometry';
  19399. this.parameters = {
  19400. radiusTop: radiusTop,
  19401. radiusBottom: radiusBottom,
  19402. height: height,
  19403. radialSegments: radialSegments,
  19404. heightSegments: heightSegments,
  19405. openEnded: openEnded,
  19406. thetaStart: thetaStart,
  19407. thetaLength: thetaLength
  19408. };
  19409. var scope = this;
  19410. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19411. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19412. height = height || 1;
  19413. radialSegments = Math.floor( radialSegments ) || 8;
  19414. heightSegments = Math.floor( heightSegments ) || 1;
  19415. openEnded = openEnded !== undefined ? openEnded : false;
  19416. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19417. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19418. // buffers
  19419. var indices = [];
  19420. var vertices = [];
  19421. var normals = [];
  19422. var uvs = [];
  19423. // helper variables
  19424. var index = 0;
  19425. var indexArray = [];
  19426. var halfHeight = height / 2;
  19427. var groupStart = 0;
  19428. // generate geometry
  19429. generateTorso();
  19430. if ( openEnded === false ) {
  19431. if ( radiusTop > 0 ) { generateCap( true ); }
  19432. if ( radiusBottom > 0 ) { generateCap( false ); }
  19433. }
  19434. // build geometry
  19435. this.setIndex( indices );
  19436. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19437. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19438. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19439. function generateTorso() {
  19440. var x, y;
  19441. var normal = new Vector3();
  19442. var vertex = new Vector3();
  19443. var groupCount = 0;
  19444. // this will be used to calculate the normal
  19445. var slope = ( radiusBottom - radiusTop ) / height;
  19446. // generate vertices, normals and uvs
  19447. for ( y = 0; y <= heightSegments; y ++ ) {
  19448. var indexRow = [];
  19449. var v = y / heightSegments;
  19450. // calculate the radius of the current row
  19451. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19452. for ( x = 0; x <= radialSegments; x ++ ) {
  19453. var u = x / radialSegments;
  19454. var theta = u * thetaLength + thetaStart;
  19455. var sinTheta = Math.sin( theta );
  19456. var cosTheta = Math.cos( theta );
  19457. // vertex
  19458. vertex.x = radius * sinTheta;
  19459. vertex.y = - v * height + halfHeight;
  19460. vertex.z = radius * cosTheta;
  19461. vertices.push( vertex.x, vertex.y, vertex.z );
  19462. // normal
  19463. normal.set( sinTheta, slope, cosTheta ).normalize();
  19464. normals.push( normal.x, normal.y, normal.z );
  19465. // uv
  19466. uvs.push( u, 1 - v );
  19467. // save index of vertex in respective row
  19468. indexRow.push( index ++ );
  19469. }
  19470. // now save vertices of the row in our index array
  19471. indexArray.push( indexRow );
  19472. }
  19473. // generate indices
  19474. for ( x = 0; x < radialSegments; x ++ ) {
  19475. for ( y = 0; y < heightSegments; y ++ ) {
  19476. // we use the index array to access the correct indices
  19477. var a = indexArray[ y ][ x ];
  19478. var b = indexArray[ y + 1 ][ x ];
  19479. var c = indexArray[ y + 1 ][ x + 1 ];
  19480. var d = indexArray[ y ][ x + 1 ];
  19481. // faces
  19482. indices.push( a, b, d );
  19483. indices.push( b, c, d );
  19484. // update group counter
  19485. groupCount += 6;
  19486. }
  19487. }
  19488. // add a group to the geometry. this will ensure multi material support
  19489. scope.addGroup( groupStart, groupCount, 0 );
  19490. // calculate new start value for groups
  19491. groupStart += groupCount;
  19492. }
  19493. function generateCap( top ) {
  19494. var x, centerIndexStart, centerIndexEnd;
  19495. var uv = new Vector2();
  19496. var vertex = new Vector3();
  19497. var groupCount = 0;
  19498. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19499. var sign = ( top === true ) ? 1 : - 1;
  19500. // save the index of the first center vertex
  19501. centerIndexStart = index;
  19502. // first we generate the center vertex data of the cap.
  19503. // because the geometry needs one set of uvs per face,
  19504. // we must generate a center vertex per face/segment
  19505. for ( x = 1; x <= radialSegments; x ++ ) {
  19506. // vertex
  19507. vertices.push( 0, halfHeight * sign, 0 );
  19508. // normal
  19509. normals.push( 0, sign, 0 );
  19510. // uv
  19511. uvs.push( 0.5, 0.5 );
  19512. // increase index
  19513. index ++;
  19514. }
  19515. // save the index of the last center vertex
  19516. centerIndexEnd = index;
  19517. // now we generate the surrounding vertices, normals and uvs
  19518. for ( x = 0; x <= radialSegments; x ++ ) {
  19519. var u = x / radialSegments;
  19520. var theta = u * thetaLength + thetaStart;
  19521. var cosTheta = Math.cos( theta );
  19522. var sinTheta = Math.sin( theta );
  19523. // vertex
  19524. vertex.x = radius * sinTheta;
  19525. vertex.y = halfHeight * sign;
  19526. vertex.z = radius * cosTheta;
  19527. vertices.push( vertex.x, vertex.y, vertex.z );
  19528. // normal
  19529. normals.push( 0, sign, 0 );
  19530. // uv
  19531. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19532. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19533. uvs.push( uv.x, uv.y );
  19534. // increase index
  19535. index ++;
  19536. }
  19537. // generate indices
  19538. for ( x = 0; x < radialSegments; x ++ ) {
  19539. var c = centerIndexStart + x;
  19540. var i = centerIndexEnd + x;
  19541. if ( top === true ) {
  19542. // face top
  19543. indices.push( i, i + 1, c );
  19544. } else {
  19545. // face bottom
  19546. indices.push( i + 1, i, c );
  19547. }
  19548. groupCount += 3;
  19549. }
  19550. // add a group to the geometry. this will ensure multi material support
  19551. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19552. // calculate new start value for groups
  19553. groupStart += groupCount;
  19554. }
  19555. }
  19556. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19557. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19558. /**
  19559. * @author abelnation / http://github.com/abelnation
  19560. */
  19561. // ConeGeometry
  19562. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19563. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19564. this.type = 'ConeGeometry';
  19565. this.parameters = {
  19566. radius: radius,
  19567. height: height,
  19568. radialSegments: radialSegments,
  19569. heightSegments: heightSegments,
  19570. openEnded: openEnded,
  19571. thetaStart: thetaStart,
  19572. thetaLength: thetaLength
  19573. };
  19574. }
  19575. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19576. ConeGeometry.prototype.constructor = ConeGeometry;
  19577. // ConeBufferGeometry
  19578. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19579. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19580. this.type = 'ConeBufferGeometry';
  19581. this.parameters = {
  19582. radius: radius,
  19583. height: height,
  19584. radialSegments: radialSegments,
  19585. heightSegments: heightSegments,
  19586. openEnded: openEnded,
  19587. thetaStart: thetaStart,
  19588. thetaLength: thetaLength
  19589. };
  19590. }
  19591. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19592. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19593. /**
  19594. * @author benaadams / https://twitter.com/ben_a_adams
  19595. * @author Mugen87 / https://github.com/Mugen87
  19596. * @author hughes
  19597. */
  19598. // CircleGeometry
  19599. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19600. Geometry.call( this );
  19601. this.type = 'CircleGeometry';
  19602. this.parameters = {
  19603. radius: radius,
  19604. segments: segments,
  19605. thetaStart: thetaStart,
  19606. thetaLength: thetaLength
  19607. };
  19608. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19609. this.mergeVertices();
  19610. }
  19611. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19612. CircleGeometry.prototype.constructor = CircleGeometry;
  19613. // CircleBufferGeometry
  19614. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19615. BufferGeometry.call( this );
  19616. this.type = 'CircleBufferGeometry';
  19617. this.parameters = {
  19618. radius: radius,
  19619. segments: segments,
  19620. thetaStart: thetaStart,
  19621. thetaLength: thetaLength
  19622. };
  19623. radius = radius || 1;
  19624. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19625. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19626. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19627. // buffers
  19628. var indices = [];
  19629. var vertices = [];
  19630. var normals = [];
  19631. var uvs = [];
  19632. // helper variables
  19633. var i, s;
  19634. var vertex = new Vector3();
  19635. var uv = new Vector2();
  19636. // center point
  19637. vertices.push( 0, 0, 0 );
  19638. normals.push( 0, 0, 1 );
  19639. uvs.push( 0.5, 0.5 );
  19640. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19641. var segment = thetaStart + s / segments * thetaLength;
  19642. // vertex
  19643. vertex.x = radius * Math.cos( segment );
  19644. vertex.y = radius * Math.sin( segment );
  19645. vertices.push( vertex.x, vertex.y, vertex.z );
  19646. // normal
  19647. normals.push( 0, 0, 1 );
  19648. // uvs
  19649. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19650. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19651. uvs.push( uv.x, uv.y );
  19652. }
  19653. // indices
  19654. for ( i = 1; i <= segments; i ++ ) {
  19655. indices.push( i, i + 1, 0 );
  19656. }
  19657. // build geometry
  19658. this.setIndex( indices );
  19659. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19660. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19661. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19662. }
  19663. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19664. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19665. var Geometries = /*#__PURE__*/Object.freeze({
  19666. __proto__: null,
  19667. WireframeGeometry: WireframeGeometry,
  19668. ParametricGeometry: ParametricGeometry,
  19669. ParametricBufferGeometry: ParametricBufferGeometry,
  19670. TetrahedronGeometry: TetrahedronGeometry,
  19671. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19672. OctahedronGeometry: OctahedronGeometry,
  19673. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19674. IcosahedronGeometry: IcosahedronGeometry,
  19675. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19676. DodecahedronGeometry: DodecahedronGeometry,
  19677. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19678. PolyhedronGeometry: PolyhedronGeometry,
  19679. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19680. TubeGeometry: TubeGeometry,
  19681. TubeBufferGeometry: TubeBufferGeometry,
  19682. TorusKnotGeometry: TorusKnotGeometry,
  19683. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19684. TorusGeometry: TorusGeometry,
  19685. TorusBufferGeometry: TorusBufferGeometry,
  19686. TextGeometry: TextGeometry,
  19687. TextBufferGeometry: TextBufferGeometry,
  19688. SphereGeometry: SphereGeometry,
  19689. SphereBufferGeometry: SphereBufferGeometry,
  19690. RingGeometry: RingGeometry,
  19691. RingBufferGeometry: RingBufferGeometry,
  19692. PlaneGeometry: PlaneGeometry,
  19693. PlaneBufferGeometry: PlaneBufferGeometry,
  19694. LatheGeometry: LatheGeometry,
  19695. LatheBufferGeometry: LatheBufferGeometry,
  19696. ShapeGeometry: ShapeGeometry,
  19697. ShapeBufferGeometry: ShapeBufferGeometry,
  19698. ExtrudeGeometry: ExtrudeGeometry,
  19699. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19700. EdgesGeometry: EdgesGeometry,
  19701. ConeGeometry: ConeGeometry,
  19702. ConeBufferGeometry: ConeBufferGeometry,
  19703. CylinderGeometry: CylinderGeometry,
  19704. CylinderBufferGeometry: CylinderBufferGeometry,
  19705. CircleGeometry: CircleGeometry,
  19706. CircleBufferGeometry: CircleBufferGeometry,
  19707. BoxGeometry: BoxGeometry,
  19708. BoxBufferGeometry: BoxBufferGeometry
  19709. });
  19710. /**
  19711. * @author mrdoob / http://mrdoob.com/
  19712. *
  19713. * parameters = {
  19714. * color: <THREE.Color>
  19715. * }
  19716. */
  19717. function ShadowMaterial( parameters ) {
  19718. Material.call( this );
  19719. this.type = 'ShadowMaterial';
  19720. this.color = new Color( 0x000000 );
  19721. this.transparent = true;
  19722. this.setValues( parameters );
  19723. }
  19724. ShadowMaterial.prototype = Object.create( Material.prototype );
  19725. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19726. ShadowMaterial.prototype.isShadowMaterial = true;
  19727. ShadowMaterial.prototype.copy = function ( source ) {
  19728. Material.prototype.copy.call( this, source );
  19729. this.color.copy( source.color );
  19730. return this;
  19731. };
  19732. /**
  19733. * @author mrdoob / http://mrdoob.com/
  19734. */
  19735. function RawShaderMaterial( parameters ) {
  19736. ShaderMaterial.call( this, parameters );
  19737. this.type = 'RawShaderMaterial';
  19738. }
  19739. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19740. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19741. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19742. /**
  19743. * @author WestLangley / http://github.com/WestLangley
  19744. *
  19745. * parameters = {
  19746. * color: <hex>,
  19747. * roughness: <float>,
  19748. * metalness: <float>,
  19749. * opacity: <float>,
  19750. *
  19751. * map: new THREE.Texture( <Image> ),
  19752. *
  19753. * lightMap: new THREE.Texture( <Image> ),
  19754. * lightMapIntensity: <float>
  19755. *
  19756. * aoMap: new THREE.Texture( <Image> ),
  19757. * aoMapIntensity: <float>
  19758. *
  19759. * emissive: <hex>,
  19760. * emissiveIntensity: <float>
  19761. * emissiveMap: new THREE.Texture( <Image> ),
  19762. *
  19763. * bumpMap: new THREE.Texture( <Image> ),
  19764. * bumpScale: <float>,
  19765. *
  19766. * normalMap: new THREE.Texture( <Image> ),
  19767. * normalMapType: THREE.TangentSpaceNormalMap,
  19768. * normalScale: <Vector2>,
  19769. *
  19770. * displacementMap: new THREE.Texture( <Image> ),
  19771. * displacementScale: <float>,
  19772. * displacementBias: <float>,
  19773. *
  19774. * roughnessMap: new THREE.Texture( <Image> ),
  19775. *
  19776. * metalnessMap: new THREE.Texture( <Image> ),
  19777. *
  19778. * alphaMap: new THREE.Texture( <Image> ),
  19779. *
  19780. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19781. * envMapIntensity: <float>
  19782. *
  19783. * refractionRatio: <float>,
  19784. *
  19785. * wireframe: <boolean>,
  19786. * wireframeLinewidth: <float>,
  19787. *
  19788. * skinning: <bool>,
  19789. * morphTargets: <bool>,
  19790. * morphNormals: <bool>
  19791. * }
  19792. */
  19793. function MeshStandardMaterial( parameters ) {
  19794. Material.call( this );
  19795. this.defines = { 'STANDARD': '' };
  19796. this.type = 'MeshStandardMaterial';
  19797. this.color = new Color( 0xffffff ); // diffuse
  19798. this.roughness = 1.0;
  19799. this.metalness = 0.0;
  19800. this.map = null;
  19801. this.lightMap = null;
  19802. this.lightMapIntensity = 1.0;
  19803. this.aoMap = null;
  19804. this.aoMapIntensity = 1.0;
  19805. this.emissive = new Color( 0x000000 );
  19806. this.emissiveIntensity = 1.0;
  19807. this.emissiveMap = null;
  19808. this.bumpMap = null;
  19809. this.bumpScale = 1;
  19810. this.normalMap = null;
  19811. this.normalMapType = TangentSpaceNormalMap;
  19812. this.normalScale = new Vector2( 1, 1 );
  19813. this.displacementMap = null;
  19814. this.displacementScale = 1;
  19815. this.displacementBias = 0;
  19816. this.roughnessMap = null;
  19817. this.metalnessMap = null;
  19818. this.alphaMap = null;
  19819. this.envMap = null;
  19820. this.envMapIntensity = 1.0;
  19821. this.refractionRatio = 0.98;
  19822. this.wireframe = false;
  19823. this.wireframeLinewidth = 1;
  19824. this.wireframeLinecap = 'round';
  19825. this.wireframeLinejoin = 'round';
  19826. this.skinning = false;
  19827. this.morphTargets = false;
  19828. this.morphNormals = false;
  19829. this.vertexTangents = false;
  19830. this.setValues( parameters );
  19831. }
  19832. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19833. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19834. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19835. MeshStandardMaterial.prototype.copy = function ( source ) {
  19836. Material.prototype.copy.call( this, source );
  19837. this.defines = { 'STANDARD': '' };
  19838. this.color.copy( source.color );
  19839. this.roughness = source.roughness;
  19840. this.metalness = source.metalness;
  19841. this.map = source.map;
  19842. this.lightMap = source.lightMap;
  19843. this.lightMapIntensity = source.lightMapIntensity;
  19844. this.aoMap = source.aoMap;
  19845. this.aoMapIntensity = source.aoMapIntensity;
  19846. this.emissive.copy( source.emissive );
  19847. this.emissiveMap = source.emissiveMap;
  19848. this.emissiveIntensity = source.emissiveIntensity;
  19849. this.bumpMap = source.bumpMap;
  19850. this.bumpScale = source.bumpScale;
  19851. this.normalMap = source.normalMap;
  19852. this.normalMapType = source.normalMapType;
  19853. this.normalScale.copy( source.normalScale );
  19854. this.displacementMap = source.displacementMap;
  19855. this.displacementScale = source.displacementScale;
  19856. this.displacementBias = source.displacementBias;
  19857. this.roughnessMap = source.roughnessMap;
  19858. this.metalnessMap = source.metalnessMap;
  19859. this.alphaMap = source.alphaMap;
  19860. this.envMap = source.envMap;
  19861. this.envMapIntensity = source.envMapIntensity;
  19862. this.refractionRatio = source.refractionRatio;
  19863. this.wireframe = source.wireframe;
  19864. this.wireframeLinewidth = source.wireframeLinewidth;
  19865. this.wireframeLinecap = source.wireframeLinecap;
  19866. this.wireframeLinejoin = source.wireframeLinejoin;
  19867. this.skinning = source.skinning;
  19868. this.morphTargets = source.morphTargets;
  19869. this.morphNormals = source.morphNormals;
  19870. this.vertexTangents = source.vertexTangents;
  19871. return this;
  19872. };
  19873. /**
  19874. * @author WestLangley / http://github.com/WestLangley
  19875. *
  19876. * parameters = {
  19877. * clearcoat: <float>,
  19878. * clearcoatMap: new THREE.Texture( <Image> ),
  19879. * clearcoatRoughness: <float>,
  19880. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19881. * clearcoatNormalScale: <Vector2>,
  19882. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19883. *
  19884. * reflectivity: <float>,
  19885. *
  19886. * sheen: <Color>,
  19887. *
  19888. * transparency: <float>
  19889. * }
  19890. */
  19891. function MeshPhysicalMaterial( parameters ) {
  19892. MeshStandardMaterial.call( this );
  19893. this.defines = {
  19894. 'STANDARD': '',
  19895. 'PHYSICAL': ''
  19896. };
  19897. this.type = 'MeshPhysicalMaterial';
  19898. this.clearcoat = 0.0;
  19899. this.clearcoatMap = null;
  19900. this.clearcoatRoughness = 0.0;
  19901. this.clearcoatRoughnessMap = null;
  19902. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19903. this.clearcoatNormalMap = null;
  19904. this.reflectivity = 0.5; // maps to F0 = 0.04
  19905. this.sheen = null; // null will disable sheen bsdf
  19906. this.transparency = 0.0;
  19907. this.setValues( parameters );
  19908. }
  19909. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19910. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19911. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19912. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19913. MeshStandardMaterial.prototype.copy.call( this, source );
  19914. this.defines = {
  19915. 'STANDARD': '',
  19916. 'PHYSICAL': ''
  19917. };
  19918. this.clearcoat = source.clearcoat;
  19919. this.clearcoatMap = source.clearcoatMap;
  19920. this.clearcoatRoughness = source.clearcoatRoughness;
  19921. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19922. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19923. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19924. this.reflectivity = source.reflectivity;
  19925. if ( source.sheen ) {
  19926. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19927. } else {
  19928. this.sheen = null;
  19929. }
  19930. this.transparency = source.transparency;
  19931. return this;
  19932. };
  19933. /**
  19934. * @author mrdoob / http://mrdoob.com/
  19935. * @author alteredq / http://alteredqualia.com/
  19936. *
  19937. * parameters = {
  19938. * color: <hex>,
  19939. * specular: <hex>,
  19940. * shininess: <float>,
  19941. * opacity: <float>,
  19942. *
  19943. * map: new THREE.Texture( <Image> ),
  19944. *
  19945. * lightMap: new THREE.Texture( <Image> ),
  19946. * lightMapIntensity: <float>
  19947. *
  19948. * aoMap: new THREE.Texture( <Image> ),
  19949. * aoMapIntensity: <float>
  19950. *
  19951. * emissive: <hex>,
  19952. * emissiveIntensity: <float>
  19953. * emissiveMap: new THREE.Texture( <Image> ),
  19954. *
  19955. * bumpMap: new THREE.Texture( <Image> ),
  19956. * bumpScale: <float>,
  19957. *
  19958. * normalMap: new THREE.Texture( <Image> ),
  19959. * normalMapType: THREE.TangentSpaceNormalMap,
  19960. * normalScale: <Vector2>,
  19961. *
  19962. * displacementMap: new THREE.Texture( <Image> ),
  19963. * displacementScale: <float>,
  19964. * displacementBias: <float>,
  19965. *
  19966. * specularMap: new THREE.Texture( <Image> ),
  19967. *
  19968. * alphaMap: new THREE.Texture( <Image> ),
  19969. *
  19970. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19971. * combine: THREE.MultiplyOperation,
  19972. * reflectivity: <float>,
  19973. * refractionRatio: <float>,
  19974. *
  19975. * wireframe: <boolean>,
  19976. * wireframeLinewidth: <float>,
  19977. *
  19978. * skinning: <bool>,
  19979. * morphTargets: <bool>,
  19980. * morphNormals: <bool>
  19981. * }
  19982. */
  19983. function MeshPhongMaterial( parameters ) {
  19984. Material.call( this );
  19985. this.type = 'MeshPhongMaterial';
  19986. this.color = new Color( 0xffffff ); // diffuse
  19987. this.specular = new Color( 0x111111 );
  19988. this.shininess = 30;
  19989. this.map = null;
  19990. this.lightMap = null;
  19991. this.lightMapIntensity = 1.0;
  19992. this.aoMap = null;
  19993. this.aoMapIntensity = 1.0;
  19994. this.emissive = new Color( 0x000000 );
  19995. this.emissiveIntensity = 1.0;
  19996. this.emissiveMap = null;
  19997. this.bumpMap = null;
  19998. this.bumpScale = 1;
  19999. this.normalMap = null;
  20000. this.normalMapType = TangentSpaceNormalMap;
  20001. this.normalScale = new Vector2( 1, 1 );
  20002. this.displacementMap = null;
  20003. this.displacementScale = 1;
  20004. this.displacementBias = 0;
  20005. this.specularMap = null;
  20006. this.alphaMap = null;
  20007. this.envMap = null;
  20008. this.combine = MultiplyOperation;
  20009. this.reflectivity = 1;
  20010. this.refractionRatio = 0.98;
  20011. this.wireframe = false;
  20012. this.wireframeLinewidth = 1;
  20013. this.wireframeLinecap = 'round';
  20014. this.wireframeLinejoin = 'round';
  20015. this.skinning = false;
  20016. this.morphTargets = false;
  20017. this.morphNormals = false;
  20018. this.setValues( parameters );
  20019. }
  20020. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20021. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20022. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20023. MeshPhongMaterial.prototype.copy = function ( source ) {
  20024. Material.prototype.copy.call( this, source );
  20025. this.color.copy( source.color );
  20026. this.specular.copy( source.specular );
  20027. this.shininess = source.shininess;
  20028. this.map = source.map;
  20029. this.lightMap = source.lightMap;
  20030. this.lightMapIntensity = source.lightMapIntensity;
  20031. this.aoMap = source.aoMap;
  20032. this.aoMapIntensity = source.aoMapIntensity;
  20033. this.emissive.copy( source.emissive );
  20034. this.emissiveMap = source.emissiveMap;
  20035. this.emissiveIntensity = source.emissiveIntensity;
  20036. this.bumpMap = source.bumpMap;
  20037. this.bumpScale = source.bumpScale;
  20038. this.normalMap = source.normalMap;
  20039. this.normalMapType = source.normalMapType;
  20040. this.normalScale.copy( source.normalScale );
  20041. this.displacementMap = source.displacementMap;
  20042. this.displacementScale = source.displacementScale;
  20043. this.displacementBias = source.displacementBias;
  20044. this.specularMap = source.specularMap;
  20045. this.alphaMap = source.alphaMap;
  20046. this.envMap = source.envMap;
  20047. this.combine = source.combine;
  20048. this.reflectivity = source.reflectivity;
  20049. this.refractionRatio = source.refractionRatio;
  20050. this.wireframe = source.wireframe;
  20051. this.wireframeLinewidth = source.wireframeLinewidth;
  20052. this.wireframeLinecap = source.wireframeLinecap;
  20053. this.wireframeLinejoin = source.wireframeLinejoin;
  20054. this.skinning = source.skinning;
  20055. this.morphTargets = source.morphTargets;
  20056. this.morphNormals = source.morphNormals;
  20057. return this;
  20058. };
  20059. /**
  20060. * @author takahirox / http://github.com/takahirox
  20061. *
  20062. * parameters = {
  20063. * color: <hex>,
  20064. * specular: <hex>,
  20065. * shininess: <float>,
  20066. *
  20067. * map: new THREE.Texture( <Image> ),
  20068. * gradientMap: new THREE.Texture( <Image> ),
  20069. *
  20070. * lightMap: new THREE.Texture( <Image> ),
  20071. * lightMapIntensity: <float>
  20072. *
  20073. * aoMap: new THREE.Texture( <Image> ),
  20074. * aoMapIntensity: <float>
  20075. *
  20076. * emissive: <hex>,
  20077. * emissiveIntensity: <float>
  20078. * emissiveMap: new THREE.Texture( <Image> ),
  20079. *
  20080. * bumpMap: new THREE.Texture( <Image> ),
  20081. * bumpScale: <float>,
  20082. *
  20083. * normalMap: new THREE.Texture( <Image> ),
  20084. * normalMapType: THREE.TangentSpaceNormalMap,
  20085. * normalScale: <Vector2>,
  20086. *
  20087. * displacementMap: new THREE.Texture( <Image> ),
  20088. * displacementScale: <float>,
  20089. * displacementBias: <float>,
  20090. *
  20091. * specularMap: new THREE.Texture( <Image> ),
  20092. *
  20093. * alphaMap: new THREE.Texture( <Image> ),
  20094. *
  20095. * wireframe: <boolean>,
  20096. * wireframeLinewidth: <float>,
  20097. *
  20098. * skinning: <bool>,
  20099. * morphTargets: <bool>,
  20100. * morphNormals: <bool>
  20101. * }
  20102. */
  20103. function MeshToonMaterial( parameters ) {
  20104. Material.call( this );
  20105. this.defines = { 'TOON': '' };
  20106. this.type = 'MeshToonMaterial';
  20107. this.color = new Color( 0xffffff );
  20108. this.specular = new Color( 0x111111 );
  20109. this.shininess = 30;
  20110. this.map = null;
  20111. this.gradientMap = null;
  20112. this.lightMap = null;
  20113. this.lightMapIntensity = 1.0;
  20114. this.aoMap = null;
  20115. this.aoMapIntensity = 1.0;
  20116. this.emissive = new Color( 0x000000 );
  20117. this.emissiveIntensity = 1.0;
  20118. this.emissiveMap = null;
  20119. this.bumpMap = null;
  20120. this.bumpScale = 1;
  20121. this.normalMap = null;
  20122. this.normalMapType = TangentSpaceNormalMap;
  20123. this.normalScale = new Vector2( 1, 1 );
  20124. this.displacementMap = null;
  20125. this.displacementScale = 1;
  20126. this.displacementBias = 0;
  20127. this.specularMap = null;
  20128. this.alphaMap = null;
  20129. this.wireframe = false;
  20130. this.wireframeLinewidth = 1;
  20131. this.wireframeLinecap = 'round';
  20132. this.wireframeLinejoin = 'round';
  20133. this.skinning = false;
  20134. this.morphTargets = false;
  20135. this.morphNormals = false;
  20136. this.setValues( parameters );
  20137. }
  20138. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20139. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20140. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20141. MeshToonMaterial.prototype.copy = function ( source ) {
  20142. Material.prototype.copy.call( this, source );
  20143. this.color.copy( source.color );
  20144. this.specular.copy( source.specular );
  20145. this.shininess = source.shininess;
  20146. this.map = source.map;
  20147. this.gradientMap = source.gradientMap;
  20148. this.lightMap = source.lightMap;
  20149. this.lightMapIntensity = source.lightMapIntensity;
  20150. this.aoMap = source.aoMap;
  20151. this.aoMapIntensity = source.aoMapIntensity;
  20152. this.emissive.copy( source.emissive );
  20153. this.emissiveMap = source.emissiveMap;
  20154. this.emissiveIntensity = source.emissiveIntensity;
  20155. this.bumpMap = source.bumpMap;
  20156. this.bumpScale = source.bumpScale;
  20157. this.normalMap = source.normalMap;
  20158. this.normalMapType = source.normalMapType;
  20159. this.normalScale.copy( source.normalScale );
  20160. this.displacementMap = source.displacementMap;
  20161. this.displacementScale = source.displacementScale;
  20162. this.displacementBias = source.displacementBias;
  20163. this.specularMap = source.specularMap;
  20164. this.alphaMap = source.alphaMap;
  20165. this.wireframe = source.wireframe;
  20166. this.wireframeLinewidth = source.wireframeLinewidth;
  20167. this.wireframeLinecap = source.wireframeLinecap;
  20168. this.wireframeLinejoin = source.wireframeLinejoin;
  20169. this.skinning = source.skinning;
  20170. this.morphTargets = source.morphTargets;
  20171. this.morphNormals = source.morphNormals;
  20172. return this;
  20173. };
  20174. /**
  20175. * @author mrdoob / http://mrdoob.com/
  20176. * @author WestLangley / http://github.com/WestLangley
  20177. *
  20178. * parameters = {
  20179. * opacity: <float>,
  20180. *
  20181. * bumpMap: new THREE.Texture( <Image> ),
  20182. * bumpScale: <float>,
  20183. *
  20184. * normalMap: new THREE.Texture( <Image> ),
  20185. * normalMapType: THREE.TangentSpaceNormalMap,
  20186. * normalScale: <Vector2>,
  20187. *
  20188. * displacementMap: new THREE.Texture( <Image> ),
  20189. * displacementScale: <float>,
  20190. * displacementBias: <float>,
  20191. *
  20192. * wireframe: <boolean>,
  20193. * wireframeLinewidth: <float>
  20194. *
  20195. * skinning: <bool>,
  20196. * morphTargets: <bool>,
  20197. * morphNormals: <bool>
  20198. * }
  20199. */
  20200. function MeshNormalMaterial( parameters ) {
  20201. Material.call( this );
  20202. this.type = 'MeshNormalMaterial';
  20203. this.bumpMap = null;
  20204. this.bumpScale = 1;
  20205. this.normalMap = null;
  20206. this.normalMapType = TangentSpaceNormalMap;
  20207. this.normalScale = new Vector2( 1, 1 );
  20208. this.displacementMap = null;
  20209. this.displacementScale = 1;
  20210. this.displacementBias = 0;
  20211. this.wireframe = false;
  20212. this.wireframeLinewidth = 1;
  20213. this.fog = false;
  20214. this.skinning = false;
  20215. this.morphTargets = false;
  20216. this.morphNormals = false;
  20217. this.setValues( parameters );
  20218. }
  20219. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20220. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20221. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20222. MeshNormalMaterial.prototype.copy = function ( source ) {
  20223. Material.prototype.copy.call( this, source );
  20224. this.bumpMap = source.bumpMap;
  20225. this.bumpScale = source.bumpScale;
  20226. this.normalMap = source.normalMap;
  20227. this.normalMapType = source.normalMapType;
  20228. this.normalScale.copy( source.normalScale );
  20229. this.displacementMap = source.displacementMap;
  20230. this.displacementScale = source.displacementScale;
  20231. this.displacementBias = source.displacementBias;
  20232. this.wireframe = source.wireframe;
  20233. this.wireframeLinewidth = source.wireframeLinewidth;
  20234. this.skinning = source.skinning;
  20235. this.morphTargets = source.morphTargets;
  20236. this.morphNormals = source.morphNormals;
  20237. return this;
  20238. };
  20239. /**
  20240. * @author mrdoob / http://mrdoob.com/
  20241. * @author alteredq / http://alteredqualia.com/
  20242. *
  20243. * parameters = {
  20244. * color: <hex>,
  20245. * opacity: <float>,
  20246. *
  20247. * map: new THREE.Texture( <Image> ),
  20248. *
  20249. * lightMap: new THREE.Texture( <Image> ),
  20250. * lightMapIntensity: <float>
  20251. *
  20252. * aoMap: new THREE.Texture( <Image> ),
  20253. * aoMapIntensity: <float>
  20254. *
  20255. * emissive: <hex>,
  20256. * emissiveIntensity: <float>
  20257. * emissiveMap: new THREE.Texture( <Image> ),
  20258. *
  20259. * specularMap: new THREE.Texture( <Image> ),
  20260. *
  20261. * alphaMap: new THREE.Texture( <Image> ),
  20262. *
  20263. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20264. * combine: THREE.Multiply,
  20265. * reflectivity: <float>,
  20266. * refractionRatio: <float>,
  20267. *
  20268. * wireframe: <boolean>,
  20269. * wireframeLinewidth: <float>,
  20270. *
  20271. * skinning: <bool>,
  20272. * morphTargets: <bool>,
  20273. * morphNormals: <bool>
  20274. * }
  20275. */
  20276. function MeshLambertMaterial( parameters ) {
  20277. Material.call( this );
  20278. this.type = 'MeshLambertMaterial';
  20279. this.color = new Color( 0xffffff ); // diffuse
  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.specularMap = null;
  20289. this.alphaMap = null;
  20290. this.envMap = null;
  20291. this.combine = MultiplyOperation;
  20292. this.reflectivity = 1;
  20293. this.refractionRatio = 0.98;
  20294. this.wireframe = false;
  20295. this.wireframeLinewidth = 1;
  20296. this.wireframeLinecap = 'round';
  20297. this.wireframeLinejoin = 'round';
  20298. this.skinning = false;
  20299. this.morphTargets = false;
  20300. this.morphNormals = false;
  20301. this.setValues( parameters );
  20302. }
  20303. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20304. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20305. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20306. MeshLambertMaterial.prototype.copy = function ( source ) {
  20307. Material.prototype.copy.call( this, source );
  20308. this.color.copy( source.color );
  20309. this.map = source.map;
  20310. this.lightMap = source.lightMap;
  20311. this.lightMapIntensity = source.lightMapIntensity;
  20312. this.aoMap = source.aoMap;
  20313. this.aoMapIntensity = source.aoMapIntensity;
  20314. this.emissive.copy( source.emissive );
  20315. this.emissiveMap = source.emissiveMap;
  20316. this.emissiveIntensity = source.emissiveIntensity;
  20317. this.specularMap = source.specularMap;
  20318. this.alphaMap = source.alphaMap;
  20319. this.envMap = source.envMap;
  20320. this.combine = source.combine;
  20321. this.reflectivity = source.reflectivity;
  20322. this.refractionRatio = source.refractionRatio;
  20323. this.wireframe = source.wireframe;
  20324. this.wireframeLinewidth = source.wireframeLinewidth;
  20325. this.wireframeLinecap = source.wireframeLinecap;
  20326. this.wireframeLinejoin = source.wireframeLinejoin;
  20327. this.skinning = source.skinning;
  20328. this.morphTargets = source.morphTargets;
  20329. this.morphNormals = source.morphNormals;
  20330. return this;
  20331. };
  20332. /**
  20333. * @author WestLangley / http://github.com/WestLangley
  20334. *
  20335. * parameters = {
  20336. * color: <hex>,
  20337. * opacity: <float>,
  20338. *
  20339. * matcap: new THREE.Texture( <Image> ),
  20340. *
  20341. * map: new THREE.Texture( <Image> ),
  20342. *
  20343. * bumpMap: new THREE.Texture( <Image> ),
  20344. * bumpScale: <float>,
  20345. *
  20346. * normalMap: new THREE.Texture( <Image> ),
  20347. * normalMapType: THREE.TangentSpaceNormalMap,
  20348. * normalScale: <Vector2>,
  20349. *
  20350. * displacementMap: new THREE.Texture( <Image> ),
  20351. * displacementScale: <float>,
  20352. * displacementBias: <float>,
  20353. *
  20354. * alphaMap: new THREE.Texture( <Image> ),
  20355. *
  20356. * skinning: <bool>,
  20357. * morphTargets: <bool>,
  20358. * morphNormals: <bool>
  20359. * }
  20360. */
  20361. function MeshMatcapMaterial( parameters ) {
  20362. Material.call( this );
  20363. this.defines = { 'MATCAP': '' };
  20364. this.type = 'MeshMatcapMaterial';
  20365. this.color = new Color( 0xffffff ); // diffuse
  20366. this.matcap = null;
  20367. this.map = null;
  20368. this.bumpMap = null;
  20369. this.bumpScale = 1;
  20370. this.normalMap = null;
  20371. this.normalMapType = TangentSpaceNormalMap;
  20372. this.normalScale = new Vector2( 1, 1 );
  20373. this.displacementMap = null;
  20374. this.displacementScale = 1;
  20375. this.displacementBias = 0;
  20376. this.alphaMap = null;
  20377. this.skinning = false;
  20378. this.morphTargets = false;
  20379. this.morphNormals = false;
  20380. this.setValues( parameters );
  20381. }
  20382. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20383. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20384. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20385. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20386. Material.prototype.copy.call( this, source );
  20387. this.defines = { 'MATCAP': '' };
  20388. this.color.copy( source.color );
  20389. this.matcap = source.matcap;
  20390. this.map = source.map;
  20391. this.bumpMap = source.bumpMap;
  20392. this.bumpScale = source.bumpScale;
  20393. this.normalMap = source.normalMap;
  20394. this.normalMapType = source.normalMapType;
  20395. this.normalScale.copy( source.normalScale );
  20396. this.displacementMap = source.displacementMap;
  20397. this.displacementScale = source.displacementScale;
  20398. this.displacementBias = source.displacementBias;
  20399. this.alphaMap = source.alphaMap;
  20400. this.skinning = source.skinning;
  20401. this.morphTargets = source.morphTargets;
  20402. this.morphNormals = source.morphNormals;
  20403. return this;
  20404. };
  20405. /**
  20406. * @author alteredq / http://alteredqualia.com/
  20407. *
  20408. * parameters = {
  20409. * color: <hex>,
  20410. * opacity: <float>,
  20411. *
  20412. * linewidth: <float>,
  20413. *
  20414. * scale: <float>,
  20415. * dashSize: <float>,
  20416. * gapSize: <float>
  20417. * }
  20418. */
  20419. function LineDashedMaterial( parameters ) {
  20420. LineBasicMaterial.call( this );
  20421. this.type = 'LineDashedMaterial';
  20422. this.scale = 1;
  20423. this.dashSize = 3;
  20424. this.gapSize = 1;
  20425. this.setValues( parameters );
  20426. }
  20427. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20428. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20429. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20430. LineDashedMaterial.prototype.copy = function ( source ) {
  20431. LineBasicMaterial.prototype.copy.call( this, source );
  20432. this.scale = source.scale;
  20433. this.dashSize = source.dashSize;
  20434. this.gapSize = source.gapSize;
  20435. return this;
  20436. };
  20437. var Materials = /*#__PURE__*/Object.freeze({
  20438. __proto__: null,
  20439. ShadowMaterial: ShadowMaterial,
  20440. SpriteMaterial: SpriteMaterial,
  20441. RawShaderMaterial: RawShaderMaterial,
  20442. ShaderMaterial: ShaderMaterial,
  20443. PointsMaterial: PointsMaterial,
  20444. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20445. MeshStandardMaterial: MeshStandardMaterial,
  20446. MeshPhongMaterial: MeshPhongMaterial,
  20447. MeshToonMaterial: MeshToonMaterial,
  20448. MeshNormalMaterial: MeshNormalMaterial,
  20449. MeshLambertMaterial: MeshLambertMaterial,
  20450. MeshDepthMaterial: MeshDepthMaterial,
  20451. MeshDistanceMaterial: MeshDistanceMaterial,
  20452. MeshBasicMaterial: MeshBasicMaterial,
  20453. MeshMatcapMaterial: MeshMatcapMaterial,
  20454. LineDashedMaterial: LineDashedMaterial,
  20455. LineBasicMaterial: LineBasicMaterial,
  20456. Material: Material
  20457. });
  20458. /**
  20459. * @author tschw
  20460. * @author Ben Houston / http://clara.io/
  20461. * @author David Sarno / http://lighthaus.us/
  20462. */
  20463. var AnimationUtils = {
  20464. // same as Array.prototype.slice, but also works on typed arrays
  20465. arraySlice: function ( array, from, to ) {
  20466. if ( AnimationUtils.isTypedArray( array ) ) {
  20467. // in ios9 array.subarray(from, undefined) will return empty array
  20468. // but array.subarray(from) or array.subarray(from, len) is correct
  20469. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20470. }
  20471. return array.slice( from, to );
  20472. },
  20473. // converts an array to a specific type
  20474. convertArray: function ( array, type, forceClone ) {
  20475. if ( ! array || // let 'undefined' and 'null' pass
  20476. ! forceClone && array.constructor === type ) { return array; }
  20477. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20478. return new type( array ); // create typed array
  20479. }
  20480. return Array.prototype.slice.call( array ); // create Array
  20481. },
  20482. isTypedArray: function ( object ) {
  20483. return ArrayBuffer.isView( object ) &&
  20484. ! ( object instanceof DataView );
  20485. },
  20486. // returns an array by which times and values can be sorted
  20487. getKeyframeOrder: function ( times ) {
  20488. function compareTime( i, j ) {
  20489. return times[ i ] - times[ j ];
  20490. }
  20491. var n = times.length;
  20492. var result = new Array( n );
  20493. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20494. result.sort( compareTime );
  20495. return result;
  20496. },
  20497. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20498. sortedArray: function ( values, stride, order ) {
  20499. var nValues = values.length;
  20500. var result = new values.constructor( nValues );
  20501. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20502. var srcOffset = order[ i ] * stride;
  20503. for ( var j = 0; j !== stride; ++ j ) {
  20504. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20505. }
  20506. }
  20507. return result;
  20508. },
  20509. // function for parsing AOS keyframe formats
  20510. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20511. var i = 1, key = jsonKeys[ 0 ];
  20512. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20513. key = jsonKeys[ i ++ ];
  20514. }
  20515. if ( key === undefined ) { return; } // no data
  20516. var value = key[ valuePropertyName ];
  20517. if ( value === undefined ) { return; } // no data
  20518. if ( Array.isArray( value ) ) {
  20519. do {
  20520. value = key[ valuePropertyName ];
  20521. if ( value !== undefined ) {
  20522. times.push( key.time );
  20523. values.push.apply( values, value ); // push all elements
  20524. }
  20525. key = jsonKeys[ i ++ ];
  20526. } while ( key !== undefined );
  20527. } else if ( value.toArray !== undefined ) {
  20528. // ...assume THREE.Math-ish
  20529. do {
  20530. value = key[ valuePropertyName ];
  20531. if ( value !== undefined ) {
  20532. times.push( key.time );
  20533. value.toArray( values, values.length );
  20534. }
  20535. key = jsonKeys[ i ++ ];
  20536. } while ( key !== undefined );
  20537. } else {
  20538. // otherwise push as-is
  20539. do {
  20540. value = key[ valuePropertyName ];
  20541. if ( value !== undefined ) {
  20542. times.push( key.time );
  20543. values.push( value );
  20544. }
  20545. key = jsonKeys[ i ++ ];
  20546. } while ( key !== undefined );
  20547. }
  20548. },
  20549. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20550. fps = fps || 30;
  20551. var clip = sourceClip.clone();
  20552. clip.name = name;
  20553. var tracks = [];
  20554. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20555. var track = clip.tracks[ i ];
  20556. var valueSize = track.getValueSize();
  20557. var times = [];
  20558. var values = [];
  20559. for ( var j = 0; j < track.times.length; ++ j ) {
  20560. var frame = track.times[ j ] * fps;
  20561. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20562. times.push( track.times[ j ] );
  20563. for ( var k = 0; k < valueSize; ++ k ) {
  20564. values.push( track.values[ j * valueSize + k ] );
  20565. }
  20566. }
  20567. if ( times.length === 0 ) { continue; }
  20568. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20569. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20570. tracks.push( track );
  20571. }
  20572. clip.tracks = tracks;
  20573. // find minimum .times value across all tracks in the trimmed clip
  20574. var minStartTime = Infinity;
  20575. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20576. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20577. minStartTime = clip.tracks[ i ].times[ 0 ];
  20578. }
  20579. }
  20580. // shift all tracks such that clip begins at t=0
  20581. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20582. clip.tracks[ i ].shift( - 1 * minStartTime );
  20583. }
  20584. clip.resetDuration();
  20585. return clip;
  20586. },
  20587. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20588. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20589. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20590. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20591. var numTracks = targetClip.tracks.length;
  20592. var referenceTime = referenceFrame / fps;
  20593. // Make each track's values relative to the values at the reference frame
  20594. for ( var i = 0; i < numTracks; ++ i ) {
  20595. var referenceTrack = referenceClip.tracks[ i ];
  20596. var referenceTrackType = referenceTrack.ValueTypeName;
  20597. // Skip this track if it's non-numeric
  20598. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { continue; }
  20599. // Find the track in the target clip whose name and type matches the reference track
  20600. var targetTrack = targetClip.tracks.find( function ( track ) {
  20601. return track.name === referenceTrack.name
  20602. && track.ValueTypeName === referenceTrackType;
  20603. } );
  20604. if ( targetTrack === undefined ) { continue; }
  20605. var valueSize = referenceTrack.getValueSize();
  20606. var lastIndex = referenceTrack.times.length - 1;
  20607. var referenceValue;
  20608. // Find the value to subtract out of the track
  20609. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20610. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20611. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20612. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20613. // Reference frame is after the last keyframe, so just use the last keyframe
  20614. var startIndex = lastIndex * valueSize;
  20615. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20616. } else {
  20617. // Interpolate to the reference value
  20618. var interpolant = referenceTrack.createInterpolant();
  20619. interpolant.evaluate( referenceTime );
  20620. referenceValue = interpolant.resultBuffer;
  20621. }
  20622. // Conjugate the quaternion
  20623. if ( referenceTrackType === 'quaternion' ) {
  20624. var referenceQuat = new Quaternion(
  20625. referenceValue[ 0 ],
  20626. referenceValue[ 1 ],
  20627. referenceValue[ 2 ],
  20628. referenceValue[ 3 ]
  20629. ).normalize().conjugate();
  20630. referenceQuat.toArray( referenceValue );
  20631. }
  20632. // Subtract the reference value from all of the track values
  20633. var numTimes = targetTrack.times.length;
  20634. for ( var j = 0; j < numTimes; ++ j ) {
  20635. var valueStart = j * valueSize;
  20636. if ( referenceTrackType === 'quaternion' ) {
  20637. // Multiply the conjugate for quaternion track types
  20638. Quaternion.multiplyQuaternionsFlat(
  20639. targetTrack.values,
  20640. valueStart,
  20641. referenceValue,
  20642. 0,
  20643. targetTrack.values,
  20644. valueStart
  20645. );
  20646. } else {
  20647. // Subtract each value for all other numeric track types
  20648. for ( var k = 0; k < valueSize; ++ k ) {
  20649. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20650. }
  20651. }
  20652. }
  20653. }
  20654. targetClip.blendMode = AdditiveAnimationBlendMode;
  20655. return targetClip;
  20656. }
  20657. };
  20658. /**
  20659. * Abstract base class of interpolants over parametric samples.
  20660. *
  20661. * The parameter domain is one dimensional, typically the time or a path
  20662. * along a curve defined by the data.
  20663. *
  20664. * The sample values can have any dimensionality and derived classes may
  20665. * apply special interpretations to the data.
  20666. *
  20667. * This class provides the interval seek in a Template Method, deferring
  20668. * the actual interpolation to derived classes.
  20669. *
  20670. * Time complexity is O(1) for linear access crossing at most two points
  20671. * and O(log N) for random access, where N is the number of positions.
  20672. *
  20673. * References:
  20674. *
  20675. * http://www.oodesign.com/template-method-pattern.html
  20676. *
  20677. * @author tschw
  20678. */
  20679. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20680. this.parameterPositions = parameterPositions;
  20681. this._cachedIndex = 0;
  20682. this.resultBuffer = resultBuffer !== undefined ?
  20683. resultBuffer : new sampleValues.constructor( sampleSize );
  20684. this.sampleValues = sampleValues;
  20685. this.valueSize = sampleSize;
  20686. }
  20687. Object.assign( Interpolant.prototype, {
  20688. evaluate: function ( t ) {
  20689. var pp = this.parameterPositions,
  20690. i1 = this._cachedIndex,
  20691. t1 = pp[ i1 ],
  20692. t0 = pp[ i1 - 1 ];
  20693. validate_interval: {
  20694. seek: {
  20695. var right;
  20696. linear_scan: {
  20697. //- See http://jsperf.com/comparison-to-undefined/3
  20698. //- slower code:
  20699. //-
  20700. //- if ( t >= t1 || t1 === undefined ) {
  20701. forward_scan: if ( ! ( t < t1 ) ) {
  20702. for ( var giveUpAt = i1 + 2; ; ) {
  20703. if ( t1 === undefined ) {
  20704. if ( t < t0 ) { break forward_scan; }
  20705. // after end
  20706. i1 = pp.length;
  20707. this._cachedIndex = i1;
  20708. return this.afterEnd_( i1 - 1, t, t0 );
  20709. }
  20710. if ( i1 === giveUpAt ) { break; } // this loop
  20711. t0 = t1;
  20712. t1 = pp[ ++ i1 ];
  20713. if ( t < t1 ) {
  20714. // we have arrived at the sought interval
  20715. break seek;
  20716. }
  20717. }
  20718. // prepare binary search on the right side of the index
  20719. right = pp.length;
  20720. break linear_scan;
  20721. }
  20722. //- slower code:
  20723. //- if ( t < t0 || t0 === undefined ) {
  20724. if ( ! ( t >= t0 ) ) {
  20725. // looping?
  20726. var t1global = pp[ 1 ];
  20727. if ( t < t1global ) {
  20728. i1 = 2; // + 1, using the scan for the details
  20729. t0 = t1global;
  20730. }
  20731. // linear reverse scan
  20732. for ( var giveUpAt = i1 - 2; ; ) {
  20733. if ( t0 === undefined ) {
  20734. // before start
  20735. this._cachedIndex = 0;
  20736. return this.beforeStart_( 0, t, t1 );
  20737. }
  20738. if ( i1 === giveUpAt ) { break; } // this loop
  20739. t1 = t0;
  20740. t0 = pp[ -- i1 - 1 ];
  20741. if ( t >= t0 ) {
  20742. // we have arrived at the sought interval
  20743. break seek;
  20744. }
  20745. }
  20746. // prepare binary search on the left side of the index
  20747. right = i1;
  20748. i1 = 0;
  20749. break linear_scan;
  20750. }
  20751. // the interval is valid
  20752. break validate_interval;
  20753. } // linear scan
  20754. // binary search
  20755. while ( i1 < right ) {
  20756. var mid = ( i1 + right ) >>> 1;
  20757. if ( t < pp[ mid ] ) {
  20758. right = mid;
  20759. } else {
  20760. i1 = mid + 1;
  20761. }
  20762. }
  20763. t1 = pp[ i1 ];
  20764. t0 = pp[ i1 - 1 ];
  20765. // check boundary cases, again
  20766. if ( t0 === undefined ) {
  20767. this._cachedIndex = 0;
  20768. return this.beforeStart_( 0, t, t1 );
  20769. }
  20770. if ( t1 === undefined ) {
  20771. i1 = pp.length;
  20772. this._cachedIndex = i1;
  20773. return this.afterEnd_( i1 - 1, t0, t );
  20774. }
  20775. } // seek
  20776. this._cachedIndex = i1;
  20777. this.intervalChanged_( i1, t0, t1 );
  20778. } // validate_interval
  20779. return this.interpolate_( i1, t0, t, t1 );
  20780. },
  20781. settings: null, // optional, subclass-specific settings structure
  20782. // Note: The indirection allows central control of many interpolants.
  20783. // --- Protected interface
  20784. DefaultSettings_: {},
  20785. getSettings_: function () {
  20786. return this.settings || this.DefaultSettings_;
  20787. },
  20788. copySampleValue_: function ( index ) {
  20789. // copies a sample value to the result buffer
  20790. var result = this.resultBuffer,
  20791. values = this.sampleValues,
  20792. stride = this.valueSize,
  20793. offset = index * stride;
  20794. for ( var i = 0; i !== stride; ++ i ) {
  20795. result[ i ] = values[ offset + i ];
  20796. }
  20797. return result;
  20798. },
  20799. // Template methods for derived classes:
  20800. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20801. throw new Error( 'call to abstract method' );
  20802. // implementations shall return this.resultBuffer
  20803. },
  20804. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20805. // empty
  20806. }
  20807. } );
  20808. // DECLARE ALIAS AFTER assign prototype
  20809. Object.assign( Interpolant.prototype, {
  20810. //( 0, t, t0 ), returns this.resultBuffer
  20811. beforeStart_: Interpolant.prototype.copySampleValue_,
  20812. //( N-1, tN-1, t ), returns this.resultBuffer
  20813. afterEnd_: Interpolant.prototype.copySampleValue_,
  20814. } );
  20815. /**
  20816. * Fast and simple cubic spline interpolant.
  20817. *
  20818. * It was derived from a Hermitian construction setting the first derivative
  20819. * at each sample position to the linear slope between neighboring positions
  20820. * over their parameter interval.
  20821. *
  20822. * @author tschw
  20823. */
  20824. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20825. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20826. this._weightPrev = - 0;
  20827. this._offsetPrev = - 0;
  20828. this._weightNext = - 0;
  20829. this._offsetNext = - 0;
  20830. }
  20831. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20832. constructor: CubicInterpolant,
  20833. DefaultSettings_: {
  20834. endingStart: ZeroCurvatureEnding,
  20835. endingEnd: ZeroCurvatureEnding
  20836. },
  20837. intervalChanged_: function ( i1, t0, t1 ) {
  20838. var pp = this.parameterPositions,
  20839. iPrev = i1 - 2,
  20840. iNext = i1 + 1,
  20841. tPrev = pp[ iPrev ],
  20842. tNext = pp[ iNext ];
  20843. if ( tPrev === undefined ) {
  20844. switch ( this.getSettings_().endingStart ) {
  20845. case ZeroSlopeEnding:
  20846. // f'(t0) = 0
  20847. iPrev = i1;
  20848. tPrev = 2 * t0 - t1;
  20849. break;
  20850. case WrapAroundEnding:
  20851. // use the other end of the curve
  20852. iPrev = pp.length - 2;
  20853. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20854. break;
  20855. default: // ZeroCurvatureEnding
  20856. // f''(t0) = 0 a.k.a. Natural Spline
  20857. iPrev = i1;
  20858. tPrev = t1;
  20859. }
  20860. }
  20861. if ( tNext === undefined ) {
  20862. switch ( this.getSettings_().endingEnd ) {
  20863. case ZeroSlopeEnding:
  20864. // f'(tN) = 0
  20865. iNext = i1;
  20866. tNext = 2 * t1 - t0;
  20867. break;
  20868. case WrapAroundEnding:
  20869. // use the other end of the curve
  20870. iNext = 1;
  20871. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20872. break;
  20873. default: // ZeroCurvatureEnding
  20874. // f''(tN) = 0, a.k.a. Natural Spline
  20875. iNext = i1 - 1;
  20876. tNext = t0;
  20877. }
  20878. }
  20879. var halfDt = ( t1 - t0 ) * 0.5,
  20880. stride = this.valueSize;
  20881. this._weightPrev = halfDt / ( t0 - tPrev );
  20882. this._weightNext = halfDt / ( tNext - t1 );
  20883. this._offsetPrev = iPrev * stride;
  20884. this._offsetNext = iNext * stride;
  20885. },
  20886. interpolate_: function ( i1, t0, t, t1 ) {
  20887. var result = this.resultBuffer,
  20888. values = this.sampleValues,
  20889. stride = this.valueSize,
  20890. o1 = i1 * stride, o0 = o1 - stride,
  20891. oP = this._offsetPrev, oN = this._offsetNext,
  20892. wP = this._weightPrev, wN = this._weightNext,
  20893. p = ( t - t0 ) / ( t1 - t0 ),
  20894. pp = p * p,
  20895. ppp = pp * p;
  20896. // evaluate polynomials
  20897. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20898. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20899. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20900. var sN = wN * ppp - wN * pp;
  20901. // combine data linearly
  20902. for ( var i = 0; i !== stride; ++ i ) {
  20903. result[ i ] =
  20904. sP * values[ oP + i ] +
  20905. s0 * values[ o0 + i ] +
  20906. s1 * values[ o1 + i ] +
  20907. sN * values[ oN + i ];
  20908. }
  20909. return result;
  20910. }
  20911. } );
  20912. /**
  20913. * @author tschw
  20914. */
  20915. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20916. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20917. }
  20918. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20919. constructor: LinearInterpolant,
  20920. interpolate_: function ( i1, t0, t, t1 ) {
  20921. var result = this.resultBuffer,
  20922. values = this.sampleValues,
  20923. stride = this.valueSize,
  20924. offset1 = i1 * stride,
  20925. offset0 = offset1 - stride,
  20926. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20927. weight0 = 1 - weight1;
  20928. for ( var i = 0; i !== stride; ++ i ) {
  20929. result[ i ] =
  20930. values[ offset0 + i ] * weight0 +
  20931. values[ offset1 + i ] * weight1;
  20932. }
  20933. return result;
  20934. }
  20935. } );
  20936. /**
  20937. *
  20938. * Interpolant that evaluates to the sample value at the position preceeding
  20939. * the parameter.
  20940. *
  20941. * @author tschw
  20942. */
  20943. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20944. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20945. }
  20946. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20947. constructor: DiscreteInterpolant,
  20948. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20949. return this.copySampleValue_( i1 - 1 );
  20950. }
  20951. } );
  20952. /**
  20953. *
  20954. * A timed sequence of keyframes for a specific property.
  20955. *
  20956. *
  20957. * @author Ben Houston / http://clara.io/
  20958. * @author David Sarno / http://lighthaus.us/
  20959. * @author tschw
  20960. */
  20961. function KeyframeTrack( name, times, values, interpolation ) {
  20962. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20963. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20964. this.name = name;
  20965. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20966. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20967. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20968. }
  20969. // Static methods
  20970. Object.assign( KeyframeTrack, {
  20971. // Serialization (in static context, because of constructor invocation
  20972. // and automatic invocation of .toJSON):
  20973. toJSON: function ( track ) {
  20974. var trackType = track.constructor;
  20975. var json;
  20976. // derived classes can define a static toJSON method
  20977. if ( trackType.toJSON !== undefined ) {
  20978. json = trackType.toJSON( track );
  20979. } else {
  20980. // by default, we assume the data can be serialized as-is
  20981. json = {
  20982. 'name': track.name,
  20983. 'times': AnimationUtils.convertArray( track.times, Array ),
  20984. 'values': AnimationUtils.convertArray( track.values, Array )
  20985. };
  20986. var interpolation = track.getInterpolation();
  20987. if ( interpolation !== track.DefaultInterpolation ) {
  20988. json.interpolation = interpolation;
  20989. }
  20990. }
  20991. json.type = track.ValueTypeName; // mandatory
  20992. return json;
  20993. }
  20994. } );
  20995. Object.assign( KeyframeTrack.prototype, {
  20996. constructor: KeyframeTrack,
  20997. TimeBufferType: Float32Array,
  20998. ValueBufferType: Float32Array,
  20999. DefaultInterpolation: InterpolateLinear,
  21000. InterpolantFactoryMethodDiscrete: function ( result ) {
  21001. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21002. },
  21003. InterpolantFactoryMethodLinear: function ( result ) {
  21004. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21005. },
  21006. InterpolantFactoryMethodSmooth: function ( result ) {
  21007. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21008. },
  21009. setInterpolation: function ( interpolation ) {
  21010. var factoryMethod;
  21011. switch ( interpolation ) {
  21012. case InterpolateDiscrete:
  21013. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21014. break;
  21015. case InterpolateLinear:
  21016. factoryMethod = this.InterpolantFactoryMethodLinear;
  21017. break;
  21018. case InterpolateSmooth:
  21019. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21020. break;
  21021. }
  21022. if ( factoryMethod === undefined ) {
  21023. var message = "unsupported interpolation for " +
  21024. this.ValueTypeName + " keyframe track named " + this.name;
  21025. if ( this.createInterpolant === undefined ) {
  21026. // fall back to default, unless the default itself is messed up
  21027. if ( interpolation !== this.DefaultInterpolation ) {
  21028. this.setInterpolation( this.DefaultInterpolation );
  21029. } else {
  21030. throw new Error( message ); // fatal, in this case
  21031. }
  21032. }
  21033. console.warn( 'THREE.KeyframeTrack:', message );
  21034. return this;
  21035. }
  21036. this.createInterpolant = factoryMethod;
  21037. return this;
  21038. },
  21039. getInterpolation: function () {
  21040. switch ( this.createInterpolant ) {
  21041. case this.InterpolantFactoryMethodDiscrete:
  21042. return InterpolateDiscrete;
  21043. case this.InterpolantFactoryMethodLinear:
  21044. return InterpolateLinear;
  21045. case this.InterpolantFactoryMethodSmooth:
  21046. return InterpolateSmooth;
  21047. }
  21048. },
  21049. getValueSize: function () {
  21050. return this.values.length / this.times.length;
  21051. },
  21052. // move all keyframes either forwards or backwards in time
  21053. shift: function ( timeOffset ) {
  21054. if ( timeOffset !== 0.0 ) {
  21055. var times = this.times;
  21056. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21057. times[ i ] += timeOffset;
  21058. }
  21059. }
  21060. return this;
  21061. },
  21062. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21063. scale: function ( timeScale ) {
  21064. if ( timeScale !== 1.0 ) {
  21065. var times = this.times;
  21066. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21067. times[ i ] *= timeScale;
  21068. }
  21069. }
  21070. return this;
  21071. },
  21072. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21073. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21074. trim: function ( startTime, endTime ) {
  21075. var times = this.times,
  21076. nKeys = times.length,
  21077. from = 0,
  21078. to = nKeys - 1;
  21079. while ( from !== nKeys && times[ from ] < startTime ) {
  21080. ++ from;
  21081. }
  21082. while ( to !== - 1 && times[ to ] > endTime ) {
  21083. -- to;
  21084. }
  21085. ++ to; // inclusive -> exclusive bound
  21086. if ( from !== 0 || to !== nKeys ) {
  21087. // empty tracks are forbidden, so keep at least one keyframe
  21088. if ( from >= to ) {
  21089. to = Math.max( to, 1 );
  21090. from = to - 1;
  21091. }
  21092. var stride = this.getValueSize();
  21093. this.times = AnimationUtils.arraySlice( times, from, to );
  21094. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21095. }
  21096. return this;
  21097. },
  21098. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21099. validate: function () {
  21100. var valid = true;
  21101. var valueSize = this.getValueSize();
  21102. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21103. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21104. valid = false;
  21105. }
  21106. var times = this.times,
  21107. values = this.values,
  21108. nKeys = times.length;
  21109. if ( nKeys === 0 ) {
  21110. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21111. valid = false;
  21112. }
  21113. var prevTime = null;
  21114. for ( var i = 0; i !== nKeys; i ++ ) {
  21115. var currTime = times[ i ];
  21116. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21117. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21118. valid = false;
  21119. break;
  21120. }
  21121. if ( prevTime !== null && prevTime > currTime ) {
  21122. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21123. valid = false;
  21124. break;
  21125. }
  21126. prevTime = currTime;
  21127. }
  21128. if ( values !== undefined ) {
  21129. if ( AnimationUtils.isTypedArray( values ) ) {
  21130. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  21131. var value = values[ i ];
  21132. if ( isNaN( value ) ) {
  21133. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  21134. valid = false;
  21135. break;
  21136. }
  21137. }
  21138. }
  21139. }
  21140. return valid;
  21141. },
  21142. // removes equivalent sequential keys as common in morph target sequences
  21143. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21144. optimize: function () {
  21145. // times or values may be shared with other tracks, so overwriting is unsafe
  21146. var times = AnimationUtils.arraySlice( this.times ),
  21147. values = AnimationUtils.arraySlice( this.values ),
  21148. stride = this.getValueSize(),
  21149. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21150. writeIndex = 1,
  21151. lastIndex = times.length - 1;
  21152. for ( var i = 1; i < lastIndex; ++ i ) {
  21153. var keep = false;
  21154. var time = times[ i ];
  21155. var timeNext = times[ i + 1 ];
  21156. // remove adjacent keyframes scheduled at the same time
  21157. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21158. if ( ! smoothInterpolation ) {
  21159. // remove unnecessary keyframes same as their neighbors
  21160. var offset = i * stride,
  21161. offsetP = offset - stride,
  21162. offsetN = offset + stride;
  21163. for ( var j = 0; j !== stride; ++ j ) {
  21164. var value = values[ offset + j ];
  21165. if ( value !== values[ offsetP + j ] ||
  21166. value !== values[ offsetN + j ] ) {
  21167. keep = true;
  21168. break;
  21169. }
  21170. }
  21171. } else {
  21172. keep = true;
  21173. }
  21174. }
  21175. // in-place compaction
  21176. if ( keep ) {
  21177. if ( i !== writeIndex ) {
  21178. times[ writeIndex ] = times[ i ];
  21179. var readOffset = i * stride,
  21180. writeOffset = writeIndex * stride;
  21181. for ( var j = 0; j !== stride; ++ j ) {
  21182. values[ writeOffset + j ] = values[ readOffset + j ];
  21183. }
  21184. }
  21185. ++ writeIndex;
  21186. }
  21187. }
  21188. // flush last keyframe (compaction looks ahead)
  21189. if ( lastIndex > 0 ) {
  21190. times[ writeIndex ] = times[ lastIndex ];
  21191. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  21192. values[ writeOffset + j ] = values[ readOffset + j ];
  21193. }
  21194. ++ writeIndex;
  21195. }
  21196. if ( writeIndex !== times.length ) {
  21197. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21198. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21199. } else {
  21200. this.times = times;
  21201. this.values = values;
  21202. }
  21203. return this;
  21204. },
  21205. clone: function () {
  21206. var times = AnimationUtils.arraySlice( this.times, 0 );
  21207. var values = AnimationUtils.arraySlice( this.values, 0 );
  21208. var TypedKeyframeTrack = this.constructor;
  21209. var track = new TypedKeyframeTrack( this.name, times, values );
  21210. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21211. track.createInterpolant = this.createInterpolant;
  21212. return track;
  21213. }
  21214. } );
  21215. /**
  21216. *
  21217. * A Track of Boolean keyframe values.
  21218. *
  21219. *
  21220. * @author Ben Houston / http://clara.io/
  21221. * @author David Sarno / http://lighthaus.us/
  21222. * @author tschw
  21223. */
  21224. function BooleanKeyframeTrack( name, times, values ) {
  21225. KeyframeTrack.call( this, name, times, values );
  21226. }
  21227. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21228. constructor: BooleanKeyframeTrack,
  21229. ValueTypeName: 'bool',
  21230. ValueBufferType: Array,
  21231. DefaultInterpolation: InterpolateDiscrete,
  21232. InterpolantFactoryMethodLinear: undefined,
  21233. InterpolantFactoryMethodSmooth: undefined
  21234. // Note: Actually this track could have a optimized / compressed
  21235. // representation of a single value and a custom interpolant that
  21236. // computes "firstValue ^ isOdd( index )".
  21237. } );
  21238. /**
  21239. *
  21240. * A Track of keyframe values that represent color.
  21241. *
  21242. *
  21243. * @author Ben Houston / http://clara.io/
  21244. * @author David Sarno / http://lighthaus.us/
  21245. * @author tschw
  21246. */
  21247. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21248. KeyframeTrack.call( this, name, times, values, interpolation );
  21249. }
  21250. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21251. constructor: ColorKeyframeTrack,
  21252. ValueTypeName: 'color'
  21253. // ValueBufferType is inherited
  21254. // DefaultInterpolation is inherited
  21255. // Note: Very basic implementation and nothing special yet.
  21256. // However, this is the place for color space parameterization.
  21257. } );
  21258. /**
  21259. *
  21260. * A Track of numeric keyframe values.
  21261. *
  21262. * @author Ben Houston / http://clara.io/
  21263. * @author David Sarno / http://lighthaus.us/
  21264. * @author tschw
  21265. */
  21266. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21267. KeyframeTrack.call( this, name, times, values, interpolation );
  21268. }
  21269. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21270. constructor: NumberKeyframeTrack,
  21271. ValueTypeName: 'number'
  21272. // ValueBufferType is inherited
  21273. // DefaultInterpolation is inherited
  21274. } );
  21275. /**
  21276. * Spherical linear unit quaternion interpolant.
  21277. *
  21278. * @author tschw
  21279. */
  21280. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21281. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21282. }
  21283. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21284. constructor: QuaternionLinearInterpolant,
  21285. interpolate_: function ( i1, t0, t, t1 ) {
  21286. var result = this.resultBuffer,
  21287. values = this.sampleValues,
  21288. stride = this.valueSize,
  21289. offset = i1 * stride,
  21290. alpha = ( t - t0 ) / ( t1 - t0 );
  21291. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21292. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21293. }
  21294. return result;
  21295. }
  21296. } );
  21297. /**
  21298. *
  21299. * A Track of quaternion keyframe values.
  21300. *
  21301. * @author Ben Houston / http://clara.io/
  21302. * @author David Sarno / http://lighthaus.us/
  21303. * @author tschw
  21304. */
  21305. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21306. KeyframeTrack.call( this, name, times, values, interpolation );
  21307. }
  21308. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21309. constructor: QuaternionKeyframeTrack,
  21310. ValueTypeName: 'quaternion',
  21311. // ValueBufferType is inherited
  21312. DefaultInterpolation: InterpolateLinear,
  21313. InterpolantFactoryMethodLinear: function ( result ) {
  21314. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21315. },
  21316. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21317. } );
  21318. /**
  21319. *
  21320. * A Track that interpolates Strings
  21321. *
  21322. *
  21323. * @author Ben Houston / http://clara.io/
  21324. * @author David Sarno / http://lighthaus.us/
  21325. * @author tschw
  21326. */
  21327. function StringKeyframeTrack( name, times, values, interpolation ) {
  21328. KeyframeTrack.call( this, name, times, values, interpolation );
  21329. }
  21330. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21331. constructor: StringKeyframeTrack,
  21332. ValueTypeName: 'string',
  21333. ValueBufferType: Array,
  21334. DefaultInterpolation: InterpolateDiscrete,
  21335. InterpolantFactoryMethodLinear: undefined,
  21336. InterpolantFactoryMethodSmooth: undefined
  21337. } );
  21338. /**
  21339. *
  21340. * A Track of vectored keyframe values.
  21341. *
  21342. *
  21343. * @author Ben Houston / http://clara.io/
  21344. * @author David Sarno / http://lighthaus.us/
  21345. * @author tschw
  21346. */
  21347. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21348. KeyframeTrack.call( this, name, times, values, interpolation );
  21349. }
  21350. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21351. constructor: VectorKeyframeTrack,
  21352. ValueTypeName: 'vector'
  21353. // ValueBufferType is inherited
  21354. // DefaultInterpolation is inherited
  21355. } );
  21356. /**
  21357. *
  21358. * Reusable set of Tracks that represent an animation.
  21359. *
  21360. * @author Ben Houston / http://clara.io/
  21361. * @author David Sarno / http://lighthaus.us/
  21362. */
  21363. function AnimationClip( name, duration, tracks, blendMode ) {
  21364. this.name = name;
  21365. this.tracks = tracks;
  21366. this.duration = ( duration !== undefined ) ? duration : - 1;
  21367. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21368. this.uuid = MathUtils.generateUUID();
  21369. // this means it should figure out its duration by scanning the tracks
  21370. if ( this.duration < 0 ) {
  21371. this.resetDuration();
  21372. }
  21373. }
  21374. function getTrackTypeForValueTypeName( typeName ) {
  21375. switch ( typeName.toLowerCase() ) {
  21376. case 'scalar':
  21377. case 'double':
  21378. case 'float':
  21379. case 'number':
  21380. case 'integer':
  21381. return NumberKeyframeTrack;
  21382. case 'vector':
  21383. case 'vector2':
  21384. case 'vector3':
  21385. case 'vector4':
  21386. return VectorKeyframeTrack;
  21387. case 'color':
  21388. return ColorKeyframeTrack;
  21389. case 'quaternion':
  21390. return QuaternionKeyframeTrack;
  21391. case 'bool':
  21392. case 'boolean':
  21393. return BooleanKeyframeTrack;
  21394. case 'string':
  21395. return StringKeyframeTrack;
  21396. }
  21397. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21398. }
  21399. function parseKeyframeTrack( json ) {
  21400. if ( json.type === undefined ) {
  21401. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21402. }
  21403. var trackType = getTrackTypeForValueTypeName( json.type );
  21404. if ( json.times === undefined ) {
  21405. var times = [], values = [];
  21406. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21407. json.times = times;
  21408. json.values = values;
  21409. }
  21410. // derived classes can define a static parse method
  21411. if ( trackType.parse !== undefined ) {
  21412. return trackType.parse( json );
  21413. } else {
  21414. // by default, we assume a constructor compatible with the base
  21415. return new trackType( json.name, json.times, json.values, json.interpolation );
  21416. }
  21417. }
  21418. Object.assign( AnimationClip, {
  21419. parse: function ( json ) {
  21420. var tracks = [],
  21421. jsonTracks = json.tracks,
  21422. frameTime = 1.0 / ( json.fps || 1.0 );
  21423. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21424. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21425. }
  21426. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21427. },
  21428. toJSON: function ( clip ) {
  21429. var tracks = [],
  21430. clipTracks = clip.tracks;
  21431. var json = {
  21432. 'name': clip.name,
  21433. 'duration': clip.duration,
  21434. 'tracks': tracks,
  21435. 'uuid': clip.uuid,
  21436. 'blendMode': clip.blendMode
  21437. };
  21438. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21439. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21440. }
  21441. return json;
  21442. },
  21443. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21444. var numMorphTargets = morphTargetSequence.length;
  21445. var tracks = [];
  21446. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21447. var times = [];
  21448. var values = [];
  21449. times.push(
  21450. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21451. i,
  21452. ( i + 1 ) % numMorphTargets );
  21453. values.push( 0, 1, 0 );
  21454. var order = AnimationUtils.getKeyframeOrder( times );
  21455. times = AnimationUtils.sortedArray( times, 1, order );
  21456. values = AnimationUtils.sortedArray( values, 1, order );
  21457. // if there is a key at the first frame, duplicate it as the
  21458. // last frame as well for perfect loop.
  21459. if ( ! noLoop && times[ 0 ] === 0 ) {
  21460. times.push( numMorphTargets );
  21461. values.push( values[ 0 ] );
  21462. }
  21463. tracks.push(
  21464. new NumberKeyframeTrack(
  21465. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21466. times, values
  21467. ).scale( 1.0 / fps ) );
  21468. }
  21469. return new AnimationClip( name, - 1, tracks );
  21470. },
  21471. findByName: function ( objectOrClipArray, name ) {
  21472. var clipArray = objectOrClipArray;
  21473. if ( ! Array.isArray( objectOrClipArray ) ) {
  21474. var o = objectOrClipArray;
  21475. clipArray = o.geometry && o.geometry.animations || o.animations;
  21476. }
  21477. for ( var i = 0; i < clipArray.length; i ++ ) {
  21478. if ( clipArray[ i ].name === name ) {
  21479. return clipArray[ i ];
  21480. }
  21481. }
  21482. return null;
  21483. },
  21484. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21485. var animationToMorphTargets = {};
  21486. // tested with https://regex101.com/ on trick sequences
  21487. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21488. var pattern = /^([\w-]*?)([\d]+)$/;
  21489. // sort morph target names into animation groups based
  21490. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21491. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21492. var morphTarget = morphTargets[ i ];
  21493. var parts = morphTarget.name.match( pattern );
  21494. if ( parts && parts.length > 1 ) {
  21495. var name = parts[ 1 ];
  21496. var animationMorphTargets = animationToMorphTargets[ name ];
  21497. if ( ! animationMorphTargets ) {
  21498. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21499. }
  21500. animationMorphTargets.push( morphTarget );
  21501. }
  21502. }
  21503. var clips = [];
  21504. for ( var name in animationToMorphTargets ) {
  21505. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21506. }
  21507. return clips;
  21508. },
  21509. // parse the animation.hierarchy format
  21510. parseAnimation: function ( animation, bones ) {
  21511. if ( ! animation ) {
  21512. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21513. return null;
  21514. }
  21515. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21516. // only return track if there are actually keys.
  21517. if ( animationKeys.length !== 0 ) {
  21518. var times = [];
  21519. var values = [];
  21520. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21521. // empty keys are filtered out, so check again
  21522. if ( times.length !== 0 ) {
  21523. destTracks.push( new trackType( trackName, times, values ) );
  21524. }
  21525. }
  21526. };
  21527. var tracks = [];
  21528. var clipName = animation.name || 'default';
  21529. // automatic length determination in AnimationClip.
  21530. var duration = animation.length || - 1;
  21531. var fps = animation.fps || 30;
  21532. var blendMode = animation.blendMode;
  21533. var hierarchyTracks = animation.hierarchy || [];
  21534. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21535. var animationKeys = hierarchyTracks[ h ].keys;
  21536. // skip empty tracks
  21537. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21538. // process morph targets
  21539. if ( animationKeys[ 0 ].morphTargets ) {
  21540. // figure out all morph targets used in this track
  21541. var morphTargetNames = {};
  21542. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21543. if ( animationKeys[ k ].morphTargets ) {
  21544. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21545. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21546. }
  21547. }
  21548. }
  21549. // create a track for each morph target with all zero
  21550. // morphTargetInfluences except for the keys in which
  21551. // the morphTarget is named.
  21552. for ( var morphTargetName in morphTargetNames ) {
  21553. var times = [];
  21554. var values = [];
  21555. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21556. var animationKey = animationKeys[ k ];
  21557. times.push( animationKey.time );
  21558. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21559. }
  21560. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21561. }
  21562. duration = morphTargetNames.length * ( fps || 1.0 );
  21563. } else {
  21564. // ...assume skeletal animation
  21565. var boneName = '.bones[' + bones[ h ].name + ']';
  21566. addNonemptyTrack(
  21567. VectorKeyframeTrack, boneName + '.position',
  21568. animationKeys, 'pos', tracks );
  21569. addNonemptyTrack(
  21570. QuaternionKeyframeTrack, boneName + '.quaternion',
  21571. animationKeys, 'rot', tracks );
  21572. addNonemptyTrack(
  21573. VectorKeyframeTrack, boneName + '.scale',
  21574. animationKeys, 'scl', tracks );
  21575. }
  21576. }
  21577. if ( tracks.length === 0 ) {
  21578. return null;
  21579. }
  21580. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21581. return clip;
  21582. }
  21583. } );
  21584. Object.assign( AnimationClip.prototype, {
  21585. resetDuration: function () {
  21586. var tracks = this.tracks, duration = 0;
  21587. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21588. var track = this.tracks[ i ];
  21589. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21590. }
  21591. this.duration = duration;
  21592. return this;
  21593. },
  21594. trim: function () {
  21595. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21596. this.tracks[ i ].trim( 0, this.duration );
  21597. }
  21598. return this;
  21599. },
  21600. validate: function () {
  21601. var valid = true;
  21602. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21603. valid = valid && this.tracks[ i ].validate();
  21604. }
  21605. return valid;
  21606. },
  21607. optimize: function () {
  21608. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21609. this.tracks[ i ].optimize();
  21610. }
  21611. return this;
  21612. },
  21613. clone: function () {
  21614. var tracks = [];
  21615. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21616. tracks.push( this.tracks[ i ].clone() );
  21617. }
  21618. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21619. }
  21620. } );
  21621. /**
  21622. * @author mrdoob / http://mrdoob.com/
  21623. */
  21624. var Cache = {
  21625. enabled: false,
  21626. files: {},
  21627. add: function ( key, file ) {
  21628. if ( this.enabled === false ) { return; }
  21629. // console.log( 'THREE.Cache', 'Adding key:', key );
  21630. this.files[ key ] = file;
  21631. },
  21632. get: function ( key ) {
  21633. if ( this.enabled === false ) { return; }
  21634. // console.log( 'THREE.Cache', 'Checking key:', key );
  21635. return this.files[ key ];
  21636. },
  21637. remove: function ( key ) {
  21638. delete this.files[ key ];
  21639. },
  21640. clear: function () {
  21641. this.files = {};
  21642. }
  21643. };
  21644. /**
  21645. * @author mrdoob / http://mrdoob.com/
  21646. */
  21647. function LoadingManager( onLoad, onProgress, onError ) {
  21648. var scope = this;
  21649. var isLoading = false;
  21650. var itemsLoaded = 0;
  21651. var itemsTotal = 0;
  21652. var urlModifier = undefined;
  21653. var handlers = [];
  21654. // Refer to #5689 for the reason why we don't set .onStart
  21655. // in the constructor
  21656. this.onStart = undefined;
  21657. this.onLoad = onLoad;
  21658. this.onProgress = onProgress;
  21659. this.onError = onError;
  21660. this.itemStart = function ( url ) {
  21661. itemsTotal ++;
  21662. if ( isLoading === false ) {
  21663. if ( scope.onStart !== undefined ) {
  21664. scope.onStart( url, itemsLoaded, itemsTotal );
  21665. }
  21666. }
  21667. isLoading = true;
  21668. };
  21669. this.itemEnd = function ( url ) {
  21670. itemsLoaded ++;
  21671. if ( scope.onProgress !== undefined ) {
  21672. scope.onProgress( url, itemsLoaded, itemsTotal );
  21673. }
  21674. if ( itemsLoaded === itemsTotal ) {
  21675. isLoading = false;
  21676. if ( scope.onLoad !== undefined ) {
  21677. scope.onLoad();
  21678. }
  21679. }
  21680. };
  21681. this.itemError = function ( url ) {
  21682. if ( scope.onError !== undefined ) {
  21683. scope.onError( url );
  21684. }
  21685. };
  21686. this.resolveURL = function ( url ) {
  21687. if ( urlModifier ) {
  21688. return urlModifier( url );
  21689. }
  21690. return url;
  21691. };
  21692. this.setURLModifier = function ( transform ) {
  21693. urlModifier = transform;
  21694. return this;
  21695. };
  21696. this.addHandler = function ( regex, loader ) {
  21697. handlers.push( regex, loader );
  21698. return this;
  21699. };
  21700. this.removeHandler = function ( regex ) {
  21701. var index = handlers.indexOf( regex );
  21702. if ( index !== - 1 ) {
  21703. handlers.splice( index, 2 );
  21704. }
  21705. return this;
  21706. };
  21707. this.getHandler = function ( file ) {
  21708. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21709. var regex = handlers[ i ];
  21710. var loader = handlers[ i + 1 ];
  21711. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21712. if ( regex.test( file ) ) {
  21713. return loader;
  21714. }
  21715. }
  21716. return null;
  21717. };
  21718. }
  21719. var DefaultLoadingManager = new LoadingManager();
  21720. /**
  21721. * @author alteredq / http://alteredqualia.com/
  21722. */
  21723. function Loader( manager ) {
  21724. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21725. this.crossOrigin = 'anonymous';
  21726. this.path = '';
  21727. this.resourcePath = '';
  21728. this.requestHeader = {};
  21729. }
  21730. Object.assign( Loader.prototype, {
  21731. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21732. loadAsync: function ( url, onProgress ) {
  21733. var scope = this;
  21734. return new Promise( function ( resolve, reject ) {
  21735. scope.load( url, resolve, onProgress, reject );
  21736. } );
  21737. },
  21738. parse: function ( /* data */ ) {},
  21739. setCrossOrigin: function ( crossOrigin ) {
  21740. this.crossOrigin = crossOrigin;
  21741. return this;
  21742. },
  21743. setPath: function ( path ) {
  21744. this.path = path;
  21745. return this;
  21746. },
  21747. setResourcePath: function ( resourcePath ) {
  21748. this.resourcePath = resourcePath;
  21749. return this;
  21750. },
  21751. setRequestHeader: function ( requestHeader ) {
  21752. this.requestHeader = requestHeader;
  21753. return this;
  21754. }
  21755. } );
  21756. /**
  21757. * @author mrdoob / http://mrdoob.com/
  21758. */
  21759. var loading = {};
  21760. function FileLoader( manager ) {
  21761. Loader.call( this, manager );
  21762. }
  21763. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21764. constructor: FileLoader,
  21765. load: function ( url, onLoad, onProgress, onError ) {
  21766. if ( url === undefined ) { url = ''; }
  21767. if ( this.path !== undefined ) { url = this.path + url; }
  21768. url = this.manager.resolveURL( url );
  21769. var scope = this;
  21770. var cached = Cache.get( url );
  21771. if ( cached !== undefined ) {
  21772. scope.manager.itemStart( url );
  21773. setTimeout( function () {
  21774. if ( onLoad ) { onLoad( cached ); }
  21775. scope.manager.itemEnd( url );
  21776. }, 0 );
  21777. return cached;
  21778. }
  21779. // Check if request is duplicate
  21780. if ( loading[ url ] !== undefined ) {
  21781. loading[ url ].push( {
  21782. onLoad: onLoad,
  21783. onProgress: onProgress,
  21784. onError: onError
  21785. } );
  21786. return;
  21787. }
  21788. // Check for data: URI
  21789. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21790. var dataUriRegexResult = url.match( dataUriRegex );
  21791. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21792. if ( dataUriRegexResult ) {
  21793. var mimeType = dataUriRegexResult[ 1 ];
  21794. var isBase64 = !! dataUriRegexResult[ 2 ];
  21795. var data = dataUriRegexResult[ 3 ];
  21796. data = decodeURIComponent( data );
  21797. if ( isBase64 ) { data = atob( data ); }
  21798. try {
  21799. var response;
  21800. var responseType = ( this.responseType || '' ).toLowerCase();
  21801. switch ( responseType ) {
  21802. case 'arraybuffer':
  21803. case 'blob':
  21804. var view = new Uint8Array( data.length );
  21805. for ( var i = 0; i < data.length; i ++ ) {
  21806. view[ i ] = data.charCodeAt( i );
  21807. }
  21808. if ( responseType === 'blob' ) {
  21809. response = new Blob( [ view.buffer ], { type: mimeType } );
  21810. } else {
  21811. response = view.buffer;
  21812. }
  21813. break;
  21814. case 'document':
  21815. var parser = new DOMParser();
  21816. response = parser.parseFromString( data, mimeType );
  21817. break;
  21818. case 'json':
  21819. response = JSON.parse( data );
  21820. break;
  21821. default: // 'text' or other
  21822. response = data;
  21823. break;
  21824. }
  21825. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21826. setTimeout( function () {
  21827. if ( onLoad ) { onLoad( response ); }
  21828. scope.manager.itemEnd( url );
  21829. }, 0 );
  21830. } catch ( error ) {
  21831. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21832. setTimeout( function () {
  21833. if ( onError ) { onError( error ); }
  21834. scope.manager.itemError( url );
  21835. scope.manager.itemEnd( url );
  21836. }, 0 );
  21837. }
  21838. } else {
  21839. // Initialise array for duplicate requests
  21840. loading[ url ] = [];
  21841. loading[ url ].push( {
  21842. onLoad: onLoad,
  21843. onProgress: onProgress,
  21844. onError: onError
  21845. } );
  21846. var request = new XMLHttpRequest();
  21847. request.open( 'GET', url, true );
  21848. request.addEventListener( 'load', function ( event ) {
  21849. var response = this.response;
  21850. var callbacks = loading[ url ];
  21851. delete loading[ url ];
  21852. if ( this.status === 200 || this.status === 0 ) {
  21853. // Some browsers return HTTP Status 0 when using non-http protocol
  21854. // e.g. 'file://' or 'data://'. Handle as success.
  21855. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21856. // Add to cache only on HTTP success, so that we do not cache
  21857. // error response bodies as proper responses to requests.
  21858. Cache.add( url, response );
  21859. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21860. var callback = callbacks[ i ];
  21861. if ( callback.onLoad ) { callback.onLoad( response ); }
  21862. }
  21863. scope.manager.itemEnd( url );
  21864. } else {
  21865. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21866. var callback = callbacks[ i ];
  21867. if ( callback.onError ) { callback.onError( event ); }
  21868. }
  21869. scope.manager.itemError( url );
  21870. scope.manager.itemEnd( url );
  21871. }
  21872. }, false );
  21873. request.addEventListener( 'progress', function ( event ) {
  21874. var callbacks = loading[ url ];
  21875. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21876. var callback = callbacks[ i ];
  21877. if ( callback.onProgress ) { callback.onProgress( event ); }
  21878. }
  21879. }, false );
  21880. request.addEventListener( 'error', function ( event ) {
  21881. var callbacks = loading[ url ];
  21882. delete loading[ url ];
  21883. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21884. var callback = callbacks[ i ];
  21885. if ( callback.onError ) { callback.onError( event ); }
  21886. }
  21887. scope.manager.itemError( url );
  21888. scope.manager.itemEnd( url );
  21889. }, false );
  21890. request.addEventListener( 'abort', function ( event ) {
  21891. var callbacks = loading[ url ];
  21892. delete loading[ url ];
  21893. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21894. var callback = callbacks[ i ];
  21895. if ( callback.onError ) { callback.onError( event ); }
  21896. }
  21897. scope.manager.itemError( url );
  21898. scope.manager.itemEnd( url );
  21899. }, false );
  21900. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21901. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21902. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21903. for ( var header in this.requestHeader ) {
  21904. request.setRequestHeader( header, this.requestHeader[ header ] );
  21905. }
  21906. request.send( null );
  21907. }
  21908. scope.manager.itemStart( url );
  21909. return request;
  21910. },
  21911. setResponseType: function ( value ) {
  21912. this.responseType = value;
  21913. return this;
  21914. },
  21915. setWithCredentials: function ( value ) {
  21916. this.withCredentials = value;
  21917. return this;
  21918. },
  21919. setMimeType: function ( value ) {
  21920. this.mimeType = value;
  21921. return this;
  21922. }
  21923. } );
  21924. /**
  21925. * @author bhouston / http://clara.io/
  21926. */
  21927. function AnimationLoader( manager ) {
  21928. Loader.call( this, manager );
  21929. }
  21930. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21931. constructor: AnimationLoader,
  21932. load: function ( url, onLoad, onProgress, onError ) {
  21933. var scope = this;
  21934. var loader = new FileLoader( scope.manager );
  21935. loader.setPath( scope.path );
  21936. loader.load( url, function ( text ) {
  21937. onLoad( scope.parse( JSON.parse( text ) ) );
  21938. }, onProgress, onError );
  21939. },
  21940. parse: function ( json ) {
  21941. var animations = [];
  21942. for ( var i = 0; i < json.length; i ++ ) {
  21943. var clip = AnimationClip.parse( json[ i ] );
  21944. animations.push( clip );
  21945. }
  21946. return animations;
  21947. }
  21948. } );
  21949. /**
  21950. * @author mrdoob / http://mrdoob.com/
  21951. *
  21952. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21953. *
  21954. * Sub classes have to implement the parse() method which will be used in load().
  21955. */
  21956. function CompressedTextureLoader( manager ) {
  21957. Loader.call( this, manager );
  21958. }
  21959. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21960. constructor: CompressedTextureLoader,
  21961. load: function ( url, onLoad, onProgress, onError ) {
  21962. var scope = this;
  21963. var images = [];
  21964. var texture = new CompressedTexture();
  21965. texture.image = images;
  21966. var loader = new FileLoader( this.manager );
  21967. loader.setPath( this.path );
  21968. loader.setResponseType( 'arraybuffer' );
  21969. function loadTexture( i ) {
  21970. loader.load( url[ i ], function ( buffer ) {
  21971. var texDatas = scope.parse( buffer, true );
  21972. images[ i ] = {
  21973. width: texDatas.width,
  21974. height: texDatas.height,
  21975. format: texDatas.format,
  21976. mipmaps: texDatas.mipmaps
  21977. };
  21978. loaded += 1;
  21979. if ( loaded === 6 ) {
  21980. if ( texDatas.mipmapCount === 1 )
  21981. { texture.minFilter = LinearFilter; }
  21982. texture.format = texDatas.format;
  21983. texture.needsUpdate = true;
  21984. if ( onLoad ) { onLoad( texture ); }
  21985. }
  21986. }, onProgress, onError );
  21987. }
  21988. if ( Array.isArray( url ) ) {
  21989. var loaded = 0;
  21990. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21991. loadTexture( i );
  21992. }
  21993. } else {
  21994. // compressed cubemap texture stored in a single DDS file
  21995. loader.load( url, function ( buffer ) {
  21996. var texDatas = scope.parse( buffer, true );
  21997. if ( texDatas.isCubemap ) {
  21998. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21999. for ( var f = 0; f < faces; f ++ ) {
  22000. images[ f ] = { mipmaps: [] };
  22001. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22002. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22003. images[ f ].format = texDatas.format;
  22004. images[ f ].width = texDatas.width;
  22005. images[ f ].height = texDatas.height;
  22006. }
  22007. }
  22008. } else {
  22009. texture.image.width = texDatas.width;
  22010. texture.image.height = texDatas.height;
  22011. texture.mipmaps = texDatas.mipmaps;
  22012. }
  22013. if ( texDatas.mipmapCount === 1 ) {
  22014. texture.minFilter = LinearFilter;
  22015. }
  22016. texture.format = texDatas.format;
  22017. texture.needsUpdate = true;
  22018. if ( onLoad ) { onLoad( texture ); }
  22019. }, onProgress, onError );
  22020. }
  22021. return texture;
  22022. }
  22023. } );
  22024. /**
  22025. * @author Nikos M. / https://github.com/foo123/
  22026. *
  22027. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22028. *
  22029. * Sub classes have to implement the parse() method which will be used in load().
  22030. */
  22031. function DataTextureLoader( manager ) {
  22032. Loader.call( this, manager );
  22033. }
  22034. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22035. constructor: DataTextureLoader,
  22036. load: function ( url, onLoad, onProgress, onError ) {
  22037. var scope = this;
  22038. var texture = new DataTexture();
  22039. var loader = new FileLoader( this.manager );
  22040. loader.setResponseType( 'arraybuffer' );
  22041. loader.setPath( this.path );
  22042. loader.load( url, function ( buffer ) {
  22043. var texData = scope.parse( buffer );
  22044. if ( ! texData ) { return; }
  22045. if ( texData.image !== undefined ) {
  22046. texture.image = texData.image;
  22047. } else if ( texData.data !== undefined ) {
  22048. texture.image.width = texData.width;
  22049. texture.image.height = texData.height;
  22050. texture.image.data = texData.data;
  22051. }
  22052. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22053. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22054. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22055. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22056. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22057. if ( texData.format !== undefined ) {
  22058. texture.format = texData.format;
  22059. }
  22060. if ( texData.type !== undefined ) {
  22061. texture.type = texData.type;
  22062. }
  22063. if ( texData.mipmaps !== undefined ) {
  22064. texture.mipmaps = texData.mipmaps;
  22065. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22066. }
  22067. if ( texData.mipmapCount === 1 ) {
  22068. texture.minFilter = LinearFilter;
  22069. }
  22070. texture.needsUpdate = true;
  22071. if ( onLoad ) { onLoad( texture, texData ); }
  22072. }, onProgress, onError );
  22073. return texture;
  22074. }
  22075. } );
  22076. /**
  22077. * @author mrdoob / http://mrdoob.com/
  22078. */
  22079. function ImageLoader( manager ) {
  22080. Loader.call( this, manager );
  22081. }
  22082. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22083. constructor: ImageLoader,
  22084. load: function ( url, onLoad, onProgress, onError ) {
  22085. if ( this.path !== undefined ) { url = this.path + url; }
  22086. url = this.manager.resolveURL( url );
  22087. var scope = this;
  22088. var cached = Cache.get( url );
  22089. if ( cached !== undefined ) {
  22090. scope.manager.itemStart( url );
  22091. setTimeout( function () {
  22092. if ( onLoad ) { onLoad( cached ); }
  22093. scope.manager.itemEnd( url );
  22094. }, 0 );
  22095. return cached;
  22096. }
  22097. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22098. function onImageLoad() {
  22099. image.removeEventListener( 'load', onImageLoad, false );
  22100. image.removeEventListener( 'error', onImageError, false );
  22101. Cache.add( url, this );
  22102. if ( onLoad ) { onLoad( this ); }
  22103. scope.manager.itemEnd( url );
  22104. }
  22105. function onImageError( event ) {
  22106. image.removeEventListener( 'load', onImageLoad, false );
  22107. image.removeEventListener( 'error', onImageError, false );
  22108. if ( onError ) { onError( event ); }
  22109. scope.manager.itemError( url );
  22110. scope.manager.itemEnd( url );
  22111. }
  22112. image.addEventListener( 'load', onImageLoad, false );
  22113. image.addEventListener( 'error', onImageError, false );
  22114. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22115. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22116. }
  22117. scope.manager.itemStart( url );
  22118. image.src = url;
  22119. return image;
  22120. }
  22121. } );
  22122. /**
  22123. * @author mrdoob / http://mrdoob.com/
  22124. */
  22125. function CubeTextureLoader( manager ) {
  22126. Loader.call( this, manager );
  22127. }
  22128. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22129. constructor: CubeTextureLoader,
  22130. load: function ( urls, onLoad, onProgress, onError ) {
  22131. var texture = new CubeTexture();
  22132. var loader = new ImageLoader( this.manager );
  22133. loader.setCrossOrigin( this.crossOrigin );
  22134. loader.setPath( this.path );
  22135. var loaded = 0;
  22136. function loadTexture( i ) {
  22137. loader.load( urls[ i ], function ( image ) {
  22138. texture.images[ i ] = image;
  22139. loaded ++;
  22140. if ( loaded === 6 ) {
  22141. texture.needsUpdate = true;
  22142. if ( onLoad ) { onLoad( texture ); }
  22143. }
  22144. }, undefined, onError );
  22145. }
  22146. for ( var i = 0; i < urls.length; ++ i ) {
  22147. loadTexture( i );
  22148. }
  22149. return texture;
  22150. }
  22151. } );
  22152. /**
  22153. * @author mrdoob / http://mrdoob.com/
  22154. */
  22155. function TextureLoader( manager ) {
  22156. Loader.call( this, manager );
  22157. }
  22158. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22159. constructor: TextureLoader,
  22160. load: function ( url, onLoad, onProgress, onError ) {
  22161. var texture = new Texture();
  22162. var loader = new ImageLoader( this.manager );
  22163. loader.setCrossOrigin( this.crossOrigin );
  22164. loader.setPath( this.path );
  22165. loader.load( url, function ( image ) {
  22166. texture.image = image;
  22167. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22168. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22169. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22170. texture.needsUpdate = true;
  22171. if ( onLoad !== undefined ) {
  22172. onLoad( texture );
  22173. }
  22174. }, onProgress, onError );
  22175. return texture;
  22176. }
  22177. } );
  22178. /**
  22179. * @author zz85 / http://www.lab4games.net/zz85/blog
  22180. * Extensible curve object
  22181. *
  22182. * Some common of curve methods:
  22183. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22184. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22185. * .getPoints(), .getSpacedPoints()
  22186. * .getLength()
  22187. * .updateArcLengths()
  22188. *
  22189. * This following curves inherit from THREE.Curve:
  22190. *
  22191. * -- 2D curves --
  22192. * THREE.ArcCurve
  22193. * THREE.CubicBezierCurve
  22194. * THREE.EllipseCurve
  22195. * THREE.LineCurve
  22196. * THREE.QuadraticBezierCurve
  22197. * THREE.SplineCurve
  22198. *
  22199. * -- 3D curves --
  22200. * THREE.CatmullRomCurve3
  22201. * THREE.CubicBezierCurve3
  22202. * THREE.LineCurve3
  22203. * THREE.QuadraticBezierCurve3
  22204. *
  22205. * A series of curves can be represented as a THREE.CurvePath.
  22206. *
  22207. **/
  22208. /**************************************************************
  22209. * Abstract Curve base class
  22210. **************************************************************/
  22211. function Curve() {
  22212. this.type = 'Curve';
  22213. this.arcLengthDivisions = 200;
  22214. }
  22215. Object.assign( Curve.prototype, {
  22216. // Virtual base class method to overwrite and implement in subclasses
  22217. // - t [0 .. 1]
  22218. getPoint: function ( /* t, optionalTarget */ ) {
  22219. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22220. return null;
  22221. },
  22222. // Get point at relative position in curve according to arc length
  22223. // - u [0 .. 1]
  22224. getPointAt: function ( u, optionalTarget ) {
  22225. var t = this.getUtoTmapping( u );
  22226. return this.getPoint( t, optionalTarget );
  22227. },
  22228. // Get sequence of points using getPoint( t )
  22229. getPoints: function ( divisions ) {
  22230. if ( divisions === undefined ) { divisions = 5; }
  22231. var points = [];
  22232. for ( var d = 0; d <= divisions; d ++ ) {
  22233. points.push( this.getPoint( d / divisions ) );
  22234. }
  22235. return points;
  22236. },
  22237. // Get sequence of points using getPointAt( u )
  22238. getSpacedPoints: function ( divisions ) {
  22239. if ( divisions === undefined ) { divisions = 5; }
  22240. var points = [];
  22241. for ( var d = 0; d <= divisions; d ++ ) {
  22242. points.push( this.getPointAt( d / divisions ) );
  22243. }
  22244. return points;
  22245. },
  22246. // Get total curve arc length
  22247. getLength: function () {
  22248. var lengths = this.getLengths();
  22249. return lengths[ lengths.length - 1 ];
  22250. },
  22251. // Get list of cumulative segment lengths
  22252. getLengths: function ( divisions ) {
  22253. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22254. if ( this.cacheArcLengths &&
  22255. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22256. ! this.needsUpdate ) {
  22257. return this.cacheArcLengths;
  22258. }
  22259. this.needsUpdate = false;
  22260. var cache = [];
  22261. var current, last = this.getPoint( 0 );
  22262. var p, sum = 0;
  22263. cache.push( 0 );
  22264. for ( p = 1; p <= divisions; p ++ ) {
  22265. current = this.getPoint( p / divisions );
  22266. sum += current.distanceTo( last );
  22267. cache.push( sum );
  22268. last = current;
  22269. }
  22270. this.cacheArcLengths = cache;
  22271. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22272. },
  22273. updateArcLengths: function () {
  22274. this.needsUpdate = true;
  22275. this.getLengths();
  22276. },
  22277. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22278. getUtoTmapping: function ( u, distance ) {
  22279. var arcLengths = this.getLengths();
  22280. var i = 0, il = arcLengths.length;
  22281. var targetArcLength; // The targeted u distance value to get
  22282. if ( distance ) {
  22283. targetArcLength = distance;
  22284. } else {
  22285. targetArcLength = u * arcLengths[ il - 1 ];
  22286. }
  22287. // binary search for the index with largest value smaller than target u distance
  22288. var low = 0, high = il - 1, comparison;
  22289. while ( low <= high ) {
  22290. 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
  22291. comparison = arcLengths[ i ] - targetArcLength;
  22292. if ( comparison < 0 ) {
  22293. low = i + 1;
  22294. } else if ( comparison > 0 ) {
  22295. high = i - 1;
  22296. } else {
  22297. high = i;
  22298. break;
  22299. // DONE
  22300. }
  22301. }
  22302. i = high;
  22303. if ( arcLengths[ i ] === targetArcLength ) {
  22304. return i / ( il - 1 );
  22305. }
  22306. // we could get finer grain at lengths, or use simple interpolation between two points
  22307. var lengthBefore = arcLengths[ i ];
  22308. var lengthAfter = arcLengths[ i + 1 ];
  22309. var segmentLength = lengthAfter - lengthBefore;
  22310. // determine where we are between the 'before' and 'after' points
  22311. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22312. // add that fractional amount to t
  22313. var t = ( i + segmentFraction ) / ( il - 1 );
  22314. return t;
  22315. },
  22316. // Returns a unit vector tangent at t
  22317. // In case any sub curve does not implement its tangent derivation,
  22318. // 2 points a small delta apart will be used to find its gradient
  22319. // which seems to give a reasonable approximation
  22320. getTangent: function ( t, optionalTarget ) {
  22321. var delta = 0.0001;
  22322. var t1 = t - delta;
  22323. var t2 = t + delta;
  22324. // Capping in case of danger
  22325. if ( t1 < 0 ) { t1 = 0; }
  22326. if ( t2 > 1 ) { t2 = 1; }
  22327. var pt1 = this.getPoint( t1 );
  22328. var pt2 = this.getPoint( t2 );
  22329. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22330. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22331. return tangent;
  22332. },
  22333. getTangentAt: function ( u, optionalTarget ) {
  22334. var t = this.getUtoTmapping( u );
  22335. return this.getTangent( t, optionalTarget );
  22336. },
  22337. computeFrenetFrames: function ( segments, closed ) {
  22338. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22339. var normal = new Vector3();
  22340. var tangents = [];
  22341. var normals = [];
  22342. var binormals = [];
  22343. var vec = new Vector3();
  22344. var mat = new Matrix4();
  22345. var i, u, theta;
  22346. // compute the tangent vectors for each segment on the curve
  22347. for ( i = 0; i <= segments; i ++ ) {
  22348. u = i / segments;
  22349. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22350. tangents[ i ].normalize();
  22351. }
  22352. // select an initial normal vector perpendicular to the first tangent vector,
  22353. // and in the direction of the minimum tangent xyz component
  22354. normals[ 0 ] = new Vector3();
  22355. binormals[ 0 ] = new Vector3();
  22356. var min = Number.MAX_VALUE;
  22357. var tx = Math.abs( tangents[ 0 ].x );
  22358. var ty = Math.abs( tangents[ 0 ].y );
  22359. var tz = Math.abs( tangents[ 0 ].z );
  22360. if ( tx <= min ) {
  22361. min = tx;
  22362. normal.set( 1, 0, 0 );
  22363. }
  22364. if ( ty <= min ) {
  22365. min = ty;
  22366. normal.set( 0, 1, 0 );
  22367. }
  22368. if ( tz <= min ) {
  22369. normal.set( 0, 0, 1 );
  22370. }
  22371. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22372. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22373. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22374. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22375. for ( i = 1; i <= segments; i ++ ) {
  22376. normals[ i ] = normals[ i - 1 ].clone();
  22377. binormals[ i ] = binormals[ i - 1 ].clone();
  22378. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22379. if ( vec.length() > Number.EPSILON ) {
  22380. vec.normalize();
  22381. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22382. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22383. }
  22384. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22385. }
  22386. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22387. if ( closed === true ) {
  22388. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22389. theta /= segments;
  22390. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22391. theta = - theta;
  22392. }
  22393. for ( i = 1; i <= segments; i ++ ) {
  22394. // twist a little...
  22395. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22396. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22397. }
  22398. }
  22399. return {
  22400. tangents: tangents,
  22401. normals: normals,
  22402. binormals: binormals
  22403. };
  22404. },
  22405. clone: function () {
  22406. return new this.constructor().copy( this );
  22407. },
  22408. copy: function ( source ) {
  22409. this.arcLengthDivisions = source.arcLengthDivisions;
  22410. return this;
  22411. },
  22412. toJSON: function () {
  22413. var data = {
  22414. metadata: {
  22415. version: 4.5,
  22416. type: 'Curve',
  22417. generator: 'Curve.toJSON'
  22418. }
  22419. };
  22420. data.arcLengthDivisions = this.arcLengthDivisions;
  22421. data.type = this.type;
  22422. return data;
  22423. },
  22424. fromJSON: function ( json ) {
  22425. this.arcLengthDivisions = json.arcLengthDivisions;
  22426. return this;
  22427. }
  22428. } );
  22429. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22430. Curve.call( this );
  22431. this.type = 'EllipseCurve';
  22432. this.aX = aX || 0;
  22433. this.aY = aY || 0;
  22434. this.xRadius = xRadius || 1;
  22435. this.yRadius = yRadius || 1;
  22436. this.aStartAngle = aStartAngle || 0;
  22437. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22438. this.aClockwise = aClockwise || false;
  22439. this.aRotation = aRotation || 0;
  22440. }
  22441. EllipseCurve.prototype = Object.create( Curve.prototype );
  22442. EllipseCurve.prototype.constructor = EllipseCurve;
  22443. EllipseCurve.prototype.isEllipseCurve = true;
  22444. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22445. var point = optionalTarget || new Vector2();
  22446. var twoPi = Math.PI * 2;
  22447. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22448. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22449. // ensures that deltaAngle is 0 .. 2 PI
  22450. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22451. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22452. if ( deltaAngle < Number.EPSILON ) {
  22453. if ( samePoints ) {
  22454. deltaAngle = 0;
  22455. } else {
  22456. deltaAngle = twoPi;
  22457. }
  22458. }
  22459. if ( this.aClockwise === true && ! samePoints ) {
  22460. if ( deltaAngle === twoPi ) {
  22461. deltaAngle = - twoPi;
  22462. } else {
  22463. deltaAngle = deltaAngle - twoPi;
  22464. }
  22465. }
  22466. var angle = this.aStartAngle + t * deltaAngle;
  22467. var x = this.aX + this.xRadius * Math.cos( angle );
  22468. var y = this.aY + this.yRadius * Math.sin( angle );
  22469. if ( this.aRotation !== 0 ) {
  22470. var cos = Math.cos( this.aRotation );
  22471. var sin = Math.sin( this.aRotation );
  22472. var tx = x - this.aX;
  22473. var ty = y - this.aY;
  22474. // Rotate the point about the center of the ellipse.
  22475. x = tx * cos - ty * sin + this.aX;
  22476. y = tx * sin + ty * cos + this.aY;
  22477. }
  22478. return point.set( x, y );
  22479. };
  22480. EllipseCurve.prototype.copy = function ( source ) {
  22481. Curve.prototype.copy.call( this, source );
  22482. this.aX = source.aX;
  22483. this.aY = source.aY;
  22484. this.xRadius = source.xRadius;
  22485. this.yRadius = source.yRadius;
  22486. this.aStartAngle = source.aStartAngle;
  22487. this.aEndAngle = source.aEndAngle;
  22488. this.aClockwise = source.aClockwise;
  22489. this.aRotation = source.aRotation;
  22490. return this;
  22491. };
  22492. EllipseCurve.prototype.toJSON = function () {
  22493. var data = Curve.prototype.toJSON.call( this );
  22494. data.aX = this.aX;
  22495. data.aY = this.aY;
  22496. data.xRadius = this.xRadius;
  22497. data.yRadius = this.yRadius;
  22498. data.aStartAngle = this.aStartAngle;
  22499. data.aEndAngle = this.aEndAngle;
  22500. data.aClockwise = this.aClockwise;
  22501. data.aRotation = this.aRotation;
  22502. return data;
  22503. };
  22504. EllipseCurve.prototype.fromJSON = function ( json ) {
  22505. Curve.prototype.fromJSON.call( this, json );
  22506. this.aX = json.aX;
  22507. this.aY = json.aY;
  22508. this.xRadius = json.xRadius;
  22509. this.yRadius = json.yRadius;
  22510. this.aStartAngle = json.aStartAngle;
  22511. this.aEndAngle = json.aEndAngle;
  22512. this.aClockwise = json.aClockwise;
  22513. this.aRotation = json.aRotation;
  22514. return this;
  22515. };
  22516. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22517. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22518. this.type = 'ArcCurve';
  22519. }
  22520. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22521. ArcCurve.prototype.constructor = ArcCurve;
  22522. ArcCurve.prototype.isArcCurve = true;
  22523. /**
  22524. * @author zz85 https://github.com/zz85
  22525. *
  22526. * Centripetal CatmullRom Curve - which is useful for avoiding
  22527. * cusps and self-intersections in non-uniform catmull rom curves.
  22528. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22529. *
  22530. * curve.type accepts centripetal(default), chordal and catmullrom
  22531. * curve.tension is used for catmullrom which defaults to 0.5
  22532. */
  22533. /*
  22534. Based on an optimized c++ solution in
  22535. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22536. - http://ideone.com/NoEbVM
  22537. This CubicPoly class could be used for reusing some variables and calculations,
  22538. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22539. which can be placed in CurveUtils.
  22540. */
  22541. function CubicPoly() {
  22542. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22543. /*
  22544. * Compute coefficients for a cubic polynomial
  22545. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22546. * such that
  22547. * p(0) = x0, p(1) = x1
  22548. * and
  22549. * p'(0) = t0, p'(1) = t1.
  22550. */
  22551. function init( x0, x1, t0, t1 ) {
  22552. c0 = x0;
  22553. c1 = t0;
  22554. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22555. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22556. }
  22557. return {
  22558. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22559. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22560. },
  22561. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22562. // compute tangents when parameterized in [t1,t2]
  22563. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22564. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22565. // rescale tangents for parametrization in [0,1]
  22566. t1 *= dt1;
  22567. t2 *= dt1;
  22568. init( x1, x2, t1, t2 );
  22569. },
  22570. calc: function ( t ) {
  22571. var t2 = t * t;
  22572. var t3 = t2 * t;
  22573. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22574. }
  22575. };
  22576. }
  22577. //
  22578. var tmp = new Vector3();
  22579. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22580. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22581. Curve.call( this );
  22582. this.type = 'CatmullRomCurve3';
  22583. this.points = points || [];
  22584. this.closed = closed || false;
  22585. this.curveType = curveType || 'centripetal';
  22586. this.tension = tension || 0.5;
  22587. }
  22588. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22589. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22590. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22591. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22592. var point = optionalTarget || new Vector3();
  22593. var points = this.points;
  22594. var l = points.length;
  22595. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22596. var intPoint = Math.floor( p );
  22597. var weight = p - intPoint;
  22598. if ( this.closed ) {
  22599. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22600. } else if ( weight === 0 && intPoint === l - 1 ) {
  22601. intPoint = l - 2;
  22602. weight = 1;
  22603. }
  22604. var p0, p1, p2, p3; // 4 points
  22605. if ( this.closed || intPoint > 0 ) {
  22606. p0 = points[ ( intPoint - 1 ) % l ];
  22607. } else {
  22608. // extrapolate first point
  22609. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22610. p0 = tmp;
  22611. }
  22612. p1 = points[ intPoint % l ];
  22613. p2 = points[ ( intPoint + 1 ) % l ];
  22614. if ( this.closed || intPoint + 2 < l ) {
  22615. p3 = points[ ( intPoint + 2 ) % l ];
  22616. } else {
  22617. // extrapolate last point
  22618. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22619. p3 = tmp;
  22620. }
  22621. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22622. // init Centripetal / Chordal Catmull-Rom
  22623. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22624. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22625. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22626. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22627. // safety check for repeated points
  22628. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22629. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22630. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22631. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22632. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22633. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22634. } else if ( this.curveType === 'catmullrom' ) {
  22635. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22636. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22637. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22638. }
  22639. point.set(
  22640. px.calc( weight ),
  22641. py.calc( weight ),
  22642. pz.calc( weight )
  22643. );
  22644. return point;
  22645. };
  22646. CatmullRomCurve3.prototype.copy = function ( source ) {
  22647. Curve.prototype.copy.call( this, source );
  22648. this.points = [];
  22649. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22650. var point = source.points[ i ];
  22651. this.points.push( point.clone() );
  22652. }
  22653. this.closed = source.closed;
  22654. this.curveType = source.curveType;
  22655. this.tension = source.tension;
  22656. return this;
  22657. };
  22658. CatmullRomCurve3.prototype.toJSON = function () {
  22659. var data = Curve.prototype.toJSON.call( this );
  22660. data.points = [];
  22661. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22662. var point = this.points[ i ];
  22663. data.points.push( point.toArray() );
  22664. }
  22665. data.closed = this.closed;
  22666. data.curveType = this.curveType;
  22667. data.tension = this.tension;
  22668. return data;
  22669. };
  22670. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22671. Curve.prototype.fromJSON.call( this, json );
  22672. this.points = [];
  22673. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22674. var point = json.points[ i ];
  22675. this.points.push( new Vector3().fromArray( point ) );
  22676. }
  22677. this.closed = json.closed;
  22678. this.curveType = json.curveType;
  22679. this.tension = json.tension;
  22680. return this;
  22681. };
  22682. /**
  22683. * @author zz85 / http://www.lab4games.net/zz85/blog
  22684. *
  22685. * Bezier Curves formulas obtained from
  22686. * http://en.wikipedia.org/wiki/Bézier_curve
  22687. */
  22688. function CatmullRom( t, p0, p1, p2, p3 ) {
  22689. var v0 = ( p2 - p0 ) * 0.5;
  22690. var v1 = ( p3 - p1 ) * 0.5;
  22691. var t2 = t * t;
  22692. var t3 = t * t2;
  22693. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22694. }
  22695. //
  22696. function QuadraticBezierP0( t, p ) {
  22697. var k = 1 - t;
  22698. return k * k * p;
  22699. }
  22700. function QuadraticBezierP1( t, p ) {
  22701. return 2 * ( 1 - t ) * t * p;
  22702. }
  22703. function QuadraticBezierP2( t, p ) {
  22704. return t * t * p;
  22705. }
  22706. function QuadraticBezier( t, p0, p1, p2 ) {
  22707. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22708. QuadraticBezierP2( t, p2 );
  22709. }
  22710. //
  22711. function CubicBezierP0( t, p ) {
  22712. var k = 1 - t;
  22713. return k * k * k * p;
  22714. }
  22715. function CubicBezierP1( t, p ) {
  22716. var k = 1 - t;
  22717. return 3 * k * k * t * p;
  22718. }
  22719. function CubicBezierP2( t, p ) {
  22720. return 3 * ( 1 - t ) * t * t * p;
  22721. }
  22722. function CubicBezierP3( t, p ) {
  22723. return t * t * t * p;
  22724. }
  22725. function CubicBezier( t, p0, p1, p2, p3 ) {
  22726. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22727. CubicBezierP3( t, p3 );
  22728. }
  22729. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22730. Curve.call( this );
  22731. this.type = 'CubicBezierCurve';
  22732. this.v0 = v0 || new Vector2();
  22733. this.v1 = v1 || new Vector2();
  22734. this.v2 = v2 || new Vector2();
  22735. this.v3 = v3 || new Vector2();
  22736. }
  22737. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22738. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22739. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22740. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22741. var point = optionalTarget || new Vector2();
  22742. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22743. point.set(
  22744. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22745. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22746. );
  22747. return point;
  22748. };
  22749. CubicBezierCurve.prototype.copy = function ( source ) {
  22750. Curve.prototype.copy.call( this, source );
  22751. this.v0.copy( source.v0 );
  22752. this.v1.copy( source.v1 );
  22753. this.v2.copy( source.v2 );
  22754. this.v3.copy( source.v3 );
  22755. return this;
  22756. };
  22757. CubicBezierCurve.prototype.toJSON = function () {
  22758. var data = Curve.prototype.toJSON.call( this );
  22759. data.v0 = this.v0.toArray();
  22760. data.v1 = this.v1.toArray();
  22761. data.v2 = this.v2.toArray();
  22762. data.v3 = this.v3.toArray();
  22763. return data;
  22764. };
  22765. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22766. Curve.prototype.fromJSON.call( this, json );
  22767. this.v0.fromArray( json.v0 );
  22768. this.v1.fromArray( json.v1 );
  22769. this.v2.fromArray( json.v2 );
  22770. this.v3.fromArray( json.v3 );
  22771. return this;
  22772. };
  22773. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22774. Curve.call( this );
  22775. this.type = 'CubicBezierCurve3';
  22776. this.v0 = v0 || new Vector3();
  22777. this.v1 = v1 || new Vector3();
  22778. this.v2 = v2 || new Vector3();
  22779. this.v3 = v3 || new Vector3();
  22780. }
  22781. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22782. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22783. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22784. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22785. var point = optionalTarget || new Vector3();
  22786. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22787. point.set(
  22788. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22789. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22790. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22791. );
  22792. return point;
  22793. };
  22794. CubicBezierCurve3.prototype.copy = function ( source ) {
  22795. Curve.prototype.copy.call( this, source );
  22796. this.v0.copy( source.v0 );
  22797. this.v1.copy( source.v1 );
  22798. this.v2.copy( source.v2 );
  22799. this.v3.copy( source.v3 );
  22800. return this;
  22801. };
  22802. CubicBezierCurve3.prototype.toJSON = function () {
  22803. var data = Curve.prototype.toJSON.call( this );
  22804. data.v0 = this.v0.toArray();
  22805. data.v1 = this.v1.toArray();
  22806. data.v2 = this.v2.toArray();
  22807. data.v3 = this.v3.toArray();
  22808. return data;
  22809. };
  22810. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22811. Curve.prototype.fromJSON.call( this, json );
  22812. this.v0.fromArray( json.v0 );
  22813. this.v1.fromArray( json.v1 );
  22814. this.v2.fromArray( json.v2 );
  22815. this.v3.fromArray( json.v3 );
  22816. return this;
  22817. };
  22818. function LineCurve( v1, v2 ) {
  22819. Curve.call( this );
  22820. this.type = 'LineCurve';
  22821. this.v1 = v1 || new Vector2();
  22822. this.v2 = v2 || new Vector2();
  22823. }
  22824. LineCurve.prototype = Object.create( Curve.prototype );
  22825. LineCurve.prototype.constructor = LineCurve;
  22826. LineCurve.prototype.isLineCurve = true;
  22827. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22828. var point = optionalTarget || new Vector2();
  22829. if ( t === 1 ) {
  22830. point.copy( this.v2 );
  22831. } else {
  22832. point.copy( this.v2 ).sub( this.v1 );
  22833. point.multiplyScalar( t ).add( this.v1 );
  22834. }
  22835. return point;
  22836. };
  22837. // Line curve is linear, so we can overwrite default getPointAt
  22838. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22839. return this.getPoint( u, optionalTarget );
  22840. };
  22841. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22842. var tangent = optionalTarget || new Vector2();
  22843. var tangent = tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22844. return tangent;
  22845. };
  22846. LineCurve.prototype.copy = function ( source ) {
  22847. Curve.prototype.copy.call( this, source );
  22848. this.v1.copy( source.v1 );
  22849. this.v2.copy( source.v2 );
  22850. return this;
  22851. };
  22852. LineCurve.prototype.toJSON = function () {
  22853. var data = Curve.prototype.toJSON.call( this );
  22854. data.v1 = this.v1.toArray();
  22855. data.v2 = this.v2.toArray();
  22856. return data;
  22857. };
  22858. LineCurve.prototype.fromJSON = function ( json ) {
  22859. Curve.prototype.fromJSON.call( this, json );
  22860. this.v1.fromArray( json.v1 );
  22861. this.v2.fromArray( json.v2 );
  22862. return this;
  22863. };
  22864. function LineCurve3( v1, v2 ) {
  22865. Curve.call( this );
  22866. this.type = 'LineCurve3';
  22867. this.v1 = v1 || new Vector3();
  22868. this.v2 = v2 || new Vector3();
  22869. }
  22870. LineCurve3.prototype = Object.create( Curve.prototype );
  22871. LineCurve3.prototype.constructor = LineCurve3;
  22872. LineCurve3.prototype.isLineCurve3 = true;
  22873. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22874. var point = optionalTarget || new Vector3();
  22875. if ( t === 1 ) {
  22876. point.copy( this.v2 );
  22877. } else {
  22878. point.copy( this.v2 ).sub( this.v1 );
  22879. point.multiplyScalar( t ).add( this.v1 );
  22880. }
  22881. return point;
  22882. };
  22883. // Line curve is linear, so we can overwrite default getPointAt
  22884. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22885. return this.getPoint( u, optionalTarget );
  22886. };
  22887. LineCurve3.prototype.copy = function ( source ) {
  22888. Curve.prototype.copy.call( this, source );
  22889. this.v1.copy( source.v1 );
  22890. this.v2.copy( source.v2 );
  22891. return this;
  22892. };
  22893. LineCurve3.prototype.toJSON = function () {
  22894. var data = Curve.prototype.toJSON.call( this );
  22895. data.v1 = this.v1.toArray();
  22896. data.v2 = this.v2.toArray();
  22897. return data;
  22898. };
  22899. LineCurve3.prototype.fromJSON = function ( json ) {
  22900. Curve.prototype.fromJSON.call( this, json );
  22901. this.v1.fromArray( json.v1 );
  22902. this.v2.fromArray( json.v2 );
  22903. return this;
  22904. };
  22905. function QuadraticBezierCurve( v0, v1, v2 ) {
  22906. Curve.call( this );
  22907. this.type = 'QuadraticBezierCurve';
  22908. this.v0 = v0 || new Vector2();
  22909. this.v1 = v1 || new Vector2();
  22910. this.v2 = v2 || new Vector2();
  22911. }
  22912. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22913. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22914. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22915. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22916. var point = optionalTarget || new Vector2();
  22917. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22918. point.set(
  22919. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22920. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22921. );
  22922. return point;
  22923. };
  22924. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22925. Curve.prototype.copy.call( this, source );
  22926. this.v0.copy( source.v0 );
  22927. this.v1.copy( source.v1 );
  22928. this.v2.copy( source.v2 );
  22929. return this;
  22930. };
  22931. QuadraticBezierCurve.prototype.toJSON = function () {
  22932. var data = Curve.prototype.toJSON.call( this );
  22933. data.v0 = this.v0.toArray();
  22934. data.v1 = this.v1.toArray();
  22935. data.v2 = this.v2.toArray();
  22936. return data;
  22937. };
  22938. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22939. Curve.prototype.fromJSON.call( this, json );
  22940. this.v0.fromArray( json.v0 );
  22941. this.v1.fromArray( json.v1 );
  22942. this.v2.fromArray( json.v2 );
  22943. return this;
  22944. };
  22945. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22946. Curve.call( this );
  22947. this.type = 'QuadraticBezierCurve3';
  22948. this.v0 = v0 || new Vector3();
  22949. this.v1 = v1 || new Vector3();
  22950. this.v2 = v2 || new Vector3();
  22951. }
  22952. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22953. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22954. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22955. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22956. var point = optionalTarget || new Vector3();
  22957. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22958. point.set(
  22959. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22960. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22961. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22962. );
  22963. return point;
  22964. };
  22965. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22966. Curve.prototype.copy.call( this, source );
  22967. this.v0.copy( source.v0 );
  22968. this.v1.copy( source.v1 );
  22969. this.v2.copy( source.v2 );
  22970. return this;
  22971. };
  22972. QuadraticBezierCurve3.prototype.toJSON = function () {
  22973. var data = Curve.prototype.toJSON.call( this );
  22974. data.v0 = this.v0.toArray();
  22975. data.v1 = this.v1.toArray();
  22976. data.v2 = this.v2.toArray();
  22977. return data;
  22978. };
  22979. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22980. Curve.prototype.fromJSON.call( this, json );
  22981. this.v0.fromArray( json.v0 );
  22982. this.v1.fromArray( json.v1 );
  22983. this.v2.fromArray( json.v2 );
  22984. return this;
  22985. };
  22986. function SplineCurve( points /* array of Vector2 */ ) {
  22987. Curve.call( this );
  22988. this.type = 'SplineCurve';
  22989. this.points = points || [];
  22990. }
  22991. SplineCurve.prototype = Object.create( Curve.prototype );
  22992. SplineCurve.prototype.constructor = SplineCurve;
  22993. SplineCurve.prototype.isSplineCurve = true;
  22994. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22995. var point = optionalTarget || new Vector2();
  22996. var points = this.points;
  22997. var p = ( points.length - 1 ) * t;
  22998. var intPoint = Math.floor( p );
  22999. var weight = p - intPoint;
  23000. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23001. var p1 = points[ intPoint ];
  23002. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23003. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23004. point.set(
  23005. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23006. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23007. );
  23008. return point;
  23009. };
  23010. SplineCurve.prototype.copy = function ( source ) {
  23011. Curve.prototype.copy.call( this, source );
  23012. this.points = [];
  23013. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23014. var point = source.points[ i ];
  23015. this.points.push( point.clone() );
  23016. }
  23017. return this;
  23018. };
  23019. SplineCurve.prototype.toJSON = function () {
  23020. var data = Curve.prototype.toJSON.call( this );
  23021. data.points = [];
  23022. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23023. var point = this.points[ i ];
  23024. data.points.push( point.toArray() );
  23025. }
  23026. return data;
  23027. };
  23028. SplineCurve.prototype.fromJSON = function ( json ) {
  23029. Curve.prototype.fromJSON.call( this, json );
  23030. this.points = [];
  23031. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23032. var point = json.points[ i ];
  23033. this.points.push( new Vector2().fromArray( point ) );
  23034. }
  23035. return this;
  23036. };
  23037. var Curves = /*#__PURE__*/Object.freeze({
  23038. __proto__: null,
  23039. ArcCurve: ArcCurve,
  23040. CatmullRomCurve3: CatmullRomCurve3,
  23041. CubicBezierCurve: CubicBezierCurve,
  23042. CubicBezierCurve3: CubicBezierCurve3,
  23043. EllipseCurve: EllipseCurve,
  23044. LineCurve: LineCurve,
  23045. LineCurve3: LineCurve3,
  23046. QuadraticBezierCurve: QuadraticBezierCurve,
  23047. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23048. SplineCurve: SplineCurve
  23049. });
  23050. /**
  23051. * @author zz85 / http://www.lab4games.net/zz85/blog
  23052. *
  23053. **/
  23054. /**************************************************************
  23055. * Curved Path - a curve path is simply a array of connected
  23056. * curves, but retains the api of a curve
  23057. **************************************************************/
  23058. function CurvePath() {
  23059. Curve.call( this );
  23060. this.type = 'CurvePath';
  23061. this.curves = [];
  23062. this.autoClose = false; // Automatically closes the path
  23063. }
  23064. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23065. constructor: CurvePath,
  23066. add: function ( curve ) {
  23067. this.curves.push( curve );
  23068. },
  23069. closePath: function () {
  23070. // Add a line curve if start and end of lines are not connected
  23071. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23072. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23073. if ( ! startPoint.equals( endPoint ) ) {
  23074. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23075. }
  23076. },
  23077. // To get accurate point with reference to
  23078. // entire path distance at time t,
  23079. // following has to be done:
  23080. // 1. Length of each sub path have to be known
  23081. // 2. Locate and identify type of curve
  23082. // 3. Get t for the curve
  23083. // 4. Return curve.getPointAt(t')
  23084. getPoint: function ( t ) {
  23085. var d = t * this.getLength();
  23086. var curveLengths = this.getCurveLengths();
  23087. var i = 0;
  23088. // To think about boundaries points.
  23089. while ( i < curveLengths.length ) {
  23090. if ( curveLengths[ i ] >= d ) {
  23091. var diff = curveLengths[ i ] - d;
  23092. var curve = this.curves[ i ];
  23093. var segmentLength = curve.getLength();
  23094. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23095. return curve.getPointAt( u );
  23096. }
  23097. i ++;
  23098. }
  23099. return null;
  23100. // loop where sum != 0, sum > d , sum+1 <d
  23101. },
  23102. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23103. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23104. // getPoint() depends on getLength
  23105. getLength: function () {
  23106. var lens = this.getCurveLengths();
  23107. return lens[ lens.length - 1 ];
  23108. },
  23109. // cacheLengths must be recalculated.
  23110. updateArcLengths: function () {
  23111. this.needsUpdate = true;
  23112. this.cacheLengths = null;
  23113. this.getCurveLengths();
  23114. },
  23115. // Compute lengths and cache them
  23116. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23117. getCurveLengths: function () {
  23118. // We use cache values if curves and cache array are same length
  23119. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23120. return this.cacheLengths;
  23121. }
  23122. // Get length of sub-curve
  23123. // Push sums into cached array
  23124. var lengths = [], sums = 0;
  23125. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23126. sums += this.curves[ i ].getLength();
  23127. lengths.push( sums );
  23128. }
  23129. this.cacheLengths = lengths;
  23130. return lengths;
  23131. },
  23132. getSpacedPoints: function ( divisions ) {
  23133. if ( divisions === undefined ) { divisions = 40; }
  23134. var points = [];
  23135. for ( var i = 0; i <= divisions; i ++ ) {
  23136. points.push( this.getPoint( i / divisions ) );
  23137. }
  23138. if ( this.autoClose ) {
  23139. points.push( points[ 0 ] );
  23140. }
  23141. return points;
  23142. },
  23143. getPoints: function ( divisions ) {
  23144. divisions = divisions || 12;
  23145. var points = [], last;
  23146. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23147. var curve = curves[ i ];
  23148. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23149. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23150. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23151. : divisions;
  23152. var pts = curve.getPoints( resolution );
  23153. for ( var j = 0; j < pts.length; j ++ ) {
  23154. var point = pts[ j ];
  23155. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23156. points.push( point );
  23157. last = point;
  23158. }
  23159. }
  23160. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23161. points.push( points[ 0 ] );
  23162. }
  23163. return points;
  23164. },
  23165. copy: function ( source ) {
  23166. Curve.prototype.copy.call( this, source );
  23167. this.curves = [];
  23168. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23169. var curve = source.curves[ i ];
  23170. this.curves.push( curve.clone() );
  23171. }
  23172. this.autoClose = source.autoClose;
  23173. return this;
  23174. },
  23175. toJSON: function () {
  23176. var data = Curve.prototype.toJSON.call( this );
  23177. data.autoClose = this.autoClose;
  23178. data.curves = [];
  23179. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23180. var curve = this.curves[ i ];
  23181. data.curves.push( curve.toJSON() );
  23182. }
  23183. return data;
  23184. },
  23185. fromJSON: function ( json ) {
  23186. Curve.prototype.fromJSON.call( this, json );
  23187. this.autoClose = json.autoClose;
  23188. this.curves = [];
  23189. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23190. var curve = json.curves[ i ];
  23191. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23192. }
  23193. return this;
  23194. }
  23195. } );
  23196. /**
  23197. * @author zz85 / http://www.lab4games.net/zz85/blog
  23198. * Creates free form 2d path using series of points, lines or curves.
  23199. **/
  23200. function Path( points ) {
  23201. CurvePath.call( this );
  23202. this.type = 'Path';
  23203. this.currentPoint = new Vector2();
  23204. if ( points ) {
  23205. this.setFromPoints( points );
  23206. }
  23207. }
  23208. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23209. constructor: Path,
  23210. setFromPoints: function ( points ) {
  23211. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23212. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23213. this.lineTo( points[ i ].x, points[ i ].y );
  23214. }
  23215. return this;
  23216. },
  23217. moveTo: function ( x, y ) {
  23218. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23219. return this;
  23220. },
  23221. lineTo: function ( x, y ) {
  23222. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23223. this.curves.push( curve );
  23224. this.currentPoint.set( x, y );
  23225. return this;
  23226. },
  23227. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23228. var curve = new QuadraticBezierCurve(
  23229. this.currentPoint.clone(),
  23230. new Vector2( aCPx, aCPy ),
  23231. new Vector2( aX, aY )
  23232. );
  23233. this.curves.push( curve );
  23234. this.currentPoint.set( aX, aY );
  23235. return this;
  23236. },
  23237. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23238. var curve = new CubicBezierCurve(
  23239. this.currentPoint.clone(),
  23240. new Vector2( aCP1x, aCP1y ),
  23241. new Vector2( aCP2x, aCP2y ),
  23242. new Vector2( aX, aY )
  23243. );
  23244. this.curves.push( curve );
  23245. this.currentPoint.set( aX, aY );
  23246. return this;
  23247. },
  23248. splineThru: function ( pts /*Array of Vector*/ ) {
  23249. var npts = [ this.currentPoint.clone() ].concat( pts );
  23250. var curve = new SplineCurve( npts );
  23251. this.curves.push( curve );
  23252. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23253. return this;
  23254. },
  23255. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23256. var x0 = this.currentPoint.x;
  23257. var y0 = this.currentPoint.y;
  23258. this.absarc( aX + x0, aY + y0, aRadius,
  23259. aStartAngle, aEndAngle, aClockwise );
  23260. return this;
  23261. },
  23262. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23263. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23264. return this;
  23265. },
  23266. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23267. var x0 = this.currentPoint.x;
  23268. var y0 = this.currentPoint.y;
  23269. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23270. return this;
  23271. },
  23272. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23273. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23274. if ( this.curves.length > 0 ) {
  23275. // if a previous curve is present, attempt to join
  23276. var firstPoint = curve.getPoint( 0 );
  23277. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23278. this.lineTo( firstPoint.x, firstPoint.y );
  23279. }
  23280. }
  23281. this.curves.push( curve );
  23282. var lastPoint = curve.getPoint( 1 );
  23283. this.currentPoint.copy( lastPoint );
  23284. return this;
  23285. },
  23286. copy: function ( source ) {
  23287. CurvePath.prototype.copy.call( this, source );
  23288. this.currentPoint.copy( source.currentPoint );
  23289. return this;
  23290. },
  23291. toJSON: function () {
  23292. var data = CurvePath.prototype.toJSON.call( this );
  23293. data.currentPoint = this.currentPoint.toArray();
  23294. return data;
  23295. },
  23296. fromJSON: function ( json ) {
  23297. CurvePath.prototype.fromJSON.call( this, json );
  23298. this.currentPoint.fromArray( json.currentPoint );
  23299. return this;
  23300. }
  23301. } );
  23302. /**
  23303. * @author zz85 / http://www.lab4games.net/zz85/blog
  23304. * Defines a 2d shape plane using paths.
  23305. **/
  23306. // STEP 1 Create a path.
  23307. // STEP 2 Turn path into shape.
  23308. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23309. // STEP 3a - Extract points from each shape, turn to vertices
  23310. // STEP 3b - Triangulate each shape, add faces.
  23311. function Shape( points ) {
  23312. Path.call( this, points );
  23313. this.uuid = MathUtils.generateUUID();
  23314. this.type = 'Shape';
  23315. this.holes = [];
  23316. }
  23317. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23318. constructor: Shape,
  23319. getPointsHoles: function ( divisions ) {
  23320. var holesPts = [];
  23321. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23322. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23323. }
  23324. return holesPts;
  23325. },
  23326. // get points of shape and holes (keypoints based on segments parameter)
  23327. extractPoints: function ( divisions ) {
  23328. return {
  23329. shape: this.getPoints( divisions ),
  23330. holes: this.getPointsHoles( divisions )
  23331. };
  23332. },
  23333. copy: function ( source ) {
  23334. Path.prototype.copy.call( this, source );
  23335. this.holes = [];
  23336. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23337. var hole = source.holes[ i ];
  23338. this.holes.push( hole.clone() );
  23339. }
  23340. return this;
  23341. },
  23342. toJSON: function () {
  23343. var data = Path.prototype.toJSON.call( this );
  23344. data.uuid = this.uuid;
  23345. data.holes = [];
  23346. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23347. var hole = this.holes[ i ];
  23348. data.holes.push( hole.toJSON() );
  23349. }
  23350. return data;
  23351. },
  23352. fromJSON: function ( json ) {
  23353. Path.prototype.fromJSON.call( this, json );
  23354. this.uuid = json.uuid;
  23355. this.holes = [];
  23356. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23357. var hole = json.holes[ i ];
  23358. this.holes.push( new Path().fromJSON( hole ) );
  23359. }
  23360. return this;
  23361. }
  23362. } );
  23363. /**
  23364. * @author mrdoob / http://mrdoob.com/
  23365. * @author alteredq / http://alteredqualia.com/
  23366. */
  23367. function Light( color, intensity ) {
  23368. Object3D.call( this );
  23369. this.type = 'Light';
  23370. this.color = new Color( color );
  23371. this.intensity = intensity !== undefined ? intensity : 1;
  23372. this.receiveShadow = undefined;
  23373. }
  23374. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23375. constructor: Light,
  23376. isLight: true,
  23377. copy: function ( source ) {
  23378. Object3D.prototype.copy.call( this, source );
  23379. this.color.copy( source.color );
  23380. this.intensity = source.intensity;
  23381. return this;
  23382. },
  23383. toJSON: function ( meta ) {
  23384. var data = Object3D.prototype.toJSON.call( this, meta );
  23385. data.object.color = this.color.getHex();
  23386. data.object.intensity = this.intensity;
  23387. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23388. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23389. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23390. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23391. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23392. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23393. return data;
  23394. }
  23395. } );
  23396. /**
  23397. * @author alteredq / http://alteredqualia.com/
  23398. */
  23399. function HemisphereLight( skyColor, groundColor, intensity ) {
  23400. Light.call( this, skyColor, intensity );
  23401. this.type = 'HemisphereLight';
  23402. this.castShadow = undefined;
  23403. this.position.copy( Object3D.DefaultUp );
  23404. this.updateMatrix();
  23405. this.groundColor = new Color( groundColor );
  23406. }
  23407. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23408. constructor: HemisphereLight,
  23409. isHemisphereLight: true,
  23410. copy: function ( source ) {
  23411. Light.prototype.copy.call( this, source );
  23412. this.groundColor.copy( source.groundColor );
  23413. return this;
  23414. }
  23415. } );
  23416. /**
  23417. * @author mrdoob / http://mrdoob.com/
  23418. */
  23419. function LightShadow( camera ) {
  23420. this.camera = camera;
  23421. this.bias = 0;
  23422. this.radius = 1;
  23423. this.mapSize = new Vector2( 512, 512 );
  23424. this.map = null;
  23425. this.mapPass = null;
  23426. this.matrix = new Matrix4();
  23427. this._frustum = new Frustum();
  23428. this._frameExtents = new Vector2( 1, 1 );
  23429. this._viewportCount = 1;
  23430. this._viewports = [
  23431. new Vector4( 0, 0, 1, 1 )
  23432. ];
  23433. }
  23434. Object.assign( LightShadow.prototype, {
  23435. _projScreenMatrix: new Matrix4(),
  23436. _lightPositionWorld: new Vector3(),
  23437. _lookTarget: new Vector3(),
  23438. getViewportCount: function () {
  23439. return this._viewportCount;
  23440. },
  23441. getFrustum: function () {
  23442. return this._frustum;
  23443. },
  23444. updateMatrices: function ( light ) {
  23445. var shadowCamera = this.camera,
  23446. shadowMatrix = this.matrix,
  23447. projScreenMatrix = this._projScreenMatrix,
  23448. lookTarget = this._lookTarget,
  23449. lightPositionWorld = this._lightPositionWorld;
  23450. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23451. shadowCamera.position.copy( lightPositionWorld );
  23452. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23453. shadowCamera.lookAt( lookTarget );
  23454. shadowCamera.updateMatrixWorld();
  23455. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23456. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23457. shadowMatrix.set(
  23458. 0.5, 0.0, 0.0, 0.5,
  23459. 0.0, 0.5, 0.0, 0.5,
  23460. 0.0, 0.0, 0.5, 0.5,
  23461. 0.0, 0.0, 0.0, 1.0
  23462. );
  23463. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23464. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23465. },
  23466. getViewport: function ( viewportIndex ) {
  23467. return this._viewports[ viewportIndex ];
  23468. },
  23469. getFrameExtents: function () {
  23470. return this._frameExtents;
  23471. },
  23472. copy: function ( source ) {
  23473. this.camera = source.camera.clone();
  23474. this.bias = source.bias;
  23475. this.radius = source.radius;
  23476. this.mapSize.copy( source.mapSize );
  23477. return this;
  23478. },
  23479. clone: function () {
  23480. return new this.constructor().copy( this );
  23481. },
  23482. toJSON: function () {
  23483. var object = {};
  23484. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23485. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23486. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23487. object.camera = this.camera.toJSON( false ).object;
  23488. delete object.camera.matrix;
  23489. return object;
  23490. }
  23491. } );
  23492. /**
  23493. * @author mrdoob / http://mrdoob.com/
  23494. */
  23495. function SpotLightShadow() {
  23496. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23497. }
  23498. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23499. constructor: SpotLightShadow,
  23500. isSpotLightShadow: true,
  23501. updateMatrices: function ( light ) {
  23502. var camera = this.camera;
  23503. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23504. var aspect = this.mapSize.width / this.mapSize.height;
  23505. var far = light.distance || camera.far;
  23506. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23507. camera.fov = fov;
  23508. camera.aspect = aspect;
  23509. camera.far = far;
  23510. camera.updateProjectionMatrix();
  23511. }
  23512. LightShadow.prototype.updateMatrices.call( this, light );
  23513. }
  23514. } );
  23515. /**
  23516. * @author alteredq / http://alteredqualia.com/
  23517. */
  23518. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23519. Light.call( this, color, intensity );
  23520. this.type = 'SpotLight';
  23521. this.position.copy( Object3D.DefaultUp );
  23522. this.updateMatrix();
  23523. this.target = new Object3D();
  23524. Object.defineProperty( this, 'power', {
  23525. get: function () {
  23526. // intensity = power per solid angle.
  23527. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23528. return this.intensity * Math.PI;
  23529. },
  23530. set: function ( power ) {
  23531. // intensity = power per solid angle.
  23532. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23533. this.intensity = power / Math.PI;
  23534. }
  23535. } );
  23536. this.distance = ( distance !== undefined ) ? distance : 0;
  23537. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23538. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23539. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23540. this.shadow = new SpotLightShadow();
  23541. }
  23542. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23543. constructor: SpotLight,
  23544. isSpotLight: true,
  23545. copy: function ( source ) {
  23546. Light.prototype.copy.call( this, source );
  23547. this.distance = source.distance;
  23548. this.angle = source.angle;
  23549. this.penumbra = source.penumbra;
  23550. this.decay = source.decay;
  23551. this.target = source.target.clone();
  23552. this.shadow = source.shadow.clone();
  23553. return this;
  23554. }
  23555. } );
  23556. function PointLightShadow() {
  23557. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23558. this._frameExtents = new Vector2( 4, 2 );
  23559. this._viewportCount = 6;
  23560. this._viewports = [
  23561. // These viewports map a cube-map onto a 2D texture with the
  23562. // following orientation:
  23563. //
  23564. // xzXZ
  23565. // y Y
  23566. //
  23567. // X - Positive x direction
  23568. // x - Negative x direction
  23569. // Y - Positive y direction
  23570. // y - Negative y direction
  23571. // Z - Positive z direction
  23572. // z - Negative z direction
  23573. // positive X
  23574. new Vector4( 2, 1, 1, 1 ),
  23575. // negative X
  23576. new Vector4( 0, 1, 1, 1 ),
  23577. // positive Z
  23578. new Vector4( 3, 1, 1, 1 ),
  23579. // negative Z
  23580. new Vector4( 1, 1, 1, 1 ),
  23581. // positive Y
  23582. new Vector4( 3, 0, 1, 1 ),
  23583. // negative Y
  23584. new Vector4( 1, 0, 1, 1 )
  23585. ];
  23586. this._cubeDirections = [
  23587. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23588. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23589. ];
  23590. this._cubeUps = [
  23591. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23592. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23593. ];
  23594. }
  23595. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23596. constructor: PointLightShadow,
  23597. isPointLightShadow: true,
  23598. updateMatrices: function ( light, viewportIndex ) {
  23599. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23600. var camera = this.camera,
  23601. shadowMatrix = this.matrix,
  23602. lightPositionWorld = this._lightPositionWorld,
  23603. lookTarget = this._lookTarget,
  23604. projScreenMatrix = this._projScreenMatrix;
  23605. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23606. camera.position.copy( lightPositionWorld );
  23607. lookTarget.copy( camera.position );
  23608. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23609. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23610. camera.lookAt( lookTarget );
  23611. camera.updateMatrixWorld();
  23612. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23613. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23614. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23615. }
  23616. } );
  23617. /**
  23618. * @author mrdoob / http://mrdoob.com/
  23619. */
  23620. function PointLight( color, intensity, distance, decay ) {
  23621. Light.call( this, color, intensity );
  23622. this.type = 'PointLight';
  23623. Object.defineProperty( this, 'power', {
  23624. get: function () {
  23625. // intensity = power per solid angle.
  23626. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23627. return this.intensity * 4 * Math.PI;
  23628. },
  23629. set: function ( power ) {
  23630. // intensity = power per solid angle.
  23631. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23632. this.intensity = power / ( 4 * Math.PI );
  23633. }
  23634. } );
  23635. this.distance = ( distance !== undefined ) ? distance : 0;
  23636. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23637. this.shadow = new PointLightShadow();
  23638. }
  23639. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23640. constructor: PointLight,
  23641. isPointLight: true,
  23642. copy: function ( source ) {
  23643. Light.prototype.copy.call( this, source );
  23644. this.distance = source.distance;
  23645. this.decay = source.decay;
  23646. this.shadow = source.shadow.clone();
  23647. return this;
  23648. }
  23649. } );
  23650. /**
  23651. * @author alteredq / http://alteredqualia.com/
  23652. * @author arose / http://github.com/arose
  23653. */
  23654. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23655. Camera.call( this );
  23656. this.type = 'OrthographicCamera';
  23657. this.zoom = 1;
  23658. this.view = null;
  23659. this.left = ( left !== undefined ) ? left : - 1;
  23660. this.right = ( right !== undefined ) ? right : 1;
  23661. this.top = ( top !== undefined ) ? top : 1;
  23662. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23663. this.near = ( near !== undefined ) ? near : 0.1;
  23664. this.far = ( far !== undefined ) ? far : 2000;
  23665. this.updateProjectionMatrix();
  23666. }
  23667. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23668. constructor: OrthographicCamera,
  23669. isOrthographicCamera: true,
  23670. copy: function ( source, recursive ) {
  23671. Camera.prototype.copy.call( this, source, recursive );
  23672. this.left = source.left;
  23673. this.right = source.right;
  23674. this.top = source.top;
  23675. this.bottom = source.bottom;
  23676. this.near = source.near;
  23677. this.far = source.far;
  23678. this.zoom = source.zoom;
  23679. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23680. return this;
  23681. },
  23682. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23683. if ( this.view === null ) {
  23684. this.view = {
  23685. enabled: true,
  23686. fullWidth: 1,
  23687. fullHeight: 1,
  23688. offsetX: 0,
  23689. offsetY: 0,
  23690. width: 1,
  23691. height: 1
  23692. };
  23693. }
  23694. this.view.enabled = true;
  23695. this.view.fullWidth = fullWidth;
  23696. this.view.fullHeight = fullHeight;
  23697. this.view.offsetX = x;
  23698. this.view.offsetY = y;
  23699. this.view.width = width;
  23700. this.view.height = height;
  23701. this.updateProjectionMatrix();
  23702. },
  23703. clearViewOffset: function () {
  23704. if ( this.view !== null ) {
  23705. this.view.enabled = false;
  23706. }
  23707. this.updateProjectionMatrix();
  23708. },
  23709. updateProjectionMatrix: function () {
  23710. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23711. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23712. var cx = ( this.right + this.left ) / 2;
  23713. var cy = ( this.top + this.bottom ) / 2;
  23714. var left = cx - dx;
  23715. var right = cx + dx;
  23716. var top = cy + dy;
  23717. var bottom = cy - dy;
  23718. if ( this.view !== null && this.view.enabled ) {
  23719. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23720. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23721. left += scaleW * this.view.offsetX;
  23722. right = left + scaleW * this.view.width;
  23723. top -= scaleH * this.view.offsetY;
  23724. bottom = top - scaleH * this.view.height;
  23725. }
  23726. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23727. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23728. },
  23729. toJSON: function ( meta ) {
  23730. var data = Object3D.prototype.toJSON.call( this, meta );
  23731. data.object.zoom = this.zoom;
  23732. data.object.left = this.left;
  23733. data.object.right = this.right;
  23734. data.object.top = this.top;
  23735. data.object.bottom = this.bottom;
  23736. data.object.near = this.near;
  23737. data.object.far = this.far;
  23738. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23739. return data;
  23740. }
  23741. } );
  23742. /**
  23743. * @author mrdoob / http://mrdoob.com/
  23744. */
  23745. function DirectionalLightShadow() {
  23746. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23747. }
  23748. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23749. constructor: DirectionalLightShadow,
  23750. isDirectionalLightShadow: true,
  23751. updateMatrices: function ( light ) {
  23752. LightShadow.prototype.updateMatrices.call( this, light );
  23753. }
  23754. } );
  23755. /**
  23756. * @author mrdoob / http://mrdoob.com/
  23757. * @author alteredq / http://alteredqualia.com/
  23758. */
  23759. function DirectionalLight( color, intensity ) {
  23760. Light.call( this, color, intensity );
  23761. this.type = 'DirectionalLight';
  23762. this.position.copy( Object3D.DefaultUp );
  23763. this.updateMatrix();
  23764. this.target = new Object3D();
  23765. this.shadow = new DirectionalLightShadow();
  23766. }
  23767. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23768. constructor: DirectionalLight,
  23769. isDirectionalLight: true,
  23770. copy: function ( source ) {
  23771. Light.prototype.copy.call( this, source );
  23772. this.target = source.target.clone();
  23773. this.shadow = source.shadow.clone();
  23774. return this;
  23775. }
  23776. } );
  23777. /**
  23778. * @author mrdoob / http://mrdoob.com/
  23779. */
  23780. function AmbientLight( color, intensity ) {
  23781. Light.call( this, color, intensity );
  23782. this.type = 'AmbientLight';
  23783. this.castShadow = undefined;
  23784. }
  23785. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23786. constructor: AmbientLight,
  23787. isAmbientLight: true
  23788. } );
  23789. /**
  23790. * @author abelnation / http://github.com/abelnation
  23791. */
  23792. function RectAreaLight( color, intensity, width, height ) {
  23793. Light.call( this, color, intensity );
  23794. this.type = 'RectAreaLight';
  23795. this.width = ( width !== undefined ) ? width : 10;
  23796. this.height = ( height !== undefined ) ? height : 10;
  23797. }
  23798. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23799. constructor: RectAreaLight,
  23800. isRectAreaLight: true,
  23801. copy: function ( source ) {
  23802. Light.prototype.copy.call( this, source );
  23803. this.width = source.width;
  23804. this.height = source.height;
  23805. return this;
  23806. },
  23807. toJSON: function ( meta ) {
  23808. var data = Light.prototype.toJSON.call( this, meta );
  23809. data.object.width = this.width;
  23810. data.object.height = this.height;
  23811. return data;
  23812. }
  23813. } );
  23814. /**
  23815. * @author bhouston / http://clara.io
  23816. * @author WestLangley / http://github.com/WestLangley
  23817. *
  23818. * Primary reference:
  23819. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23820. *
  23821. * Secondary reference:
  23822. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23823. */
  23824. // 3-band SH defined by 9 coefficients
  23825. function SphericalHarmonics3() {
  23826. this.coefficients = [];
  23827. for ( var i = 0; i < 9; i ++ ) {
  23828. this.coefficients.push( new Vector3() );
  23829. }
  23830. }
  23831. Object.assign( SphericalHarmonics3.prototype, {
  23832. isSphericalHarmonics3: true,
  23833. set: function ( coefficients ) {
  23834. for ( var i = 0; i < 9; i ++ ) {
  23835. this.coefficients[ i ].copy( coefficients[ i ] );
  23836. }
  23837. return this;
  23838. },
  23839. zero: function () {
  23840. for ( var i = 0; i < 9; i ++ ) {
  23841. this.coefficients[ i ].set( 0, 0, 0 );
  23842. }
  23843. return this;
  23844. },
  23845. // get the radiance in the direction of the normal
  23846. // target is a Vector3
  23847. getAt: function ( normal, target ) {
  23848. // normal is assumed to be unit length
  23849. var x = normal.x, y = normal.y, z = normal.z;
  23850. var coeff = this.coefficients;
  23851. // band 0
  23852. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23853. // band 1
  23854. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23855. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23856. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23857. // band 2
  23858. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23859. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23860. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23861. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23862. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23863. return target;
  23864. },
  23865. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23866. // target is a Vector3
  23867. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23868. getIrradianceAt: function ( normal, target ) {
  23869. // normal is assumed to be unit length
  23870. var x = normal.x, y = normal.y, z = normal.z;
  23871. var coeff = this.coefficients;
  23872. // band 0
  23873. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23874. // band 1
  23875. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23876. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23877. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23878. // band 2
  23879. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23880. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23881. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23882. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23883. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23884. return target;
  23885. },
  23886. add: function ( sh ) {
  23887. for ( var i = 0; i < 9; i ++ ) {
  23888. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23889. }
  23890. return this;
  23891. },
  23892. addScaledSH: function ( sh, s ) {
  23893. for ( var i = 0; i < 9; i ++ ) {
  23894. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23895. }
  23896. return this;
  23897. },
  23898. scale: function ( s ) {
  23899. for ( var i = 0; i < 9; i ++ ) {
  23900. this.coefficients[ i ].multiplyScalar( s );
  23901. }
  23902. return this;
  23903. },
  23904. lerp: function ( sh, alpha ) {
  23905. for ( var i = 0; i < 9; i ++ ) {
  23906. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23907. }
  23908. return this;
  23909. },
  23910. equals: function ( sh ) {
  23911. for ( var i = 0; i < 9; i ++ ) {
  23912. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23913. return false;
  23914. }
  23915. }
  23916. return true;
  23917. },
  23918. copy: function ( sh ) {
  23919. return this.set( sh.coefficients );
  23920. },
  23921. clone: function () {
  23922. return new this.constructor().copy( this );
  23923. },
  23924. fromArray: function ( array, offset ) {
  23925. if ( offset === undefined ) { offset = 0; }
  23926. var coefficients = this.coefficients;
  23927. for ( var i = 0; i < 9; i ++ ) {
  23928. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23929. }
  23930. return this;
  23931. },
  23932. toArray: function ( array, offset ) {
  23933. if ( array === undefined ) { array = []; }
  23934. if ( offset === undefined ) { offset = 0; }
  23935. var coefficients = this.coefficients;
  23936. for ( var i = 0; i < 9; i ++ ) {
  23937. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23938. }
  23939. return array;
  23940. }
  23941. } );
  23942. Object.assign( SphericalHarmonics3, {
  23943. // evaluate the basis functions
  23944. // shBasis is an Array[ 9 ]
  23945. getBasisAt: function ( normal, shBasis ) {
  23946. // normal is assumed to be unit length
  23947. var x = normal.x, y = normal.y, z = normal.z;
  23948. // band 0
  23949. shBasis[ 0 ] = 0.282095;
  23950. // band 1
  23951. shBasis[ 1 ] = 0.488603 * y;
  23952. shBasis[ 2 ] = 0.488603 * z;
  23953. shBasis[ 3 ] = 0.488603 * x;
  23954. // band 2
  23955. shBasis[ 4 ] = 1.092548 * x * y;
  23956. shBasis[ 5 ] = 1.092548 * y * z;
  23957. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23958. shBasis[ 7 ] = 1.092548 * x * z;
  23959. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23960. }
  23961. } );
  23962. /**
  23963. * @author WestLangley / http://github.com/WestLangley
  23964. *
  23965. * A LightProbe is a source of indirect-diffuse light
  23966. */
  23967. function LightProbe( sh, intensity ) {
  23968. Light.call( this, undefined, intensity );
  23969. this.type = 'LightProbe';
  23970. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23971. }
  23972. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23973. constructor: LightProbe,
  23974. isLightProbe: true,
  23975. copy: function ( source ) {
  23976. Light.prototype.copy.call( this, source );
  23977. this.sh.copy( source.sh );
  23978. return this;
  23979. },
  23980. fromJSON: function ( json ) {
  23981. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23982. this.sh.fromArray( json.sh );
  23983. return this;
  23984. },
  23985. toJSON: function ( meta ) {
  23986. var data = Light.prototype.toJSON.call( this, meta );
  23987. data.object.sh = this.sh.toArray();
  23988. return data;
  23989. }
  23990. } );
  23991. /**
  23992. * @author mrdoob / http://mrdoob.com/
  23993. */
  23994. function MaterialLoader( manager ) {
  23995. Loader.call( this, manager );
  23996. this.textures = {};
  23997. }
  23998. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23999. constructor: MaterialLoader,
  24000. load: function ( url, onLoad, onProgress, onError ) {
  24001. var scope = this;
  24002. var loader = new FileLoader( scope.manager );
  24003. loader.setPath( scope.path );
  24004. loader.load( url, function ( text ) {
  24005. onLoad( scope.parse( JSON.parse( text ) ) );
  24006. }, onProgress, onError );
  24007. },
  24008. parse: function ( json ) {
  24009. var textures = this.textures;
  24010. function getTexture( name ) {
  24011. if ( textures[ name ] === undefined ) {
  24012. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24013. }
  24014. return textures[ name ];
  24015. }
  24016. var material = new Materials[ json.type ]();
  24017. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24018. if ( json.name !== undefined ) { material.name = json.name; }
  24019. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24020. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24021. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24022. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24023. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24024. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24025. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24026. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24027. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24028. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24029. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24030. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24031. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24032. if ( json.side !== undefined ) { material.side = json.side; }
  24033. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24034. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24035. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24036. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24037. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24038. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24039. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24040. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24041. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24042. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24043. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24044. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24045. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24046. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24047. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24048. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24049. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24050. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24051. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24052. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24053. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24054. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24055. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24056. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24057. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24058. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24059. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24060. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24061. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24062. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24063. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24064. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24065. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24066. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24067. if ( json.vertexColors !== undefined ) {
  24068. if ( typeof json.vertexColors === 'number' ) {
  24069. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24070. } else {
  24071. material.vertexColors = json.vertexColors;
  24072. }
  24073. }
  24074. // Shader Material
  24075. if ( json.uniforms !== undefined ) {
  24076. for ( var name in json.uniforms ) {
  24077. var uniform = json.uniforms[ name ];
  24078. material.uniforms[ name ] = {};
  24079. switch ( uniform.type ) {
  24080. case 't':
  24081. material.uniforms[ name ].value = getTexture( uniform.value );
  24082. break;
  24083. case 'c':
  24084. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24085. break;
  24086. case 'v2':
  24087. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24088. break;
  24089. case 'v3':
  24090. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24091. break;
  24092. case 'v4':
  24093. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24094. break;
  24095. case 'm3':
  24096. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24097. case 'm4':
  24098. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24099. break;
  24100. default:
  24101. material.uniforms[ name ].value = uniform.value;
  24102. }
  24103. }
  24104. }
  24105. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24106. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24107. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24108. if ( json.extensions !== undefined ) {
  24109. for ( var key in json.extensions ) {
  24110. material.extensions[ key ] = json.extensions[ key ];
  24111. }
  24112. }
  24113. // Deprecated
  24114. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24115. // for PointsMaterial
  24116. if ( json.size !== undefined ) { material.size = json.size; }
  24117. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24118. // maps
  24119. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24120. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24121. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24122. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24123. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24124. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24125. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24126. if ( json.normalScale !== undefined ) {
  24127. var normalScale = json.normalScale;
  24128. if ( Array.isArray( normalScale ) === false ) {
  24129. // Blender exporter used to export a scalar. See #7459
  24130. normalScale = [ normalScale, normalScale ];
  24131. }
  24132. material.normalScale = new Vector2().fromArray( normalScale );
  24133. }
  24134. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24135. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24136. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24137. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24138. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24139. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24140. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24141. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24142. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24143. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24144. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24145. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24146. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24147. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24148. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24149. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24150. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24151. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24152. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24153. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24154. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24155. return material;
  24156. },
  24157. setTextures: function ( value ) {
  24158. this.textures = value;
  24159. return this;
  24160. }
  24161. } );
  24162. /**
  24163. * @author Don McCurdy / https://www.donmccurdy.com
  24164. */
  24165. var LoaderUtils = {
  24166. decodeText: function ( array ) {
  24167. if ( typeof TextDecoder !== 'undefined' ) {
  24168. return new TextDecoder().decode( array );
  24169. }
  24170. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24171. // throws a "maximum call stack size exceeded" error for large arrays.
  24172. var s = '';
  24173. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24174. // Implicitly assumes little-endian.
  24175. s += String.fromCharCode( array[ i ] );
  24176. }
  24177. try {
  24178. // merges multi-byte utf-8 characters.
  24179. return decodeURIComponent( escape( s ) );
  24180. } catch ( e ) { // see #16358
  24181. return s;
  24182. }
  24183. },
  24184. extractUrlBase: function ( url ) {
  24185. var index = url.lastIndexOf( '/' );
  24186. if ( index === - 1 ) { return './'; }
  24187. return url.substr( 0, index + 1 );
  24188. }
  24189. };
  24190. /**
  24191. * @author benaadams / https://twitter.com/ben_a_adams
  24192. */
  24193. function InstancedBufferGeometry() {
  24194. BufferGeometry.call( this );
  24195. this.type = 'InstancedBufferGeometry';
  24196. this.instanceCount = Infinity;
  24197. }
  24198. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24199. constructor: InstancedBufferGeometry,
  24200. isInstancedBufferGeometry: true,
  24201. copy: function ( source ) {
  24202. BufferGeometry.prototype.copy.call( this, source );
  24203. this.instanceCount = source.instanceCount;
  24204. return this;
  24205. },
  24206. clone: function () {
  24207. return new this.constructor().copy( this );
  24208. },
  24209. toJSON: function () {
  24210. var data = BufferGeometry.prototype.toJSON.call( this );
  24211. data.instanceCount = this.instanceCount;
  24212. data.isInstancedBufferGeometry = true;
  24213. return data;
  24214. }
  24215. } );
  24216. /**
  24217. * @author benaadams / https://twitter.com/ben_a_adams
  24218. */
  24219. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24220. if ( typeof ( normalized ) === 'number' ) {
  24221. meshPerAttribute = normalized;
  24222. normalized = false;
  24223. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24224. }
  24225. BufferAttribute.call( this, array, itemSize, normalized );
  24226. this.meshPerAttribute = meshPerAttribute || 1;
  24227. }
  24228. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24229. constructor: InstancedBufferAttribute,
  24230. isInstancedBufferAttribute: true,
  24231. copy: function ( source ) {
  24232. BufferAttribute.prototype.copy.call( this, source );
  24233. this.meshPerAttribute = source.meshPerAttribute;
  24234. return this;
  24235. },
  24236. toJSON: function () {
  24237. var data = BufferAttribute.prototype.toJSON.call( this );
  24238. data.meshPerAttribute = this.meshPerAttribute;
  24239. data.isInstancedBufferAttribute = true;
  24240. return data;
  24241. }
  24242. } );
  24243. /**
  24244. * @author mrdoob / http://mrdoob.com/
  24245. */
  24246. function BufferGeometryLoader( manager ) {
  24247. Loader.call( this, manager );
  24248. }
  24249. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24250. constructor: BufferGeometryLoader,
  24251. load: function ( url, onLoad, onProgress, onError ) {
  24252. var scope = this;
  24253. var loader = new FileLoader( scope.manager );
  24254. loader.setPath( scope.path );
  24255. loader.load( url, function ( text ) {
  24256. onLoad( scope.parse( JSON.parse( text ) ) );
  24257. }, onProgress, onError );
  24258. },
  24259. parse: function ( json ) {
  24260. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24261. var index = json.data.index;
  24262. if ( index !== undefined ) {
  24263. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24264. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24265. }
  24266. var attributes = json.data.attributes;
  24267. for ( var key in attributes ) {
  24268. var attribute = attributes[ key ];
  24269. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24270. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24271. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  24272. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24273. geometry.setAttribute( key, bufferAttribute );
  24274. }
  24275. var morphAttributes = json.data.morphAttributes;
  24276. if ( morphAttributes ) {
  24277. for ( var key in morphAttributes ) {
  24278. var attributeArray = morphAttributes[ key ];
  24279. var array = [];
  24280. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24281. var attribute = attributeArray[ i ];
  24282. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24283. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  24284. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24285. array.push( bufferAttribute );
  24286. }
  24287. geometry.morphAttributes[ key ] = array;
  24288. }
  24289. }
  24290. var morphTargetsRelative = json.data.morphTargetsRelative;
  24291. if ( morphTargetsRelative ) {
  24292. geometry.morphTargetsRelative = true;
  24293. }
  24294. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24295. if ( groups !== undefined ) {
  24296. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  24297. var group = groups[ i ];
  24298. geometry.addGroup( group.start, group.count, group.materialIndex );
  24299. }
  24300. }
  24301. var boundingSphere = json.data.boundingSphere;
  24302. if ( boundingSphere !== undefined ) {
  24303. var center = new Vector3();
  24304. if ( boundingSphere.center !== undefined ) {
  24305. center.fromArray( boundingSphere.center );
  24306. }
  24307. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24308. }
  24309. if ( json.name ) { geometry.name = json.name; }
  24310. if ( json.userData ) { geometry.userData = json.userData; }
  24311. return geometry;
  24312. }
  24313. } );
  24314. var TYPED_ARRAYS = {
  24315. Int8Array: Int8Array,
  24316. Uint8Array: Uint8Array,
  24317. // Workaround for IE11 pre KB2929437. See #11440
  24318. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24319. Int16Array: Int16Array,
  24320. Uint16Array: Uint16Array,
  24321. Int32Array: Int32Array,
  24322. Uint32Array: Uint32Array,
  24323. Float32Array: Float32Array,
  24324. Float64Array: Float64Array
  24325. };
  24326. /**
  24327. * @author mrdoob / http://mrdoob.com/
  24328. */
  24329. function ObjectLoader( manager ) {
  24330. Loader.call( this, manager );
  24331. }
  24332. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24333. constructor: ObjectLoader,
  24334. load: function ( url, onLoad, onProgress, onError ) {
  24335. var scope = this;
  24336. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24337. this.resourcePath = this.resourcePath || path;
  24338. var loader = new FileLoader( scope.manager );
  24339. loader.setPath( this.path );
  24340. loader.load( url, function ( text ) {
  24341. var json = null;
  24342. try {
  24343. json = JSON.parse( text );
  24344. } catch ( error ) {
  24345. if ( onError !== undefined ) { onError( error ); }
  24346. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24347. return;
  24348. }
  24349. var metadata = json.metadata;
  24350. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24351. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24352. return;
  24353. }
  24354. scope.parse( json, onLoad );
  24355. }, onProgress, onError );
  24356. },
  24357. parse: function ( json, onLoad ) {
  24358. var shapes = this.parseShape( json.shapes );
  24359. var geometries = this.parseGeometries( json.geometries, shapes );
  24360. var images = this.parseImages( json.images, function () {
  24361. if ( onLoad !== undefined ) { onLoad( object ); }
  24362. } );
  24363. var textures = this.parseTextures( json.textures, images );
  24364. var materials = this.parseMaterials( json.materials, textures );
  24365. var object = this.parseObject( json.object, geometries, materials );
  24366. if ( json.animations ) {
  24367. object.animations = this.parseAnimations( json.animations );
  24368. }
  24369. if ( json.images === undefined || json.images.length === 0 ) {
  24370. if ( onLoad !== undefined ) { onLoad( object ); }
  24371. }
  24372. return object;
  24373. },
  24374. parseShape: function ( json ) {
  24375. var shapes = {};
  24376. if ( json !== undefined ) {
  24377. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24378. var shape = new Shape().fromJSON( json[ i ] );
  24379. shapes[ shape.uuid ] = shape;
  24380. }
  24381. }
  24382. return shapes;
  24383. },
  24384. parseGeometries: function ( json, shapes ) {
  24385. var geometries = {};
  24386. if ( json !== undefined ) {
  24387. var bufferGeometryLoader = new BufferGeometryLoader();
  24388. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24389. var geometry;
  24390. var data = json[ i ];
  24391. switch ( data.type ) {
  24392. case 'PlaneGeometry':
  24393. case 'PlaneBufferGeometry':
  24394. geometry = new Geometries[ data.type ](
  24395. data.width,
  24396. data.height,
  24397. data.widthSegments,
  24398. data.heightSegments
  24399. );
  24400. break;
  24401. case 'BoxGeometry':
  24402. case 'BoxBufferGeometry':
  24403. case 'CubeGeometry': // backwards compatible
  24404. geometry = new Geometries[ data.type ](
  24405. data.width,
  24406. data.height,
  24407. data.depth,
  24408. data.widthSegments,
  24409. data.heightSegments,
  24410. data.depthSegments
  24411. );
  24412. break;
  24413. case 'CircleGeometry':
  24414. case 'CircleBufferGeometry':
  24415. geometry = new Geometries[ data.type ](
  24416. data.radius,
  24417. data.segments,
  24418. data.thetaStart,
  24419. data.thetaLength
  24420. );
  24421. break;
  24422. case 'CylinderGeometry':
  24423. case 'CylinderBufferGeometry':
  24424. geometry = new Geometries[ data.type ](
  24425. data.radiusTop,
  24426. data.radiusBottom,
  24427. data.height,
  24428. data.radialSegments,
  24429. data.heightSegments,
  24430. data.openEnded,
  24431. data.thetaStart,
  24432. data.thetaLength
  24433. );
  24434. break;
  24435. case 'ConeGeometry':
  24436. case 'ConeBufferGeometry':
  24437. geometry = new Geometries[ data.type ](
  24438. data.radius,
  24439. data.height,
  24440. data.radialSegments,
  24441. data.heightSegments,
  24442. data.openEnded,
  24443. data.thetaStart,
  24444. data.thetaLength
  24445. );
  24446. break;
  24447. case 'SphereGeometry':
  24448. case 'SphereBufferGeometry':
  24449. geometry = new Geometries[ data.type ](
  24450. data.radius,
  24451. data.widthSegments,
  24452. data.heightSegments,
  24453. data.phiStart,
  24454. data.phiLength,
  24455. data.thetaStart,
  24456. data.thetaLength
  24457. );
  24458. break;
  24459. case 'DodecahedronGeometry':
  24460. case 'DodecahedronBufferGeometry':
  24461. case 'IcosahedronGeometry':
  24462. case 'IcosahedronBufferGeometry':
  24463. case 'OctahedronGeometry':
  24464. case 'OctahedronBufferGeometry':
  24465. case 'TetrahedronGeometry':
  24466. case 'TetrahedronBufferGeometry':
  24467. geometry = new Geometries[ data.type ](
  24468. data.radius,
  24469. data.detail
  24470. );
  24471. break;
  24472. case 'RingGeometry':
  24473. case 'RingBufferGeometry':
  24474. geometry = new Geometries[ data.type ](
  24475. data.innerRadius,
  24476. data.outerRadius,
  24477. data.thetaSegments,
  24478. data.phiSegments,
  24479. data.thetaStart,
  24480. data.thetaLength
  24481. );
  24482. break;
  24483. case 'TorusGeometry':
  24484. case 'TorusBufferGeometry':
  24485. geometry = new Geometries[ data.type ](
  24486. data.radius,
  24487. data.tube,
  24488. data.radialSegments,
  24489. data.tubularSegments,
  24490. data.arc
  24491. );
  24492. break;
  24493. case 'TorusKnotGeometry':
  24494. case 'TorusKnotBufferGeometry':
  24495. geometry = new Geometries[ data.type ](
  24496. data.radius,
  24497. data.tube,
  24498. data.tubularSegments,
  24499. data.radialSegments,
  24500. data.p,
  24501. data.q
  24502. );
  24503. break;
  24504. case 'TubeGeometry':
  24505. case 'TubeBufferGeometry':
  24506. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24507. // User defined curves or instances of CurvePath will not be deserialized.
  24508. geometry = new Geometries[ data.type ](
  24509. new Curves[ data.path.type ]().fromJSON( data.path ),
  24510. data.tubularSegments,
  24511. data.radius,
  24512. data.radialSegments,
  24513. data.closed
  24514. );
  24515. break;
  24516. case 'LatheGeometry':
  24517. case 'LatheBufferGeometry':
  24518. geometry = new Geometries[ data.type ](
  24519. data.points,
  24520. data.segments,
  24521. data.phiStart,
  24522. data.phiLength
  24523. );
  24524. break;
  24525. case 'PolyhedronGeometry':
  24526. case 'PolyhedronBufferGeometry':
  24527. geometry = new Geometries[ data.type ](
  24528. data.vertices,
  24529. data.indices,
  24530. data.radius,
  24531. data.details
  24532. );
  24533. break;
  24534. case 'ShapeGeometry':
  24535. case 'ShapeBufferGeometry':
  24536. var geometryShapes = [];
  24537. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24538. var shape = shapes[ data.shapes[ j ] ];
  24539. geometryShapes.push( shape );
  24540. }
  24541. geometry = new Geometries[ data.type ](
  24542. geometryShapes,
  24543. data.curveSegments
  24544. );
  24545. break;
  24546. case 'ExtrudeGeometry':
  24547. case 'ExtrudeBufferGeometry':
  24548. var geometryShapes = [];
  24549. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24550. var shape = shapes[ data.shapes[ j ] ];
  24551. geometryShapes.push( shape );
  24552. }
  24553. var extrudePath = data.options.extrudePath;
  24554. if ( extrudePath !== undefined ) {
  24555. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24556. }
  24557. geometry = new Geometries[ data.type ](
  24558. geometryShapes,
  24559. data.options
  24560. );
  24561. break;
  24562. case 'BufferGeometry':
  24563. case 'InstancedBufferGeometry':
  24564. geometry = bufferGeometryLoader.parse( data );
  24565. break;
  24566. case 'Geometry':
  24567. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24568. break;
  24569. default:
  24570. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24571. continue;
  24572. }
  24573. geometry.uuid = data.uuid;
  24574. if ( data.name !== undefined ) { geometry.name = data.name; }
  24575. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24576. geometries[ data.uuid ] = geometry;
  24577. }
  24578. }
  24579. return geometries;
  24580. },
  24581. parseMaterials: function ( json, textures ) {
  24582. var cache = {}; // MultiMaterial
  24583. var materials = {};
  24584. if ( json !== undefined ) {
  24585. var loader = new MaterialLoader();
  24586. loader.setTextures( textures );
  24587. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24588. var data = json[ i ];
  24589. if ( data.type === 'MultiMaterial' ) {
  24590. // Deprecated
  24591. var array = [];
  24592. for ( var j = 0; j < data.materials.length; j ++ ) {
  24593. var material = data.materials[ j ];
  24594. if ( cache[ material.uuid ] === undefined ) {
  24595. cache[ material.uuid ] = loader.parse( material );
  24596. }
  24597. array.push( cache[ material.uuid ] );
  24598. }
  24599. materials[ data.uuid ] = array;
  24600. } else {
  24601. if ( cache[ data.uuid ] === undefined ) {
  24602. cache[ data.uuid ] = loader.parse( data );
  24603. }
  24604. materials[ data.uuid ] = cache[ data.uuid ];
  24605. }
  24606. }
  24607. }
  24608. return materials;
  24609. },
  24610. parseAnimations: function ( json ) {
  24611. var animations = [];
  24612. for ( var i = 0; i < json.length; i ++ ) {
  24613. var data = json[ i ];
  24614. var clip = AnimationClip.parse( data );
  24615. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24616. animations.push( clip );
  24617. }
  24618. return animations;
  24619. },
  24620. parseImages: function ( json, onLoad ) {
  24621. var scope = this;
  24622. var images = {};
  24623. function loadImage( url ) {
  24624. scope.manager.itemStart( url );
  24625. return loader.load( url, function () {
  24626. scope.manager.itemEnd( url );
  24627. }, undefined, function () {
  24628. scope.manager.itemError( url );
  24629. scope.manager.itemEnd( url );
  24630. } );
  24631. }
  24632. if ( json !== undefined && json.length > 0 ) {
  24633. var manager = new LoadingManager( onLoad );
  24634. var loader = new ImageLoader( manager );
  24635. loader.setCrossOrigin( this.crossOrigin );
  24636. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24637. var image = json[ i ];
  24638. var url = image.url;
  24639. if ( Array.isArray( url ) ) {
  24640. // load array of images e.g CubeTexture
  24641. images[ image.uuid ] = [];
  24642. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24643. var currentUrl = url[ j ];
  24644. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24645. images[ image.uuid ].push( loadImage( path ) );
  24646. }
  24647. } else {
  24648. // load single image
  24649. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24650. images[ image.uuid ] = loadImage( path );
  24651. }
  24652. }
  24653. }
  24654. return images;
  24655. },
  24656. parseTextures: function ( json, images ) {
  24657. function parseConstant( value, type ) {
  24658. if ( typeof value === 'number' ) { return value; }
  24659. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24660. return type[ value ];
  24661. }
  24662. var textures = {};
  24663. if ( json !== undefined ) {
  24664. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24665. var data = json[ i ];
  24666. if ( data.image === undefined ) {
  24667. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24668. }
  24669. if ( images[ data.image ] === undefined ) {
  24670. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24671. }
  24672. var texture;
  24673. if ( Array.isArray( images[ data.image ] ) ) {
  24674. texture = new CubeTexture( images[ data.image ] );
  24675. } else {
  24676. texture = new Texture( images[ data.image ] );
  24677. }
  24678. texture.needsUpdate = true;
  24679. texture.uuid = data.uuid;
  24680. if ( data.name !== undefined ) { texture.name = data.name; }
  24681. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24682. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24683. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24684. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24685. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24686. if ( data.wrap !== undefined ) {
  24687. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24688. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24689. }
  24690. if ( data.format !== undefined ) { texture.format = data.format; }
  24691. if ( data.type !== undefined ) { texture.type = data.type; }
  24692. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24693. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24694. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24695. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24696. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24697. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24698. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24699. textures[ data.uuid ] = texture;
  24700. }
  24701. }
  24702. return textures;
  24703. },
  24704. parseObject: function ( data, geometries, materials ) {
  24705. var object;
  24706. function getGeometry( name ) {
  24707. if ( geometries[ name ] === undefined ) {
  24708. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24709. }
  24710. return geometries[ name ];
  24711. }
  24712. function getMaterial( name ) {
  24713. if ( name === undefined ) { return undefined; }
  24714. if ( Array.isArray( name ) ) {
  24715. var array = [];
  24716. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24717. var uuid = name[ i ];
  24718. if ( materials[ uuid ] === undefined ) {
  24719. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24720. }
  24721. array.push( materials[ uuid ] );
  24722. }
  24723. return array;
  24724. }
  24725. if ( materials[ name ] === undefined ) {
  24726. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24727. }
  24728. return materials[ name ];
  24729. }
  24730. switch ( data.type ) {
  24731. case 'Scene':
  24732. object = new Scene();
  24733. if ( data.background !== undefined ) {
  24734. if ( Number.isInteger( data.background ) ) {
  24735. object.background = new Color( data.background );
  24736. }
  24737. }
  24738. if ( data.fog !== undefined ) {
  24739. if ( data.fog.type === 'Fog' ) {
  24740. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24741. } else if ( data.fog.type === 'FogExp2' ) {
  24742. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24743. }
  24744. }
  24745. break;
  24746. case 'PerspectiveCamera':
  24747. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24748. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24749. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24750. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24751. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24752. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24753. break;
  24754. case 'OrthographicCamera':
  24755. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24756. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24757. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24758. break;
  24759. case 'AmbientLight':
  24760. object = new AmbientLight( data.color, data.intensity );
  24761. break;
  24762. case 'DirectionalLight':
  24763. object = new DirectionalLight( data.color, data.intensity );
  24764. break;
  24765. case 'PointLight':
  24766. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24767. break;
  24768. case 'RectAreaLight':
  24769. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24770. break;
  24771. case 'SpotLight':
  24772. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24773. break;
  24774. case 'HemisphereLight':
  24775. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24776. break;
  24777. case 'LightProbe':
  24778. object = new LightProbe().fromJSON( data );
  24779. break;
  24780. case 'SkinnedMesh':
  24781. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24782. case 'Mesh':
  24783. var geometry = getGeometry( data.geometry );
  24784. var material = getMaterial( data.material );
  24785. object = new Mesh( geometry, material );
  24786. break;
  24787. case 'InstancedMesh':
  24788. var geometry = getGeometry( data.geometry );
  24789. var material = getMaterial( data.material );
  24790. var count = data.count;
  24791. var instanceMatrix = data.instanceMatrix;
  24792. object = new InstancedMesh( geometry, material, count );
  24793. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24794. break;
  24795. case 'LOD':
  24796. object = new LOD();
  24797. break;
  24798. case 'Line':
  24799. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24800. break;
  24801. case 'LineLoop':
  24802. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24803. break;
  24804. case 'LineSegments':
  24805. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24806. break;
  24807. case 'PointCloud':
  24808. case 'Points':
  24809. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24810. break;
  24811. case 'Sprite':
  24812. object = new Sprite( getMaterial( data.material ) );
  24813. break;
  24814. case 'Group':
  24815. object = new Group();
  24816. break;
  24817. default:
  24818. object = new Object3D();
  24819. }
  24820. object.uuid = data.uuid;
  24821. if ( data.name !== undefined ) { object.name = data.name; }
  24822. if ( data.matrix !== undefined ) {
  24823. object.matrix.fromArray( data.matrix );
  24824. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24825. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24826. } else {
  24827. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24828. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24829. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24830. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24831. }
  24832. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24833. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24834. if ( data.shadow ) {
  24835. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24836. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24837. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24838. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24839. }
  24840. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24841. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24842. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24843. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24844. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24845. if ( data.children !== undefined ) {
  24846. var children = data.children;
  24847. for ( var i = 0; i < children.length; i ++ ) {
  24848. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24849. }
  24850. }
  24851. if ( data.type === 'LOD' ) {
  24852. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24853. var levels = data.levels;
  24854. for ( var l = 0; l < levels.length; l ++ ) {
  24855. var level = levels[ l ];
  24856. var child = object.getObjectByProperty( 'uuid', level.object );
  24857. if ( child !== undefined ) {
  24858. object.addLevel( child, level.distance );
  24859. }
  24860. }
  24861. }
  24862. return object;
  24863. }
  24864. } );
  24865. var TEXTURE_MAPPING = {
  24866. UVMapping: UVMapping,
  24867. CubeReflectionMapping: CubeReflectionMapping,
  24868. CubeRefractionMapping: CubeRefractionMapping,
  24869. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24870. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24871. SphericalReflectionMapping: SphericalReflectionMapping,
  24872. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24873. CubeUVRefractionMapping: CubeUVRefractionMapping
  24874. };
  24875. var TEXTURE_WRAPPING = {
  24876. RepeatWrapping: RepeatWrapping,
  24877. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24878. MirroredRepeatWrapping: MirroredRepeatWrapping
  24879. };
  24880. var TEXTURE_FILTER = {
  24881. NearestFilter: NearestFilter,
  24882. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24883. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24884. LinearFilter: LinearFilter,
  24885. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24886. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24887. };
  24888. /**
  24889. * @author thespite / http://clicktorelease.com/
  24890. */
  24891. function ImageBitmapLoader( manager ) {
  24892. if ( typeof createImageBitmap === 'undefined' ) {
  24893. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24894. }
  24895. if ( typeof fetch === 'undefined' ) {
  24896. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24897. }
  24898. Loader.call( this, manager );
  24899. this.options = undefined;
  24900. }
  24901. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24902. constructor: ImageBitmapLoader,
  24903. setOptions: function setOptions( options ) {
  24904. this.options = options;
  24905. return this;
  24906. },
  24907. load: function ( url, onLoad, onProgress, onError ) {
  24908. if ( url === undefined ) { url = ''; }
  24909. if ( this.path !== undefined ) { url = this.path + url; }
  24910. url = this.manager.resolveURL( url );
  24911. var scope = this;
  24912. var cached = Cache.get( url );
  24913. if ( cached !== undefined ) {
  24914. scope.manager.itemStart( url );
  24915. setTimeout( function () {
  24916. if ( onLoad ) { onLoad( cached ); }
  24917. scope.manager.itemEnd( url );
  24918. }, 0 );
  24919. return cached;
  24920. }
  24921. fetch( url ).then( function ( res ) {
  24922. return res.blob();
  24923. } ).then( function ( blob ) {
  24924. if ( scope.options === undefined ) {
  24925. // Workaround for FireFox. It causes an error if you pass options.
  24926. return createImageBitmap( blob );
  24927. } else {
  24928. return createImageBitmap( blob, scope.options );
  24929. }
  24930. } ).then( function ( imageBitmap ) {
  24931. Cache.add( url, imageBitmap );
  24932. if ( onLoad ) { onLoad( imageBitmap ); }
  24933. scope.manager.itemEnd( url );
  24934. } ).catch( function ( e ) {
  24935. if ( onError ) { onError( e ); }
  24936. scope.manager.itemError( url );
  24937. scope.manager.itemEnd( url );
  24938. } );
  24939. scope.manager.itemStart( url );
  24940. }
  24941. } );
  24942. /**
  24943. * @author zz85 / http://www.lab4games.net/zz85/blog
  24944. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24945. **/
  24946. function ShapePath() {
  24947. this.type = 'ShapePath';
  24948. this.color = new Color();
  24949. this.subPaths = [];
  24950. this.currentPath = null;
  24951. }
  24952. Object.assign( ShapePath.prototype, {
  24953. moveTo: function ( x, y ) {
  24954. this.currentPath = new Path();
  24955. this.subPaths.push( this.currentPath );
  24956. this.currentPath.moveTo( x, y );
  24957. return this;
  24958. },
  24959. lineTo: function ( x, y ) {
  24960. this.currentPath.lineTo( x, y );
  24961. return this;
  24962. },
  24963. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24964. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24965. return this;
  24966. },
  24967. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24968. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24969. return this;
  24970. },
  24971. splineThru: function ( pts ) {
  24972. this.currentPath.splineThru( pts );
  24973. return this;
  24974. },
  24975. toShapes: function ( isCCW, noHoles ) {
  24976. function toShapesNoHoles( inSubpaths ) {
  24977. var shapes = [];
  24978. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24979. var tmpPath = inSubpaths[ i ];
  24980. var tmpShape = new Shape();
  24981. tmpShape.curves = tmpPath.curves;
  24982. shapes.push( tmpShape );
  24983. }
  24984. return shapes;
  24985. }
  24986. function isPointInsidePolygon( inPt, inPolygon ) {
  24987. var polyLen = inPolygon.length;
  24988. // inPt on polygon contour => immediate success or
  24989. // toggling of inside/outside at every single! intersection point of an edge
  24990. // with the horizontal line through inPt, left of inPt
  24991. // not counting lowerY endpoints of edges and whole edges on that line
  24992. var inside = false;
  24993. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24994. var edgeLowPt = inPolygon[ p ];
  24995. var edgeHighPt = inPolygon[ q ];
  24996. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24997. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24998. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24999. // not parallel
  25000. if ( edgeDy < 0 ) {
  25001. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25002. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25003. }
  25004. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25005. if ( inPt.y === edgeLowPt.y ) {
  25006. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25007. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25008. } else {
  25009. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25010. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25011. if ( perpEdge < 0 ) { continue; }
  25012. inside = ! inside; // true intersection left of inPt
  25013. }
  25014. } else {
  25015. // parallel or collinear
  25016. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25017. // edge lies on the same horizontal line as inPt
  25018. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25019. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25020. // continue;
  25021. }
  25022. }
  25023. return inside;
  25024. }
  25025. var isClockWise = ShapeUtils.isClockWise;
  25026. var subPaths = this.subPaths;
  25027. if ( subPaths.length === 0 ) { return []; }
  25028. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25029. var solid, tmpPath, tmpShape, shapes = [];
  25030. if ( subPaths.length === 1 ) {
  25031. tmpPath = subPaths[ 0 ];
  25032. tmpShape = new Shape();
  25033. tmpShape.curves = tmpPath.curves;
  25034. shapes.push( tmpShape );
  25035. return shapes;
  25036. }
  25037. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25038. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25039. // console.log("Holes first", holesFirst);
  25040. var betterShapeHoles = [];
  25041. var newShapes = [];
  25042. var newShapeHoles = [];
  25043. var mainIdx = 0;
  25044. var tmpPoints;
  25045. newShapes[ mainIdx ] = undefined;
  25046. newShapeHoles[ mainIdx ] = [];
  25047. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25048. tmpPath = subPaths[ i ];
  25049. tmpPoints = tmpPath.getPoints();
  25050. solid = isClockWise( tmpPoints );
  25051. solid = isCCW ? ! solid : solid;
  25052. if ( solid ) {
  25053. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25054. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25055. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25056. if ( holesFirst ) { mainIdx ++; }
  25057. newShapeHoles[ mainIdx ] = [];
  25058. //console.log('cw', i);
  25059. } else {
  25060. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25061. //console.log('ccw', i);
  25062. }
  25063. }
  25064. // only Holes? -> probably all Shapes with wrong orientation
  25065. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25066. if ( newShapes.length > 1 ) {
  25067. var ambiguous = false;
  25068. var toChange = [];
  25069. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25070. betterShapeHoles[ sIdx ] = [];
  25071. }
  25072. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25073. var sho = newShapeHoles[ sIdx ];
  25074. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25075. var ho = sho[ hIdx ];
  25076. var hole_unassigned = true;
  25077. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25078. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25079. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  25080. if ( hole_unassigned ) {
  25081. hole_unassigned = false;
  25082. betterShapeHoles[ s2Idx ].push( ho );
  25083. } else {
  25084. ambiguous = true;
  25085. }
  25086. }
  25087. }
  25088. if ( hole_unassigned ) {
  25089. betterShapeHoles[ sIdx ].push( ho );
  25090. }
  25091. }
  25092. }
  25093. // console.log("ambiguous: ", ambiguous);
  25094. if ( toChange.length > 0 ) {
  25095. // console.log("to change: ", toChange);
  25096. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25097. }
  25098. }
  25099. var tmpHoles;
  25100. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  25101. tmpShape = newShapes[ i ].s;
  25102. shapes.push( tmpShape );
  25103. tmpHoles = newShapeHoles[ i ];
  25104. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25105. tmpShape.holes.push( tmpHoles[ j ].h );
  25106. }
  25107. }
  25108. //console.log("shape", shapes);
  25109. return shapes;
  25110. }
  25111. } );
  25112. /**
  25113. * @author zz85 / http://www.lab4games.net/zz85/blog
  25114. * @author mrdoob / http://mrdoob.com/
  25115. */
  25116. function Font( data ) {
  25117. this.type = 'Font';
  25118. this.data = data;
  25119. }
  25120. Object.assign( Font.prototype, {
  25121. isFont: true,
  25122. generateShapes: function ( text, size ) {
  25123. if ( size === undefined ) { size = 100; }
  25124. var shapes = [];
  25125. var paths = createPaths( text, size, this.data );
  25126. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25127. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25128. }
  25129. return shapes;
  25130. }
  25131. } );
  25132. function createPaths( text, size, data ) {
  25133. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25134. var scale = size / data.resolution;
  25135. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25136. var paths = [];
  25137. var offsetX = 0, offsetY = 0;
  25138. for ( var i = 0; i < chars.length; i ++ ) {
  25139. var char = chars[ i ];
  25140. if ( char === '\n' ) {
  25141. offsetX = 0;
  25142. offsetY -= line_height;
  25143. } else {
  25144. var ret = createPath( char, scale, offsetX, offsetY, data );
  25145. offsetX += ret.offsetX;
  25146. paths.push( ret.path );
  25147. }
  25148. }
  25149. return paths;
  25150. }
  25151. function createPath( char, scale, offsetX, offsetY, data ) {
  25152. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25153. if ( ! glyph ) {
  25154. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25155. return;
  25156. }
  25157. var path = new ShapePath();
  25158. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25159. if ( glyph.o ) {
  25160. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25161. for ( var i = 0, l = outline.length; i < l; ) {
  25162. var action = outline[ i ++ ];
  25163. switch ( action ) {
  25164. case 'm': // moveTo
  25165. x = outline[ i ++ ] * scale + offsetX;
  25166. y = outline[ i ++ ] * scale + offsetY;
  25167. path.moveTo( x, y );
  25168. break;
  25169. case 'l': // lineTo
  25170. x = outline[ i ++ ] * scale + offsetX;
  25171. y = outline[ i ++ ] * scale + offsetY;
  25172. path.lineTo( x, y );
  25173. break;
  25174. case 'q': // quadraticCurveTo
  25175. cpx = outline[ i ++ ] * scale + offsetX;
  25176. cpy = outline[ i ++ ] * scale + offsetY;
  25177. cpx1 = outline[ i ++ ] * scale + offsetX;
  25178. cpy1 = outline[ i ++ ] * scale + offsetY;
  25179. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25180. break;
  25181. case 'b': // bezierCurveTo
  25182. cpx = outline[ i ++ ] * scale + offsetX;
  25183. cpy = outline[ i ++ ] * scale + offsetY;
  25184. cpx1 = outline[ i ++ ] * scale + offsetX;
  25185. cpy1 = outline[ i ++ ] * scale + offsetY;
  25186. cpx2 = outline[ i ++ ] * scale + offsetX;
  25187. cpy2 = outline[ i ++ ] * scale + offsetY;
  25188. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25189. break;
  25190. }
  25191. }
  25192. }
  25193. return { offsetX: glyph.ha * scale, path: path };
  25194. }
  25195. /**
  25196. * @author mrdoob / http://mrdoob.com/
  25197. */
  25198. function FontLoader( manager ) {
  25199. Loader.call( this, manager );
  25200. }
  25201. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25202. constructor: FontLoader,
  25203. load: function ( url, onLoad, onProgress, onError ) {
  25204. var scope = this;
  25205. var loader = new FileLoader( this.manager );
  25206. loader.setPath( this.path );
  25207. loader.load( url, function ( text ) {
  25208. var json;
  25209. try {
  25210. json = JSON.parse( text );
  25211. } catch ( e ) {
  25212. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25213. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25214. }
  25215. var font = scope.parse( json );
  25216. if ( onLoad ) { onLoad( font ); }
  25217. }, onProgress, onError );
  25218. },
  25219. parse: function ( json ) {
  25220. return new Font( json );
  25221. }
  25222. } );
  25223. /**
  25224. * @author mrdoob / http://mrdoob.com/
  25225. */
  25226. var _context;
  25227. var AudioContext = {
  25228. getContext: function () {
  25229. if ( _context === undefined ) {
  25230. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25231. }
  25232. return _context;
  25233. },
  25234. setContext: function ( value ) {
  25235. _context = value;
  25236. }
  25237. };
  25238. /**
  25239. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25240. */
  25241. function AudioLoader( manager ) {
  25242. Loader.call( this, manager );
  25243. }
  25244. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25245. constructor: AudioLoader,
  25246. load: function ( url, onLoad, onProgress, onError ) {
  25247. var loader = new FileLoader( this.manager );
  25248. loader.setResponseType( 'arraybuffer' );
  25249. loader.setPath( this.path );
  25250. loader.load( url, function ( buffer ) {
  25251. // Create a copy of the buffer. The `decodeAudioData` method
  25252. // detaches the buffer when complete, preventing reuse.
  25253. var bufferCopy = buffer.slice( 0 );
  25254. var context = AudioContext.getContext();
  25255. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25256. onLoad( audioBuffer );
  25257. } );
  25258. }, onProgress, onError );
  25259. }
  25260. } );
  25261. /**
  25262. * @author WestLangley / http://github.com/WestLangley
  25263. */
  25264. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25265. LightProbe.call( this, undefined, intensity );
  25266. var color1 = new Color().set( skyColor );
  25267. var color2 = new Color().set( groundColor );
  25268. var sky = new Vector3( color1.r, color1.g, color1.b );
  25269. var ground = new Vector3( color2.r, color2.g, color2.b );
  25270. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25271. var c0 = Math.sqrt( Math.PI );
  25272. var c1 = c0 * Math.sqrt( 0.75 );
  25273. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25274. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25275. }
  25276. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25277. constructor: HemisphereLightProbe,
  25278. isHemisphereLightProbe: true,
  25279. copy: function ( source ) { // modifying colors not currently supported
  25280. LightProbe.prototype.copy.call( this, source );
  25281. return this;
  25282. },
  25283. toJSON: function ( meta ) {
  25284. var data = LightProbe.prototype.toJSON.call( this, meta );
  25285. // data.sh = this.sh.toArray(); // todo
  25286. return data;
  25287. }
  25288. } );
  25289. /**
  25290. * @author WestLangley / http://github.com/WestLangley
  25291. */
  25292. function AmbientLightProbe( color, intensity ) {
  25293. LightProbe.call( this, undefined, intensity );
  25294. var color1 = new Color().set( color );
  25295. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25296. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25297. }
  25298. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25299. constructor: AmbientLightProbe,
  25300. isAmbientLightProbe: true,
  25301. copy: function ( source ) { // modifying color not currently supported
  25302. LightProbe.prototype.copy.call( this, source );
  25303. return this;
  25304. },
  25305. toJSON: function ( meta ) {
  25306. var data = LightProbe.prototype.toJSON.call( this, meta );
  25307. // data.sh = this.sh.toArray(); // todo
  25308. return data;
  25309. }
  25310. } );
  25311. var _eyeRight = new Matrix4();
  25312. var _eyeLeft = new Matrix4();
  25313. /**
  25314. * @author mrdoob / http://mrdoob.com/
  25315. */
  25316. function StereoCamera() {
  25317. this.type = 'StereoCamera';
  25318. this.aspect = 1;
  25319. this.eyeSep = 0.064;
  25320. this.cameraL = new PerspectiveCamera();
  25321. this.cameraL.layers.enable( 1 );
  25322. this.cameraL.matrixAutoUpdate = false;
  25323. this.cameraR = new PerspectiveCamera();
  25324. this.cameraR.layers.enable( 2 );
  25325. this.cameraR.matrixAutoUpdate = false;
  25326. this._cache = {
  25327. focus: null,
  25328. fov: null,
  25329. aspect: null,
  25330. near: null,
  25331. far: null,
  25332. zoom: null,
  25333. eyeSep: null
  25334. };
  25335. }
  25336. Object.assign( StereoCamera.prototype, {
  25337. update: function ( camera ) {
  25338. var cache = this._cache;
  25339. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25340. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25341. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25342. if ( needsUpdate ) {
  25343. cache.focus = camera.focus;
  25344. cache.fov = camera.fov;
  25345. cache.aspect = camera.aspect * this.aspect;
  25346. cache.near = camera.near;
  25347. cache.far = camera.far;
  25348. cache.zoom = camera.zoom;
  25349. cache.eyeSep = this.eyeSep;
  25350. // Off-axis stereoscopic effect based on
  25351. // http://paulbourke.net/stereographics/stereorender/
  25352. var projectionMatrix = camera.projectionMatrix.clone();
  25353. var eyeSepHalf = cache.eyeSep / 2;
  25354. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25355. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25356. var xmin, xmax;
  25357. // translate xOffset
  25358. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25359. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25360. // for left eye
  25361. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25362. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25363. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25364. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25365. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25366. // for right eye
  25367. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25368. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25369. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25370. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25371. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25372. }
  25373. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25374. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25375. }
  25376. } );
  25377. /**
  25378. * @author alteredq / http://alteredqualia.com/
  25379. */
  25380. function Clock( autoStart ) {
  25381. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25382. this.startTime = 0;
  25383. this.oldTime = 0;
  25384. this.elapsedTime = 0;
  25385. this.running = false;
  25386. }
  25387. Object.assign( Clock.prototype, {
  25388. start: function () {
  25389. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25390. this.oldTime = this.startTime;
  25391. this.elapsedTime = 0;
  25392. this.running = true;
  25393. },
  25394. stop: function () {
  25395. this.getElapsedTime();
  25396. this.running = false;
  25397. this.autoStart = false;
  25398. },
  25399. getElapsedTime: function () {
  25400. this.getDelta();
  25401. return this.elapsedTime;
  25402. },
  25403. getDelta: function () {
  25404. var diff = 0;
  25405. if ( this.autoStart && ! this.running ) {
  25406. this.start();
  25407. return 0;
  25408. }
  25409. if ( this.running ) {
  25410. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25411. diff = ( newTime - this.oldTime ) / 1000;
  25412. this.oldTime = newTime;
  25413. this.elapsedTime += diff;
  25414. }
  25415. return diff;
  25416. }
  25417. } );
  25418. /**
  25419. * @author mrdoob / http://mrdoob.com/
  25420. */
  25421. var _position$2 = new Vector3();
  25422. var _quaternion$3 = new Quaternion();
  25423. var _scale$1 = new Vector3();
  25424. var _orientation = new Vector3();
  25425. function AudioListener() {
  25426. Object3D.call( this );
  25427. this.type = 'AudioListener';
  25428. this.context = AudioContext.getContext();
  25429. this.gain = this.context.createGain();
  25430. this.gain.connect( this.context.destination );
  25431. this.filter = null;
  25432. this.timeDelta = 0;
  25433. // private
  25434. this._clock = new Clock();
  25435. }
  25436. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25437. constructor: AudioListener,
  25438. getInput: function () {
  25439. return this.gain;
  25440. },
  25441. removeFilter: function ( ) {
  25442. if ( this.filter !== null ) {
  25443. this.gain.disconnect( this.filter );
  25444. this.filter.disconnect( this.context.destination );
  25445. this.gain.connect( this.context.destination );
  25446. this.filter = null;
  25447. }
  25448. return this;
  25449. },
  25450. getFilter: function () {
  25451. return this.filter;
  25452. },
  25453. setFilter: function ( value ) {
  25454. if ( this.filter !== null ) {
  25455. this.gain.disconnect( this.filter );
  25456. this.filter.disconnect( this.context.destination );
  25457. } else {
  25458. this.gain.disconnect( this.context.destination );
  25459. }
  25460. this.filter = value;
  25461. this.gain.connect( this.filter );
  25462. this.filter.connect( this.context.destination );
  25463. return this;
  25464. },
  25465. getMasterVolume: function () {
  25466. return this.gain.gain.value;
  25467. },
  25468. setMasterVolume: function ( value ) {
  25469. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25470. return this;
  25471. },
  25472. updateMatrixWorld: function ( force ) {
  25473. Object3D.prototype.updateMatrixWorld.call( this, force );
  25474. var listener = this.context.listener;
  25475. var up = this.up;
  25476. this.timeDelta = this._clock.getDelta();
  25477. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25478. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25479. if ( listener.positionX ) {
  25480. // code path for Chrome (see #14393)
  25481. var endTime = this.context.currentTime + this.timeDelta;
  25482. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25483. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25484. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25485. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25486. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25487. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25488. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25489. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25490. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25491. } else {
  25492. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25493. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25494. }
  25495. }
  25496. } );
  25497. /**
  25498. * @author mrdoob / http://mrdoob.com/
  25499. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25500. */
  25501. function Audio( listener ) {
  25502. Object3D.call( this );
  25503. this.type = 'Audio';
  25504. this.listener = listener;
  25505. this.context = listener.context;
  25506. this.gain = this.context.createGain();
  25507. this.gain.connect( listener.getInput() );
  25508. this.autoplay = false;
  25509. this.buffer = null;
  25510. this.detune = 0;
  25511. this.loop = false;
  25512. this.loopStart = 0;
  25513. this.loopEnd = 0;
  25514. this.offset = 0;
  25515. this.duration = undefined;
  25516. this.playbackRate = 1;
  25517. this.isPlaying = false;
  25518. this.hasPlaybackControl = true;
  25519. this.sourceType = 'empty';
  25520. this._startedAt = 0;
  25521. this._progress = 0;
  25522. this.filters = [];
  25523. }
  25524. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25525. constructor: Audio,
  25526. getOutput: function () {
  25527. return this.gain;
  25528. },
  25529. setNodeSource: function ( audioNode ) {
  25530. this.hasPlaybackControl = false;
  25531. this.sourceType = 'audioNode';
  25532. this.source = audioNode;
  25533. this.connect();
  25534. return this;
  25535. },
  25536. setMediaElementSource: function ( mediaElement ) {
  25537. this.hasPlaybackControl = false;
  25538. this.sourceType = 'mediaNode';
  25539. this.source = this.context.createMediaElementSource( mediaElement );
  25540. this.connect();
  25541. return this;
  25542. },
  25543. setMediaStreamSource: function ( mediaStream ) {
  25544. this.hasPlaybackControl = false;
  25545. this.sourceType = 'mediaStreamNode';
  25546. this.source = this.context.createMediaStreamSource( mediaStream );
  25547. this.connect();
  25548. return this;
  25549. },
  25550. setBuffer: function ( audioBuffer ) {
  25551. this.buffer = audioBuffer;
  25552. this.sourceType = 'buffer';
  25553. if ( this.autoplay ) { this.play(); }
  25554. return this;
  25555. },
  25556. play: function ( delay ) {
  25557. if ( delay === undefined ) { delay = 0; }
  25558. if ( this.isPlaying === true ) {
  25559. console.warn( 'THREE.Audio: Audio is already playing.' );
  25560. return;
  25561. }
  25562. if ( this.hasPlaybackControl === false ) {
  25563. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25564. return;
  25565. }
  25566. this._startedAt = this.context.currentTime + delay;
  25567. var source = this.context.createBufferSource();
  25568. source.buffer = this.buffer;
  25569. source.loop = this.loop;
  25570. source.loopStart = this.loopStart;
  25571. source.loopEnd = this.loopEnd;
  25572. source.onended = this.onEnded.bind( this );
  25573. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25574. this.isPlaying = true;
  25575. this.source = source;
  25576. this.setDetune( this.detune );
  25577. this.setPlaybackRate( this.playbackRate );
  25578. return this.connect();
  25579. },
  25580. pause: function () {
  25581. if ( this.hasPlaybackControl === false ) {
  25582. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25583. return;
  25584. }
  25585. if ( this.isPlaying === true ) {
  25586. // update current progress
  25587. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25588. if ( this.loop === true ) {
  25589. // ensure _progress does not exceed duration with looped audios
  25590. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25591. }
  25592. this.source.stop();
  25593. this.source.onended = null;
  25594. this.isPlaying = false;
  25595. }
  25596. return this;
  25597. },
  25598. stop: function () {
  25599. if ( this.hasPlaybackControl === false ) {
  25600. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25601. return;
  25602. }
  25603. this._progress = 0;
  25604. this.source.stop();
  25605. this.source.onended = null;
  25606. this.isPlaying = false;
  25607. return this;
  25608. },
  25609. connect: function () {
  25610. if ( this.filters.length > 0 ) {
  25611. this.source.connect( this.filters[ 0 ] );
  25612. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25613. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25614. }
  25615. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25616. } else {
  25617. this.source.connect( this.getOutput() );
  25618. }
  25619. return this;
  25620. },
  25621. disconnect: function () {
  25622. if ( this.filters.length > 0 ) {
  25623. this.source.disconnect( this.filters[ 0 ] );
  25624. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25625. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25626. }
  25627. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25628. } else {
  25629. this.source.disconnect( this.getOutput() );
  25630. }
  25631. return this;
  25632. },
  25633. getFilters: function () {
  25634. return this.filters;
  25635. },
  25636. setFilters: function ( value ) {
  25637. if ( ! value ) { value = []; }
  25638. if ( this.isPlaying === true ) {
  25639. this.disconnect();
  25640. this.filters = value;
  25641. this.connect();
  25642. } else {
  25643. this.filters = value;
  25644. }
  25645. return this;
  25646. },
  25647. setDetune: function ( value ) {
  25648. this.detune = value;
  25649. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25650. if ( this.isPlaying === true ) {
  25651. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25652. }
  25653. return this;
  25654. },
  25655. getDetune: function () {
  25656. return this.detune;
  25657. },
  25658. getFilter: function () {
  25659. return this.getFilters()[ 0 ];
  25660. },
  25661. setFilter: function ( filter ) {
  25662. return this.setFilters( filter ? [ filter ] : [] );
  25663. },
  25664. setPlaybackRate: function ( value ) {
  25665. if ( this.hasPlaybackControl === false ) {
  25666. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25667. return;
  25668. }
  25669. this.playbackRate = value;
  25670. if ( this.isPlaying === true ) {
  25671. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25672. }
  25673. return this;
  25674. },
  25675. getPlaybackRate: function () {
  25676. return this.playbackRate;
  25677. },
  25678. onEnded: function () {
  25679. this.isPlaying = false;
  25680. },
  25681. getLoop: function () {
  25682. if ( this.hasPlaybackControl === false ) {
  25683. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25684. return false;
  25685. }
  25686. return this.loop;
  25687. },
  25688. setLoop: function ( value ) {
  25689. if ( this.hasPlaybackControl === false ) {
  25690. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25691. return;
  25692. }
  25693. this.loop = value;
  25694. if ( this.isPlaying === true ) {
  25695. this.source.loop = this.loop;
  25696. }
  25697. return this;
  25698. },
  25699. setLoopStart: function ( value ) {
  25700. this.loopStart = value;
  25701. return this;
  25702. },
  25703. setLoopEnd: function ( value ) {
  25704. this.loopEnd = value;
  25705. return this;
  25706. },
  25707. getVolume: function () {
  25708. return this.gain.gain.value;
  25709. },
  25710. setVolume: function ( value ) {
  25711. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25712. return this;
  25713. }
  25714. } );
  25715. /**
  25716. * @author mrdoob / http://mrdoob.com/
  25717. */
  25718. var _position$3 = new Vector3();
  25719. var _quaternion$4 = new Quaternion();
  25720. var _scale$2 = new Vector3();
  25721. var _orientation$1 = new Vector3();
  25722. function PositionalAudio( listener ) {
  25723. Audio.call( this, listener );
  25724. this.panner = this.context.createPanner();
  25725. this.panner.panningModel = 'HRTF';
  25726. this.panner.connect( this.gain );
  25727. }
  25728. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25729. constructor: PositionalAudio,
  25730. getOutput: function () {
  25731. return this.panner;
  25732. },
  25733. getRefDistance: function () {
  25734. return this.panner.refDistance;
  25735. },
  25736. setRefDistance: function ( value ) {
  25737. this.panner.refDistance = value;
  25738. return this;
  25739. },
  25740. getRolloffFactor: function () {
  25741. return this.panner.rolloffFactor;
  25742. },
  25743. setRolloffFactor: function ( value ) {
  25744. this.panner.rolloffFactor = value;
  25745. return this;
  25746. },
  25747. getDistanceModel: function () {
  25748. return this.panner.distanceModel;
  25749. },
  25750. setDistanceModel: function ( value ) {
  25751. this.panner.distanceModel = value;
  25752. return this;
  25753. },
  25754. getMaxDistance: function () {
  25755. return this.panner.maxDistance;
  25756. },
  25757. setMaxDistance: function ( value ) {
  25758. this.panner.maxDistance = value;
  25759. return this;
  25760. },
  25761. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25762. this.panner.coneInnerAngle = coneInnerAngle;
  25763. this.panner.coneOuterAngle = coneOuterAngle;
  25764. this.panner.coneOuterGain = coneOuterGain;
  25765. return this;
  25766. },
  25767. updateMatrixWorld: function ( force ) {
  25768. Object3D.prototype.updateMatrixWorld.call( this, force );
  25769. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25770. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25771. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25772. var panner = this.panner;
  25773. if ( panner.positionX ) {
  25774. // code path for Chrome and Firefox (see #14393)
  25775. var endTime = this.context.currentTime + this.listener.timeDelta;
  25776. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25777. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25778. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25779. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25780. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25781. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25782. } else {
  25783. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25784. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25785. }
  25786. }
  25787. } );
  25788. /**
  25789. * @author mrdoob / http://mrdoob.com/
  25790. */
  25791. function AudioAnalyser( audio, fftSize ) {
  25792. this.analyser = audio.context.createAnalyser();
  25793. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25794. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25795. audio.getOutput().connect( this.analyser );
  25796. }
  25797. Object.assign( AudioAnalyser.prototype, {
  25798. getFrequencyData: function () {
  25799. this.analyser.getByteFrequencyData( this.data );
  25800. return this.data;
  25801. },
  25802. getAverageFrequency: function () {
  25803. var value = 0, data = this.getFrequencyData();
  25804. for ( var i = 0; i < data.length; i ++ ) {
  25805. value += data[ i ];
  25806. }
  25807. return value / data.length;
  25808. }
  25809. } );
  25810. /**
  25811. *
  25812. * Buffered scene graph property that allows weighted accumulation.
  25813. *
  25814. *
  25815. * @author Ben Houston / http://clara.io/
  25816. * @author David Sarno / http://lighthaus.us/
  25817. * @author tschw
  25818. */
  25819. function PropertyMixer( binding, typeName, valueSize ) {
  25820. this.binding = binding;
  25821. this.valueSize = valueSize;
  25822. var mixFunction,
  25823. mixFunctionAdditive,
  25824. setIdentity;
  25825. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25826. //
  25827. // interpolators can use .buffer as their .result
  25828. // the data then goes to 'incoming'
  25829. //
  25830. // 'accu0' and 'accu1' are used frame-interleaved for
  25831. // the cumulative result and are compared to detect
  25832. // changes
  25833. //
  25834. // 'orig' stores the original state of the property
  25835. //
  25836. // 'add' is used for additive cumulative results
  25837. //
  25838. // 'work' is optional and is only present for quaternion types. It is used
  25839. // to store intermediate quaternion multiplication results
  25840. switch ( typeName ) {
  25841. case 'quaternion':
  25842. mixFunction = this._slerp;
  25843. mixFunctionAdditive = this._slerpAdditive;
  25844. setIdentity = this._setAdditiveIdentityQuaternion;
  25845. this.buffer = new Float64Array( valueSize * 6 );
  25846. this._workIndex = 5;
  25847. break;
  25848. case 'string':
  25849. case 'bool':
  25850. mixFunction = this._select;
  25851. // Use the regular mix function and for additive on these types,
  25852. // additive is not relevant for non-numeric types
  25853. mixFunctionAdditive = this._select;
  25854. setIdentity = this._setAdditiveIdentityOther;
  25855. this.buffer = new Array( valueSize * 5 );
  25856. break;
  25857. default:
  25858. mixFunction = this._lerp;
  25859. mixFunctionAdditive = this._lerpAdditive;
  25860. setIdentity = this._setAdditiveIdentityNumeric;
  25861. this.buffer = new Float64Array( valueSize * 5 );
  25862. }
  25863. this._mixBufferRegion = mixFunction;
  25864. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25865. this._setIdentity = setIdentity;
  25866. this._origIndex = 3;
  25867. this._addIndex = 4;
  25868. this.cumulativeWeight = 0;
  25869. this.cumulativeWeightAdditive = 0;
  25870. this.useCount = 0;
  25871. this.referenceCount = 0;
  25872. }
  25873. Object.assign( PropertyMixer.prototype, {
  25874. // accumulate data in the 'incoming' region into 'accu<i>'
  25875. accumulate: function ( accuIndex, weight ) {
  25876. // note: happily accumulating nothing when weight = 0, the caller knows
  25877. // the weight and shouldn't have made the call in the first place
  25878. var buffer = this.buffer,
  25879. stride = this.valueSize,
  25880. offset = accuIndex * stride + stride,
  25881. currentWeight = this.cumulativeWeight;
  25882. if ( currentWeight === 0 ) {
  25883. // accuN := incoming * weight
  25884. for ( var i = 0; i !== stride; ++ i ) {
  25885. buffer[ offset + i ] = buffer[ i ];
  25886. }
  25887. currentWeight = weight;
  25888. } else {
  25889. // accuN := accuN + incoming * weight
  25890. currentWeight += weight;
  25891. var mix = weight / currentWeight;
  25892. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25893. }
  25894. this.cumulativeWeight = currentWeight;
  25895. },
  25896. // accumulate data in the 'incoming' region into 'add'
  25897. accumulateAdditive: function ( weight ) {
  25898. var buffer = this.buffer,
  25899. stride = this.valueSize,
  25900. offset = stride * this._addIndex;
  25901. if ( this.cumulativeWeightAdditive === 0 ) {
  25902. // add = identity
  25903. this._setIdentity();
  25904. }
  25905. // add := add + incoming * weight
  25906. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  25907. this.cumulativeWeightAdditive += weight;
  25908. },
  25909. // apply the state of 'accu<i>' to the binding when accus differ
  25910. apply: function ( accuIndex ) {
  25911. var stride = this.valueSize,
  25912. buffer = this.buffer,
  25913. offset = accuIndex * stride + stride,
  25914. weight = this.cumulativeWeight,
  25915. weightAdditive = this.cumulativeWeightAdditive,
  25916. binding = this.binding;
  25917. this.cumulativeWeight = 0;
  25918. this.cumulativeWeightAdditive = 0;
  25919. if ( weight < 1 ) {
  25920. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25921. var originalValueOffset = stride * this._origIndex;
  25922. this._mixBufferRegion(
  25923. buffer, offset, originalValueOffset, 1 - weight, stride );
  25924. }
  25925. if ( weightAdditive > 0 ) {
  25926. // accuN := accuN + additive accuN
  25927. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  25928. }
  25929. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25930. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25931. // value has changed -> update scene graph
  25932. binding.setValue( buffer, offset );
  25933. break;
  25934. }
  25935. }
  25936. },
  25937. // remember the state of the bound property and copy it to both accus
  25938. saveOriginalState: function () {
  25939. var binding = this.binding;
  25940. var buffer = this.buffer,
  25941. stride = this.valueSize,
  25942. originalValueOffset = stride * this._origIndex;
  25943. binding.getValue( buffer, originalValueOffset );
  25944. // accu[0..1] := orig -- initially detect changes against the original
  25945. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25946. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25947. }
  25948. // Add to identity for additive
  25949. this._setIdentity();
  25950. this.cumulativeWeight = 0;
  25951. this.cumulativeWeightAdditive = 0;
  25952. },
  25953. // apply the state previously taken via 'saveOriginalState' to the binding
  25954. restoreOriginalState: function () {
  25955. var originalValueOffset = this.valueSize * 3;
  25956. this.binding.setValue( this.buffer, originalValueOffset );
  25957. },
  25958. _setAdditiveIdentityNumeric: function () {
  25959. var startIndex = this._addIndex * this.valueSize;
  25960. var endIndex = startIndex + this.valueSize;
  25961. for ( var i = startIndex; i < endIndex; i ++ ) {
  25962. this.buffer[ i ] = 0;
  25963. }
  25964. },
  25965. _setAdditiveIdentityQuaternion: function () {
  25966. this._setAdditiveIdentityNumeric();
  25967. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  25968. },
  25969. _setAdditiveIdentityOther: function () {
  25970. var startIndex = this._origIndex * this.valueSize;
  25971. var targetIndex = this._addIndex * this.valueSize;
  25972. for ( var i = 0; i < this.valueSize; i ++ ) {
  25973. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  25974. }
  25975. },
  25976. // mix functions
  25977. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25978. if ( t >= 0.5 ) {
  25979. for ( var i = 0; i !== stride; ++ i ) {
  25980. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25981. }
  25982. }
  25983. },
  25984. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25985. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25986. },
  25987. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25988. var workOffset = this._workIndex * stride;
  25989. // Store result in intermediate buffer offset
  25990. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  25991. // Slerp to the intermediate result
  25992. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  25993. },
  25994. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25995. var s = 1 - t;
  25996. for ( var i = 0; i !== stride; ++ i ) {
  25997. var j = dstOffset + i;
  25998. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25999. }
  26000. },
  26001. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26002. for ( var i = 0; i !== stride; ++ i ) {
  26003. var j = dstOffset + i;
  26004. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26005. }
  26006. }
  26007. } );
  26008. /**
  26009. *
  26010. * A reference to a real property in the scene graph.
  26011. *
  26012. *
  26013. * @author Ben Houston / http://clara.io/
  26014. * @author David Sarno / http://lighthaus.us/
  26015. * @author tschw
  26016. */
  26017. // Characters [].:/ are reserved for track binding syntax.
  26018. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26019. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26020. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26021. // only latin characters, and the unicode \p{L} is not yet supported. So
  26022. // instead, we exclude reserved characters and match everything else.
  26023. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26024. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26025. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26026. // be matched to parse the rest of the track name.
  26027. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26028. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26029. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26030. // Object on target node, and accessor. May not contain reserved
  26031. // characters. Accessor may contain any character except closing bracket.
  26032. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26033. // Property and accessor. May not contain reserved characters. Accessor may
  26034. // contain any non-bracket characters.
  26035. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26036. var _trackRe = new RegExp( ''
  26037. + '^'
  26038. + _directoryRe
  26039. + _nodeRe
  26040. + _objectRe
  26041. + _propertyRe
  26042. + '$'
  26043. );
  26044. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26045. function Composite( targetGroup, path, optionalParsedPath ) {
  26046. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26047. this._targetGroup = targetGroup;
  26048. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26049. }
  26050. Object.assign( Composite.prototype, {
  26051. getValue: function ( array, offset ) {
  26052. this.bind(); // bind all binding
  26053. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26054. binding = this._bindings[ firstValidIndex ];
  26055. // and only call .getValue on the first
  26056. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26057. },
  26058. setValue: function ( array, offset ) {
  26059. var bindings = this._bindings;
  26060. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26061. bindings[ i ].setValue( array, offset );
  26062. }
  26063. },
  26064. bind: function () {
  26065. var bindings = this._bindings;
  26066. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26067. bindings[ i ].bind();
  26068. }
  26069. },
  26070. unbind: function () {
  26071. var bindings = this._bindings;
  26072. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26073. bindings[ i ].unbind();
  26074. }
  26075. }
  26076. } );
  26077. function PropertyBinding( rootNode, path, parsedPath ) {
  26078. this.path = path;
  26079. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26080. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26081. this.rootNode = rootNode;
  26082. }
  26083. Object.assign( PropertyBinding, {
  26084. Composite: Composite,
  26085. create: function ( root, path, parsedPath ) {
  26086. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26087. return new PropertyBinding( root, path, parsedPath );
  26088. } else {
  26089. return new PropertyBinding.Composite( root, path, parsedPath );
  26090. }
  26091. },
  26092. /**
  26093. * Replaces spaces with underscores and removes unsupported characters from
  26094. * node names, to ensure compatibility with parseTrackName().
  26095. *
  26096. * @param {string} name Node name to be sanitized.
  26097. * @return {string}
  26098. */
  26099. sanitizeNodeName: function ( name ) {
  26100. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26101. },
  26102. parseTrackName: function ( trackName ) {
  26103. var matches = _trackRe.exec( trackName );
  26104. if ( ! matches ) {
  26105. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26106. }
  26107. var results = {
  26108. // directoryName: matches[ 1 ], // (tschw) currently unused
  26109. nodeName: matches[ 2 ],
  26110. objectName: matches[ 3 ],
  26111. objectIndex: matches[ 4 ],
  26112. propertyName: matches[ 5 ], // required
  26113. propertyIndex: matches[ 6 ]
  26114. };
  26115. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26116. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26117. var objectName = results.nodeName.substring( lastDot + 1 );
  26118. // Object names must be checked against a whitelist. Otherwise, there
  26119. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26120. // 'bar' could be the objectName, or part of a nodeName (which can
  26121. // include '.' characters).
  26122. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26123. results.nodeName = results.nodeName.substring( 0, lastDot );
  26124. results.objectName = objectName;
  26125. }
  26126. }
  26127. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26128. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26129. }
  26130. return results;
  26131. },
  26132. findNode: function ( root, nodeName ) {
  26133. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26134. return root;
  26135. }
  26136. // search into skeleton bones.
  26137. if ( root.skeleton ) {
  26138. var bone = root.skeleton.getBoneByName( nodeName );
  26139. if ( bone !== undefined ) {
  26140. return bone;
  26141. }
  26142. }
  26143. // search into node subtree.
  26144. if ( root.children ) {
  26145. var searchNodeSubtree = function ( children ) {
  26146. for ( var i = 0; i < children.length; i ++ ) {
  26147. var childNode = children[ i ];
  26148. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26149. return childNode;
  26150. }
  26151. var result = searchNodeSubtree( childNode.children );
  26152. if ( result ) { return result; }
  26153. }
  26154. return null;
  26155. };
  26156. var subTreeNode = searchNodeSubtree( root.children );
  26157. if ( subTreeNode ) {
  26158. return subTreeNode;
  26159. }
  26160. }
  26161. return null;
  26162. }
  26163. } );
  26164. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26165. // these are used to "bind" a nonexistent property
  26166. _getValue_unavailable: function () {},
  26167. _setValue_unavailable: function () {},
  26168. BindingType: {
  26169. Direct: 0,
  26170. EntireArray: 1,
  26171. ArrayElement: 2,
  26172. HasFromToArray: 3
  26173. },
  26174. Versioning: {
  26175. None: 0,
  26176. NeedsUpdate: 1,
  26177. MatrixWorldNeedsUpdate: 2
  26178. },
  26179. GetterByBindingType: [
  26180. function getValue_direct( buffer, offset ) {
  26181. buffer[ offset ] = this.node[ this.propertyName ];
  26182. },
  26183. function getValue_array( buffer, offset ) {
  26184. var source = this.resolvedProperty;
  26185. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26186. buffer[ offset ++ ] = source[ i ];
  26187. }
  26188. },
  26189. function getValue_arrayElement( buffer, offset ) {
  26190. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26191. },
  26192. function getValue_toArray( buffer, offset ) {
  26193. this.resolvedProperty.toArray( buffer, offset );
  26194. }
  26195. ],
  26196. SetterByBindingTypeAndVersioning: [
  26197. [
  26198. // Direct
  26199. function setValue_direct( buffer, offset ) {
  26200. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26201. },
  26202. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26203. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26204. this.targetObject.needsUpdate = true;
  26205. },
  26206. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26207. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26208. this.targetObject.matrixWorldNeedsUpdate = true;
  26209. }
  26210. ], [
  26211. // EntireArray
  26212. function setValue_array( buffer, offset ) {
  26213. var dest = this.resolvedProperty;
  26214. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26215. dest[ i ] = buffer[ offset ++ ];
  26216. }
  26217. },
  26218. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26219. var dest = this.resolvedProperty;
  26220. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26221. dest[ i ] = buffer[ offset ++ ];
  26222. }
  26223. this.targetObject.needsUpdate = true;
  26224. },
  26225. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26226. var dest = this.resolvedProperty;
  26227. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26228. dest[ i ] = buffer[ offset ++ ];
  26229. }
  26230. this.targetObject.matrixWorldNeedsUpdate = true;
  26231. }
  26232. ], [
  26233. // ArrayElement
  26234. function setValue_arrayElement( buffer, offset ) {
  26235. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26236. },
  26237. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26238. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26239. this.targetObject.needsUpdate = true;
  26240. },
  26241. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26242. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26243. this.targetObject.matrixWorldNeedsUpdate = true;
  26244. }
  26245. ], [
  26246. // HasToFromArray
  26247. function setValue_fromArray( buffer, offset ) {
  26248. this.resolvedProperty.fromArray( buffer, offset );
  26249. },
  26250. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26251. this.resolvedProperty.fromArray( buffer, offset );
  26252. this.targetObject.needsUpdate = true;
  26253. },
  26254. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26255. this.resolvedProperty.fromArray( buffer, offset );
  26256. this.targetObject.matrixWorldNeedsUpdate = true;
  26257. }
  26258. ]
  26259. ],
  26260. getValue: function getValue_unbound( targetArray, offset ) {
  26261. this.bind();
  26262. this.getValue( targetArray, offset );
  26263. // Note: This class uses a State pattern on a per-method basis:
  26264. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26265. // prototype version of these methods with one that represents
  26266. // the bound state. When the property is not found, the methods
  26267. // become no-ops.
  26268. },
  26269. setValue: function getValue_unbound( sourceArray, offset ) {
  26270. this.bind();
  26271. this.setValue( sourceArray, offset );
  26272. },
  26273. // create getter / setter pair for a property in the scene graph
  26274. bind: function () {
  26275. var targetObject = this.node,
  26276. parsedPath = this.parsedPath,
  26277. objectName = parsedPath.objectName,
  26278. propertyName = parsedPath.propertyName,
  26279. propertyIndex = parsedPath.propertyIndex;
  26280. if ( ! targetObject ) {
  26281. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26282. this.node = targetObject;
  26283. }
  26284. // set fail state so we can just 'return' on error
  26285. this.getValue = this._getValue_unavailable;
  26286. this.setValue = this._setValue_unavailable;
  26287. // ensure there is a value node
  26288. if ( ! targetObject ) {
  26289. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26290. return;
  26291. }
  26292. if ( objectName ) {
  26293. var objectIndex = parsedPath.objectIndex;
  26294. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26295. switch ( objectName ) {
  26296. case 'materials':
  26297. if ( ! targetObject.material ) {
  26298. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26299. return;
  26300. }
  26301. if ( ! targetObject.material.materials ) {
  26302. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26303. return;
  26304. }
  26305. targetObject = targetObject.material.materials;
  26306. break;
  26307. case 'bones':
  26308. if ( ! targetObject.skeleton ) {
  26309. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26310. return;
  26311. }
  26312. // potential future optimization: skip this if propertyIndex is already an integer
  26313. // and convert the integer string to a true integer.
  26314. targetObject = targetObject.skeleton.bones;
  26315. // support resolving morphTarget names into indices.
  26316. for ( var i = 0; i < targetObject.length; i ++ ) {
  26317. if ( targetObject[ i ].name === objectIndex ) {
  26318. objectIndex = i;
  26319. break;
  26320. }
  26321. }
  26322. break;
  26323. default:
  26324. if ( targetObject[ objectName ] === undefined ) {
  26325. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26326. return;
  26327. }
  26328. targetObject = targetObject[ objectName ];
  26329. }
  26330. if ( objectIndex !== undefined ) {
  26331. if ( targetObject[ objectIndex ] === undefined ) {
  26332. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26333. return;
  26334. }
  26335. targetObject = targetObject[ objectIndex ];
  26336. }
  26337. }
  26338. // resolve property
  26339. var nodeProperty = targetObject[ propertyName ];
  26340. if ( nodeProperty === undefined ) {
  26341. var nodeName = parsedPath.nodeName;
  26342. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26343. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26344. return;
  26345. }
  26346. // determine versioning scheme
  26347. var versioning = this.Versioning.None;
  26348. this.targetObject = targetObject;
  26349. if ( targetObject.needsUpdate !== undefined ) { // material
  26350. versioning = this.Versioning.NeedsUpdate;
  26351. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26352. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26353. }
  26354. // determine how the property gets bound
  26355. var bindingType = this.BindingType.Direct;
  26356. if ( propertyIndex !== undefined ) {
  26357. // access a sub element of the property array (only primitives are supported right now)
  26358. if ( propertyName === "morphTargetInfluences" ) {
  26359. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26360. // support resolving morphTarget names into indices.
  26361. if ( ! targetObject.geometry ) {
  26362. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26363. return;
  26364. }
  26365. if ( targetObject.geometry.isBufferGeometry ) {
  26366. if ( ! targetObject.geometry.morphAttributes ) {
  26367. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26368. return;
  26369. }
  26370. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26371. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26372. }
  26373. } else {
  26374. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26375. return;
  26376. }
  26377. }
  26378. bindingType = this.BindingType.ArrayElement;
  26379. this.resolvedProperty = nodeProperty;
  26380. this.propertyIndex = propertyIndex;
  26381. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26382. // must use copy for Object3D.Euler/Quaternion
  26383. bindingType = this.BindingType.HasFromToArray;
  26384. this.resolvedProperty = nodeProperty;
  26385. } else if ( Array.isArray( nodeProperty ) ) {
  26386. bindingType = this.BindingType.EntireArray;
  26387. this.resolvedProperty = nodeProperty;
  26388. } else {
  26389. this.propertyName = propertyName;
  26390. }
  26391. // select getter / setter
  26392. this.getValue = this.GetterByBindingType[ bindingType ];
  26393. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26394. },
  26395. unbind: function () {
  26396. this.node = null;
  26397. // back to the prototype version of getValue / setValue
  26398. // note: avoiding to mutate the shape of 'this' via 'delete'
  26399. this.getValue = this._getValue_unbound;
  26400. this.setValue = this._setValue_unbound;
  26401. }
  26402. } );
  26403. // DECLARE ALIAS AFTER assign prototype
  26404. Object.assign( PropertyBinding.prototype, {
  26405. // initial state of these methods that calls 'bind'
  26406. _getValue_unbound: PropertyBinding.prototype.getValue,
  26407. _setValue_unbound: PropertyBinding.prototype.setValue,
  26408. } );
  26409. /**
  26410. *
  26411. * A group of objects that receives a shared animation state.
  26412. *
  26413. * Usage:
  26414. *
  26415. * - Add objects you would otherwise pass as 'root' to the
  26416. * constructor or the .clipAction method of AnimationMixer.
  26417. *
  26418. * - Instead pass this object as 'root'.
  26419. *
  26420. * - You can also add and remove objects later when the mixer
  26421. * is running.
  26422. *
  26423. * Note:
  26424. *
  26425. * Objects of this class appear as one object to the mixer,
  26426. * so cache control of the individual objects must be done
  26427. * on the group.
  26428. *
  26429. * Limitation:
  26430. *
  26431. * - The animated properties must be compatible among the
  26432. * all objects in the group.
  26433. *
  26434. * - A single property can either be controlled through a
  26435. * target group or directly, but not both.
  26436. *
  26437. * @author tschw
  26438. */
  26439. function AnimationObjectGroup() {
  26440. this.uuid = MathUtils.generateUUID();
  26441. // cached objects followed by the active ones
  26442. this._objects = Array.prototype.slice.call( arguments );
  26443. this.nCachedObjects_ = 0; // threshold
  26444. // note: read by PropertyBinding.Composite
  26445. var indices = {};
  26446. this._indicesByUUID = indices; // for bookkeeping
  26447. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26448. indices[ arguments[ i ].uuid ] = i;
  26449. }
  26450. this._paths = []; // inside: string
  26451. this._parsedPaths = []; // inside: { we don't care, here }
  26452. this._bindings = []; // inside: Array< PropertyBinding >
  26453. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26454. var scope = this;
  26455. this.stats = {
  26456. objects: {
  26457. get total() {
  26458. return scope._objects.length;
  26459. },
  26460. get inUse() {
  26461. return this.total - scope.nCachedObjects_;
  26462. }
  26463. },
  26464. get bindingsPerObject() {
  26465. return scope._bindings.length;
  26466. }
  26467. };
  26468. }
  26469. Object.assign( AnimationObjectGroup.prototype, {
  26470. isAnimationObjectGroup: true,
  26471. add: function () {
  26472. var objects = this._objects,
  26473. nObjects = objects.length,
  26474. nCachedObjects = this.nCachedObjects_,
  26475. indicesByUUID = this._indicesByUUID,
  26476. paths = this._paths,
  26477. parsedPaths = this._parsedPaths,
  26478. bindings = this._bindings,
  26479. nBindings = bindings.length,
  26480. knownObject = undefined;
  26481. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26482. var object = arguments[ i ],
  26483. uuid = object.uuid,
  26484. index = indicesByUUID[ uuid ];
  26485. if ( index === undefined ) {
  26486. // unknown object -> add it to the ACTIVE region
  26487. index = nObjects ++;
  26488. indicesByUUID[ uuid ] = index;
  26489. objects.push( object );
  26490. // accounting is done, now do the same for all bindings
  26491. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26492. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26493. }
  26494. } else if ( index < nCachedObjects ) {
  26495. knownObject = objects[ index ];
  26496. // move existing object to the ACTIVE region
  26497. var firstActiveIndex = -- nCachedObjects,
  26498. lastCachedObject = objects[ firstActiveIndex ];
  26499. indicesByUUID[ lastCachedObject.uuid ] = index;
  26500. objects[ index ] = lastCachedObject;
  26501. indicesByUUID[ uuid ] = firstActiveIndex;
  26502. objects[ firstActiveIndex ] = object;
  26503. // accounting is done, now do the same for all bindings
  26504. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26505. var bindingsForPath = bindings[ j ],
  26506. lastCached = bindingsForPath[ firstActiveIndex ],
  26507. binding = bindingsForPath[ index ];
  26508. bindingsForPath[ index ] = lastCached;
  26509. if ( binding === undefined ) {
  26510. // since we do not bother to create new bindings
  26511. // for objects that are cached, the binding may
  26512. // or may not exist
  26513. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26514. }
  26515. bindingsForPath[ firstActiveIndex ] = binding;
  26516. }
  26517. } else if ( objects[ index ] !== knownObject ) {
  26518. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26519. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26520. } // else the object is already where we want it to be
  26521. } // for arguments
  26522. this.nCachedObjects_ = nCachedObjects;
  26523. },
  26524. remove: function () {
  26525. var objects = this._objects,
  26526. nCachedObjects = this.nCachedObjects_,
  26527. indicesByUUID = this._indicesByUUID,
  26528. bindings = this._bindings,
  26529. nBindings = bindings.length;
  26530. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26531. var object = arguments[ i ],
  26532. uuid = object.uuid,
  26533. index = indicesByUUID[ uuid ];
  26534. if ( index !== undefined && index >= nCachedObjects ) {
  26535. // move existing object into the CACHED region
  26536. var lastCachedIndex = nCachedObjects ++,
  26537. firstActiveObject = objects[ lastCachedIndex ];
  26538. indicesByUUID[ firstActiveObject.uuid ] = index;
  26539. objects[ index ] = firstActiveObject;
  26540. indicesByUUID[ uuid ] = lastCachedIndex;
  26541. objects[ lastCachedIndex ] = object;
  26542. // accounting is done, now do the same for all bindings
  26543. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26544. var bindingsForPath = bindings[ j ],
  26545. firstActive = bindingsForPath[ lastCachedIndex ],
  26546. binding = bindingsForPath[ index ];
  26547. bindingsForPath[ index ] = firstActive;
  26548. bindingsForPath[ lastCachedIndex ] = binding;
  26549. }
  26550. }
  26551. } // for arguments
  26552. this.nCachedObjects_ = nCachedObjects;
  26553. },
  26554. // remove & forget
  26555. uncache: function () {
  26556. var objects = this._objects,
  26557. nObjects = objects.length,
  26558. nCachedObjects = this.nCachedObjects_,
  26559. indicesByUUID = this._indicesByUUID,
  26560. bindings = this._bindings,
  26561. nBindings = bindings.length;
  26562. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26563. var object = arguments[ i ],
  26564. uuid = object.uuid,
  26565. index = indicesByUUID[ uuid ];
  26566. if ( index !== undefined ) {
  26567. delete indicesByUUID[ uuid ];
  26568. if ( index < nCachedObjects ) {
  26569. // object is cached, shrink the CACHED region
  26570. var firstActiveIndex = -- nCachedObjects,
  26571. lastCachedObject = objects[ firstActiveIndex ],
  26572. lastIndex = -- nObjects,
  26573. lastObject = objects[ lastIndex ];
  26574. // last cached object takes this object's place
  26575. indicesByUUID[ lastCachedObject.uuid ] = index;
  26576. objects[ index ] = lastCachedObject;
  26577. // last object goes to the activated slot and pop
  26578. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26579. objects[ firstActiveIndex ] = lastObject;
  26580. objects.pop();
  26581. // accounting is done, now do the same for all bindings
  26582. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26583. var bindingsForPath = bindings[ j ],
  26584. lastCached = bindingsForPath[ firstActiveIndex ],
  26585. last = bindingsForPath[ lastIndex ];
  26586. bindingsForPath[ index ] = lastCached;
  26587. bindingsForPath[ firstActiveIndex ] = last;
  26588. bindingsForPath.pop();
  26589. }
  26590. } else {
  26591. // object is active, just swap with the last and pop
  26592. var lastIndex = -- nObjects,
  26593. lastObject = objects[ lastIndex ];
  26594. indicesByUUID[ lastObject.uuid ] = index;
  26595. objects[ index ] = lastObject;
  26596. objects.pop();
  26597. // accounting is done, now do the same for all bindings
  26598. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26599. var bindingsForPath = bindings[ j ];
  26600. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26601. bindingsForPath.pop();
  26602. }
  26603. } // cached or active
  26604. } // if object is known
  26605. } // for arguments
  26606. this.nCachedObjects_ = nCachedObjects;
  26607. },
  26608. // Internal interface used by befriended PropertyBinding.Composite:
  26609. subscribe_: function ( path, parsedPath ) {
  26610. // returns an array of bindings for the given path that is changed
  26611. // according to the contained objects in the group
  26612. var indicesByPath = this._bindingsIndicesByPath,
  26613. index = indicesByPath[ path ],
  26614. bindings = this._bindings;
  26615. if ( index !== undefined ) { return bindings[ index ]; }
  26616. var paths = this._paths,
  26617. parsedPaths = this._parsedPaths,
  26618. objects = this._objects,
  26619. nObjects = objects.length,
  26620. nCachedObjects = this.nCachedObjects_,
  26621. bindingsForPath = new Array( nObjects );
  26622. index = bindings.length;
  26623. indicesByPath[ path ] = index;
  26624. paths.push( path );
  26625. parsedPaths.push( parsedPath );
  26626. bindings.push( bindingsForPath );
  26627. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26628. var object = objects[ i ];
  26629. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26630. }
  26631. return bindingsForPath;
  26632. },
  26633. unsubscribe_: function ( path ) {
  26634. // tells the group to forget about a property path and no longer
  26635. // update the array previously obtained with 'subscribe_'
  26636. var indicesByPath = this._bindingsIndicesByPath,
  26637. index = indicesByPath[ path ];
  26638. if ( index !== undefined ) {
  26639. var paths = this._paths,
  26640. parsedPaths = this._parsedPaths,
  26641. bindings = this._bindings,
  26642. lastBindingsIndex = bindings.length - 1,
  26643. lastBindings = bindings[ lastBindingsIndex ],
  26644. lastBindingsPath = path[ lastBindingsIndex ];
  26645. indicesByPath[ lastBindingsPath ] = index;
  26646. bindings[ index ] = lastBindings;
  26647. bindings.pop();
  26648. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26649. parsedPaths.pop();
  26650. paths[ index ] = paths[ lastBindingsIndex ];
  26651. paths.pop();
  26652. }
  26653. }
  26654. } );
  26655. /**
  26656. *
  26657. * Action provided by AnimationMixer for scheduling clip playback on specific
  26658. * objects.
  26659. *
  26660. * @author Ben Houston / http://clara.io/
  26661. * @author David Sarno / http://lighthaus.us/
  26662. * @author tschw
  26663. *
  26664. */
  26665. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26666. this._mixer = mixer;
  26667. this._clip = clip;
  26668. this._localRoot = localRoot || null;
  26669. this.blendMode = blendMode || clip.blendMode;
  26670. var tracks = clip.tracks,
  26671. nTracks = tracks.length,
  26672. interpolants = new Array( nTracks );
  26673. var interpolantSettings = {
  26674. endingStart: ZeroCurvatureEnding,
  26675. endingEnd: ZeroCurvatureEnding
  26676. };
  26677. for ( var i = 0; i !== nTracks; ++ i ) {
  26678. var interpolant = tracks[ i ].createInterpolant( null );
  26679. interpolants[ i ] = interpolant;
  26680. interpolant.settings = interpolantSettings;
  26681. }
  26682. this._interpolantSettings = interpolantSettings;
  26683. this._interpolants = interpolants; // bound by the mixer
  26684. // inside: PropertyMixer (managed by the mixer)
  26685. this._propertyBindings = new Array( nTracks );
  26686. this._cacheIndex = null; // for the memory manager
  26687. this._byClipCacheIndex = null; // for the memory manager
  26688. this._timeScaleInterpolant = null;
  26689. this._weightInterpolant = null;
  26690. this.loop = LoopRepeat;
  26691. this._loopCount = - 1;
  26692. // global mixer time when the action is to be started
  26693. // it's set back to 'null' upon start of the action
  26694. this._startTime = null;
  26695. // scaled local time of the action
  26696. // gets clamped or wrapped to 0..clip.duration according to loop
  26697. this.time = 0;
  26698. this.timeScale = 1;
  26699. this._effectiveTimeScale = 1;
  26700. this.weight = 1;
  26701. this._effectiveWeight = 1;
  26702. this.repetitions = Infinity; // no. of repetitions when looping
  26703. this.paused = false; // true -> zero effective time scale
  26704. this.enabled = true; // false -> zero effective weight
  26705. this.clampWhenFinished = false;// keep feeding the last frame?
  26706. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26707. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26708. }
  26709. Object.assign( AnimationAction.prototype, {
  26710. // State & Scheduling
  26711. play: function () {
  26712. this._mixer._activateAction( this );
  26713. return this;
  26714. },
  26715. stop: function () {
  26716. this._mixer._deactivateAction( this );
  26717. return this.reset();
  26718. },
  26719. reset: function () {
  26720. this.paused = false;
  26721. this.enabled = true;
  26722. this.time = 0; // restart clip
  26723. this._loopCount = - 1;// forget previous loops
  26724. this._startTime = null;// forget scheduling
  26725. return this.stopFading().stopWarping();
  26726. },
  26727. isRunning: function () {
  26728. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26729. this._startTime === null && this._mixer._isActiveAction( this );
  26730. },
  26731. // return true when play has been called
  26732. isScheduled: function () {
  26733. return this._mixer._isActiveAction( this );
  26734. },
  26735. startAt: function ( time ) {
  26736. this._startTime = time;
  26737. return this;
  26738. },
  26739. setLoop: function ( mode, repetitions ) {
  26740. this.loop = mode;
  26741. this.repetitions = repetitions;
  26742. return this;
  26743. },
  26744. // Weight
  26745. // set the weight stopping any scheduled fading
  26746. // although .enabled = false yields an effective weight of zero, this
  26747. // method does *not* change .enabled, because it would be confusing
  26748. setEffectiveWeight: function ( weight ) {
  26749. this.weight = weight;
  26750. // note: same logic as when updated at runtime
  26751. this._effectiveWeight = this.enabled ? weight : 0;
  26752. return this.stopFading();
  26753. },
  26754. // return the weight considering fading and .enabled
  26755. getEffectiveWeight: function () {
  26756. return this._effectiveWeight;
  26757. },
  26758. fadeIn: function ( duration ) {
  26759. return this._scheduleFading( duration, 0, 1 );
  26760. },
  26761. fadeOut: function ( duration ) {
  26762. return this._scheduleFading( duration, 1, 0 );
  26763. },
  26764. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26765. fadeOutAction.fadeOut( duration );
  26766. this.fadeIn( duration );
  26767. if ( warp ) {
  26768. var fadeInDuration = this._clip.duration,
  26769. fadeOutDuration = fadeOutAction._clip.duration,
  26770. startEndRatio = fadeOutDuration / fadeInDuration,
  26771. endStartRatio = fadeInDuration / fadeOutDuration;
  26772. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26773. this.warp( endStartRatio, 1.0, duration );
  26774. }
  26775. return this;
  26776. },
  26777. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26778. return fadeInAction.crossFadeFrom( this, duration, warp );
  26779. },
  26780. stopFading: function () {
  26781. var weightInterpolant = this._weightInterpolant;
  26782. if ( weightInterpolant !== null ) {
  26783. this._weightInterpolant = null;
  26784. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26785. }
  26786. return this;
  26787. },
  26788. // Time Scale Control
  26789. // set the time scale stopping any scheduled warping
  26790. // although .paused = true yields an effective time scale of zero, this
  26791. // method does *not* change .paused, because it would be confusing
  26792. setEffectiveTimeScale: function ( timeScale ) {
  26793. this.timeScale = timeScale;
  26794. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26795. return this.stopWarping();
  26796. },
  26797. // return the time scale considering warping and .paused
  26798. getEffectiveTimeScale: function () {
  26799. return this._effectiveTimeScale;
  26800. },
  26801. setDuration: function ( duration ) {
  26802. this.timeScale = this._clip.duration / duration;
  26803. return this.stopWarping();
  26804. },
  26805. syncWith: function ( action ) {
  26806. this.time = action.time;
  26807. this.timeScale = action.timeScale;
  26808. return this.stopWarping();
  26809. },
  26810. halt: function ( duration ) {
  26811. return this.warp( this._effectiveTimeScale, 0, duration );
  26812. },
  26813. warp: function ( startTimeScale, endTimeScale, duration ) {
  26814. var mixer = this._mixer, now = mixer.time,
  26815. interpolant = this._timeScaleInterpolant,
  26816. timeScale = this.timeScale;
  26817. if ( interpolant === null ) {
  26818. interpolant = mixer._lendControlInterpolant();
  26819. this._timeScaleInterpolant = interpolant;
  26820. }
  26821. var times = interpolant.parameterPositions,
  26822. values = interpolant.sampleValues;
  26823. times[ 0 ] = now;
  26824. times[ 1 ] = now + duration;
  26825. values[ 0 ] = startTimeScale / timeScale;
  26826. values[ 1 ] = endTimeScale / timeScale;
  26827. return this;
  26828. },
  26829. stopWarping: function () {
  26830. var timeScaleInterpolant = this._timeScaleInterpolant;
  26831. if ( timeScaleInterpolant !== null ) {
  26832. this._timeScaleInterpolant = null;
  26833. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26834. }
  26835. return this;
  26836. },
  26837. // Object Accessors
  26838. getMixer: function () {
  26839. return this._mixer;
  26840. },
  26841. getClip: function () {
  26842. return this._clip;
  26843. },
  26844. getRoot: function () {
  26845. return this._localRoot || this._mixer._root;
  26846. },
  26847. // Interna
  26848. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26849. // called by the mixer
  26850. if ( ! this.enabled ) {
  26851. // call ._updateWeight() to update ._effectiveWeight
  26852. this._updateWeight( time );
  26853. return;
  26854. }
  26855. var startTime = this._startTime;
  26856. if ( startTime !== null ) {
  26857. // check for scheduled start of action
  26858. var timeRunning = ( time - startTime ) * timeDirection;
  26859. if ( timeRunning < 0 || timeDirection === 0 ) {
  26860. return; // yet to come / don't decide when delta = 0
  26861. }
  26862. // start
  26863. this._startTime = null; // unschedule
  26864. deltaTime = timeDirection * timeRunning;
  26865. }
  26866. // apply time scale and advance time
  26867. deltaTime *= this._updateTimeScale( time );
  26868. var clipTime = this._updateTime( deltaTime );
  26869. // note: _updateTime may disable the action resulting in
  26870. // an effective weight of 0
  26871. var weight = this._updateWeight( time );
  26872. if ( weight > 0 ) {
  26873. var interpolants = this._interpolants;
  26874. var propertyMixers = this._propertyBindings;
  26875. switch ( this.blendMode ) {
  26876. case AdditiveAnimationBlendMode:
  26877. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26878. interpolants[ j ].evaluate( clipTime );
  26879. propertyMixers[ j ].accumulateAdditive( weight );
  26880. }
  26881. break;
  26882. case NormalAnimationBlendMode:
  26883. default:
  26884. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26885. interpolants[ j ].evaluate( clipTime );
  26886. propertyMixers[ j ].accumulate( accuIndex, weight );
  26887. }
  26888. }
  26889. }
  26890. },
  26891. _updateWeight: function ( time ) {
  26892. var weight = 0;
  26893. if ( this.enabled ) {
  26894. weight = this.weight;
  26895. var interpolant = this._weightInterpolant;
  26896. if ( interpolant !== null ) {
  26897. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26898. weight *= interpolantValue;
  26899. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26900. this.stopFading();
  26901. if ( interpolantValue === 0 ) {
  26902. // faded out, disable
  26903. this.enabled = false;
  26904. }
  26905. }
  26906. }
  26907. }
  26908. this._effectiveWeight = weight;
  26909. return weight;
  26910. },
  26911. _updateTimeScale: function ( time ) {
  26912. var timeScale = 0;
  26913. if ( ! this.paused ) {
  26914. timeScale = this.timeScale;
  26915. var interpolant = this._timeScaleInterpolant;
  26916. if ( interpolant !== null ) {
  26917. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26918. timeScale *= interpolantValue;
  26919. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26920. this.stopWarping();
  26921. if ( timeScale === 0 ) {
  26922. // motion has halted, pause
  26923. this.paused = true;
  26924. } else {
  26925. // warp done - apply final time scale
  26926. this.timeScale = timeScale;
  26927. }
  26928. }
  26929. }
  26930. }
  26931. this._effectiveTimeScale = timeScale;
  26932. return timeScale;
  26933. },
  26934. _updateTime: function ( deltaTime ) {
  26935. var time = this.time + deltaTime;
  26936. var duration = this._clip.duration;
  26937. var loop = this.loop;
  26938. var loopCount = this._loopCount;
  26939. var pingPong = ( loop === LoopPingPong );
  26940. if ( deltaTime === 0 ) {
  26941. if ( loopCount === - 1 ) { return time; }
  26942. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26943. }
  26944. if ( loop === LoopOnce ) {
  26945. if ( loopCount === - 1 ) {
  26946. // just started
  26947. this._loopCount = 0;
  26948. this._setEndings( true, true, false );
  26949. }
  26950. handle_stop: {
  26951. if ( time >= duration ) {
  26952. time = duration;
  26953. } else if ( time < 0 ) {
  26954. time = 0;
  26955. } else {
  26956. this.time = time;
  26957. break handle_stop;
  26958. }
  26959. if ( this.clampWhenFinished ) { this.paused = true; }
  26960. else { this.enabled = false; }
  26961. this.time = time;
  26962. this._mixer.dispatchEvent( {
  26963. type: 'finished', action: this,
  26964. direction: deltaTime < 0 ? - 1 : 1
  26965. } );
  26966. }
  26967. } else { // repetitive Repeat or PingPong
  26968. if ( loopCount === - 1 ) {
  26969. // just started
  26970. if ( deltaTime >= 0 ) {
  26971. loopCount = 0;
  26972. this._setEndings( true, this.repetitions === 0, pingPong );
  26973. } else {
  26974. // when looping in reverse direction, the initial
  26975. // transition through zero counts as a repetition,
  26976. // so leave loopCount at -1
  26977. this._setEndings( this.repetitions === 0, true, pingPong );
  26978. }
  26979. }
  26980. if ( time >= duration || time < 0 ) {
  26981. // wrap around
  26982. var loopDelta = Math.floor( time / duration ); // signed
  26983. time -= duration * loopDelta;
  26984. loopCount += Math.abs( loopDelta );
  26985. var pending = this.repetitions - loopCount;
  26986. if ( pending <= 0 ) {
  26987. // have to stop (switch state, clamp time, fire event)
  26988. if ( this.clampWhenFinished ) { this.paused = true; }
  26989. else { this.enabled = false; }
  26990. time = deltaTime > 0 ? duration : 0;
  26991. this.time = time;
  26992. this._mixer.dispatchEvent( {
  26993. type: 'finished', action: this,
  26994. direction: deltaTime > 0 ? 1 : - 1
  26995. } );
  26996. } else {
  26997. // keep running
  26998. if ( pending === 1 ) {
  26999. // entering the last round
  27000. var atStart = deltaTime < 0;
  27001. this._setEndings( atStart, ! atStart, pingPong );
  27002. } else {
  27003. this._setEndings( false, false, pingPong );
  27004. }
  27005. this._loopCount = loopCount;
  27006. this.time = time;
  27007. this._mixer.dispatchEvent( {
  27008. type: 'loop', action: this, loopDelta: loopDelta
  27009. } );
  27010. }
  27011. } else {
  27012. this.time = time;
  27013. }
  27014. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27015. // invert time for the "pong round"
  27016. return duration - time;
  27017. }
  27018. }
  27019. return time;
  27020. },
  27021. _setEndings: function ( atStart, atEnd, pingPong ) {
  27022. var settings = this._interpolantSettings;
  27023. if ( pingPong ) {
  27024. settings.endingStart = ZeroSlopeEnding;
  27025. settings.endingEnd = ZeroSlopeEnding;
  27026. } else {
  27027. // assuming for LoopOnce atStart == atEnd == true
  27028. if ( atStart ) {
  27029. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27030. } else {
  27031. settings.endingStart = WrapAroundEnding;
  27032. }
  27033. if ( atEnd ) {
  27034. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27035. } else {
  27036. settings.endingEnd = WrapAroundEnding;
  27037. }
  27038. }
  27039. },
  27040. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27041. var mixer = this._mixer, now = mixer.time,
  27042. interpolant = this._weightInterpolant;
  27043. if ( interpolant === null ) {
  27044. interpolant = mixer._lendControlInterpolant();
  27045. this._weightInterpolant = interpolant;
  27046. }
  27047. var times = interpolant.parameterPositions,
  27048. values = interpolant.sampleValues;
  27049. times[ 0 ] = now;
  27050. values[ 0 ] = weightNow;
  27051. times[ 1 ] = now + duration;
  27052. values[ 1 ] = weightThen;
  27053. return this;
  27054. }
  27055. } );
  27056. /**
  27057. *
  27058. * Player for AnimationClips.
  27059. *
  27060. *
  27061. * @author Ben Houston / http://clara.io/
  27062. * @author David Sarno / http://lighthaus.us/
  27063. * @author tschw
  27064. */
  27065. function AnimationMixer( root ) {
  27066. this._root = root;
  27067. this._initMemoryManager();
  27068. this._accuIndex = 0;
  27069. this.time = 0;
  27070. this.timeScale = 1.0;
  27071. }
  27072. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27073. constructor: AnimationMixer,
  27074. _bindAction: function ( action, prototypeAction ) {
  27075. var root = action._localRoot || this._root,
  27076. tracks = action._clip.tracks,
  27077. nTracks = tracks.length,
  27078. bindings = action._propertyBindings,
  27079. interpolants = action._interpolants,
  27080. rootUuid = root.uuid,
  27081. bindingsByRoot = this._bindingsByRootAndName,
  27082. bindingsByName = bindingsByRoot[ rootUuid ];
  27083. if ( bindingsByName === undefined ) {
  27084. bindingsByName = {};
  27085. bindingsByRoot[ rootUuid ] = bindingsByName;
  27086. }
  27087. for ( var i = 0; i !== nTracks; ++ i ) {
  27088. var track = tracks[ i ],
  27089. trackName = track.name,
  27090. binding = bindingsByName[ trackName ];
  27091. if ( binding !== undefined ) {
  27092. bindings[ i ] = binding;
  27093. } else {
  27094. binding = bindings[ i ];
  27095. if ( binding !== undefined ) {
  27096. // existing binding, make sure the cache knows
  27097. if ( binding._cacheIndex === null ) {
  27098. ++ binding.referenceCount;
  27099. this._addInactiveBinding( binding, rootUuid, trackName );
  27100. }
  27101. continue;
  27102. }
  27103. var path = prototypeAction && prototypeAction.
  27104. _propertyBindings[ i ].binding.parsedPath;
  27105. binding = new PropertyMixer(
  27106. PropertyBinding.create( root, trackName, path ),
  27107. track.ValueTypeName, track.getValueSize() );
  27108. ++ binding.referenceCount;
  27109. this._addInactiveBinding( binding, rootUuid, trackName );
  27110. bindings[ i ] = binding;
  27111. }
  27112. interpolants[ i ].resultBuffer = binding.buffer;
  27113. }
  27114. },
  27115. _activateAction: function ( action ) {
  27116. if ( ! this._isActiveAction( action ) ) {
  27117. if ( action._cacheIndex === null ) {
  27118. // this action has been forgotten by the cache, but the user
  27119. // appears to be still using it -> rebind
  27120. var rootUuid = ( action._localRoot || this._root ).uuid,
  27121. clipUuid = action._clip.uuid,
  27122. actionsForClip = this._actionsByClip[ clipUuid ];
  27123. this._bindAction( action,
  27124. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27125. this._addInactiveAction( action, clipUuid, rootUuid );
  27126. }
  27127. var bindings = action._propertyBindings;
  27128. // increment reference counts / sort out state
  27129. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27130. var binding = bindings[ i ];
  27131. if ( binding.useCount ++ === 0 ) {
  27132. this._lendBinding( binding );
  27133. binding.saveOriginalState();
  27134. }
  27135. }
  27136. this._lendAction( action );
  27137. }
  27138. },
  27139. _deactivateAction: function ( action ) {
  27140. if ( this._isActiveAction( action ) ) {
  27141. var bindings = action._propertyBindings;
  27142. // decrement reference counts / sort out state
  27143. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27144. var binding = bindings[ i ];
  27145. if ( -- binding.useCount === 0 ) {
  27146. binding.restoreOriginalState();
  27147. this._takeBackBinding( binding );
  27148. }
  27149. }
  27150. this._takeBackAction( action );
  27151. }
  27152. },
  27153. // Memory manager
  27154. _initMemoryManager: function () {
  27155. this._actions = []; // 'nActiveActions' followed by inactive ones
  27156. this._nActiveActions = 0;
  27157. this._actionsByClip = {};
  27158. // inside:
  27159. // {
  27160. // knownActions: Array< AnimationAction > - used as prototypes
  27161. // actionByRoot: AnimationAction - lookup
  27162. // }
  27163. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27164. this._nActiveBindings = 0;
  27165. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27166. this._controlInterpolants = []; // same game as above
  27167. this._nActiveControlInterpolants = 0;
  27168. var scope = this;
  27169. this.stats = {
  27170. actions: {
  27171. get total() {
  27172. return scope._actions.length;
  27173. },
  27174. get inUse() {
  27175. return scope._nActiveActions;
  27176. }
  27177. },
  27178. bindings: {
  27179. get total() {
  27180. return scope._bindings.length;
  27181. },
  27182. get inUse() {
  27183. return scope._nActiveBindings;
  27184. }
  27185. },
  27186. controlInterpolants: {
  27187. get total() {
  27188. return scope._controlInterpolants.length;
  27189. },
  27190. get inUse() {
  27191. return scope._nActiveControlInterpolants;
  27192. }
  27193. }
  27194. };
  27195. },
  27196. // Memory management for AnimationAction objects
  27197. _isActiveAction: function ( action ) {
  27198. var index = action._cacheIndex;
  27199. return index !== null && index < this._nActiveActions;
  27200. },
  27201. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27202. var actions = this._actions,
  27203. actionsByClip = this._actionsByClip,
  27204. actionsForClip = actionsByClip[ clipUuid ];
  27205. if ( actionsForClip === undefined ) {
  27206. actionsForClip = {
  27207. knownActions: [ action ],
  27208. actionByRoot: {}
  27209. };
  27210. action._byClipCacheIndex = 0;
  27211. actionsByClip[ clipUuid ] = actionsForClip;
  27212. } else {
  27213. var knownActions = actionsForClip.knownActions;
  27214. action._byClipCacheIndex = knownActions.length;
  27215. knownActions.push( action );
  27216. }
  27217. action._cacheIndex = actions.length;
  27218. actions.push( action );
  27219. actionsForClip.actionByRoot[ rootUuid ] = action;
  27220. },
  27221. _removeInactiveAction: function ( action ) {
  27222. var actions = this._actions,
  27223. lastInactiveAction = actions[ actions.length - 1 ],
  27224. cacheIndex = action._cacheIndex;
  27225. lastInactiveAction._cacheIndex = cacheIndex;
  27226. actions[ cacheIndex ] = lastInactiveAction;
  27227. actions.pop();
  27228. action._cacheIndex = null;
  27229. var clipUuid = action._clip.uuid,
  27230. actionsByClip = this._actionsByClip,
  27231. actionsForClip = actionsByClip[ clipUuid ],
  27232. knownActionsForClip = actionsForClip.knownActions,
  27233. lastKnownAction =
  27234. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27235. byClipCacheIndex = action._byClipCacheIndex;
  27236. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27237. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27238. knownActionsForClip.pop();
  27239. action._byClipCacheIndex = null;
  27240. var actionByRoot = actionsForClip.actionByRoot,
  27241. rootUuid = ( action._localRoot || this._root ).uuid;
  27242. delete actionByRoot[ rootUuid ];
  27243. if ( knownActionsForClip.length === 0 ) {
  27244. delete actionsByClip[ clipUuid ];
  27245. }
  27246. this._removeInactiveBindingsForAction( action );
  27247. },
  27248. _removeInactiveBindingsForAction: function ( action ) {
  27249. var bindings = action._propertyBindings;
  27250. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27251. var binding = bindings[ i ];
  27252. if ( -- binding.referenceCount === 0 ) {
  27253. this._removeInactiveBinding( binding );
  27254. }
  27255. }
  27256. },
  27257. _lendAction: function ( action ) {
  27258. // [ active actions | inactive actions ]
  27259. // [ active actions >| inactive actions ]
  27260. // s a
  27261. // <-swap->
  27262. // a s
  27263. var actions = this._actions,
  27264. prevIndex = action._cacheIndex,
  27265. lastActiveIndex = this._nActiveActions ++,
  27266. firstInactiveAction = actions[ lastActiveIndex ];
  27267. action._cacheIndex = lastActiveIndex;
  27268. actions[ lastActiveIndex ] = action;
  27269. firstInactiveAction._cacheIndex = prevIndex;
  27270. actions[ prevIndex ] = firstInactiveAction;
  27271. },
  27272. _takeBackAction: function ( action ) {
  27273. // [ active actions | inactive actions ]
  27274. // [ active actions |< inactive actions ]
  27275. // a s
  27276. // <-swap->
  27277. // s a
  27278. var actions = this._actions,
  27279. prevIndex = action._cacheIndex,
  27280. firstInactiveIndex = -- this._nActiveActions,
  27281. lastActiveAction = actions[ firstInactiveIndex ];
  27282. action._cacheIndex = firstInactiveIndex;
  27283. actions[ firstInactiveIndex ] = action;
  27284. lastActiveAction._cacheIndex = prevIndex;
  27285. actions[ prevIndex ] = lastActiveAction;
  27286. },
  27287. // Memory management for PropertyMixer objects
  27288. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27289. var bindingsByRoot = this._bindingsByRootAndName,
  27290. bindingByName = bindingsByRoot[ rootUuid ],
  27291. bindings = this._bindings;
  27292. if ( bindingByName === undefined ) {
  27293. bindingByName = {};
  27294. bindingsByRoot[ rootUuid ] = bindingByName;
  27295. }
  27296. bindingByName[ trackName ] = binding;
  27297. binding._cacheIndex = bindings.length;
  27298. bindings.push( binding );
  27299. },
  27300. _removeInactiveBinding: function ( binding ) {
  27301. var bindings = this._bindings,
  27302. propBinding = binding.binding,
  27303. rootUuid = propBinding.rootNode.uuid,
  27304. trackName = propBinding.path,
  27305. bindingsByRoot = this._bindingsByRootAndName,
  27306. bindingByName = bindingsByRoot[ rootUuid ],
  27307. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27308. cacheIndex = binding._cacheIndex;
  27309. lastInactiveBinding._cacheIndex = cacheIndex;
  27310. bindings[ cacheIndex ] = lastInactiveBinding;
  27311. bindings.pop();
  27312. delete bindingByName[ trackName ];
  27313. if ( Object.keys( bindingByName ).length === 0 ) {
  27314. delete bindingsByRoot[ rootUuid ];
  27315. }
  27316. },
  27317. _lendBinding: function ( binding ) {
  27318. var bindings = this._bindings,
  27319. prevIndex = binding._cacheIndex,
  27320. lastActiveIndex = this._nActiveBindings ++,
  27321. firstInactiveBinding = bindings[ lastActiveIndex ];
  27322. binding._cacheIndex = lastActiveIndex;
  27323. bindings[ lastActiveIndex ] = binding;
  27324. firstInactiveBinding._cacheIndex = prevIndex;
  27325. bindings[ prevIndex ] = firstInactiveBinding;
  27326. },
  27327. _takeBackBinding: function ( binding ) {
  27328. var bindings = this._bindings,
  27329. prevIndex = binding._cacheIndex,
  27330. firstInactiveIndex = -- this._nActiveBindings,
  27331. lastActiveBinding = bindings[ firstInactiveIndex ];
  27332. binding._cacheIndex = firstInactiveIndex;
  27333. bindings[ firstInactiveIndex ] = binding;
  27334. lastActiveBinding._cacheIndex = prevIndex;
  27335. bindings[ prevIndex ] = lastActiveBinding;
  27336. },
  27337. // Memory management of Interpolants for weight and time scale
  27338. _lendControlInterpolant: function () {
  27339. var interpolants = this._controlInterpolants,
  27340. lastActiveIndex = this._nActiveControlInterpolants ++,
  27341. interpolant = interpolants[ lastActiveIndex ];
  27342. if ( interpolant === undefined ) {
  27343. interpolant = new LinearInterpolant(
  27344. new Float32Array( 2 ), new Float32Array( 2 ),
  27345. 1, this._controlInterpolantsResultBuffer );
  27346. interpolant.__cacheIndex = lastActiveIndex;
  27347. interpolants[ lastActiveIndex ] = interpolant;
  27348. }
  27349. return interpolant;
  27350. },
  27351. _takeBackControlInterpolant: function ( interpolant ) {
  27352. var interpolants = this._controlInterpolants,
  27353. prevIndex = interpolant.__cacheIndex,
  27354. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27355. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27356. interpolant.__cacheIndex = firstInactiveIndex;
  27357. interpolants[ firstInactiveIndex ] = interpolant;
  27358. lastActiveInterpolant.__cacheIndex = prevIndex;
  27359. interpolants[ prevIndex ] = lastActiveInterpolant;
  27360. },
  27361. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27362. // return an action for a clip optionally using a custom root target
  27363. // object (this method allocates a lot of dynamic memory in case a
  27364. // previously unknown clip/root combination is specified)
  27365. clipAction: function ( clip, optionalRoot, blendMode ) {
  27366. var root = optionalRoot || this._root,
  27367. rootUuid = root.uuid,
  27368. clipObject = typeof clip === 'string' ?
  27369. AnimationClip.findByName( root, clip ) : clip,
  27370. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  27371. actionsForClip = this._actionsByClip[ clipUuid ],
  27372. prototypeAction = null;
  27373. if ( blendMode === undefined ) {
  27374. if ( clipObject !== null ) {
  27375. blendMode = clipObject.blendMode;
  27376. } else {
  27377. blendMode = NormalAnimationBlendMode;
  27378. }
  27379. }
  27380. if ( actionsForClip !== undefined ) {
  27381. var existingAction =
  27382. actionsForClip.actionByRoot[ rootUuid ];
  27383. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27384. return existingAction;
  27385. }
  27386. // we know the clip, so we don't have to parse all
  27387. // the bindings again but can just copy
  27388. prototypeAction = actionsForClip.knownActions[ 0 ];
  27389. // also, take the clip from the prototype action
  27390. if ( clipObject === null )
  27391. { clipObject = prototypeAction._clip; }
  27392. }
  27393. // clip must be known when specified via string
  27394. if ( clipObject === null ) { return null; }
  27395. // allocate all resources required to run it
  27396. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27397. this._bindAction( newAction, prototypeAction );
  27398. // and make the action known to the memory manager
  27399. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27400. return newAction;
  27401. },
  27402. // get an existing action
  27403. existingAction: function ( clip, optionalRoot ) {
  27404. var root = optionalRoot || this._root,
  27405. rootUuid = root.uuid,
  27406. clipObject = typeof clip === 'string' ?
  27407. AnimationClip.findByName( root, clip ) : clip,
  27408. clipUuid = clipObject ? clipObject.uuid : clip,
  27409. actionsForClip = this._actionsByClip[ clipUuid ];
  27410. if ( actionsForClip !== undefined ) {
  27411. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27412. }
  27413. return null;
  27414. },
  27415. // deactivates all previously scheduled actions
  27416. stopAllAction: function () {
  27417. var actions = this._actions,
  27418. nActions = this._nActiveActions;
  27419. for ( var i = nActions - 1; i >= 0; -- i ) {
  27420. actions[ i ].stop();
  27421. }
  27422. return this;
  27423. },
  27424. // advance the time and update apply the animation
  27425. update: function ( deltaTime ) {
  27426. deltaTime *= this.timeScale;
  27427. var actions = this._actions,
  27428. nActions = this._nActiveActions,
  27429. time = this.time += deltaTime,
  27430. timeDirection = Math.sign( deltaTime ),
  27431. accuIndex = this._accuIndex ^= 1;
  27432. // run active actions
  27433. for ( var i = 0; i !== nActions; ++ i ) {
  27434. var action = actions[ i ];
  27435. action._update( time, deltaTime, timeDirection, accuIndex );
  27436. }
  27437. // update scene graph
  27438. var bindings = this._bindings,
  27439. nBindings = this._nActiveBindings;
  27440. for ( var i = 0; i !== nBindings; ++ i ) {
  27441. bindings[ i ].apply( accuIndex );
  27442. }
  27443. return this;
  27444. },
  27445. // Allows you to seek to a specific time in an animation.
  27446. setTime: function ( timeInSeconds ) {
  27447. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27448. for ( var i = 0; i < this._actions.length; i ++ ) {
  27449. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27450. }
  27451. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27452. },
  27453. // return this mixer's root target object
  27454. getRoot: function () {
  27455. return this._root;
  27456. },
  27457. // free all resources specific to a particular clip
  27458. uncacheClip: function ( clip ) {
  27459. var actions = this._actions,
  27460. clipUuid = clip.uuid,
  27461. actionsByClip = this._actionsByClip,
  27462. actionsForClip = actionsByClip[ clipUuid ];
  27463. if ( actionsForClip !== undefined ) {
  27464. // note: just calling _removeInactiveAction would mess up the
  27465. // iteration state and also require updating the state we can
  27466. // just throw away
  27467. var actionsToRemove = actionsForClip.knownActions;
  27468. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27469. var action = actionsToRemove[ i ];
  27470. this._deactivateAction( action );
  27471. var cacheIndex = action._cacheIndex,
  27472. lastInactiveAction = actions[ actions.length - 1 ];
  27473. action._cacheIndex = null;
  27474. action._byClipCacheIndex = null;
  27475. lastInactiveAction._cacheIndex = cacheIndex;
  27476. actions[ cacheIndex ] = lastInactiveAction;
  27477. actions.pop();
  27478. this._removeInactiveBindingsForAction( action );
  27479. }
  27480. delete actionsByClip[ clipUuid ];
  27481. }
  27482. },
  27483. // free all resources specific to a particular root target object
  27484. uncacheRoot: function ( root ) {
  27485. var rootUuid = root.uuid,
  27486. actionsByClip = this._actionsByClip;
  27487. for ( var clipUuid in actionsByClip ) {
  27488. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27489. action = actionByRoot[ rootUuid ];
  27490. if ( action !== undefined ) {
  27491. this._deactivateAction( action );
  27492. this._removeInactiveAction( action );
  27493. }
  27494. }
  27495. var bindingsByRoot = this._bindingsByRootAndName,
  27496. bindingByName = bindingsByRoot[ rootUuid ];
  27497. if ( bindingByName !== undefined ) {
  27498. for ( var trackName in bindingByName ) {
  27499. var binding = bindingByName[ trackName ];
  27500. binding.restoreOriginalState();
  27501. this._removeInactiveBinding( binding );
  27502. }
  27503. }
  27504. },
  27505. // remove a targeted clip from the cache
  27506. uncacheAction: function ( clip, optionalRoot ) {
  27507. var action = this.existingAction( clip, optionalRoot );
  27508. if ( action !== null ) {
  27509. this._deactivateAction( action );
  27510. this._removeInactiveAction( action );
  27511. }
  27512. }
  27513. } );
  27514. /**
  27515. * @author mrdoob / http://mrdoob.com/
  27516. */
  27517. function Uniform( value ) {
  27518. if ( typeof value === 'string' ) {
  27519. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27520. value = arguments[ 1 ];
  27521. }
  27522. this.value = value;
  27523. }
  27524. Uniform.prototype.clone = function () {
  27525. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27526. };
  27527. /**
  27528. * @author benaadams / https://twitter.com/ben_a_adams
  27529. */
  27530. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27531. InterleavedBuffer.call( this, array, stride );
  27532. this.meshPerAttribute = meshPerAttribute || 1;
  27533. }
  27534. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27535. constructor: InstancedInterleavedBuffer,
  27536. isInstancedInterleavedBuffer: true,
  27537. copy: function ( source ) {
  27538. InterleavedBuffer.prototype.copy.call( this, source );
  27539. this.meshPerAttribute = source.meshPerAttribute;
  27540. return this;
  27541. }
  27542. } );
  27543. /**
  27544. * @author mrdoob / http://mrdoob.com/
  27545. * @author bhouston / http://clara.io/
  27546. * @author stephomi / http://stephaneginier.com/
  27547. */
  27548. function Raycaster( origin, direction, near, far ) {
  27549. this.ray = new Ray( origin, direction );
  27550. // direction is assumed to be normalized (for accurate distance calculations)
  27551. this.near = near || 0;
  27552. this.far = far || Infinity;
  27553. this.camera = null;
  27554. this.layers = new Layers();
  27555. this.params = {
  27556. Mesh: {},
  27557. Line: { threshold: 1 },
  27558. LOD: {},
  27559. Points: { threshold: 1 },
  27560. Sprite: {}
  27561. };
  27562. Object.defineProperties( this.params, {
  27563. PointCloud: {
  27564. get: function () {
  27565. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27566. return this.Points;
  27567. }
  27568. }
  27569. } );
  27570. }
  27571. function ascSort( a, b ) {
  27572. return a.distance - b.distance;
  27573. }
  27574. function intersectObject( object, raycaster, intersects, recursive ) {
  27575. if ( object.layers.test( raycaster.layers ) ) {
  27576. object.raycast( raycaster, intersects );
  27577. }
  27578. if ( recursive === true ) {
  27579. var children = object.children;
  27580. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27581. intersectObject( children[ i ], raycaster, intersects, true );
  27582. }
  27583. }
  27584. }
  27585. Object.assign( Raycaster.prototype, {
  27586. set: function ( origin, direction ) {
  27587. // direction is assumed to be normalized (for accurate distance calculations)
  27588. this.ray.set( origin, direction );
  27589. },
  27590. setFromCamera: function ( coords, camera ) {
  27591. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27592. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27593. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27594. this.camera = camera;
  27595. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27596. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27597. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27598. this.camera = camera;
  27599. } else {
  27600. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27601. }
  27602. },
  27603. intersectObject: function ( object, recursive, optionalTarget ) {
  27604. var intersects = optionalTarget || [];
  27605. intersectObject( object, this, intersects, recursive );
  27606. intersects.sort( ascSort );
  27607. return intersects;
  27608. },
  27609. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27610. var intersects = optionalTarget || [];
  27611. if ( Array.isArray( objects ) === false ) {
  27612. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27613. return intersects;
  27614. }
  27615. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27616. intersectObject( objects[ i ], this, intersects, recursive );
  27617. }
  27618. intersects.sort( ascSort );
  27619. return intersects;
  27620. }
  27621. } );
  27622. /**
  27623. * @author bhouston / http://clara.io
  27624. * @author WestLangley / http://github.com/WestLangley
  27625. *
  27626. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27627. *
  27628. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27629. * The azimuthal angle (theta) is measured from the positive z-axis.
  27630. */
  27631. function Spherical( radius, phi, theta ) {
  27632. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27633. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27634. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27635. return this;
  27636. }
  27637. Object.assign( Spherical.prototype, {
  27638. set: function ( radius, phi, theta ) {
  27639. this.radius = radius;
  27640. this.phi = phi;
  27641. this.theta = theta;
  27642. return this;
  27643. },
  27644. clone: function () {
  27645. return new this.constructor().copy( this );
  27646. },
  27647. copy: function ( other ) {
  27648. this.radius = other.radius;
  27649. this.phi = other.phi;
  27650. this.theta = other.theta;
  27651. return this;
  27652. },
  27653. // restrict phi to be betwee EPS and PI-EPS
  27654. makeSafe: function () {
  27655. var EPS = 0.000001;
  27656. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27657. return this;
  27658. },
  27659. setFromVector3: function ( v ) {
  27660. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27661. },
  27662. setFromCartesianCoords: function ( x, y, z ) {
  27663. this.radius = Math.sqrt( x * x + y * y + z * z );
  27664. if ( this.radius === 0 ) {
  27665. this.theta = 0;
  27666. this.phi = 0;
  27667. } else {
  27668. this.theta = Math.atan2( x, z );
  27669. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27670. }
  27671. return this;
  27672. }
  27673. } );
  27674. /**
  27675. * @author Mugen87 / https://github.com/Mugen87
  27676. *
  27677. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27678. *
  27679. */
  27680. function Cylindrical( radius, theta, y ) {
  27681. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27682. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27683. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27684. return this;
  27685. }
  27686. Object.assign( Cylindrical.prototype, {
  27687. set: function ( radius, theta, y ) {
  27688. this.radius = radius;
  27689. this.theta = theta;
  27690. this.y = y;
  27691. return this;
  27692. },
  27693. clone: function () {
  27694. return new this.constructor().copy( this );
  27695. },
  27696. copy: function ( other ) {
  27697. this.radius = other.radius;
  27698. this.theta = other.theta;
  27699. this.y = other.y;
  27700. return this;
  27701. },
  27702. setFromVector3: function ( v ) {
  27703. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27704. },
  27705. setFromCartesianCoords: function ( x, y, z ) {
  27706. this.radius = Math.sqrt( x * x + z * z );
  27707. this.theta = Math.atan2( x, z );
  27708. this.y = y;
  27709. return this;
  27710. }
  27711. } );
  27712. /**
  27713. * @author bhouston / http://clara.io
  27714. */
  27715. var _vector$7 = new Vector2();
  27716. function Box2( min, max ) {
  27717. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27718. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27719. }
  27720. Object.assign( Box2.prototype, {
  27721. set: function ( min, max ) {
  27722. this.min.copy( min );
  27723. this.max.copy( max );
  27724. return this;
  27725. },
  27726. setFromPoints: function ( points ) {
  27727. this.makeEmpty();
  27728. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27729. this.expandByPoint( points[ i ] );
  27730. }
  27731. return this;
  27732. },
  27733. setFromCenterAndSize: function ( center, size ) {
  27734. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27735. this.min.copy( center ).sub( halfSize );
  27736. this.max.copy( center ).add( halfSize );
  27737. return this;
  27738. },
  27739. clone: function () {
  27740. return new this.constructor().copy( this );
  27741. },
  27742. copy: function ( box ) {
  27743. this.min.copy( box.min );
  27744. this.max.copy( box.max );
  27745. return this;
  27746. },
  27747. makeEmpty: function () {
  27748. this.min.x = this.min.y = + Infinity;
  27749. this.max.x = this.max.y = - Infinity;
  27750. return this;
  27751. },
  27752. isEmpty: function () {
  27753. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27754. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27755. },
  27756. getCenter: function ( target ) {
  27757. if ( target === undefined ) {
  27758. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27759. target = new Vector2();
  27760. }
  27761. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27762. },
  27763. getSize: function ( target ) {
  27764. if ( target === undefined ) {
  27765. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27766. target = new Vector2();
  27767. }
  27768. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27769. },
  27770. expandByPoint: function ( point ) {
  27771. this.min.min( point );
  27772. this.max.max( point );
  27773. return this;
  27774. },
  27775. expandByVector: function ( vector ) {
  27776. this.min.sub( vector );
  27777. this.max.add( vector );
  27778. return this;
  27779. },
  27780. expandByScalar: function ( scalar ) {
  27781. this.min.addScalar( - scalar );
  27782. this.max.addScalar( scalar );
  27783. return this;
  27784. },
  27785. containsPoint: function ( point ) {
  27786. return point.x < this.min.x || point.x > this.max.x ||
  27787. point.y < this.min.y || point.y > this.max.y ? false : true;
  27788. },
  27789. containsBox: function ( box ) {
  27790. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27791. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27792. },
  27793. getParameter: function ( point, target ) {
  27794. // This can potentially have a divide by zero if the box
  27795. // has a size dimension of 0.
  27796. if ( target === undefined ) {
  27797. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27798. target = new Vector2();
  27799. }
  27800. return target.set(
  27801. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27802. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27803. );
  27804. },
  27805. intersectsBox: function ( box ) {
  27806. // using 4 splitting planes to rule out intersections
  27807. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27808. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27809. },
  27810. clampPoint: function ( point, target ) {
  27811. if ( target === undefined ) {
  27812. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27813. target = new Vector2();
  27814. }
  27815. return target.copy( point ).clamp( this.min, this.max );
  27816. },
  27817. distanceToPoint: function ( point ) {
  27818. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27819. return clampedPoint.sub( point ).length();
  27820. },
  27821. intersect: function ( box ) {
  27822. this.min.max( box.min );
  27823. this.max.min( box.max );
  27824. return this;
  27825. },
  27826. union: function ( box ) {
  27827. this.min.min( box.min );
  27828. this.max.max( box.max );
  27829. return this;
  27830. },
  27831. translate: function ( offset ) {
  27832. this.min.add( offset );
  27833. this.max.add( offset );
  27834. return this;
  27835. },
  27836. equals: function ( box ) {
  27837. return box.min.equals( this.min ) && box.max.equals( this.max );
  27838. }
  27839. } );
  27840. /**
  27841. * @author bhouston / http://clara.io
  27842. */
  27843. var _startP = new Vector3();
  27844. var _startEnd = new Vector3();
  27845. function Line3( start, end ) {
  27846. this.start = ( start !== undefined ) ? start : new Vector3();
  27847. this.end = ( end !== undefined ) ? end : new Vector3();
  27848. }
  27849. Object.assign( Line3.prototype, {
  27850. set: function ( start, end ) {
  27851. this.start.copy( start );
  27852. this.end.copy( end );
  27853. return this;
  27854. },
  27855. clone: function () {
  27856. return new this.constructor().copy( this );
  27857. },
  27858. copy: function ( line ) {
  27859. this.start.copy( line.start );
  27860. this.end.copy( line.end );
  27861. return this;
  27862. },
  27863. getCenter: function ( target ) {
  27864. if ( target === undefined ) {
  27865. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27866. target = new Vector3();
  27867. }
  27868. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27869. },
  27870. delta: function ( target ) {
  27871. if ( target === undefined ) {
  27872. console.warn( 'THREE.Line3: .delta() target is now required' );
  27873. target = new Vector3();
  27874. }
  27875. return target.subVectors( this.end, this.start );
  27876. },
  27877. distanceSq: function () {
  27878. return this.start.distanceToSquared( this.end );
  27879. },
  27880. distance: function () {
  27881. return this.start.distanceTo( this.end );
  27882. },
  27883. at: function ( t, target ) {
  27884. if ( target === undefined ) {
  27885. console.warn( 'THREE.Line3: .at() target is now required' );
  27886. target = new Vector3();
  27887. }
  27888. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27889. },
  27890. closestPointToPointParameter: function ( point, clampToLine ) {
  27891. _startP.subVectors( point, this.start );
  27892. _startEnd.subVectors( this.end, this.start );
  27893. var startEnd2 = _startEnd.dot( _startEnd );
  27894. var startEnd_startP = _startEnd.dot( _startP );
  27895. var t = startEnd_startP / startEnd2;
  27896. if ( clampToLine ) {
  27897. t = MathUtils.clamp( t, 0, 1 );
  27898. }
  27899. return t;
  27900. },
  27901. closestPointToPoint: function ( point, clampToLine, target ) {
  27902. var t = this.closestPointToPointParameter( point, clampToLine );
  27903. if ( target === undefined ) {
  27904. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27905. target = new Vector3();
  27906. }
  27907. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27908. },
  27909. applyMatrix4: function ( matrix ) {
  27910. this.start.applyMatrix4( matrix );
  27911. this.end.applyMatrix4( matrix );
  27912. return this;
  27913. },
  27914. equals: function ( line ) {
  27915. return line.start.equals( this.start ) && line.end.equals( this.end );
  27916. }
  27917. } );
  27918. /**
  27919. * @author alteredq / http://alteredqualia.com/
  27920. */
  27921. function ImmediateRenderObject( material ) {
  27922. Object3D.call( this );
  27923. this.material = material;
  27924. this.render = function ( /* renderCallback */ ) {};
  27925. this.hasPositions = false;
  27926. this.hasNormals = false;
  27927. this.hasColors = false;
  27928. this.hasUvs = false;
  27929. this.positionArray = null;
  27930. this.normalArray = null;
  27931. this.colorArray = null;
  27932. this.uvArray = null;
  27933. this.count = 0;
  27934. }
  27935. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27936. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27937. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27938. /**
  27939. * @author alteredq / http://alteredqualia.com/
  27940. * @author mrdoob / http://mrdoob.com/
  27941. * @author WestLangley / http://github.com/WestLangley
  27942. */
  27943. var _vector$8 = new Vector3();
  27944. function SpotLightHelper( light, color ) {
  27945. Object3D.call( this );
  27946. this.light = light;
  27947. this.light.updateMatrixWorld();
  27948. this.matrix = light.matrixWorld;
  27949. this.matrixAutoUpdate = false;
  27950. this.color = color;
  27951. var geometry = new BufferGeometry();
  27952. var positions = [
  27953. 0, 0, 0, 0, 0, 1,
  27954. 0, 0, 0, 1, 0, 1,
  27955. 0, 0, 0, - 1, 0, 1,
  27956. 0, 0, 0, 0, 1, 1,
  27957. 0, 0, 0, 0, - 1, 1
  27958. ];
  27959. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27960. var p1 = ( i / l ) * Math.PI * 2;
  27961. var p2 = ( j / l ) * Math.PI * 2;
  27962. positions.push(
  27963. Math.cos( p1 ), Math.sin( p1 ), 1,
  27964. Math.cos( p2 ), Math.sin( p2 ), 1
  27965. );
  27966. }
  27967. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27968. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27969. this.cone = new LineSegments( geometry, material );
  27970. this.add( this.cone );
  27971. this.update();
  27972. }
  27973. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27974. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27975. SpotLightHelper.prototype.dispose = function () {
  27976. this.cone.geometry.dispose();
  27977. this.cone.material.dispose();
  27978. };
  27979. SpotLightHelper.prototype.update = function () {
  27980. this.light.updateMatrixWorld();
  27981. var coneLength = this.light.distance ? this.light.distance : 1000;
  27982. var coneWidth = coneLength * Math.tan( this.light.angle );
  27983. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27984. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27985. this.cone.lookAt( _vector$8 );
  27986. if ( this.color !== undefined ) {
  27987. this.cone.material.color.set( this.color );
  27988. } else {
  27989. this.cone.material.color.copy( this.light.color );
  27990. }
  27991. };
  27992. /**
  27993. * @author Sean Griffin / http://twitter.com/sgrif
  27994. * @author Michael Guerrero / http://realitymeltdown.com
  27995. * @author mrdoob / http://mrdoob.com/
  27996. * @author ikerr / http://verold.com
  27997. * @author Mugen87 / https://github.com/Mugen87
  27998. */
  27999. var _vector$9 = new Vector3();
  28000. var _boneMatrix = new Matrix4();
  28001. var _matrixWorldInv = new Matrix4();
  28002. function getBoneList( object ) {
  28003. var boneList = [];
  28004. if ( object && object.isBone ) {
  28005. boneList.push( object );
  28006. }
  28007. for ( var i = 0; i < object.children.length; i ++ ) {
  28008. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28009. }
  28010. return boneList;
  28011. }
  28012. function SkeletonHelper( object ) {
  28013. var bones = getBoneList( object );
  28014. var geometry = new BufferGeometry();
  28015. var vertices = [];
  28016. var colors = [];
  28017. var color1 = new Color( 0, 0, 1 );
  28018. var color2 = new Color( 0, 1, 0 );
  28019. for ( var i = 0; i < bones.length; i ++ ) {
  28020. var bone = bones[ i ];
  28021. if ( bone.parent && bone.parent.isBone ) {
  28022. vertices.push( 0, 0, 0 );
  28023. vertices.push( 0, 0, 0 );
  28024. colors.push( color1.r, color1.g, color1.b );
  28025. colors.push( color2.r, color2.g, color2.b );
  28026. }
  28027. }
  28028. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28029. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28030. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28031. LineSegments.call( this, geometry, material );
  28032. this.type = 'SkeletonHelper';
  28033. this.root = object;
  28034. this.bones = bones;
  28035. this.matrix = object.matrixWorld;
  28036. this.matrixAutoUpdate = false;
  28037. }
  28038. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28039. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28040. SkeletonHelper.prototype.isSkeletonHelper = true;
  28041. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28042. var bones = this.bones;
  28043. var geometry = this.geometry;
  28044. var position = geometry.getAttribute( 'position' );
  28045. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28046. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28047. var bone = bones[ i ];
  28048. if ( bone.parent && bone.parent.isBone ) {
  28049. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28050. _vector$9.setFromMatrixPosition( _boneMatrix );
  28051. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28052. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28053. _vector$9.setFromMatrixPosition( _boneMatrix );
  28054. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28055. j += 2;
  28056. }
  28057. }
  28058. geometry.getAttribute( 'position' ).needsUpdate = true;
  28059. Object3D.prototype.updateMatrixWorld.call( this, force );
  28060. };
  28061. /**
  28062. * @author alteredq / http://alteredqualia.com/
  28063. * @author mrdoob / http://mrdoob.com/
  28064. */
  28065. function PointLightHelper( light, sphereSize, color ) {
  28066. this.light = light;
  28067. this.light.updateMatrixWorld();
  28068. this.color = color;
  28069. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28070. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28071. Mesh.call( this, geometry, material );
  28072. this.type = 'PointLightHelper';
  28073. this.matrix = this.light.matrixWorld;
  28074. this.matrixAutoUpdate = false;
  28075. this.update();
  28076. /*
  28077. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28078. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28079. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28080. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28081. var d = light.distance;
  28082. if ( d === 0.0 ) {
  28083. this.lightDistance.visible = false;
  28084. } else {
  28085. this.lightDistance.scale.set( d, d, d );
  28086. }
  28087. this.add( this.lightDistance );
  28088. */
  28089. }
  28090. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28091. PointLightHelper.prototype.constructor = PointLightHelper;
  28092. PointLightHelper.prototype.dispose = function () {
  28093. this.geometry.dispose();
  28094. this.material.dispose();
  28095. };
  28096. PointLightHelper.prototype.update = function () {
  28097. if ( this.color !== undefined ) {
  28098. this.material.color.set( this.color );
  28099. } else {
  28100. this.material.color.copy( this.light.color );
  28101. }
  28102. /*
  28103. var d = this.light.distance;
  28104. if ( d === 0.0 ) {
  28105. this.lightDistance.visible = false;
  28106. } else {
  28107. this.lightDistance.visible = true;
  28108. this.lightDistance.scale.set( d, d, d );
  28109. }
  28110. */
  28111. };
  28112. /**
  28113. * @author alteredq / http://alteredqualia.com/
  28114. * @author mrdoob / http://mrdoob.com/
  28115. * @author Mugen87 / https://github.com/Mugen87
  28116. */
  28117. var _vector$a = new Vector3();
  28118. var _color1 = new Color();
  28119. var _color2 = new Color();
  28120. function HemisphereLightHelper( light, size, color ) {
  28121. Object3D.call( this );
  28122. this.light = light;
  28123. this.light.updateMatrixWorld();
  28124. this.matrix = light.matrixWorld;
  28125. this.matrixAutoUpdate = false;
  28126. this.color = color;
  28127. var geometry = new OctahedronBufferGeometry( size );
  28128. geometry.rotateY( Math.PI * 0.5 );
  28129. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28130. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28131. var position = geometry.getAttribute( 'position' );
  28132. var colors = new Float32Array( position.count * 3 );
  28133. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28134. this.add( new Mesh( geometry, this.material ) );
  28135. this.update();
  28136. }
  28137. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28138. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28139. HemisphereLightHelper.prototype.dispose = function () {
  28140. this.children[ 0 ].geometry.dispose();
  28141. this.children[ 0 ].material.dispose();
  28142. };
  28143. HemisphereLightHelper.prototype.update = function () {
  28144. var mesh = this.children[ 0 ];
  28145. if ( this.color !== undefined ) {
  28146. this.material.color.set( this.color );
  28147. } else {
  28148. var colors = mesh.geometry.getAttribute( 'color' );
  28149. _color1.copy( this.light.color );
  28150. _color2.copy( this.light.groundColor );
  28151. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28152. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28153. colors.setXYZ( i, color.r, color.g, color.b );
  28154. }
  28155. colors.needsUpdate = true;
  28156. }
  28157. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28158. };
  28159. /**
  28160. * @author mrdoob / http://mrdoob.com/
  28161. */
  28162. function GridHelper( size, divisions, color1, color2 ) {
  28163. size = size || 10;
  28164. divisions = divisions || 10;
  28165. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28166. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28167. var center = divisions / 2;
  28168. var step = size / divisions;
  28169. var halfSize = size / 2;
  28170. var vertices = [], colors = [];
  28171. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28172. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28173. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28174. var color = i === center ? color1 : color2;
  28175. color.toArray( colors, j ); j += 3;
  28176. color.toArray( colors, j ); j += 3;
  28177. color.toArray( colors, j ); j += 3;
  28178. color.toArray( colors, j ); j += 3;
  28179. }
  28180. var geometry = new BufferGeometry();
  28181. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28182. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28183. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28184. LineSegments.call( this, geometry, material );
  28185. this.type = 'GridHelper';
  28186. }
  28187. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28188. constructor: GridHelper,
  28189. copy: function ( source ) {
  28190. LineSegments.prototype.copy.call( this, source );
  28191. this.geometry.copy( source.geometry );
  28192. this.material.copy( source.material );
  28193. return this;
  28194. },
  28195. clone: function () {
  28196. return new this.constructor().copy( this );
  28197. }
  28198. } );
  28199. /**
  28200. * @author mrdoob / http://mrdoob.com/
  28201. * @author Mugen87 / http://github.com/Mugen87
  28202. * @author Hectate / http://www.github.com/Hectate
  28203. */
  28204. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28205. radius = radius || 10;
  28206. radials = radials || 16;
  28207. circles = circles || 8;
  28208. divisions = divisions || 64;
  28209. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28210. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28211. var vertices = [];
  28212. var colors = [];
  28213. var x, z;
  28214. var v, i, j, r, color;
  28215. // create the radials
  28216. for ( i = 0; i <= radials; i ++ ) {
  28217. v = ( i / radials ) * ( Math.PI * 2 );
  28218. x = Math.sin( v ) * radius;
  28219. z = Math.cos( v ) * radius;
  28220. vertices.push( 0, 0, 0 );
  28221. vertices.push( x, 0, z );
  28222. color = ( i & 1 ) ? color1 : color2;
  28223. colors.push( color.r, color.g, color.b );
  28224. colors.push( color.r, color.g, color.b );
  28225. }
  28226. // create the circles
  28227. for ( i = 0; i <= circles; i ++ ) {
  28228. color = ( i & 1 ) ? color1 : color2;
  28229. r = radius - ( radius / circles * i );
  28230. for ( j = 0; j < divisions; j ++ ) {
  28231. // first vertex
  28232. v = ( j / divisions ) * ( Math.PI * 2 );
  28233. x = Math.sin( v ) * r;
  28234. z = Math.cos( v ) * r;
  28235. vertices.push( x, 0, z );
  28236. colors.push( color.r, color.g, color.b );
  28237. // second vertex
  28238. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28239. x = Math.sin( v ) * r;
  28240. z = Math.cos( v ) * r;
  28241. vertices.push( x, 0, z );
  28242. colors.push( color.r, color.g, color.b );
  28243. }
  28244. }
  28245. var geometry = new BufferGeometry();
  28246. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28247. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28248. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28249. LineSegments.call( this, geometry, material );
  28250. this.type = 'PolarGridHelper';
  28251. }
  28252. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28253. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28254. /**
  28255. * @author alteredq / http://alteredqualia.com/
  28256. * @author mrdoob / http://mrdoob.com/
  28257. * @author WestLangley / http://github.com/WestLangley
  28258. */
  28259. var _v1$5 = new Vector3();
  28260. var _v2$3 = new Vector3();
  28261. var _v3$1 = new Vector3();
  28262. function DirectionalLightHelper( light, size, color ) {
  28263. Object3D.call( this );
  28264. this.light = light;
  28265. this.light.updateMatrixWorld();
  28266. this.matrix = light.matrixWorld;
  28267. this.matrixAutoUpdate = false;
  28268. this.color = color;
  28269. if ( size === undefined ) { size = 1; }
  28270. var geometry = new BufferGeometry();
  28271. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28272. - size, size, 0,
  28273. size, size, 0,
  28274. size, - size, 0,
  28275. - size, - size, 0,
  28276. - size, size, 0
  28277. ], 3 ) );
  28278. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28279. this.lightPlane = new Line( geometry, material );
  28280. this.add( this.lightPlane );
  28281. geometry = new BufferGeometry();
  28282. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28283. this.targetLine = new Line( geometry, material );
  28284. this.add( this.targetLine );
  28285. this.update();
  28286. }
  28287. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28288. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28289. DirectionalLightHelper.prototype.dispose = function () {
  28290. this.lightPlane.geometry.dispose();
  28291. this.lightPlane.material.dispose();
  28292. this.targetLine.geometry.dispose();
  28293. this.targetLine.material.dispose();
  28294. };
  28295. DirectionalLightHelper.prototype.update = function () {
  28296. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28297. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28298. _v3$1.subVectors( _v2$3, _v1$5 );
  28299. this.lightPlane.lookAt( _v2$3 );
  28300. if ( this.color !== undefined ) {
  28301. this.lightPlane.material.color.set( this.color );
  28302. this.targetLine.material.color.set( this.color );
  28303. } else {
  28304. this.lightPlane.material.color.copy( this.light.color );
  28305. this.targetLine.material.color.copy( this.light.color );
  28306. }
  28307. this.targetLine.lookAt( _v2$3 );
  28308. this.targetLine.scale.z = _v3$1.length();
  28309. };
  28310. /**
  28311. * @author alteredq / http://alteredqualia.com/
  28312. * @author Mugen87 / https://github.com/Mugen87
  28313. *
  28314. * - shows frustum, line of sight and up of the camera
  28315. * - suitable for fast updates
  28316. * - based on frustum visualization in lightgl.js shadowmap example
  28317. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28318. */
  28319. var _vector$b = new Vector3();
  28320. var _camera = new Camera();
  28321. function CameraHelper( camera ) {
  28322. var geometry = new BufferGeometry();
  28323. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28324. var vertices = [];
  28325. var colors = [];
  28326. var pointMap = {};
  28327. // colors
  28328. var colorFrustum = new Color( 0xffaa00 );
  28329. var colorCone = new Color( 0xff0000 );
  28330. var colorUp = new Color( 0x00aaff );
  28331. var colorTarget = new Color( 0xffffff );
  28332. var colorCross = new Color( 0x333333 );
  28333. // near
  28334. addLine( 'n1', 'n2', colorFrustum );
  28335. addLine( 'n2', 'n4', colorFrustum );
  28336. addLine( 'n4', 'n3', colorFrustum );
  28337. addLine( 'n3', 'n1', colorFrustum );
  28338. // far
  28339. addLine( 'f1', 'f2', colorFrustum );
  28340. addLine( 'f2', 'f4', colorFrustum );
  28341. addLine( 'f4', 'f3', colorFrustum );
  28342. addLine( 'f3', 'f1', colorFrustum );
  28343. // sides
  28344. addLine( 'n1', 'f1', colorFrustum );
  28345. addLine( 'n2', 'f2', colorFrustum );
  28346. addLine( 'n3', 'f3', colorFrustum );
  28347. addLine( 'n4', 'f4', colorFrustum );
  28348. // cone
  28349. addLine( 'p', 'n1', colorCone );
  28350. addLine( 'p', 'n2', colorCone );
  28351. addLine( 'p', 'n3', colorCone );
  28352. addLine( 'p', 'n4', colorCone );
  28353. // up
  28354. addLine( 'u1', 'u2', colorUp );
  28355. addLine( 'u2', 'u3', colorUp );
  28356. addLine( 'u3', 'u1', colorUp );
  28357. // target
  28358. addLine( 'c', 't', colorTarget );
  28359. addLine( 'p', 'c', colorCross );
  28360. // cross
  28361. addLine( 'cn1', 'cn2', colorCross );
  28362. addLine( 'cn3', 'cn4', colorCross );
  28363. addLine( 'cf1', 'cf2', colorCross );
  28364. addLine( 'cf3', 'cf4', colorCross );
  28365. function addLine( a, b, color ) {
  28366. addPoint( a, color );
  28367. addPoint( b, color );
  28368. }
  28369. function addPoint( id, color ) {
  28370. vertices.push( 0, 0, 0 );
  28371. colors.push( color.r, color.g, color.b );
  28372. if ( pointMap[ id ] === undefined ) {
  28373. pointMap[ id ] = [];
  28374. }
  28375. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28376. }
  28377. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28378. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28379. LineSegments.call( this, geometry, material );
  28380. this.type = 'CameraHelper';
  28381. this.camera = camera;
  28382. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28383. this.matrix = camera.matrixWorld;
  28384. this.matrixAutoUpdate = false;
  28385. this.pointMap = pointMap;
  28386. this.update();
  28387. }
  28388. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28389. CameraHelper.prototype.constructor = CameraHelper;
  28390. CameraHelper.prototype.update = function () {
  28391. var geometry = this.geometry;
  28392. var pointMap = this.pointMap;
  28393. var w = 1, h = 1;
  28394. // we need just camera projection matrix inverse
  28395. // world matrix must be identity
  28396. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28397. // center / target
  28398. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28399. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28400. // near
  28401. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28402. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28403. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28404. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28405. // far
  28406. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28407. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28408. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28409. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28410. // up
  28411. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28412. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28413. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28414. // cross
  28415. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28416. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28417. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28418. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28419. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28420. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28421. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28422. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28423. geometry.getAttribute( 'position' ).needsUpdate = true;
  28424. };
  28425. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28426. _vector$b.set( x, y, z ).unproject( camera );
  28427. var points = pointMap[ point ];
  28428. if ( points !== undefined ) {
  28429. var position = geometry.getAttribute( 'position' );
  28430. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28431. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28432. }
  28433. }
  28434. }
  28435. /**
  28436. * @author mrdoob / http://mrdoob.com/
  28437. * @author Mugen87 / http://github.com/Mugen87
  28438. */
  28439. var _box$3 = new Box3();
  28440. function BoxHelper( object, color ) {
  28441. this.object = object;
  28442. if ( color === undefined ) { color = 0xffff00; }
  28443. 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 ] );
  28444. var positions = new Float32Array( 8 * 3 );
  28445. var geometry = new BufferGeometry();
  28446. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28447. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28448. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28449. this.type = 'BoxHelper';
  28450. this.matrixAutoUpdate = false;
  28451. this.update();
  28452. }
  28453. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28454. BoxHelper.prototype.constructor = BoxHelper;
  28455. BoxHelper.prototype.update = function ( object ) {
  28456. if ( object !== undefined ) {
  28457. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28458. }
  28459. if ( this.object !== undefined ) {
  28460. _box$3.setFromObject( this.object );
  28461. }
  28462. if ( _box$3.isEmpty() ) { return; }
  28463. var min = _box$3.min;
  28464. var max = _box$3.max;
  28465. /*
  28466. 5____4
  28467. 1/___0/|
  28468. | 6__|_7
  28469. 2/___3/
  28470. 0: max.x, max.y, max.z
  28471. 1: min.x, max.y, max.z
  28472. 2: min.x, min.y, max.z
  28473. 3: max.x, min.y, max.z
  28474. 4: max.x, max.y, min.z
  28475. 5: min.x, max.y, min.z
  28476. 6: min.x, min.y, min.z
  28477. 7: max.x, min.y, min.z
  28478. */
  28479. var position = this.geometry.attributes.position;
  28480. var array = position.array;
  28481. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28482. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28483. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28484. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28485. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28486. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28487. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28488. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28489. position.needsUpdate = true;
  28490. this.geometry.computeBoundingSphere();
  28491. };
  28492. BoxHelper.prototype.setFromObject = function ( object ) {
  28493. this.object = object;
  28494. this.update();
  28495. return this;
  28496. };
  28497. BoxHelper.prototype.copy = function ( source ) {
  28498. LineSegments.prototype.copy.call( this, source );
  28499. this.object = source.object;
  28500. return this;
  28501. };
  28502. BoxHelper.prototype.clone = function () {
  28503. return new this.constructor().copy( this );
  28504. };
  28505. /**
  28506. * @author WestLangley / http://github.com/WestLangley
  28507. */
  28508. function Box3Helper( box, color ) {
  28509. this.type = 'Box3Helper';
  28510. this.box = box;
  28511. color = color || 0xffff00;
  28512. 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 ] );
  28513. 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 ];
  28514. var geometry = new BufferGeometry();
  28515. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28516. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28517. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28518. this.type = 'Box3Helper';
  28519. this.geometry.computeBoundingSphere();
  28520. }
  28521. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28522. Box3Helper.prototype.constructor = Box3Helper;
  28523. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28524. var box = this.box;
  28525. if ( box.isEmpty() ) { return; }
  28526. box.getCenter( this.position );
  28527. box.getSize( this.scale );
  28528. this.scale.multiplyScalar( 0.5 );
  28529. Object3D.prototype.updateMatrixWorld.call( this, force );
  28530. };
  28531. /**
  28532. * @author WestLangley / http://github.com/WestLangley
  28533. */
  28534. function PlaneHelper( plane, size, hex ) {
  28535. this.plane = plane;
  28536. this.size = ( size === undefined ) ? 1 : size;
  28537. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28538. 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 ];
  28539. var geometry = new BufferGeometry();
  28540. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28541. geometry.computeBoundingSphere();
  28542. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28543. this.type = 'PlaneHelper';
  28544. //
  28545. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28546. var geometry2 = new BufferGeometry();
  28547. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28548. geometry2.computeBoundingSphere();
  28549. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28550. }
  28551. PlaneHelper.prototype = Object.create( Line.prototype );
  28552. PlaneHelper.prototype.constructor = PlaneHelper;
  28553. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28554. var scale = - this.plane.constant;
  28555. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28556. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28557. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28558. this.lookAt( this.plane.normal );
  28559. Object3D.prototype.updateMatrixWorld.call( this, force );
  28560. };
  28561. /**
  28562. * @author WestLangley / http://github.com/WestLangley
  28563. * @author zz85 / http://github.com/zz85
  28564. * @author bhouston / http://clara.io
  28565. *
  28566. * Creates an arrow for visualizing directions
  28567. *
  28568. * Parameters:
  28569. * dir - Vector3
  28570. * origin - Vector3
  28571. * length - Number
  28572. * color - color in hex value
  28573. * headLength - Number
  28574. * headWidth - Number
  28575. */
  28576. var _axis = new Vector3();
  28577. var _lineGeometry, _coneGeometry;
  28578. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28579. // dir is assumed to be normalized
  28580. Object3D.call( this );
  28581. this.type = 'ArrowHelper';
  28582. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28583. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28584. if ( length === undefined ) { length = 1; }
  28585. if ( color === undefined ) { color = 0xffff00; }
  28586. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28587. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28588. if ( _lineGeometry === undefined ) {
  28589. _lineGeometry = new BufferGeometry();
  28590. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28591. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28592. _coneGeometry.translate( 0, - 0.5, 0 );
  28593. }
  28594. this.position.copy( origin );
  28595. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28596. this.line.matrixAutoUpdate = false;
  28597. this.add( this.line );
  28598. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28599. this.cone.matrixAutoUpdate = false;
  28600. this.add( this.cone );
  28601. this.setDirection( dir );
  28602. this.setLength( length, headLength, headWidth );
  28603. }
  28604. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28605. ArrowHelper.prototype.constructor = ArrowHelper;
  28606. ArrowHelper.prototype.setDirection = function ( dir ) {
  28607. // dir is assumed to be normalized
  28608. if ( dir.y > 0.99999 ) {
  28609. this.quaternion.set( 0, 0, 0, 1 );
  28610. } else if ( dir.y < - 0.99999 ) {
  28611. this.quaternion.set( 1, 0, 0, 0 );
  28612. } else {
  28613. _axis.set( dir.z, 0, - dir.x ).normalize();
  28614. var radians = Math.acos( dir.y );
  28615. this.quaternion.setFromAxisAngle( _axis, radians );
  28616. }
  28617. };
  28618. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28619. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28620. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28621. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28622. this.line.updateMatrix();
  28623. this.cone.scale.set( headWidth, headLength, headWidth );
  28624. this.cone.position.y = length;
  28625. this.cone.updateMatrix();
  28626. };
  28627. ArrowHelper.prototype.setColor = function ( color ) {
  28628. this.line.material.color.set( color );
  28629. this.cone.material.color.set( color );
  28630. };
  28631. ArrowHelper.prototype.copy = function ( source ) {
  28632. Object3D.prototype.copy.call( this, source, false );
  28633. this.line.copy( source.line );
  28634. this.cone.copy( source.cone );
  28635. return this;
  28636. };
  28637. ArrowHelper.prototype.clone = function () {
  28638. return new this.constructor().copy( this );
  28639. };
  28640. /**
  28641. * @author sroucheray / http://sroucheray.org/
  28642. * @author mrdoob / http://mrdoob.com/
  28643. */
  28644. function AxesHelper( size ) {
  28645. size = size || 1;
  28646. var vertices = [
  28647. 0, 0, 0, size, 0, 0,
  28648. 0, 0, 0, 0, size, 0,
  28649. 0, 0, 0, 0, 0, size
  28650. ];
  28651. var colors = [
  28652. 1, 0, 0, 1, 0.6, 0,
  28653. 0, 1, 0, 0.6, 1, 0,
  28654. 0, 0, 1, 0, 0.6, 1
  28655. ];
  28656. var geometry = new BufferGeometry();
  28657. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28658. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28659. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28660. LineSegments.call( this, geometry, material );
  28661. this.type = 'AxesHelper';
  28662. }
  28663. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28664. AxesHelper.prototype.constructor = AxesHelper;
  28665. /**
  28666. * @author Emmett Lalish / elalish
  28667. *
  28668. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28669. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28670. * blur to be quickly accessed based on material roughness. It is packed into a
  28671. * special CubeUV format that allows us to perform custom interpolation so that
  28672. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28673. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28674. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28675. * higher roughness levels. In this way we maintain resolution to smoothly
  28676. * interpolate diffuse lighting while limiting sampling computation.
  28677. */
  28678. var LOD_MIN = 4;
  28679. var LOD_MAX = 8;
  28680. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28681. // The standard deviations (radians) associated with the extra mips. These are
  28682. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28683. // geometric shadowing function. These sigma values squared must match the
  28684. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28685. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28686. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28687. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28688. // samples and exit early, but not recompile the shader.
  28689. var MAX_SAMPLES = 20;
  28690. var ENCODINGS = {};
  28691. ENCODINGS[ LinearEncoding ] = 0;
  28692. ENCODINGS[ sRGBEncoding ] = 1;
  28693. ENCODINGS[ RGBEEncoding ] = 2;
  28694. ENCODINGS[ RGBM7Encoding ] = 3;
  28695. ENCODINGS[ RGBM16Encoding ] = 4;
  28696. ENCODINGS[ RGBDEncoding ] = 5;
  28697. ENCODINGS[ GammaEncoding ] = 6;
  28698. var _flatCamera = new OrthographicCamera();
  28699. var ref = _createPlanes();
  28700. var _lodPlanes = ref._lodPlanes;
  28701. var _sizeLods = ref._sizeLods;
  28702. var _sigmas = ref._sigmas;
  28703. var _oldTarget = null;
  28704. // Golden Ratio
  28705. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28706. var INV_PHI = 1 / PHI;
  28707. // Vertices of a dodecahedron (except the opposites, which represent the
  28708. // same axis), used as axis directions evenly spread on a sphere.
  28709. var _axisDirections = [
  28710. new Vector3( 1, 1, 1 ),
  28711. new Vector3( - 1, 1, 1 ),
  28712. new Vector3( 1, 1, - 1 ),
  28713. new Vector3( - 1, 1, - 1 ),
  28714. new Vector3( 0, PHI, INV_PHI ),
  28715. new Vector3( 0, PHI, - INV_PHI ),
  28716. new Vector3( INV_PHI, 0, PHI ),
  28717. new Vector3( - INV_PHI, 0, PHI ),
  28718. new Vector3( PHI, INV_PHI, 0 ),
  28719. new Vector3( - PHI, INV_PHI, 0 ) ];
  28720. function PMREMGenerator( renderer ) {
  28721. this._renderer = renderer;
  28722. this._pingPongRenderTarget = null;
  28723. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28724. this._equirectShader = null;
  28725. this._cubemapShader = null;
  28726. this._compileMaterial( this._blurMaterial );
  28727. }
  28728. PMREMGenerator.prototype = {
  28729. constructor: PMREMGenerator,
  28730. /**
  28731. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28732. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28733. * in radians to be applied to the scene before PMREM generation. Optional near
  28734. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28735. * is placed at the origin).
  28736. */
  28737. fromScene: function ( scene, sigma, near, far ) {
  28738. if ( sigma === void 0 ) sigma = 0;
  28739. if ( near === void 0 ) near = 0.1;
  28740. if ( far === void 0 ) far = 100;
  28741. _oldTarget = this._renderer.getRenderTarget();
  28742. var cubeUVRenderTarget = this._allocateTargets();
  28743. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28744. if ( sigma > 0 ) {
  28745. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28746. }
  28747. this._applyPMREM( cubeUVRenderTarget );
  28748. this._cleanup( cubeUVRenderTarget );
  28749. return cubeUVRenderTarget;
  28750. },
  28751. /**
  28752. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28753. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28754. * as this matches best with the 256 x 256 cubemap output.
  28755. */
  28756. fromEquirectangular: function ( equirectangular ) {
  28757. equirectangular.magFilter = NearestFilter;
  28758. equirectangular.minFilter = NearestFilter;
  28759. equirectangular.generateMipmaps = false;
  28760. return this.fromCubemap( equirectangular );
  28761. },
  28762. /**
  28763. * Generates a PMREM from an cubemap texture, which can be either LDR
  28764. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28765. * as this matches best with the 256 x 256 cubemap output.
  28766. */
  28767. fromCubemap: function ( cubemap ) {
  28768. _oldTarget = this._renderer.getRenderTarget();
  28769. var cubeUVRenderTarget = this._allocateTargets( cubemap );
  28770. this._textureToCubeUV( cubemap, cubeUVRenderTarget );
  28771. this._applyPMREM( cubeUVRenderTarget );
  28772. this._cleanup( cubeUVRenderTarget );
  28773. return cubeUVRenderTarget;
  28774. },
  28775. /**
  28776. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28777. * your texture's network fetch for increased concurrency.
  28778. */
  28779. compileCubemapShader: function () {
  28780. if ( this._cubemapShader === null ) {
  28781. this._cubemapShader = _getCubemapShader();
  28782. this._compileMaterial( this._cubemapShader );
  28783. }
  28784. },
  28785. /**
  28786. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28787. * your texture's network fetch for increased concurrency.
  28788. */
  28789. compileEquirectangularShader: function () {
  28790. if ( this._equirectShader === null ) {
  28791. this._equirectShader = _getEquirectShader();
  28792. this._compileMaterial( this._equirectShader );
  28793. }
  28794. },
  28795. /**
  28796. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28797. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28798. * one of them will cause any others to also become unusable.
  28799. */
  28800. dispose: function () {
  28801. this._blurMaterial.dispose();
  28802. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28803. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28804. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28805. _lodPlanes[ i ].dispose();
  28806. }
  28807. },
  28808. // private interface
  28809. _cleanup: function ( outputTarget ) {
  28810. this._pingPongRenderTarget.dispose();
  28811. this._renderer.setRenderTarget( _oldTarget );
  28812. outputTarget.scissorTest = false;
  28813. // reset viewport and scissor
  28814. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28815. },
  28816. _allocateTargets: function ( equirectangular ) {
  28817. var params = {
  28818. magFilter: NearestFilter,
  28819. minFilter: NearestFilter,
  28820. generateMipmaps: false,
  28821. type: UnsignedByteType,
  28822. format: RGBEFormat,
  28823. encoding: _isLDR( equirectangular ) ? equirectangular.encoding : RGBEEncoding,
  28824. depthBuffer: false,
  28825. stencilBuffer: false
  28826. };
  28827. var cubeUVRenderTarget = _createRenderTarget( params );
  28828. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28829. this._pingPongRenderTarget = _createRenderTarget( params );
  28830. return cubeUVRenderTarget;
  28831. },
  28832. _compileMaterial: function ( material ) {
  28833. var tmpScene = new Scene();
  28834. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28835. this._renderer.compile( tmpScene, _flatCamera );
  28836. },
  28837. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28838. var fov = 90;
  28839. var aspect = 1;
  28840. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28841. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28842. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28843. var renderer = this._renderer;
  28844. var outputEncoding = renderer.outputEncoding;
  28845. var toneMapping = renderer.toneMapping;
  28846. var toneMappingExposure = renderer.toneMappingExposure;
  28847. var clearColor = renderer.getClearColor();
  28848. var clearAlpha = renderer.getClearAlpha();
  28849. renderer.toneMapping = LinearToneMapping;
  28850. renderer.toneMappingExposure = 1.0;
  28851. renderer.outputEncoding = LinearEncoding;
  28852. var background = scene.background;
  28853. if ( background && background.isColor ) {
  28854. background.convertSRGBToLinear();
  28855. // Convert linear to RGBE
  28856. var maxComponent = Math.max( background.r, background.g, background.b );
  28857. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28858. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28859. var alpha = ( fExp + 128.0 ) / 255.0;
  28860. renderer.setClearColor( background, alpha );
  28861. scene.background = null;
  28862. }
  28863. for ( var i = 0; i < 6; i ++ ) {
  28864. var col = i % 3;
  28865. if ( col == 0 ) {
  28866. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28867. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28868. } else if ( col == 1 ) {
  28869. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28870. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28871. } else {
  28872. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28873. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28874. }
  28875. _setViewport( cubeUVRenderTarget,
  28876. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28877. renderer.setRenderTarget( cubeUVRenderTarget );
  28878. renderer.render( scene, cubeCamera );
  28879. }
  28880. renderer.toneMapping = toneMapping;
  28881. renderer.toneMappingExposure = toneMappingExposure;
  28882. renderer.outputEncoding = outputEncoding;
  28883. renderer.setClearColor( clearColor, clearAlpha );
  28884. },
  28885. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  28886. var scene = new Scene();
  28887. var renderer = this._renderer;
  28888. if ( texture.isCubeTexture ) {
  28889. if ( this._cubemapShader == null ) {
  28890. this._cubemapShader = _getCubemapShader();
  28891. }
  28892. } else {
  28893. if ( this._equirectShader == null ) {
  28894. this._equirectShader = _getEquirectShader();
  28895. }
  28896. }
  28897. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28898. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28899. var uniforms = material.uniforms;
  28900. uniforms[ 'envMap' ].value = texture;
  28901. if ( ! texture.isCubeTexture ) {
  28902. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28903. }
  28904. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28905. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  28906. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28907. renderer.setRenderTarget( cubeUVRenderTarget );
  28908. renderer.render( scene, _flatCamera );
  28909. },
  28910. _applyPMREM: function ( cubeUVRenderTarget ) {
  28911. var renderer = this._renderer;
  28912. var autoClear = renderer.autoClear;
  28913. renderer.autoClear = false;
  28914. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28915. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28916. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28917. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28918. }
  28919. renderer.autoClear = autoClear;
  28920. },
  28921. /**
  28922. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28923. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28924. * the blur latitudinally (around the poles), and then longitudinally (towards
  28925. * the poles) to approximate the orthogonally-separable blur. It is least
  28926. * accurate at the poles, but still does a decent job.
  28927. */
  28928. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28929. var pingPongRenderTarget = this._pingPongRenderTarget;
  28930. this._halfBlur(
  28931. cubeUVRenderTarget,
  28932. pingPongRenderTarget,
  28933. lodIn,
  28934. lodOut,
  28935. sigma,
  28936. 'latitudinal',
  28937. poleAxis );
  28938. this._halfBlur(
  28939. pingPongRenderTarget,
  28940. cubeUVRenderTarget,
  28941. lodOut,
  28942. lodOut,
  28943. sigma,
  28944. 'longitudinal',
  28945. poleAxis );
  28946. },
  28947. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28948. var renderer = this._renderer;
  28949. var blurMaterial = this._blurMaterial;
  28950. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28951. console.error(
  28952. 'blur direction must be either latitudinal or longitudinal!' );
  28953. }
  28954. // Number of standard deviations at which to cut off the discrete approximation.
  28955. var STANDARD_DEVIATIONS = 3;
  28956. var blurScene = new Scene();
  28957. blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) );
  28958. var blurUniforms = blurMaterial.uniforms;
  28959. var pixels = _sizeLods[ lodIn ] - 1;
  28960. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28961. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28962. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28963. if ( samples > MAX_SAMPLES ) {
  28964. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28965. }
  28966. var weights = [];
  28967. var sum = 0;
  28968. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28969. var x = i / sigmaPixels;
  28970. var weight = Math.exp( - x * x / 2 );
  28971. weights.push( weight );
  28972. if ( i == 0 ) {
  28973. sum += weight;
  28974. } else if ( i < samples ) {
  28975. sum += 2 * weight;
  28976. }
  28977. }
  28978. for ( var i = 0; i < weights.length; i ++ ) {
  28979. weights[ i ] = weights[ i ] / sum;
  28980. }
  28981. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28982. blurUniforms[ 'samples' ].value = samples;
  28983. blurUniforms[ 'weights' ].value = weights;
  28984. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28985. if ( poleAxis ) {
  28986. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28987. }
  28988. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28989. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28990. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28991. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28992. var outputSize = _sizeLods[ lodOut ];
  28993. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28994. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28995. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28996. renderer.setRenderTarget( targetOut );
  28997. renderer.render( blurScene, _flatCamera );
  28998. }
  28999. };
  29000. function _isLDR( texture ) {
  29001. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29002. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29003. }
  29004. function _createPlanes() {
  29005. var _lodPlanes = [];
  29006. var _sizeLods = [];
  29007. var _sigmas = [];
  29008. var lod = LOD_MAX;
  29009. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29010. var sizeLod = Math.pow( 2, lod );
  29011. _sizeLods.push( sizeLod );
  29012. var sigma = 1.0 / sizeLod;
  29013. if ( i > LOD_MAX - LOD_MIN ) {
  29014. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29015. } else if ( i == 0 ) {
  29016. sigma = 0;
  29017. }
  29018. _sigmas.push( sigma );
  29019. var texelSize = 1.0 / ( sizeLod - 1 );
  29020. var min = - texelSize / 2;
  29021. var max = 1 + texelSize / 2;
  29022. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29023. var cubeFaces = 6;
  29024. var vertices = 6;
  29025. var positionSize = 3;
  29026. var uvSize = 2;
  29027. var faceIndexSize = 1;
  29028. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29029. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29030. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29031. for ( var face = 0; face < cubeFaces; face ++ ) {
  29032. var x = ( face % 3 ) * 2 / 3 - 1;
  29033. var y = face > 2 ? 0 : - 1;
  29034. var coordinates = [
  29035. x, y, 0,
  29036. x + 2 / 3, y, 0,
  29037. x + 2 / 3, y + 1, 0,
  29038. x, y, 0,
  29039. x + 2 / 3, y + 1, 0,
  29040. x, y + 1, 0
  29041. ];
  29042. position.set( coordinates, positionSize * vertices * face );
  29043. uv.set( uv1, uvSize * vertices * face );
  29044. var fill = [ face, face, face, face, face, face ];
  29045. faceIndex.set( fill, faceIndexSize * vertices * face );
  29046. }
  29047. var planes = new BufferGeometry();
  29048. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29049. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29050. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29051. _lodPlanes.push( planes );
  29052. if ( lod > LOD_MIN ) {
  29053. lod --;
  29054. }
  29055. }
  29056. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29057. }
  29058. function _createRenderTarget( params ) {
  29059. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29060. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29061. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29062. cubeUVRenderTarget.scissorTest = true;
  29063. return cubeUVRenderTarget;
  29064. }
  29065. function _setViewport( target, x, y, width, height ) {
  29066. target.viewport.set( x, y, width, height );
  29067. target.scissor.set( x, y, width, height );
  29068. }
  29069. function _getBlurShader( maxSamples ) {
  29070. var weights = new Float32Array( maxSamples );
  29071. var poleAxis = new Vector3( 0, 1, 0 );
  29072. var shaderMaterial = new RawShaderMaterial( {
  29073. defines: { 'n': maxSamples },
  29074. uniforms: {
  29075. 'envMap': { value: null },
  29076. 'samples': { value: 1 },
  29077. 'weights': { value: weights },
  29078. 'latitudinal': { value: false },
  29079. 'dTheta': { value: 0 },
  29080. 'mipInt': { value: 0 },
  29081. 'poleAxis': { value: poleAxis },
  29082. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29083. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29084. },
  29085. vertexShader: _getCommonVertexShader(),
  29086. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29087. blending: NoBlending,
  29088. depthTest: false,
  29089. depthWrite: false
  29090. } );
  29091. shaderMaterial.type = 'SphericalGaussianBlur';
  29092. return shaderMaterial;
  29093. }
  29094. function _getEquirectShader() {
  29095. var texelSize = new Vector2( 1, 1 );
  29096. var shaderMaterial = new RawShaderMaterial( {
  29097. uniforms: {
  29098. 'envMap': { value: null },
  29099. 'texelSize': { value: texelSize },
  29100. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29101. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29102. },
  29103. vertexShader: _getCommonVertexShader(),
  29104. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29105. blending: NoBlending,
  29106. depthTest: false,
  29107. depthWrite: false
  29108. } );
  29109. shaderMaterial.type = 'EquirectangularToCubeUV';
  29110. return shaderMaterial;
  29111. }
  29112. function _getCubemapShader() {
  29113. var shaderMaterial = new RawShaderMaterial( {
  29114. uniforms: {
  29115. 'envMap': { value: null },
  29116. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29117. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29118. },
  29119. vertexShader: _getCommonVertexShader(),
  29120. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29121. blending: NoBlending,
  29122. depthTest: false,
  29123. depthWrite: false
  29124. } );
  29125. shaderMaterial.type = 'CubemapToCubeUV';
  29126. return shaderMaterial;
  29127. }
  29128. function _getCommonVertexShader() {
  29129. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\n\n// RH coordinate system; PMREM face-indexing convention\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\t} else if (face == 2.0) {\n\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\t} else if (face == 5.0) {\n\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\t}\n\treturn direction;\n}\n\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  29130. }
  29131. function _getEncodings() {
  29132. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  29133. }
  29134. /**
  29135. * @author mrdoob / http://mrdoob.com/
  29136. */
  29137. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29138. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29139. return new Face3( a, b, c, normal, color, materialIndex );
  29140. }
  29141. var LineStrip = 0;
  29142. var LinePieces = 1;
  29143. var NoColors = 0;
  29144. var FaceColors = 1;
  29145. var VertexColors = 2;
  29146. function MeshFaceMaterial( materials ) {
  29147. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29148. return materials;
  29149. }
  29150. function MultiMaterial( materials ) {
  29151. if ( materials === undefined ) { materials = []; }
  29152. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29153. materials.isMultiMaterial = true;
  29154. materials.materials = materials;
  29155. materials.clone = function () {
  29156. return materials.slice();
  29157. };
  29158. return materials;
  29159. }
  29160. function PointCloud( geometry, material ) {
  29161. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29162. return new Points( geometry, material );
  29163. }
  29164. function Particle( material ) {
  29165. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29166. return new Sprite( material );
  29167. }
  29168. function ParticleSystem( geometry, material ) {
  29169. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29170. return new Points( geometry, material );
  29171. }
  29172. function PointCloudMaterial( parameters ) {
  29173. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29174. return new PointsMaterial( parameters );
  29175. }
  29176. function ParticleBasicMaterial( parameters ) {
  29177. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29178. return new PointsMaterial( parameters );
  29179. }
  29180. function ParticleSystemMaterial( parameters ) {
  29181. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29182. return new PointsMaterial( parameters );
  29183. }
  29184. function Vertex( x, y, z ) {
  29185. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29186. return new Vector3( x, y, z );
  29187. }
  29188. //
  29189. function DynamicBufferAttribute( array, itemSize ) {
  29190. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29191. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29192. }
  29193. function Int8Attribute( array, itemSize ) {
  29194. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29195. return new Int8BufferAttribute( array, itemSize );
  29196. }
  29197. function Uint8Attribute( array, itemSize ) {
  29198. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29199. return new Uint8BufferAttribute( array, itemSize );
  29200. }
  29201. function Uint8ClampedAttribute( array, itemSize ) {
  29202. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29203. return new Uint8ClampedBufferAttribute( array, itemSize );
  29204. }
  29205. function Int16Attribute( array, itemSize ) {
  29206. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29207. return new Int16BufferAttribute( array, itemSize );
  29208. }
  29209. function Uint16Attribute( array, itemSize ) {
  29210. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29211. return new Uint16BufferAttribute( array, itemSize );
  29212. }
  29213. function Int32Attribute( array, itemSize ) {
  29214. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29215. return new Int32BufferAttribute( array, itemSize );
  29216. }
  29217. function Uint32Attribute( array, itemSize ) {
  29218. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29219. return new Uint32BufferAttribute( array, itemSize );
  29220. }
  29221. function Float32Attribute( array, itemSize ) {
  29222. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29223. return new Float32BufferAttribute( array, itemSize );
  29224. }
  29225. function Float64Attribute( array, itemSize ) {
  29226. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29227. return new Float64BufferAttribute( array, itemSize );
  29228. }
  29229. //
  29230. Curve.create = function ( construct, getPoint ) {
  29231. console.log( 'THREE.Curve.create() has been deprecated' );
  29232. construct.prototype = Object.create( Curve.prototype );
  29233. construct.prototype.constructor = construct;
  29234. construct.prototype.getPoint = getPoint;
  29235. return construct;
  29236. };
  29237. //
  29238. Object.assign( CurvePath.prototype, {
  29239. createPointsGeometry: function ( divisions ) {
  29240. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29241. // generate geometry from path points (for Line or Points objects)
  29242. var pts = this.getPoints( divisions );
  29243. return this.createGeometry( pts );
  29244. },
  29245. createSpacedPointsGeometry: function ( divisions ) {
  29246. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29247. // generate geometry from equidistant sampling along the path
  29248. var pts = this.getSpacedPoints( divisions );
  29249. return this.createGeometry( pts );
  29250. },
  29251. createGeometry: function ( points ) {
  29252. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29253. var geometry = new Geometry();
  29254. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29255. var point = points[ i ];
  29256. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29257. }
  29258. return geometry;
  29259. }
  29260. } );
  29261. //
  29262. Object.assign( Path.prototype, {
  29263. fromPoints: function ( points ) {
  29264. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29265. return this.setFromPoints( points );
  29266. }
  29267. } );
  29268. //
  29269. function ClosedSplineCurve3( points ) {
  29270. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29271. CatmullRomCurve3.call( this, points );
  29272. this.type = 'catmullrom';
  29273. this.closed = true;
  29274. }
  29275. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29276. //
  29277. function SplineCurve3( points ) {
  29278. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29279. CatmullRomCurve3.call( this, points );
  29280. this.type = 'catmullrom';
  29281. }
  29282. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29283. //
  29284. function Spline( points ) {
  29285. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29286. CatmullRomCurve3.call( this, points );
  29287. this.type = 'catmullrom';
  29288. }
  29289. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29290. Object.assign( Spline.prototype, {
  29291. initFromArray: function ( /* a */ ) {
  29292. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29293. },
  29294. getControlPointsArray: function ( /* optionalTarget */ ) {
  29295. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29296. },
  29297. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29298. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29299. }
  29300. } );
  29301. //
  29302. function AxisHelper( size ) {
  29303. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29304. return new AxesHelper( size );
  29305. }
  29306. function BoundingBoxHelper( object, color ) {
  29307. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29308. return new BoxHelper( object, color );
  29309. }
  29310. function EdgesHelper( object, hex ) {
  29311. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29312. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29313. }
  29314. GridHelper.prototype.setColors = function () {
  29315. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29316. };
  29317. SkeletonHelper.prototype.update = function () {
  29318. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29319. };
  29320. function WireframeHelper( object, hex ) {
  29321. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29322. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29323. }
  29324. //
  29325. Object.assign( Loader.prototype, {
  29326. extractUrlBase: function ( url ) {
  29327. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29328. return LoaderUtils.extractUrlBase( url );
  29329. }
  29330. } );
  29331. Loader.Handlers = {
  29332. add: function ( /* regex, loader */ ) {
  29333. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29334. },
  29335. get: function ( /* file */ ) {
  29336. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29337. }
  29338. };
  29339. function XHRLoader( manager ) {
  29340. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29341. return new FileLoader( manager );
  29342. }
  29343. function BinaryTextureLoader( manager ) {
  29344. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29345. return new DataTextureLoader( manager );
  29346. }
  29347. Object.assign( ObjectLoader.prototype, {
  29348. setTexturePath: function ( value ) {
  29349. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29350. return this.setResourcePath( value );
  29351. }
  29352. } );
  29353. //
  29354. Object.assign( Box2.prototype, {
  29355. center: function ( optionalTarget ) {
  29356. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29357. return this.getCenter( optionalTarget );
  29358. },
  29359. empty: function () {
  29360. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29361. return this.isEmpty();
  29362. },
  29363. isIntersectionBox: function ( box ) {
  29364. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29365. return this.intersectsBox( box );
  29366. },
  29367. size: function ( optionalTarget ) {
  29368. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29369. return this.getSize( optionalTarget );
  29370. }
  29371. } );
  29372. Object.assign( Box3.prototype, {
  29373. center: function ( optionalTarget ) {
  29374. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29375. return this.getCenter( optionalTarget );
  29376. },
  29377. empty: function () {
  29378. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29379. return this.isEmpty();
  29380. },
  29381. isIntersectionBox: function ( box ) {
  29382. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29383. return this.intersectsBox( box );
  29384. },
  29385. isIntersectionSphere: function ( sphere ) {
  29386. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29387. return this.intersectsSphere( sphere );
  29388. },
  29389. size: function ( optionalTarget ) {
  29390. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29391. return this.getSize( optionalTarget );
  29392. }
  29393. } );
  29394. Object.assign( Sphere.prototype, {
  29395. empty: function () {
  29396. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29397. return this.isEmpty();
  29398. },
  29399. } );
  29400. Frustum.prototype.setFromMatrix = function ( m ) {
  29401. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29402. return this.setFromProjectionMatrix( m );
  29403. };
  29404. Line3.prototype.center = function ( optionalTarget ) {
  29405. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29406. return this.getCenter( optionalTarget );
  29407. };
  29408. Object.assign( MathUtils, {
  29409. random16: function () {
  29410. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29411. return Math.random();
  29412. },
  29413. nearestPowerOfTwo: function ( value ) {
  29414. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29415. return MathUtils.floorPowerOfTwo( value );
  29416. },
  29417. nextPowerOfTwo: function ( value ) {
  29418. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29419. return MathUtils.ceilPowerOfTwo( value );
  29420. }
  29421. } );
  29422. Object.assign( Matrix3.prototype, {
  29423. flattenToArrayOffset: function ( array, offset ) {
  29424. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29425. return this.toArray( array, offset );
  29426. },
  29427. multiplyVector3: function ( vector ) {
  29428. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29429. return vector.applyMatrix3( this );
  29430. },
  29431. multiplyVector3Array: function ( /* a */ ) {
  29432. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29433. },
  29434. applyToBufferAttribute: function ( attribute ) {
  29435. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29436. return attribute.applyMatrix3( this );
  29437. },
  29438. applyToVector3Array: function ( /* array, offset, length */ ) {
  29439. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29440. }
  29441. } );
  29442. Object.assign( Matrix4.prototype, {
  29443. extractPosition: function ( m ) {
  29444. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29445. return this.copyPosition( m );
  29446. },
  29447. flattenToArrayOffset: function ( array, offset ) {
  29448. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29449. return this.toArray( array, offset );
  29450. },
  29451. getPosition: function () {
  29452. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29453. return new Vector3().setFromMatrixColumn( this, 3 );
  29454. },
  29455. setRotationFromQuaternion: function ( q ) {
  29456. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29457. return this.makeRotationFromQuaternion( q );
  29458. },
  29459. multiplyToArray: function () {
  29460. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29461. },
  29462. multiplyVector3: function ( vector ) {
  29463. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29464. return vector.applyMatrix4( this );
  29465. },
  29466. multiplyVector4: function ( vector ) {
  29467. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29468. return vector.applyMatrix4( this );
  29469. },
  29470. multiplyVector3Array: function ( /* a */ ) {
  29471. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29472. },
  29473. rotateAxis: function ( v ) {
  29474. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29475. v.transformDirection( this );
  29476. },
  29477. crossVector: function ( vector ) {
  29478. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29479. return vector.applyMatrix4( this );
  29480. },
  29481. translate: function () {
  29482. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29483. },
  29484. rotateX: function () {
  29485. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29486. },
  29487. rotateY: function () {
  29488. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29489. },
  29490. rotateZ: function () {
  29491. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29492. },
  29493. rotateByAxis: function () {
  29494. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29495. },
  29496. applyToBufferAttribute: function ( attribute ) {
  29497. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29498. return attribute.applyMatrix4( this );
  29499. },
  29500. applyToVector3Array: function ( /* array, offset, length */ ) {
  29501. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29502. },
  29503. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29504. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29505. return this.makePerspective( left, right, top, bottom, near, far );
  29506. }
  29507. } );
  29508. Plane.prototype.isIntersectionLine = function ( line ) {
  29509. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29510. return this.intersectsLine( line );
  29511. };
  29512. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29513. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29514. return vector.applyQuaternion( this );
  29515. };
  29516. Object.assign( Ray.prototype, {
  29517. isIntersectionBox: function ( box ) {
  29518. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29519. return this.intersectsBox( box );
  29520. },
  29521. isIntersectionPlane: function ( plane ) {
  29522. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29523. return this.intersectsPlane( plane );
  29524. },
  29525. isIntersectionSphere: function ( sphere ) {
  29526. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29527. return this.intersectsSphere( sphere );
  29528. }
  29529. } );
  29530. Object.assign( Triangle.prototype, {
  29531. area: function () {
  29532. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29533. return this.getArea();
  29534. },
  29535. barycoordFromPoint: function ( point, target ) {
  29536. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29537. return this.getBarycoord( point, target );
  29538. },
  29539. midpoint: function ( target ) {
  29540. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29541. return this.getMidpoint( target );
  29542. },
  29543. normal: function ( target ) {
  29544. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29545. return this.getNormal( target );
  29546. },
  29547. plane: function ( target ) {
  29548. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29549. return this.getPlane( target );
  29550. }
  29551. } );
  29552. Object.assign( Triangle, {
  29553. barycoordFromPoint: function ( point, a, b, c, target ) {
  29554. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29555. return Triangle.getBarycoord( point, a, b, c, target );
  29556. },
  29557. normal: function ( a, b, c, target ) {
  29558. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29559. return Triangle.getNormal( a, b, c, target );
  29560. }
  29561. } );
  29562. Object.assign( Shape.prototype, {
  29563. extractAllPoints: function ( divisions ) {
  29564. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29565. return this.extractPoints( divisions );
  29566. },
  29567. extrude: function ( options ) {
  29568. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29569. return new ExtrudeGeometry( this, options );
  29570. },
  29571. makeGeometry: function ( options ) {
  29572. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29573. return new ShapeGeometry( this, options );
  29574. }
  29575. } );
  29576. Object.assign( Vector2.prototype, {
  29577. fromAttribute: function ( attribute, index, offset ) {
  29578. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29579. return this.fromBufferAttribute( attribute, index, offset );
  29580. },
  29581. distanceToManhattan: function ( v ) {
  29582. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29583. return this.manhattanDistanceTo( v );
  29584. },
  29585. lengthManhattan: function () {
  29586. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29587. return this.manhattanLength();
  29588. }
  29589. } );
  29590. Object.assign( Vector3.prototype, {
  29591. setEulerFromRotationMatrix: function () {
  29592. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29593. },
  29594. setEulerFromQuaternion: function () {
  29595. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29596. },
  29597. getPositionFromMatrix: function ( m ) {
  29598. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29599. return this.setFromMatrixPosition( m );
  29600. },
  29601. getScaleFromMatrix: function ( m ) {
  29602. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29603. return this.setFromMatrixScale( m );
  29604. },
  29605. getColumnFromMatrix: function ( index, matrix ) {
  29606. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29607. return this.setFromMatrixColumn( matrix, index );
  29608. },
  29609. applyProjection: function ( m ) {
  29610. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29611. return this.applyMatrix4( m );
  29612. },
  29613. fromAttribute: function ( attribute, index, offset ) {
  29614. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29615. return this.fromBufferAttribute( attribute, index, offset );
  29616. },
  29617. distanceToManhattan: function ( v ) {
  29618. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29619. return this.manhattanDistanceTo( v );
  29620. },
  29621. lengthManhattan: function () {
  29622. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29623. return this.manhattanLength();
  29624. }
  29625. } );
  29626. Object.assign( Vector4.prototype, {
  29627. fromAttribute: function ( attribute, index, offset ) {
  29628. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29629. return this.fromBufferAttribute( attribute, index, offset );
  29630. },
  29631. lengthManhattan: function () {
  29632. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29633. return this.manhattanLength();
  29634. }
  29635. } );
  29636. //
  29637. Object.assign( Geometry.prototype, {
  29638. computeTangents: function () {
  29639. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29640. },
  29641. computeLineDistances: function () {
  29642. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29643. },
  29644. applyMatrix: function ( matrix ) {
  29645. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29646. return this.applyMatrix4( matrix );
  29647. }
  29648. } );
  29649. Object.assign( Object3D.prototype, {
  29650. getChildByName: function ( name ) {
  29651. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29652. return this.getObjectByName( name );
  29653. },
  29654. renderDepth: function () {
  29655. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29656. },
  29657. translate: function ( distance, axis ) {
  29658. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29659. return this.translateOnAxis( axis, distance );
  29660. },
  29661. getWorldRotation: function () {
  29662. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29663. },
  29664. applyMatrix: function ( matrix ) {
  29665. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29666. return this.applyMatrix4( matrix );
  29667. }
  29668. } );
  29669. Object.defineProperties( Object3D.prototype, {
  29670. eulerOrder: {
  29671. get: function () {
  29672. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29673. return this.rotation.order;
  29674. },
  29675. set: function ( value ) {
  29676. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29677. this.rotation.order = value;
  29678. }
  29679. },
  29680. useQuaternion: {
  29681. get: function () {
  29682. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29683. },
  29684. set: function () {
  29685. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29686. }
  29687. }
  29688. } );
  29689. Object.assign( Mesh.prototype, {
  29690. setDrawMode: function () {
  29691. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29692. },
  29693. } );
  29694. Object.defineProperties( Mesh.prototype, {
  29695. drawMode: {
  29696. get: function () {
  29697. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29698. return TrianglesDrawMode;
  29699. },
  29700. set: function () {
  29701. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29702. }
  29703. }
  29704. } );
  29705. Object.defineProperties( LOD.prototype, {
  29706. objects: {
  29707. get: function () {
  29708. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29709. return this.levels;
  29710. }
  29711. }
  29712. } );
  29713. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29714. get: function () {
  29715. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29716. },
  29717. set: function () {
  29718. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29719. }
  29720. } );
  29721. SkinnedMesh.prototype.initBones = function () {
  29722. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29723. };
  29724. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29725. get: function () {
  29726. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29727. return this.arcLengthDivisions;
  29728. },
  29729. set: function ( value ) {
  29730. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29731. this.arcLengthDivisions = value;
  29732. }
  29733. } );
  29734. //
  29735. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29736. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29737. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29738. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29739. this.setFocalLength( focalLength );
  29740. };
  29741. //
  29742. Object.defineProperties( Light.prototype, {
  29743. onlyShadow: {
  29744. set: function () {
  29745. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29746. }
  29747. },
  29748. shadowCameraFov: {
  29749. set: function ( value ) {
  29750. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29751. this.shadow.camera.fov = value;
  29752. }
  29753. },
  29754. shadowCameraLeft: {
  29755. set: function ( value ) {
  29756. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29757. this.shadow.camera.left = value;
  29758. }
  29759. },
  29760. shadowCameraRight: {
  29761. set: function ( value ) {
  29762. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29763. this.shadow.camera.right = value;
  29764. }
  29765. },
  29766. shadowCameraTop: {
  29767. set: function ( value ) {
  29768. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29769. this.shadow.camera.top = value;
  29770. }
  29771. },
  29772. shadowCameraBottom: {
  29773. set: function ( value ) {
  29774. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29775. this.shadow.camera.bottom = value;
  29776. }
  29777. },
  29778. shadowCameraNear: {
  29779. set: function ( value ) {
  29780. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29781. this.shadow.camera.near = value;
  29782. }
  29783. },
  29784. shadowCameraFar: {
  29785. set: function ( value ) {
  29786. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29787. this.shadow.camera.far = value;
  29788. }
  29789. },
  29790. shadowCameraVisible: {
  29791. set: function () {
  29792. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29793. }
  29794. },
  29795. shadowBias: {
  29796. set: function ( value ) {
  29797. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29798. this.shadow.bias = value;
  29799. }
  29800. },
  29801. shadowDarkness: {
  29802. set: function () {
  29803. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29804. }
  29805. },
  29806. shadowMapWidth: {
  29807. set: function ( value ) {
  29808. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29809. this.shadow.mapSize.width = value;
  29810. }
  29811. },
  29812. shadowMapHeight: {
  29813. set: function ( value ) {
  29814. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29815. this.shadow.mapSize.height = value;
  29816. }
  29817. }
  29818. } );
  29819. //
  29820. Object.defineProperties( BufferAttribute.prototype, {
  29821. length: {
  29822. get: function () {
  29823. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29824. return this.array.length;
  29825. }
  29826. },
  29827. dynamic: {
  29828. get: function () {
  29829. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29830. return this.usage === DynamicDrawUsage;
  29831. },
  29832. set: function ( /* value */ ) {
  29833. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29834. this.setUsage( DynamicDrawUsage );
  29835. }
  29836. }
  29837. } );
  29838. Object.assign( BufferAttribute.prototype, {
  29839. setDynamic: function ( value ) {
  29840. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29841. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29842. return this;
  29843. },
  29844. copyIndicesArray: function ( /* indices */ ) {
  29845. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29846. },
  29847. setArray: function ( /* array */ ) {
  29848. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29849. }
  29850. } );
  29851. Object.assign( BufferGeometry.prototype, {
  29852. addIndex: function ( index ) {
  29853. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29854. this.setIndex( index );
  29855. },
  29856. addAttribute: function ( name, attribute ) {
  29857. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29858. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29859. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29860. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29861. }
  29862. if ( name === 'index' ) {
  29863. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29864. this.setIndex( attribute );
  29865. return this;
  29866. }
  29867. return this.setAttribute( name, attribute );
  29868. },
  29869. addDrawCall: function ( start, count, indexOffset ) {
  29870. if ( indexOffset !== undefined ) {
  29871. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29872. }
  29873. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29874. this.addGroup( start, count );
  29875. },
  29876. clearDrawCalls: function () {
  29877. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29878. this.clearGroups();
  29879. },
  29880. computeTangents: function () {
  29881. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29882. },
  29883. computeOffsets: function () {
  29884. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29885. },
  29886. removeAttribute: function ( name ) {
  29887. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29888. return this.deleteAttribute( name );
  29889. },
  29890. applyMatrix: function ( matrix ) {
  29891. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29892. return this.applyMatrix4( matrix );
  29893. }
  29894. } );
  29895. Object.defineProperties( BufferGeometry.prototype, {
  29896. drawcalls: {
  29897. get: function () {
  29898. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29899. return this.groups;
  29900. }
  29901. },
  29902. offsets: {
  29903. get: function () {
  29904. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29905. return this.groups;
  29906. }
  29907. }
  29908. } );
  29909. Object.defineProperties( InstancedBufferGeometry.prototype, {
  29910. maxInstancedCount: {
  29911. get: function () {
  29912. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29913. return this.instanceCount;
  29914. },
  29915. set: function ( value ) {
  29916. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29917. this.instanceCount = value;
  29918. }
  29919. }
  29920. } );
  29921. Object.defineProperties( Raycaster.prototype, {
  29922. linePrecision: {
  29923. get: function () {
  29924. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29925. return this.params.Line.threshold;
  29926. },
  29927. set: function ( value ) {
  29928. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29929. this.params.Line.threshold = value;
  29930. }
  29931. }
  29932. } );
  29933. Object.defineProperties( InterleavedBuffer.prototype, {
  29934. dynamic: {
  29935. get: function () {
  29936. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29937. return this.usage === DynamicDrawUsage;
  29938. },
  29939. set: function ( value ) {
  29940. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29941. this.setUsage( value );
  29942. }
  29943. }
  29944. } );
  29945. Object.assign( InterleavedBuffer.prototype, {
  29946. setDynamic: function ( value ) {
  29947. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29948. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29949. return this;
  29950. },
  29951. setArray: function ( /* array */ ) {
  29952. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29953. }
  29954. } );
  29955. //
  29956. Object.assign( ExtrudeBufferGeometry.prototype, {
  29957. getArrays: function () {
  29958. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29959. },
  29960. addShapeList: function () {
  29961. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29962. },
  29963. addShape: function () {
  29964. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29965. }
  29966. } );
  29967. //
  29968. Object.defineProperties( Uniform.prototype, {
  29969. dynamic: {
  29970. set: function () {
  29971. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29972. }
  29973. },
  29974. onUpdate: {
  29975. value: function () {
  29976. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29977. return this;
  29978. }
  29979. }
  29980. } );
  29981. //
  29982. Object.defineProperties( Material.prototype, {
  29983. wrapAround: {
  29984. get: function () {
  29985. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29986. },
  29987. set: function () {
  29988. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29989. }
  29990. },
  29991. overdraw: {
  29992. get: function () {
  29993. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29994. },
  29995. set: function () {
  29996. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29997. }
  29998. },
  29999. wrapRGB: {
  30000. get: function () {
  30001. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30002. return new Color();
  30003. }
  30004. },
  30005. shading: {
  30006. get: function () {
  30007. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30008. },
  30009. set: function ( value ) {
  30010. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30011. this.flatShading = ( value === FlatShading );
  30012. }
  30013. },
  30014. stencilMask: {
  30015. get: function () {
  30016. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30017. return this.stencilFuncMask;
  30018. },
  30019. set: function ( value ) {
  30020. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30021. this.stencilFuncMask = value;
  30022. }
  30023. }
  30024. } );
  30025. Object.defineProperties( MeshPhongMaterial.prototype, {
  30026. metal: {
  30027. get: function () {
  30028. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30029. return false;
  30030. },
  30031. set: function () {
  30032. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30033. }
  30034. }
  30035. } );
  30036. Object.defineProperties( ShaderMaterial.prototype, {
  30037. derivatives: {
  30038. get: function () {
  30039. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30040. return this.extensions.derivatives;
  30041. },
  30042. set: function ( value ) {
  30043. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30044. this.extensions.derivatives = value;
  30045. }
  30046. }
  30047. } );
  30048. //
  30049. Object.assign( WebGLRenderer.prototype, {
  30050. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30051. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30052. this.setRenderTarget( renderTarget );
  30053. this.clear( color, depth, stencil );
  30054. },
  30055. animate: function ( callback ) {
  30056. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30057. this.setAnimationLoop( callback );
  30058. },
  30059. getCurrentRenderTarget: function () {
  30060. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30061. return this.getRenderTarget();
  30062. },
  30063. getMaxAnisotropy: function () {
  30064. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30065. return this.capabilities.getMaxAnisotropy();
  30066. },
  30067. getPrecision: function () {
  30068. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30069. return this.capabilities.precision;
  30070. },
  30071. resetGLState: function () {
  30072. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30073. return this.state.reset();
  30074. },
  30075. supportsFloatTextures: function () {
  30076. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30077. return this.extensions.get( 'OES_texture_float' );
  30078. },
  30079. supportsHalfFloatTextures: function () {
  30080. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30081. return this.extensions.get( 'OES_texture_half_float' );
  30082. },
  30083. supportsStandardDerivatives: function () {
  30084. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30085. return this.extensions.get( 'OES_standard_derivatives' );
  30086. },
  30087. supportsCompressedTextureS3TC: function () {
  30088. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30089. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30090. },
  30091. supportsCompressedTexturePVRTC: function () {
  30092. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30093. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30094. },
  30095. supportsBlendMinMax: function () {
  30096. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30097. return this.extensions.get( 'EXT_blend_minmax' );
  30098. },
  30099. supportsVertexTextures: function () {
  30100. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30101. return this.capabilities.vertexTextures;
  30102. },
  30103. supportsInstancedArrays: function () {
  30104. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30105. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30106. },
  30107. enableScissorTest: function ( boolean ) {
  30108. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30109. this.setScissorTest( boolean );
  30110. },
  30111. initMaterial: function () {
  30112. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30113. },
  30114. addPrePlugin: function () {
  30115. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30116. },
  30117. addPostPlugin: function () {
  30118. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30119. },
  30120. updateShadowMap: function () {
  30121. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30122. },
  30123. setFaceCulling: function () {
  30124. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30125. },
  30126. allocTextureUnit: function () {
  30127. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30128. },
  30129. setTexture: function () {
  30130. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30131. },
  30132. setTexture2D: function () {
  30133. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30134. },
  30135. setTextureCube: function () {
  30136. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30137. },
  30138. getActiveMipMapLevel: function () {
  30139. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30140. return this.getActiveMipmapLevel();
  30141. }
  30142. } );
  30143. Object.defineProperties( WebGLRenderer.prototype, {
  30144. shadowMapEnabled: {
  30145. get: function () {
  30146. return this.shadowMap.enabled;
  30147. },
  30148. set: function ( value ) {
  30149. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30150. this.shadowMap.enabled = value;
  30151. }
  30152. },
  30153. shadowMapType: {
  30154. get: function () {
  30155. return this.shadowMap.type;
  30156. },
  30157. set: function ( value ) {
  30158. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30159. this.shadowMap.type = value;
  30160. }
  30161. },
  30162. shadowMapCullFace: {
  30163. get: function () {
  30164. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30165. return undefined;
  30166. },
  30167. set: function ( /* value */ ) {
  30168. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30169. }
  30170. },
  30171. context: {
  30172. get: function () {
  30173. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30174. return this.getContext();
  30175. }
  30176. },
  30177. vr: {
  30178. get: function () {
  30179. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30180. return this.xr;
  30181. }
  30182. },
  30183. gammaInput: {
  30184. get: function () {
  30185. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30186. return false;
  30187. },
  30188. set: function () {
  30189. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30190. }
  30191. },
  30192. gammaOutput: {
  30193. get: function () {
  30194. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30195. return false;
  30196. },
  30197. set: function ( value ) {
  30198. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30199. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30200. }
  30201. }
  30202. } );
  30203. Object.defineProperties( WebGLShadowMap.prototype, {
  30204. cullFace: {
  30205. get: function () {
  30206. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30207. return undefined;
  30208. },
  30209. set: function ( /* cullFace */ ) {
  30210. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30211. }
  30212. },
  30213. renderReverseSided: {
  30214. get: function () {
  30215. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30216. return undefined;
  30217. },
  30218. set: function () {
  30219. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30220. }
  30221. },
  30222. renderSingleSided: {
  30223. get: function () {
  30224. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30225. return undefined;
  30226. },
  30227. set: function () {
  30228. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30229. }
  30230. }
  30231. } );
  30232. function WebGLRenderTargetCube( width, height, options ) {
  30233. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30234. return new WebGLCubeRenderTarget( width, options );
  30235. }
  30236. //
  30237. Object.defineProperties( WebGLRenderTarget.prototype, {
  30238. wrapS: {
  30239. get: function () {
  30240. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30241. return this.texture.wrapS;
  30242. },
  30243. set: function ( value ) {
  30244. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30245. this.texture.wrapS = value;
  30246. }
  30247. },
  30248. wrapT: {
  30249. get: function () {
  30250. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30251. return this.texture.wrapT;
  30252. },
  30253. set: function ( value ) {
  30254. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30255. this.texture.wrapT = value;
  30256. }
  30257. },
  30258. magFilter: {
  30259. get: function () {
  30260. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30261. return this.texture.magFilter;
  30262. },
  30263. set: function ( value ) {
  30264. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30265. this.texture.magFilter = value;
  30266. }
  30267. },
  30268. minFilter: {
  30269. get: function () {
  30270. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30271. return this.texture.minFilter;
  30272. },
  30273. set: function ( value ) {
  30274. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30275. this.texture.minFilter = value;
  30276. }
  30277. },
  30278. anisotropy: {
  30279. get: function () {
  30280. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30281. return this.texture.anisotropy;
  30282. },
  30283. set: function ( value ) {
  30284. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30285. this.texture.anisotropy = value;
  30286. }
  30287. },
  30288. offset: {
  30289. get: function () {
  30290. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30291. return this.texture.offset;
  30292. },
  30293. set: function ( value ) {
  30294. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30295. this.texture.offset = value;
  30296. }
  30297. },
  30298. repeat: {
  30299. get: function () {
  30300. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30301. return this.texture.repeat;
  30302. },
  30303. set: function ( value ) {
  30304. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30305. this.texture.repeat = value;
  30306. }
  30307. },
  30308. format: {
  30309. get: function () {
  30310. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30311. return this.texture.format;
  30312. },
  30313. set: function ( value ) {
  30314. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30315. this.texture.format = value;
  30316. }
  30317. },
  30318. type: {
  30319. get: function () {
  30320. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30321. return this.texture.type;
  30322. },
  30323. set: function ( value ) {
  30324. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30325. this.texture.type = value;
  30326. }
  30327. },
  30328. generateMipmaps: {
  30329. get: function () {
  30330. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30331. return this.texture.generateMipmaps;
  30332. },
  30333. set: function ( value ) {
  30334. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30335. this.texture.generateMipmaps = value;
  30336. }
  30337. }
  30338. } );
  30339. //
  30340. Object.defineProperties( Audio.prototype, {
  30341. load: {
  30342. value: function ( file ) {
  30343. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30344. var scope = this;
  30345. var audioLoader = new AudioLoader();
  30346. audioLoader.load( file, function ( buffer ) {
  30347. scope.setBuffer( buffer );
  30348. } );
  30349. return this;
  30350. }
  30351. },
  30352. startTime: {
  30353. set: function () {
  30354. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30355. }
  30356. }
  30357. } );
  30358. AudioAnalyser.prototype.getData = function () {
  30359. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30360. return this.getFrequencyData();
  30361. };
  30362. //
  30363. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30364. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30365. return this.update( renderer, scene );
  30366. };
  30367. //
  30368. var GeometryUtils = {
  30369. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30370. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30371. var matrix;
  30372. if ( geometry2.isMesh ) {
  30373. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30374. matrix = geometry2.matrix;
  30375. geometry2 = geometry2.geometry;
  30376. }
  30377. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30378. },
  30379. center: function ( geometry ) {
  30380. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30381. return geometry.center();
  30382. }
  30383. };
  30384. ImageUtils.crossOrigin = undefined;
  30385. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30386. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30387. var loader = new TextureLoader();
  30388. loader.setCrossOrigin( this.crossOrigin );
  30389. var texture = loader.load( url, onLoad, undefined, onError );
  30390. if ( mapping ) { texture.mapping = mapping; }
  30391. return texture;
  30392. };
  30393. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30394. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30395. var loader = new CubeTextureLoader();
  30396. loader.setCrossOrigin( this.crossOrigin );
  30397. var texture = loader.load( urls, onLoad, undefined, onError );
  30398. if ( mapping ) { texture.mapping = mapping; }
  30399. return texture;
  30400. };
  30401. ImageUtils.loadCompressedTexture = function () {
  30402. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30403. };
  30404. ImageUtils.loadCompressedTextureCube = function () {
  30405. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30406. };
  30407. //
  30408. function CanvasRenderer() {
  30409. console.error( 'THREE.CanvasRenderer has been removed' );
  30410. }
  30411. //
  30412. function JSONLoader() {
  30413. console.error( 'THREE.JSONLoader has been removed.' );
  30414. }
  30415. //
  30416. var SceneUtils = {
  30417. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30418. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30419. },
  30420. detach: function ( /* child, parent, scene */ ) {
  30421. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30422. },
  30423. attach: function ( /* child, scene, parent */ ) {
  30424. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30425. }
  30426. };
  30427. //
  30428. function LensFlare() {
  30429. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30430. }
  30431. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30432. /* eslint-disable no-undef */
  30433. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30434. revision: REVISION,
  30435. } } ) );
  30436. /* eslint-enable no-undef */
  30437. }
  30438. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30439. exports.AddEquation = AddEquation;
  30440. exports.AddOperation = AddOperation;
  30441. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30442. exports.AdditiveBlending = AdditiveBlending;
  30443. exports.AlphaFormat = AlphaFormat;
  30444. exports.AlwaysDepth = AlwaysDepth;
  30445. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30446. exports.AmbientLight = AmbientLight;
  30447. exports.AmbientLightProbe = AmbientLightProbe;
  30448. exports.AnimationClip = AnimationClip;
  30449. exports.AnimationLoader = AnimationLoader;
  30450. exports.AnimationMixer = AnimationMixer;
  30451. exports.AnimationObjectGroup = AnimationObjectGroup;
  30452. exports.AnimationUtils = AnimationUtils;
  30453. exports.ArcCurve = ArcCurve;
  30454. exports.ArrayCamera = ArrayCamera;
  30455. exports.ArrowHelper = ArrowHelper;
  30456. exports.Audio = Audio;
  30457. exports.AudioAnalyser = AudioAnalyser;
  30458. exports.AudioContext = AudioContext;
  30459. exports.AudioListener = AudioListener;
  30460. exports.AudioLoader = AudioLoader;
  30461. exports.AxesHelper = AxesHelper;
  30462. exports.AxisHelper = AxisHelper;
  30463. exports.BackSide = BackSide;
  30464. exports.BasicDepthPacking = BasicDepthPacking;
  30465. exports.BasicShadowMap = BasicShadowMap;
  30466. exports.BinaryTextureLoader = BinaryTextureLoader;
  30467. exports.Bone = Bone;
  30468. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30469. exports.BoundingBoxHelper = BoundingBoxHelper;
  30470. exports.Box2 = Box2;
  30471. exports.Box3 = Box3;
  30472. exports.Box3Helper = Box3Helper;
  30473. exports.BoxBufferGeometry = BoxBufferGeometry;
  30474. exports.BoxGeometry = BoxGeometry;
  30475. exports.BoxHelper = BoxHelper;
  30476. exports.BufferAttribute = BufferAttribute;
  30477. exports.BufferGeometry = BufferGeometry;
  30478. exports.BufferGeometryLoader = BufferGeometryLoader;
  30479. exports.ByteType = ByteType;
  30480. exports.Cache = Cache;
  30481. exports.Camera = Camera;
  30482. exports.CameraHelper = CameraHelper;
  30483. exports.CanvasRenderer = CanvasRenderer;
  30484. exports.CanvasTexture = CanvasTexture;
  30485. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30486. exports.CineonToneMapping = CineonToneMapping;
  30487. exports.CircleBufferGeometry = CircleBufferGeometry;
  30488. exports.CircleGeometry = CircleGeometry;
  30489. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30490. exports.Clock = Clock;
  30491. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30492. exports.Color = Color;
  30493. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30494. exports.CompressedTexture = CompressedTexture;
  30495. exports.CompressedTextureLoader = CompressedTextureLoader;
  30496. exports.ConeBufferGeometry = ConeBufferGeometry;
  30497. exports.ConeGeometry = ConeGeometry;
  30498. exports.CubeCamera = CubeCamera;
  30499. exports.CubeGeometry = BoxGeometry;
  30500. exports.CubeReflectionMapping = CubeReflectionMapping;
  30501. exports.CubeRefractionMapping = CubeRefractionMapping;
  30502. exports.CubeTexture = CubeTexture;
  30503. exports.CubeTextureLoader = CubeTextureLoader;
  30504. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30505. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30506. exports.CubicBezierCurve = CubicBezierCurve;
  30507. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30508. exports.CubicInterpolant = CubicInterpolant;
  30509. exports.CullFaceBack = CullFaceBack;
  30510. exports.CullFaceFront = CullFaceFront;
  30511. exports.CullFaceFrontBack = CullFaceFrontBack;
  30512. exports.CullFaceNone = CullFaceNone;
  30513. exports.Curve = Curve;
  30514. exports.CurvePath = CurvePath;
  30515. exports.CustomBlending = CustomBlending;
  30516. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30517. exports.CylinderGeometry = CylinderGeometry;
  30518. exports.Cylindrical = Cylindrical;
  30519. exports.DataTexture = DataTexture;
  30520. exports.DataTexture2DArray = DataTexture2DArray;
  30521. exports.DataTexture3D = DataTexture3D;
  30522. exports.DataTextureLoader = DataTextureLoader;
  30523. exports.DecrementStencilOp = DecrementStencilOp;
  30524. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30525. exports.DefaultLoadingManager = DefaultLoadingManager;
  30526. exports.DepthFormat = DepthFormat;
  30527. exports.DepthStencilFormat = DepthStencilFormat;
  30528. exports.DepthTexture = DepthTexture;
  30529. exports.DirectionalLight = DirectionalLight;
  30530. exports.DirectionalLightHelper = DirectionalLightHelper;
  30531. exports.DirectionalLightShadow = DirectionalLightShadow;
  30532. exports.DiscreteInterpolant = DiscreteInterpolant;
  30533. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30534. exports.DodecahedronGeometry = DodecahedronGeometry;
  30535. exports.DoubleSide = DoubleSide;
  30536. exports.DstAlphaFactor = DstAlphaFactor;
  30537. exports.DstColorFactor = DstColorFactor;
  30538. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30539. exports.DynamicCopyUsage = DynamicCopyUsage;
  30540. exports.DynamicDrawUsage = DynamicDrawUsage;
  30541. exports.DynamicReadUsage = DynamicReadUsage;
  30542. exports.EdgesGeometry = EdgesGeometry;
  30543. exports.EdgesHelper = EdgesHelper;
  30544. exports.EllipseCurve = EllipseCurve;
  30545. exports.EqualDepth = EqualDepth;
  30546. exports.EqualStencilFunc = EqualStencilFunc;
  30547. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30548. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30549. exports.Euler = Euler;
  30550. exports.EventDispatcher = EventDispatcher;
  30551. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30552. exports.ExtrudeGeometry = ExtrudeGeometry;
  30553. exports.Face3 = Face3;
  30554. exports.Face4 = Face4;
  30555. exports.FaceColors = FaceColors;
  30556. exports.FileLoader = FileLoader;
  30557. exports.FlatShading = FlatShading;
  30558. exports.Float32Attribute = Float32Attribute;
  30559. exports.Float32BufferAttribute = Float32BufferAttribute;
  30560. exports.Float64Attribute = Float64Attribute;
  30561. exports.Float64BufferAttribute = Float64BufferAttribute;
  30562. exports.FloatType = FloatType;
  30563. exports.Fog = Fog;
  30564. exports.FogExp2 = FogExp2;
  30565. exports.Font = Font;
  30566. exports.FontLoader = FontLoader;
  30567. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30568. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30569. exports.FrontSide = FrontSide;
  30570. exports.Frustum = Frustum;
  30571. exports.GammaEncoding = GammaEncoding;
  30572. exports.Geometry = Geometry;
  30573. exports.GeometryUtils = GeometryUtils;
  30574. exports.GreaterDepth = GreaterDepth;
  30575. exports.GreaterEqualDepth = GreaterEqualDepth;
  30576. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30577. exports.GreaterStencilFunc = GreaterStencilFunc;
  30578. exports.GridHelper = GridHelper;
  30579. exports.Group = Group;
  30580. exports.HalfFloatType = HalfFloatType;
  30581. exports.HemisphereLight = HemisphereLight;
  30582. exports.HemisphereLightHelper = HemisphereLightHelper;
  30583. exports.HemisphereLightProbe = HemisphereLightProbe;
  30584. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30585. exports.IcosahedronGeometry = IcosahedronGeometry;
  30586. exports.ImageBitmapLoader = ImageBitmapLoader;
  30587. exports.ImageLoader = ImageLoader;
  30588. exports.ImageUtils = ImageUtils;
  30589. exports.ImmediateRenderObject = ImmediateRenderObject;
  30590. exports.IncrementStencilOp = IncrementStencilOp;
  30591. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30592. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30593. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30594. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30595. exports.InstancedMesh = InstancedMesh;
  30596. exports.Int16Attribute = Int16Attribute;
  30597. exports.Int16BufferAttribute = Int16BufferAttribute;
  30598. exports.Int32Attribute = Int32Attribute;
  30599. exports.Int32BufferAttribute = Int32BufferAttribute;
  30600. exports.Int8Attribute = Int8Attribute;
  30601. exports.Int8BufferAttribute = Int8BufferAttribute;
  30602. exports.IntType = IntType;
  30603. exports.InterleavedBuffer = InterleavedBuffer;
  30604. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30605. exports.Interpolant = Interpolant;
  30606. exports.InterpolateDiscrete = InterpolateDiscrete;
  30607. exports.InterpolateLinear = InterpolateLinear;
  30608. exports.InterpolateSmooth = InterpolateSmooth;
  30609. exports.InvertStencilOp = InvertStencilOp;
  30610. exports.JSONLoader = JSONLoader;
  30611. exports.KeepStencilOp = KeepStencilOp;
  30612. exports.KeyframeTrack = KeyframeTrack;
  30613. exports.LOD = LOD;
  30614. exports.LatheBufferGeometry = LatheBufferGeometry;
  30615. exports.LatheGeometry = LatheGeometry;
  30616. exports.Layers = Layers;
  30617. exports.LensFlare = LensFlare;
  30618. exports.LessDepth = LessDepth;
  30619. exports.LessEqualDepth = LessEqualDepth;
  30620. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30621. exports.LessStencilFunc = LessStencilFunc;
  30622. exports.Light = Light;
  30623. exports.LightProbe = LightProbe;
  30624. exports.LightShadow = LightShadow;
  30625. exports.Line = Line;
  30626. exports.Line3 = Line3;
  30627. exports.LineBasicMaterial = LineBasicMaterial;
  30628. exports.LineCurve = LineCurve;
  30629. exports.LineCurve3 = LineCurve3;
  30630. exports.LineDashedMaterial = LineDashedMaterial;
  30631. exports.LineLoop = LineLoop;
  30632. exports.LinePieces = LinePieces;
  30633. exports.LineSegments = LineSegments;
  30634. exports.LineStrip = LineStrip;
  30635. exports.LinearEncoding = LinearEncoding;
  30636. exports.LinearFilter = LinearFilter;
  30637. exports.LinearInterpolant = LinearInterpolant;
  30638. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30639. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30640. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30641. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30642. exports.LinearToneMapping = LinearToneMapping;
  30643. exports.Loader = Loader;
  30644. exports.LoaderUtils = LoaderUtils;
  30645. exports.LoadingManager = LoadingManager;
  30646. exports.LogLuvEncoding = LogLuvEncoding;
  30647. exports.LoopOnce = LoopOnce;
  30648. exports.LoopPingPong = LoopPingPong;
  30649. exports.LoopRepeat = LoopRepeat;
  30650. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30651. exports.LuminanceFormat = LuminanceFormat;
  30652. exports.MOUSE = MOUSE;
  30653. exports.Material = Material;
  30654. exports.MaterialLoader = MaterialLoader;
  30655. exports.Math = MathUtils;
  30656. exports.MathUtils = MathUtils;
  30657. exports.Matrix3 = Matrix3;
  30658. exports.Matrix4 = Matrix4;
  30659. exports.MaxEquation = MaxEquation;
  30660. exports.Mesh = Mesh;
  30661. exports.MeshBasicMaterial = MeshBasicMaterial;
  30662. exports.MeshDepthMaterial = MeshDepthMaterial;
  30663. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30664. exports.MeshFaceMaterial = MeshFaceMaterial;
  30665. exports.MeshLambertMaterial = MeshLambertMaterial;
  30666. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30667. exports.MeshNormalMaterial = MeshNormalMaterial;
  30668. exports.MeshPhongMaterial = MeshPhongMaterial;
  30669. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30670. exports.MeshStandardMaterial = MeshStandardMaterial;
  30671. exports.MeshToonMaterial = MeshToonMaterial;
  30672. exports.MinEquation = MinEquation;
  30673. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30674. exports.MixOperation = MixOperation;
  30675. exports.MultiMaterial = MultiMaterial;
  30676. exports.MultiplyBlending = MultiplyBlending;
  30677. exports.MultiplyOperation = MultiplyOperation;
  30678. exports.NearestFilter = NearestFilter;
  30679. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30680. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30681. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30682. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30683. exports.NeverDepth = NeverDepth;
  30684. exports.NeverStencilFunc = NeverStencilFunc;
  30685. exports.NoBlending = NoBlending;
  30686. exports.NoColors = NoColors;
  30687. exports.NoToneMapping = NoToneMapping;
  30688. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30689. exports.NormalBlending = NormalBlending;
  30690. exports.NotEqualDepth = NotEqualDepth;
  30691. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30692. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30693. exports.Object3D = Object3D;
  30694. exports.ObjectLoader = ObjectLoader;
  30695. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30696. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30697. exports.OctahedronGeometry = OctahedronGeometry;
  30698. exports.OneFactor = OneFactor;
  30699. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30700. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30701. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30702. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30703. exports.OrthographicCamera = OrthographicCamera;
  30704. exports.PCFShadowMap = PCFShadowMap;
  30705. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30706. exports.PMREMGenerator = PMREMGenerator;
  30707. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30708. exports.ParametricGeometry = ParametricGeometry;
  30709. exports.Particle = Particle;
  30710. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30711. exports.ParticleSystem = ParticleSystem;
  30712. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30713. exports.Path = Path;
  30714. exports.PerspectiveCamera = PerspectiveCamera;
  30715. exports.Plane = Plane;
  30716. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30717. exports.PlaneGeometry = PlaneGeometry;
  30718. exports.PlaneHelper = PlaneHelper;
  30719. exports.PointCloud = PointCloud;
  30720. exports.PointCloudMaterial = PointCloudMaterial;
  30721. exports.PointLight = PointLight;
  30722. exports.PointLightHelper = PointLightHelper;
  30723. exports.Points = Points;
  30724. exports.PointsMaterial = PointsMaterial;
  30725. exports.PolarGridHelper = PolarGridHelper;
  30726. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30727. exports.PolyhedronGeometry = PolyhedronGeometry;
  30728. exports.PositionalAudio = PositionalAudio;
  30729. exports.PropertyBinding = PropertyBinding;
  30730. exports.PropertyMixer = PropertyMixer;
  30731. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30732. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30733. exports.Quaternion = Quaternion;
  30734. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30735. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30736. exports.REVISION = REVISION;
  30737. exports.RGBADepthPacking = RGBADepthPacking;
  30738. exports.RGBAFormat = RGBAFormat;
  30739. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30740. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30741. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30742. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30743. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30744. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30745. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30746. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30747. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30748. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30749. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30750. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30751. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30752. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30753. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30754. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30755. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30756. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30757. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30758. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30759. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30760. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30761. exports.RGBDEncoding = RGBDEncoding;
  30762. exports.RGBEEncoding = RGBEEncoding;
  30763. exports.RGBEFormat = RGBEFormat;
  30764. exports.RGBFormat = RGBFormat;
  30765. exports.RGBIntegerFormat = RGBIntegerFormat;
  30766. exports.RGBM16Encoding = RGBM16Encoding;
  30767. exports.RGBM7Encoding = RGBM7Encoding;
  30768. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30769. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30770. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30771. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30772. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30773. exports.RGFormat = RGFormat;
  30774. exports.RGIntegerFormat = RGIntegerFormat;
  30775. exports.RawShaderMaterial = RawShaderMaterial;
  30776. exports.Ray = Ray;
  30777. exports.Raycaster = Raycaster;
  30778. exports.RectAreaLight = RectAreaLight;
  30779. exports.RedFormat = RedFormat;
  30780. exports.RedIntegerFormat = RedIntegerFormat;
  30781. exports.ReinhardToneMapping = ReinhardToneMapping;
  30782. exports.RepeatWrapping = RepeatWrapping;
  30783. exports.ReplaceStencilOp = ReplaceStencilOp;
  30784. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30785. exports.RingBufferGeometry = RingBufferGeometry;
  30786. exports.RingGeometry = RingGeometry;
  30787. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30788. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30789. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30790. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30791. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30792. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30793. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30794. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30795. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30796. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30797. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30798. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30799. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30800. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30801. exports.Scene = Scene;
  30802. exports.SceneUtils = SceneUtils;
  30803. exports.ShaderChunk = ShaderChunk;
  30804. exports.ShaderLib = ShaderLib;
  30805. exports.ShaderMaterial = ShaderMaterial;
  30806. exports.ShadowMaterial = ShadowMaterial;
  30807. exports.Shape = Shape;
  30808. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30809. exports.ShapeGeometry = ShapeGeometry;
  30810. exports.ShapePath = ShapePath;
  30811. exports.ShapeUtils = ShapeUtils;
  30812. exports.ShortType = ShortType;
  30813. exports.Skeleton = Skeleton;
  30814. exports.SkeletonHelper = SkeletonHelper;
  30815. exports.SkinnedMesh = SkinnedMesh;
  30816. exports.SmoothShading = SmoothShading;
  30817. exports.Sphere = Sphere;
  30818. exports.SphereBufferGeometry = SphereBufferGeometry;
  30819. exports.SphereGeometry = SphereGeometry;
  30820. exports.Spherical = Spherical;
  30821. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30822. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30823. exports.Spline = Spline;
  30824. exports.SplineCurve = SplineCurve;
  30825. exports.SplineCurve3 = SplineCurve3;
  30826. exports.SpotLight = SpotLight;
  30827. exports.SpotLightHelper = SpotLightHelper;
  30828. exports.SpotLightShadow = SpotLightShadow;
  30829. exports.Sprite = Sprite;
  30830. exports.SpriteMaterial = SpriteMaterial;
  30831. exports.SrcAlphaFactor = SrcAlphaFactor;
  30832. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30833. exports.SrcColorFactor = SrcColorFactor;
  30834. exports.StaticCopyUsage = StaticCopyUsage;
  30835. exports.StaticDrawUsage = StaticDrawUsage;
  30836. exports.StaticReadUsage = StaticReadUsage;
  30837. exports.StereoCamera = StereoCamera;
  30838. exports.StreamCopyUsage = StreamCopyUsage;
  30839. exports.StreamDrawUsage = StreamDrawUsage;
  30840. exports.StreamReadUsage = StreamReadUsage;
  30841. exports.StringKeyframeTrack = StringKeyframeTrack;
  30842. exports.SubtractEquation = SubtractEquation;
  30843. exports.SubtractiveBlending = SubtractiveBlending;
  30844. exports.TOUCH = TOUCH;
  30845. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30846. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30847. exports.TetrahedronGeometry = TetrahedronGeometry;
  30848. exports.TextBufferGeometry = TextBufferGeometry;
  30849. exports.TextGeometry = TextGeometry;
  30850. exports.Texture = Texture;
  30851. exports.TextureLoader = TextureLoader;
  30852. exports.TorusBufferGeometry = TorusBufferGeometry;
  30853. exports.TorusGeometry = TorusGeometry;
  30854. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30855. exports.TorusKnotGeometry = TorusKnotGeometry;
  30856. exports.Triangle = Triangle;
  30857. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30858. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30859. exports.TrianglesDrawMode = TrianglesDrawMode;
  30860. exports.TubeBufferGeometry = TubeBufferGeometry;
  30861. exports.TubeGeometry = TubeGeometry;
  30862. exports.UVMapping = UVMapping;
  30863. exports.Uint16Attribute = Uint16Attribute;
  30864. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30865. exports.Uint32Attribute = Uint32Attribute;
  30866. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30867. exports.Uint8Attribute = Uint8Attribute;
  30868. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30869. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30870. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30871. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30872. exports.Uniform = Uniform;
  30873. exports.UniformsLib = UniformsLib;
  30874. exports.UniformsUtils = UniformsUtils;
  30875. exports.UnsignedByteType = UnsignedByteType;
  30876. exports.UnsignedInt248Type = UnsignedInt248Type;
  30877. exports.UnsignedIntType = UnsignedIntType;
  30878. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30879. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30880. exports.UnsignedShort565Type = UnsignedShort565Type;
  30881. exports.UnsignedShortType = UnsignedShortType;
  30882. exports.VSMShadowMap = VSMShadowMap;
  30883. exports.Vector2 = Vector2;
  30884. exports.Vector3 = Vector3;
  30885. exports.Vector4 = Vector4;
  30886. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30887. exports.Vertex = Vertex;
  30888. exports.VertexColors = VertexColors;
  30889. exports.VideoTexture = VideoTexture;
  30890. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30891. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30892. exports.WebGLRenderTarget = WebGLRenderTarget;
  30893. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30894. exports.WebGLRenderer = WebGLRenderer;
  30895. exports.WebGLUtils = WebGLUtils;
  30896. exports.WireframeGeometry = WireframeGeometry;
  30897. exports.WireframeHelper = WireframeHelper;
  30898. exports.WrapAroundEnding = WrapAroundEnding;
  30899. exports.XHRLoader = XHRLoader;
  30900. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30901. exports.ZeroFactor = ZeroFactor;
  30902. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30903. exports.ZeroStencilOp = ZeroStencilOp;
  30904. exports.sRGBEncoding = sRGBEncoding;
  30905. Object.defineProperty(exports, '__esModule', { value: true });
  30906. })));
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